diff --git a/nova farma TRAE/src/scenes/GrassScene_Clean.js b/nova farma TRAE/src/scenes/GrassScene_Clean.js index 9b3be7d84..86bf06077 100644 --- a/nova farma TRAE/src/scenes/GrassScene_Clean.js +++ b/nova farma TRAE/src/scenes/GrassScene_Clean.js @@ -8,7 +8,7 @@ export default class GrassSceneClean extends Phaser.Scene { // --- ASSETS --- // 1. Podlaga (Foundation) - this.load.image('ground_base', 'DEMO_FAZA1/Ground/tla_trava_tekstura.png'); + // this.load.image('ground_base', 'DEMO_FAZA1/Ground/tla_trava_tekstura.png'); // Removed by user // 2. Vodni kanali (Water) - NEW CLEAN ASSET V7 (Aggressive Clean) this.load.image('stream_final_v7', 'DEMO_FAZA1/Environment/stream_final_v7.png'); @@ -17,6 +17,8 @@ export default class GrassSceneClean extends Phaser.Scene { // 3. Foliage this.load.image('grass_dense', 'DEMO_FAZA1/Vegetation/grass_cluster_dense.png'); this.load.image('grass_tall', 'DEMO_FAZA1/Vegetation/visoka_trava.png'); + this.load.image('grass_v2', 'DEMO_FAZA1/Vegetation/visoka_trava_v2.png'); + this.load.image('grass_sop', 'DEMO_FAZA1/Vegetation/trava_sop.png'); // 4. Items & Charts this.load.image('hay', 'DEMO_FAZA1/Items/hay_drop_0.png'); @@ -79,7 +81,7 @@ export default class GrassSceneClean extends Phaser.Scene { this.physics.world.setBounds(0, 0, WORLD_W, WORLD_H); this.cameras.main.setBounds(0, 0, WORLD_W, WORLD_H); - this.cameras.main.setBackgroundColor('#1a1a1a'); + this.cameras.main.setBackgroundColor('#3a5f0b'); // Grass Green Background // --- ZOOM CONTROL --- this.cameras.main.setZoom(1.5); // Default start zoom @@ -107,13 +109,8 @@ export default class GrassSceneClean extends Phaser.Scene { // OPTIMIZATION: Instead of one massive 32000x32000 tileSprite which crashes WebGL, // we use a smaller one that follows the camera (Infinite Scroll technique). - // Size it to cover the screen even when zoomed out (0.5x zoom -> need 2x size) - const BG_W = this.scale.width * 2.5; - const BG_H = this.scale.height * 2.5; - - this.ground = this.add.tileSprite(this.scale.width / 2, this.scale.height / 2, BG_W, BG_H, 'ground_base'); - this.ground.setScrollFactor(0); // Sticks to camera - this.ground.setDepth(-100); + // Removed ground_base tileSprite since texture is missing. + // Using Background Color instead. // Note: We need to update tilePosition in update() loop to match camera scroll! @@ -180,7 +177,13 @@ export default class GrassSceneClean extends Phaser.Scene { let x = (WORLD_W / 2) + (Math.random() * SPREAD * 2 - SPREAD); let y = (WORLD_H / 2) + (Math.random() * SPREAD * 2 - SPREAD); - let key = Math.random() > 0.2 ? 'grass_dense' : 'grass_tall'; + // Randomizacija z novimi tipi trave + let rand = Math.random(); + let key; + if (rand < 0.4) key = 'grass_dense'; + else if (rand < 0.7) key = 'grass_tall'; + else if (rand < 0.9) key = 'grass_v2'; + else key = 'grass_sop'; // Ustvari travo in jo dodaj v grupo let grass = this.grassGroup.create(x, y, key); @@ -754,9 +757,7 @@ export default class GrassSceneClean extends Phaser.Scene { if (this.ground) { this.ground.tilePositionX = this.cameras.main.scrollX; this.ground.tilePositionY = this.cameras.main.scrollY; - // Also need to move the sprite itself to stay centered on camera - this.ground.x = this.cameras.main.scrollX + this.scale.width / 2; - this.ground.y = this.cameras.main.scrollY + this.scale.height / 2; + // No movement of x/y needed for scrollFactor(0) } // --- FOG MOVEMENT ---