Posodobitev trave (novi asseti) in popravek ozadja (zelena barva)
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@@ -8,7 +8,7 @@ export default class GrassSceneClean extends Phaser.Scene {
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// --- ASSETS ---
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// 1. Podlaga (Foundation)
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this.load.image('ground_base', 'DEMO_FAZA1/Ground/tla_trava_tekstura.png');
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// this.load.image('ground_base', 'DEMO_FAZA1/Ground/tla_trava_tekstura.png'); // Removed by user
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// 2. Vodni kanali (Water) - NEW CLEAN ASSET V7 (Aggressive Clean)
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this.load.image('stream_final_v7', 'DEMO_FAZA1/Environment/stream_final_v7.png');
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@@ -17,6 +17,8 @@ export default class GrassSceneClean extends Phaser.Scene {
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// 3. Foliage
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this.load.image('grass_dense', 'DEMO_FAZA1/Vegetation/grass_cluster_dense.png');
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this.load.image('grass_tall', 'DEMO_FAZA1/Vegetation/visoka_trava.png');
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this.load.image('grass_v2', 'DEMO_FAZA1/Vegetation/visoka_trava_v2.png');
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this.load.image('grass_sop', 'DEMO_FAZA1/Vegetation/trava_sop.png');
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// 4. Items & Charts
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this.load.image('hay', 'DEMO_FAZA1/Items/hay_drop_0.png');
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@@ -79,7 +81,7 @@ export default class GrassSceneClean extends Phaser.Scene {
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this.physics.world.setBounds(0, 0, WORLD_W, WORLD_H);
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this.cameras.main.setBounds(0, 0, WORLD_W, WORLD_H);
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this.cameras.main.setBackgroundColor('#1a1a1a');
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this.cameras.main.setBackgroundColor('#3a5f0b'); // Grass Green Background
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// --- ZOOM CONTROL ---
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this.cameras.main.setZoom(1.5); // Default start zoom
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@@ -107,13 +109,8 @@ export default class GrassSceneClean extends Phaser.Scene {
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// OPTIMIZATION: Instead of one massive 32000x32000 tileSprite which crashes WebGL,
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// we use a smaller one that follows the camera (Infinite Scroll technique).
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// Size it to cover the screen even when zoomed out (0.5x zoom -> need 2x size)
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const BG_W = this.scale.width * 2.5;
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const BG_H = this.scale.height * 2.5;
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this.ground = this.add.tileSprite(this.scale.width / 2, this.scale.height / 2, BG_W, BG_H, 'ground_base');
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this.ground.setScrollFactor(0); // Sticks to camera
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this.ground.setDepth(-100);
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// Removed ground_base tileSprite since texture is missing.
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// Using Background Color instead.
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// Note: We need to update tilePosition in update() loop to match camera scroll!
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@@ -180,7 +177,13 @@ export default class GrassSceneClean extends Phaser.Scene {
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let x = (WORLD_W / 2) + (Math.random() * SPREAD * 2 - SPREAD);
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let y = (WORLD_H / 2) + (Math.random() * SPREAD * 2 - SPREAD);
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let key = Math.random() > 0.2 ? 'grass_dense' : 'grass_tall';
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// Randomizacija z novimi tipi trave
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let rand = Math.random();
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let key;
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if (rand < 0.4) key = 'grass_dense';
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else if (rand < 0.7) key = 'grass_tall';
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else if (rand < 0.9) key = 'grass_v2';
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else key = 'grass_sop';
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// Ustvari travo in jo dodaj v grupo
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let grass = this.grassGroup.create(x, y, key);
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@@ -754,9 +757,7 @@ export default class GrassSceneClean extends Phaser.Scene {
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if (this.ground) {
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this.ground.tilePositionX = this.cameras.main.scrollX;
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this.ground.tilePositionY = this.cameras.main.scrollY;
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// Also need to move the sprite itself to stay centered on camera
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this.ground.x = this.cameras.main.scrollX + this.scale.width / 2;
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this.ground.y = this.cameras.main.scrollY + this.scale.height / 2;
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// No movement of x/y needed for scrollFactor(0)
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}
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// --- FOG MOVEMENT ---
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