Implementacija neskončne reke z animacijo toka

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2026-01-31 10:00:09 +01:00
parent 7be21b0ac3
commit 59ea185aa0
2 changed files with 47 additions and 22 deletions

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@@ -10,9 +10,8 @@ export default class GrassSceneClean extends Phaser.Scene {
// 1. Podlaga (Foundation)
this.load.image('ground_base', 'DEMO_FAZA1/Ground/ground_dirt_patch.png');
// 2. Vodni kanali (Water) - NEW CLEAN ASSET V7 (Aggressive Clean)
this.load.image('stream_final_v7', 'DEMO_FAZA1/Environment/stream_final_v7.png');
// Removed extensions for now
// 2. Vodni kanali (Water)
this.load.image('river_tile_seamless', 'DEMO_FAZA1/Environment/river_tile_seamless.png');
// 3. Foliage
// "Divja trava" - samo visoka trava
@@ -124,8 +123,36 @@ export default class GrassSceneClean extends Phaser.Scene {
// Note: We need to update tilePosition in update() loop to match camera scroll!
// --- 2. STREAM SYSTEM (Head + Extensions) ---
// REMOVED PER USER REQUEST (Clean Start)
// --- 2. RIVER SYSTEM (Infinite Scrolling) ---
// Ustvarimo neskončno reko čez celo mapo (navpično)
// Predvidevamo, da je river_tile_seamless.png širine 128px (ali več) in se ponavlja navpično
const riverX = WORLD_W / 2 + 300; // Desno od centra
// Uporabimo tileSprite, ki sega od vrha do dna sveta
// Višina = WORLD_H (32000px), Širina = originalna širina slike (npr. 256px)
// Najprej dobimo teksturo, da preverimo dimenzije
const riverTex = this.textures.get('river_tile_seamless').getSourceImage();
const riverW = riverTex.width;
this.river = this.add.tileSprite(riverX, WORLD_H / 2, riverW, WORLD_H, 'river_tile_seamless');
this.river.setDepth(-50); // Nad zemljo (-100), pod igralcem (Y)
// FIZIKA: Reka je ovira (ne moreš čeznjo)
this.physics.add.existing(this.river, true); // Static body
// Nastavimo collider malo ožji od slike, da lahko stopiš na breg
this.river.body.setSize(riverW * 0.6, WORLD_H);
this.river.body.setOffset(riverW * 0.2, 0);
// Dodamo kolizijo z igralcem (ko bo ustvarjen)
// To naredimo kasneje v create() ali pa shranimo referenco za update
// "ZAKOPANA V ZEMLJO" - Vizualni trik
// Ker je slika že narisana z bregovi, samo dodamo malo sence, če je treba
// Ali pa rahlo temnejši tint, da izgleda globlje
this.river.setTint(0xdddddd); // Rahlo zatemnimo za globino
// --- 2.1 Prejšnji Stream System (Removed) ---
/*
// Center the whole construction
const startX = WORLD_W / 2;
@@ -610,8 +637,10 @@ export default class GrassSceneClean extends Phaser.Scene {
// Collider Stream <-> Kai
// this.physics.add.collider(this.kai, this.stream);
// 3. COLLIDERS
if (this.stream) this.physics.add.collider(this.kai, this.stream);
this.physics.add.collider(this.kai, this.river); // Nova reka
// this.physics.add.collider(this.kai, this.obstaclesGroup);
// --- ANIMATIONS ---
// 0-3: Down, 4-7: Left, 8-11: Right, 12-15: Up
@@ -760,26 +789,22 @@ export default class GrassSceneClean extends Phaser.Scene {
});
}
update() {
// --- GROUND INFINITE SCROLL ---
update(time, delta) {
// --- PARALLAX & SCROLLING ---
// 1. Ground Infinite Scroll
if (this.ground) {
this.ground.tilePositionX = this.cameras.main.scrollX;
this.ground.tilePositionY = this.cameras.main.scrollY;
// No movement of x/y needed for scrollFactor(0)
}
// --- FOG MOVEMENT ---
/*
if (this.fog1) {
this.fog1.tilePositionX += 0.5;
this.fog1.tilePositionY += 0.2;
// 2. River Flow Animation
// Premikamo tilePositionY, da voda "teče" navzdol
// Hitrost: 0.5px na frame (prilagodi po želji)
if (this.river) {
this.river.tilePositionY -= 2.0;
}
if (this.fog2) {
this.fog2.tilePositionX -= 0.3;
this.fog2.tilePositionY += 0.1;
}
*/
// --- PLAYER MOVEMENT ---
const speed = 250;
this.kai.setVelocity(0);