dreva in kamni top
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@@ -40,6 +40,12 @@ class BootScene extends Phaser.Scene {
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console.log('✅ BootScene: Complete!');
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window.gameState.currentScene = 'BootScene';
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// Global Constants for Sprites
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window.SPRITE_TREE_HEALTHY = 'tree_green_final';
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window.SPRITE_TREE_BLUE = 'tree_blue_final';
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window.SPRITE_TREE_DEAD = 'tree_dead_final';
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window.SPRITE_TREE_SAPLING = 'tree_sapling';
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// Takoj po bootu gremo v PreloadScene
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this.time.delayedCall(100, () => {
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this.scene.start('PreloadScene');
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@@ -265,9 +265,10 @@ class GameScene extends Phaser.Scene {
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);
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}
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// Terrain Culling
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// Terrain Culling & Update
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if (this.terrainSystem) {
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this.terrainSystem.updateCulling(this.cameras.main);
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this.terrainSystem.update(delta);
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}
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// Clouds
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@@ -36,11 +36,18 @@ class PreloadScene extends Phaser.Scene {
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this.load.image('tree_dead', 'assets/tree_dead.png');
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this.load.image('rock_asset', 'assets/rock_asset.png');
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// FINAL TREES (User Uploaded)
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this.load.image('tree_green_final', 'assets/tree_green_final.png');
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this.load.image('tree_blue_final', 'assets/tree_blue_final.png');
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this.load.image('tree_dead_final', 'assets/tree_dead_final.png');
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// NEW transparent tree/rock assets
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this.load.image('tree_blue_new', 'assets/tree_blue_new.png');
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this.load.image('tree_blue_new', 'assets/tree_blue_new.png'); // Keep for backup
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this.load.image('tree_green_new', 'assets/tree_green_new.png');
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this.load.image('rock_1', 'assets/rock_1.png');
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this.load.image('rock_2', 'assets/rock_2.png');
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this.load.image('rock_small', 'assets/rock_small.png');
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this.load.image('tree_dead_new', 'assets/tree_dead_new.png');
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this.load.image('flowers_new', 'assets/flowers_new.png');
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this.load.image('hill_sprite', 'assets/hill_sprite.png');
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@@ -102,11 +109,18 @@ class PreloadScene extends Phaser.Scene {
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'tree_blue',
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'tree_dead',
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'rock_asset',
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// FINAL TREES
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'tree_green_final',
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'tree_blue_final',
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'tree_dead_final',
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// NEW transparent assets
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'tree_blue_new',
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'tree_green_new',
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'rock_1',
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'rock_2',
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'rock_small',
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'tree_dead_new',
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'flowers_new',
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'hill_sprite',
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@@ -151,9 +165,13 @@ class PreloadScene extends Phaser.Scene {
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const g = data[i + 1];
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const b = data[i + 2];
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// Remove white/light gray backgrounds (all sprites)
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if (r > 200 && g > 200 && b > 200) {
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data[i + 3] = 0;
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// Remove white/light gray backgrounds (Checkerboard & White)
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// Target grays: R,G,B should be similar and high value.
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if (r > 150 && g > 150 && b > 150) {
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// Check if it's grayscale (checkerboard is usually perfect gray)
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if (Math.abs(r - g) < 30 && Math.abs(g - b) < 30) {
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data[i + 3] = 0;
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}
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}
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// Special: Remove brown/tan backgrounds (merchant sprite)
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@@ -49,6 +49,17 @@ class UIScene extends Phaser.Scene {
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toggleCraftingMenu() {
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if (!this.craftingContainer) this.createCraftingMenu();
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this.craftingContainer.setVisible(!this.craftingContainer.visible);
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// Pause/Resume game?
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// if (this.gameScene) this.gameScene.physics.world.isPaused = this.craftingContainer.visible;
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}
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toggleCrafting() {
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this.toggleCraftingMenu();
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}
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toggleInventory() {
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// Za zdaj odpre crafting meni, ker nimamo ločenega "Big Inventory"
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this.toggleCraftingMenu();
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}
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createCraftingMenu() {
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