Odstranitev blatne potke ob trganju trave
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@@ -14,9 +14,6 @@ export default class GrassSceneClean extends Phaser.Scene {
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this.load.image('stream_final_v7', 'DEMO_FAZA1/Environment/stream_final_v7.png');
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// Removed extensions for now
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// 2. Load path/mud assets
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this.load.image('path_mud', 'DEMO_FAZA1/Ground/path_mud_0.png');
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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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@@ -167,9 +164,6 @@ export default class GrassSceneClean extends Phaser.Scene {
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allowGravity: false
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});
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// Path group (za potke)
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this.pathGroup = this.add.group();
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const GRASS_COUNT = 3000;
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const SPREAD = 4000; // 4000px radius okoli centra
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@@ -774,25 +768,6 @@ export default class GrassSceneClean extends Phaser.Scene {
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this.physics.overlap(this.kai, this.grassGroup, (player, grass) => {
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// 1. Uniči travo
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grass.destroy();
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// 2. Ustvari potko (če še ne obstaja na tej lokaciji)
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// Preverimo, če je že kakšna potka zelo blizu, da ne spamamo spritov
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let pathExists = false;
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this.pathGroup.getChildren().forEach(path => {
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if (Phaser.Math.Distance.Between(path.x, path.y, player.x, player.y) < 30) {
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pathExists = true;
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}
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});
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if (!pathExists) {
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// Ustvari blatno potko pod igralcem
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let mud = this.add.image(player.x, player.y + 20, 'path_mud'); // Malo zamika pod noge
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mud.setDepth(-90); // Tik nad tlemi (-100), pod vsem ostalim
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mud.setAlpha(0.7);
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mud.setAngle(Math.random() * 360);
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mud.setScale(0.8 + Math.random() * 0.4);
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this.pathGroup.add(mud);
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}
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});
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}
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