diff --git a/src/scenes/GameScene.js b/src/scenes/GameScene.js index d1b750a..c6a81d2 100644 --- a/src/scenes/GameScene.js +++ b/src/scenes/GameScene.js @@ -73,6 +73,10 @@ class GameScene extends Phaser.Scene { // ๐ŸŽจ 2D FLAT TERRAIN SYSTEM (NEW!) console.log('๐ŸŽจ Initializing Flat 2D Terrain...'); this.terrainSystem = new Flat2DTerrainSystem(this); + + // ๐ŸŒ PHASE 28: Connect biome systems (will be created in constructor) + // This allows terrainSystem to use biomes when they're available + await this.terrainSystem.generate(); console.log('โœ… Flat 2D terrain ready!'); @@ -475,6 +479,12 @@ class GameScene extends Phaser.Scene { // Zoom out za boljลกi pogled (85% zoom) this.cameras.main.setZoom(0.85); + // ๐ŸŒ PHASE 28: Camera bounds for 500x500 world (48px tiles) + const worldSize = 500 * 48; // 24000x24000 pixels + this.cameras.main.setBounds(0, 0, worldSize, worldSize); + this.physics.world.setBounds(0, 0, worldSize, worldSize); + console.log(`๐Ÿ“ท Camera bounds set to ${worldSize}x${worldSize}`); + // Parallax oblaki this.createClouds(); @@ -500,8 +510,24 @@ class GameScene extends Phaser.Scene { console.log('๐ŸŒฌ๏ธ Initializing Weather Enhancements System...'); this.weatherEnhancements = new WeatherEnhancementsSystem(this); + // ๐ŸŒ PHASE 28: BIOME SYSTEM + console.log('๐ŸŒ Initializing Biome System (500x500 world)...'); + this.biomeSystem = new BiomeSystem(this); + this.biomeSystem.generateBiomeMap(); // Generate biome layout + + // ๐Ÿ’พ PHASE 28: CHUNK MANAGER + console.log('๐Ÿ’พ Initializing Chunk Manager...'); + this.chunkManager = new ChunkManager(this, 50); // 50x50 chunks + + // ๐ŸŒ PHASE 28: Connect systems to terrainSystem + if (this.terrainSystem) { + this.terrainSystem.biomeSystem = this.biomeSystem; + this.terrainSystem.chunkManager = this.chunkManager; + console.log('โœ… BiomeSystem & ChunkManager connected to terrainSystem'); + } + // ๐ŸŽจ UI POLISH SYSTEM - console.log('๐ŸŽจ Initializing UI Polish System...'); + console.log('๐ŸŽจ UI POLISH System...'); this.uiPolish = new UIPolishSystem(this); this.statsSystem = new StatsSystem(this);