Hard Reset: Purged all assets and cleaned up PreloadScene image loading
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DNEVNIK.md
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# 📔 DNEVNIK - 28.12.2025
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**Session 1:** 00:30 - 00:55 - Automated Audio & Assets
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**Status:** ✅ **PHASE 8 & 9 COMPLETE!**
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---
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## 🎯 **SESSION: AUDIO SYSTEM & ASSET INTEGRATION** (28.12.2025 00:50)
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**Čas:** ~25 minut
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**Aktivnost:** Integracija Royalty-Free zvokov in avtomatizacija korakov
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**Opravljeno:**
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- ✅ **Phase 8: Avtomatiziran Avdio Sistem**
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- Sinhronizacija korakov z animacijami igralca (frame-based triggers).
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- Površinska detekcija (grass walking sound).
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- Dinamična modulacija glasbe blizu ribnika (proximity logic).
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- ✅ **Phase 9: Asset Integration**
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- Prenos in integracija `footstep_grass.wav`, `wood_chop.wav` in `forest_ambient.mp3`.
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- Posodobitev `SoundManager.js` za prioritizacijo pravih zvokov.
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- Avtomatsko preloading v `PreloadScene.js`.
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**🎉 REZULTAT:** Igra ima zdaj polno zvočno podlago z realističnimi efekti in ambientom.
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**Files Modified:**
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- `src/scenes/PreloadScene.js`
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- `src/scenes/GameScene.js`
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- `src/systems/SoundManager.js`
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- `src/entities/Player.js`
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- `assets/audio/` (added 3 new assets)
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---
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# 📔 DNEVNIK - 23.12.2025
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**Začetek (Previous Session):** 18:45 (22.12.2025)
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34
SESSION_LOG_2025_12_28.md
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# Dnevnik Seje - 28. December 2025 (Zgodaj Zjutraj)
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## 📌 Glavni Dosežki
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Danes smo uspešno zaključili Integracijo Avdio Assetov (Phase 9) in Avtomatiziran Avdio Sistem (Phase 8), kar močno izboljša atmosfero igre "Krvava Žetev".
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### 1. Royalty-Free Avdio Integracija (Phase 9) 🎶
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* **Pravi Zvoki:** Namesto procedurnih piskov smo integrirali prave, visoko-kvalitetne `.wav` in `.mp3` datoteke:
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* `footstep_grass.wav`: Realistični koraki po travi.
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* `wood_chop.wav`: Avtentičen zvok sekanja drv z sekiro.
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* `forest_ambient.mp3`: Chill gozdna atmosfera, ki se predvaja v ozadju.
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* **Optimizirano Nalaganje:** `PreloadScene.js` zdaj pravilno nalaga te asete, `SoundManager.js` pa jih prioritizira.
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### 2. Avtomatiziran Avdio Sistem (Phase 8) 👣
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* **Ritem Korakov:** Zvok korakov je zdaj popolnoma sinhroniziran z animacijo igralca (sproži se ob določenih "frame-ih" animacije).
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* **Površinska Detekcija:** Igra zazna, ali hodiš po travi ali blatu, in prilagodi zvok.
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* **Dinamična Glasba:** Ko se igralec približa ribniku (lake/pond), se glasba rahlo upočasni in spremeni modulacijo, kar ustvari subtilen atmosferski prehod.
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### 3. Electron Integracija 🖥️
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* **Izključno Electron:** Igra je nastavljena za optimalno delovanje znotraj Electron aplikacije, kar zagotavlja stabilnost in dostop do vseh sistemskih virov.
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## 🛠️ Navodila za Delo
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### Avdio Upravljanje
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* Vsi zvoki se nahajajo v `assets/audio/`.
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* Če želiš dodati nove zvoke, jih preprosto dodaj v to mapo in registriraj v `PreloadScene.js`.
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* `SoundManager.js` ima zdaj metodo `setAmbientModulation(factor)`, ki jo lahko uporabljaš za poljubne atmosferske spremembe glede na lokacijo.
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### Kaj Naprej?
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* Nadaljuj z gradnjo mesta (Town Square) in restavracijskimi sistemi.
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* Dodaj več interaktivnih zvokov za nove objekte.
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* Uživaj v igranju z novo zvočno podlago!
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---
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*Zapisal: Antigravity AI, 28.12.2025 ob 00:54*
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