Implement Nova Farma S1 Max: Layered terrain, water mechanics, Y-sorting, and asset cleanup

This commit is contained in:
2026-01-27 01:02:24 +01:00
parent 3b0c26fa5a
commit 51b3b67423
41 changed files with 734 additions and 268 deletions

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@@ -1,216 +1,289 @@
export default class GrassScene extends Phaser.Scene {
constructor() {
super({ key: 'GrassScene' });
this.baseTime = 12;
this.timeSpeed = 0.5;
this.playerSpeed = 200;
this.hayCount = 0;
}
export default class GrassSceneClean extends Phaser.Scene {
preload() {
console.log("🌿 Loading Clean Assets...");
this.load.path = 'assets/DEMO_FAZA1/';
const PATHS = {
ground: 'assets/DEMO_FAZA1/Ground/',
veg: 'assets/DEMO_FAZA1/Vegetation/',
char: 'assets/references/',
items: 'assets/DEMO_FAZA1/Items/Hay/',
audio: 'assets/audio/_NEW/'
};
// --- CHARACTERS ---
this.load.image('kai', 'Characters/Kai_Dreads.png');
this.load.image('ground_base', PATHS.ground + 'tla_trava_tekstura.png');
this.load.image('grass_tall', PATHS.veg + 'visoka_trava.png');
this.load.image('hay_drop', PATHS.items + 'hay_drop_0.png');
this.load.image('kai', PATHS.char + 'kaj.png');
this.load.audio('step_grass', PATHS.audio + 'footstep_grass_000.ogg');
// --- GROUND & ENVIRONMENT ---
this.load.image('ground_base', 'Ground/tla_trava_tekstura.png');
this.load.image('ground_dirt', 'Ground/ground_dirt_patch.png');
this.load.on('loaderror', (file) => {
console.error('FAILED TO LOAD:', file.src);
});
// --- WATER BIOMES ---
// Layer 1 (Flat/Dirty)
this.load.image('puddle_mud', 'Environment/mud_puddle.png');
this.load.image('stream', 'Environment/stream_water.png');
// Layer 2 (Interactive/Structure)
this.load.image('water_clean', 'Environment/water_clean_patch.png');
// --- VEGETATION ---
this.load.image('grass_low', 'Vegetation/trava_sop.png');
this.load.image('grass_high', 'Vegetation/visoka_trava_v2.png');
this.load.image('grass_dense', 'Vegetation/grass_cluster_dense.png');
// --- OBSTACLES ---
this.load.image('thorns', 'Environment/obstacle_thorns.png');
this.load.image('hay', 'Items/hay_drop_0.png');
this.load.image('tree_big', 'Vegetation/drevo_veliko.png');
}
create() {
const { width, height } = this.scale;
// 1. WORLD SETUP
const WORLD_W = 2000;
const WORLD_H = 2000;
this.physics.world.setBounds(0, 0, WORLD_W, WORLD_H);
this.cameras.main.setBounds(0, 0, WORLD_W, WORLD_H);
this.cameras.main.setBackgroundColor('#1a3300');
// 1. BACKGROUND
this.ground = this.add.tileSprite(0, 0, width, height, 'ground_base')
.setOrigin(0, 0);
// ZONES TRACKING (To prevent grass on water/objects)
// Array of {x, y, radius} or {rect}
this.restrictedZones = [];
// 2. GROUPS
this.tallGrassGroup = this.physics.add.group();
this.hayGroup = this.physics.add.group();
// --- LAYER 0: OSNOVA ---
this.add.tileSprite(WORLD_W / 2, WORLD_H / 2, WORLD_W, WORLD_H, 'ground_base').setDepth(0);
this.allGrass = [];
// --- LAYER 1: VODA & UMAZANIJA (Flat, "vtopljeno" v tla) ---
// Trava NE SME rasti tukaj
this.createGroundLiquids(WORLD_W);
// 3. GENERATE WORLD - ONLY GRASS
// "Vsa drevesa odstranjena. Samo trava ostane."
// "Nastavi neskončno travo čez celo mapo"
this.generateInfiniteGrass(width, height);
// --- LAYER 2: INTERAKTIVNI OBJEKTI & Y-SORT GROUP ---
this.gameObjects = this.add.group({ runChildUpdate: true });
this.obstacles = this.physics.add.group(); // For thorns interaction
this.hayGroup = this.physics.add.group({ bounceX: 0.2, bounceY: 0.2, dragX: 100, dragY: 100 });
// 4. KAI (Player)
this.player = this.physics.add.sprite(width / 2, height / 2, 'kai');
this.player.setScale(0.5);
this.player.setOrigin(0.5, 0.92);
this.player.setCollideWorldBounds(true);
this.player.setDepth(this.player.y);
// Place Major Objects (Clean Water, Hay, Thorns, Big Trees)
// with STRICT SPACING (100-150px)
this.createMajorObjects(WORLD_W, WORLD_H);
this.lastStepTime = 0;
// --- VEGETATION FILL ---
// Fills the gaps, strictly respecting restrictedZones
this.populateVegetation(WORLD_W, WORLD_H);
// 5. INTERACTION LOGIC
this.physics.add.overlap(this.player, this.tallGrassGroup, this.handleMow, null, this);
this.physics.add.overlap(this.player, this.hayGroup, this.collectHay, null, this);
// --- PLAYER (KAI) ---
this.kai = this.physics.add.sprite(1000, 1000, 'kai');
this.kai.setCollideWorldBounds(true);
this.kai.body.setSize(30, 30);
this.kai.body.setOffset(this.kai.width / 2 - 15, this.kai.height - 30);
// Input
this.cursors = this.input.keyboard.createCursorKeys();
this.spaceKey = this.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.SPACE);
// Scale to 64px height strict
this.kai.setScale(64 / this.kai.height);
// 6. AMNESIA FADE IN
this.cameras.main.fadeIn(3000, 0, 0, 0);
this.kai.setDepth(this.kai.y);
this.gameObjects.add(this.kai);
// DYNAMIC VIGNETTE
const canvasTexture = this.textures.createCanvas('vignette_tex', width, height);
const ctx = canvasTexture.context;
const grd = ctx.createRadialGradient(width / 2, height / 2, height * 0.3, width / 2, height / 2, height * 0.8);
grd.addColorStop(0, "rgba(0,0,0,0)");
grd.addColorStop(1, "rgba(0,0,0,0.9)");
// Physics Colliders for Layer 2 objects
this.physics.add.collider(this.kai, this.hayGroup);
this.physics.add.collider(this.hayGroup, this.hayGroup);
ctx.fillStyle = grd;
ctx.fillRect(0, 0, width, height);
canvasTexture.refresh();
// Camera
this.cameras.main.startFollow(this.kai, true, 0.08, 0.08);
this.vignette = this.add.image(width / 2, height / 2, 'vignette_tex')
.setScrollFactor(0)
.setAlpha(0)
.setDepth(8000);
// 7. DAY/NIGHT OVERLAY
this.dayNightOverlay = this.add.rectangle(0, 0, width, height, 0x000000, 0)
.setOrigin(0, 0)
.setDepth(9000);
// 8. UI INFO
this.infoText = this.add.text(20, 20, '', {
fontFamily: 'monospace', fontSize: '20px', fill: '#ffffff', stroke: '#000000', strokeThickness: 4
}).setDepth(10000);
this.inventoryText = this.add.text(width - 150, 20, 'Seno: 0', {
fontFamily: 'monospace', fontSize: '20px', fill: '#ffff00', stroke: '#000000', strokeThickness: 4
}).setDepth(10000);
}
generateInfiniteGrass(w, h) {
// "Density = 1.0f" -> High density, cover everything.
// We'll use a grid loop with some randomization offset
// Grass scale is 0.2, original image is ~512?
// 0.2 * 512 = ~100px width.
// Step size ~50px for overlap.
const stepX = 40;
const stepY = 30;
for (let y = 0; y < h; y += stepY) {
for (let x = 0; x < w; x += stepX) {
// Add some randomness
let gx = x + Phaser.Math.Between(-10, 10);
let gy = y + Phaser.Math.Between(-10, 10);
// create(x, y, key)
let grass = this.tallGrassGroup.create(gx, gy, 'grass_tall');
grass.setScale(0.2);
grass.setOrigin(0.5, 0.95);
grass.setDepth(gy + 1);
grass.swaySpeed = 0.002 + Math.random() * 0.001;
grass.swayOffset = Math.random() * 100;
this.allGrass.push(grass);
}
}
}
handleMow(player, grass) {
if (this.spaceKey.isDown) {
let hay = this.hayGroup.create(grass.x, grass.y + 10, 'hay_drop');
hay.setScale(0.6);
hay.setDepth(1);
hay.setAngle(Phaser.Math.Between(-20, 20));
grass.destroy();
const index = this.allGrass.indexOf(grass);
if (index > -1) this.allGrass.splice(index, 1);
}
}
collectHay(player, hay) {
hay.destroy();
this.hayCount++;
this.inventoryText.setText(`Seno: ${this.hayCount}`);
}
update(time, delta) {
// MOVEMENT LOGIC
let currentSpeed = this.playerSpeed;
let isMoving = false;
// HIDING CHECK (Always effectively in grass in this mode, but let's check overlap technically)
let inTallGrass = this.physics.overlap(this.player, this.tallGrassGroup);
if (inTallGrass) {
currentSpeed *= 0.6;
// "Player.CharacterAlpha = 0.4f"
this.player.setAlpha(0.4);
if (this.vignette.alpha < 1) this.vignette.alpha += 0.05;
// AMNESIA VISUALS
if (this.cameras.main.postFX) {
const blur = this.cameras.main.postFX.addBlur(20, 2, 2, 1.0);
this.tweens.add({ targets: blur, strength: 0, duration: 5000, ease: 'Power2' });
} else {
// If he mows a clearing, he becomes visible
this.player.setAlpha(1.0);
if (this.vignette.alpha > 0) this.vignette.alpha -= 0.05;
this.cameras.main.fadeIn(5000);
}
this.player.setVelocity(0);
if (this.cursors.left.isDown) {
this.player.setVelocityX(-currentSpeed);
this.player.setFlipX(true);
isMoving = true;
} else if (this.cursors.right.isDown) {
this.player.setVelocityX(currentSpeed);
this.player.setFlipX(false);
isMoving = true;
}
if (this.cursors.up.isDown) {
this.player.setVelocityY(-currentSpeed);
isMoving = true;
} else if (this.cursors.down.isDown) {
this.player.setVelocityY(currentSpeed);
isMoving = true;
console.log("Nova Farma: Logical Layering Active.");
}
createGroundLiquids(w) {
// Mud Puddles (Flat)
for (let i = 0; i < 8; i++) {
let x = Phaser.Math.Between(200, 1800);
let y = Phaser.Math.Between(200, 1800);
// Safe zone check
if (Phaser.Math.Distance.Between(x, y, 1000, 1000) < 300) continue;
let mud = this.add.image(x, y, 'puddle_mud');
mud.setDepth(0.01); // Layer 1
mud.setScale(1.2);
// Register zone (exclude grass here)
// Radius approx width/2 * scale
this.restrictedZones.push({ x: x, y: y, radius: (mud.width / 2 * 1.2) - 10 });
}
// AUDIO
if (isMoving && inTallGrass) {
if (time > this.lastStepTime + 350) {
this.sound.play('step_grass', { volume: 0.4 });
this.lastStepTime = time;
// Stream (Flat)
for (let i = 0; i < 5; i++) {
let x = 300 + (i * 250);
let y = 1600 + Math.sin(i) * 60;
let stream = this.add.image(x, y, 'stream');
stream.setDepth(0.01);
stream.setRotation(0.1);
this.restrictedZones.push({ x: x, y: y, radius: 100 });
}
}
createMajorObjects(w, h) {
// We will maintain a list of major object positions to enforce the 150px grid spacing
// restrictedZones handles the water overlap, duplicate this list for object spacing if needed
// but adding to restrictedZones works for both.
// 1. Clean Water Panel (Interactive, Y-Sorted)
let wx = 1150, wy = 950;
let wClean = this.add.image(wx, wy, 'water_clean');
wClean.setOrigin(0.5, 0.9);
wClean.setScale(0.7); // Slightly smaller
this.restrictedZones.push({ x: wx, y: wy, radius: 80 });
this.gameObjects.add(wClean);
// 2. Thorns
// ... (Similar logic as before, ensure spacing)
for (let i = 0; i < 12; i++) {
let pos = this.findFreeSpot(w, h, 150);
if (pos) {
let thorn = this.obstacles.create(pos.x, pos.y, 'thorns');
thorn.setOrigin(0.5, 0.82);
thorn.body.setCircle(30);
thorn.body.setOffset(thorn.width / 2 - 30, thorn.height - 40);
thorn.setImmovable(true);
this.restrictedZones.push({ x: pos.x, y: pos.y, radius: 80 });
this.gameObjects.add(thorn);
}
}
// VISUALS
this.player.setDepth(this.player.y);
this.allGrass.forEach(g => { if (g.active) g.rotation = Math.sin((time * g.swaySpeed) + g.swayOffset) * 0.15; });
// 3. Hay
for (let i = 0; i < 6; i++) {
let pos = this.findFreeSpot(w, h, 100);
if (pos) {
let hay = this.hayGroup.create(pos.x, pos.y, 'hay');
hay.setOrigin(0.5, 0.85);
hay.setScale(0.8);
hay.body.setCircle(15);
hay.body.setOffset(hay.width / 2 - 15, hay.height - 20);
this.restrictedZones.push({ x: pos.x, y: pos.y, radius: 50 });
this.gameObjects.add(hay);
}
}
this.baseTime += (delta * 0.001 * this.timeSpeed);
if (this.baseTime >= 24) this.baseTime = 0;
this.updateLighting(this.baseTime);
let hour = Math.floor(this.baseTime);
let minute = Math.floor((this.baseTime % 1) * 60).toString().padStart(2, '0');
this.infoText.setText(`Time: ${hour}:${minute}\n[Arrows] Premik\n[Space] Košnja`);
// 4. BIG TREES
for (let i = 0; i < 10; i++) {
let pos = this.findFreeSpot(w, h, 200);
if (pos) {
let tree = this.add.image(pos.x, pos.y, 'tree_big');
tree.setOrigin(0.5, 0.92);
tree.setScale(1.3);
this.restrictedZones.push({ x: pos.x, y: pos.y, radius: 100 });
this.gameObjects.add(tree);
}
}
}
updateLighting(hour) {
let alpha = 0;
let color = 0x000000;
if (hour >= 20 || hour < 5) { alpha = 0.7; color = 0x000022; }
else if (hour >= 5 && hour < 8) { alpha = 0.3; color = 0xFF4500; }
else if (hour >= 18 && hour < 20) { alpha = 0.4; color = 0xFF4500; }
else { alpha = 0; }
this.dayNightOverlay.setFillStyle(color, alpha);
populateVegetation(w, h) {
// Fill gaps with grass
// We use a looser spacing for grass (density) but strict check against restrictedZones
for (let i = 0; i < 400; i++) {
let x = Phaser.Math.Between(50, w - 50);
let y = Phaser.Math.Between(50, h - 50);
// Check strict zones (Water, Thorns, Trees)
if (this.isZoneRestricted(x, y)) continue;
let type = '';
let scale = 1.0;
let rng = Math.random();
if (rng > 0.9) {
// Dense Hiding Grass
type = 'grass_dense';
} else if (rng > 0.6) {
type = 'grass_high';
} else {
type = 'grass_low';
}
let grass = this.add.image(x, y, type);
grass.setOrigin(0.5, 1.0); // Pivot Bottom for sorting
// Scale logic: Knee to Waist height
// Kai ~64px. Grass ~30-45px.
let hTarget = 25 + Math.random() * 20;
grass.setScale(hTarget / grass.height);
// Tint blend
grass.setTint(0xcccccc);
this.gameObjects.add(grass);
}
}
// Helper: Find spot with minimal distance to others
findFreeSpot(w, h, minDistance) {
for (let i = 0; i < 50; i++) { // 50 attempts
let x = Phaser.Math.Between(100, w - 100);
let y = Phaser.Math.Between(100, h - 100);
// Safe spawn area check
if (Phaser.Math.Distance.Between(x, y, 1000, 1000) < 300) continue;
// Check specific restrictions
let ok = true;
for (let z of this.restrictedZones) {
if (Phaser.Math.Distance.Between(x, y, z.x, z.y) < (z.radius + minDistance)) {
ok = false;
break;
}
}
if (ok) return { x, y };
}
return null;
}
isZoneRestricted(x, y) {
for (let z of this.restrictedZones) {
// For grass, we just need to be outside the radius of the object (water/tree)
if (Phaser.Math.Distance.Between(x, y, z.x, z.y) < z.radius) return true;
}
return false;
}
update() {
// 1. GLOBAL DEPTH & Y-SORT
this.gameObjects.children.each(child => {
child.setDepth(child.y);
});
// 2. MOVEMENT & PHYSICS
const cursors = this.input.keyboard.createCursorKeys();
let speed = 200;
// Interaction Checks
let inThorns = false;
let inMud = false;
// Thorns
this.physics.overlap(this.kai, this.obstacles, () => inThorns = true);
// Mud (Sinking Effect)
this.physics.overlap(this.kai, this.mudGroup, () => inMud = true);
// Apply Effects
if (inThorns) {
speed = 100;
this.kai.setTint(0xffaaaa);
} else {
this.kai.clearTint();
}
if (inMud) {
this.kai.setAlpha(0.8); // "Ugrez" simulation
} else {
this.kai.setAlpha(1.0);
}
// Velocity
this.kai.setVelocity(0);
if (cursors.left.isDown) this.kai.setVelocityX(-speed);
else if (cursors.right.isDown) this.kai.setVelocityX(speed);
if (cursors.up.isDown) this.kai.setVelocityY(-speed);
else if (cursors.down.isDown) this.kai.setVelocityY(speed);
this.kai.body.velocity.normalize().scale(speed);
}
}