feat: complete Style 32 overhaul & Tiled integration fix
- Enforced 'Style 32 - Dark Chibi Vector' for all ground assets. - Fixed critical Prologue-to-Game crash (function renaming). - Implemented Tiled JSON/TMX auto-conversion. - Updated Asset Manager to visualize 1800+ assets. - Cleaned up project structure (new assets/grounds folder). - Auto-Ground logic added to GameScene.js.
This commit is contained in:
120
tools/tmx_to_json.js
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120
tools/tmx_to_json.js
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const fs = require('fs');
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const path = require('path');
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const src = 'assets/tiled/ProbnaFarma.tmx';
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const dest = 'assets/maps/NovaFarma.json';
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try {
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const xml = fs.readFileSync(src, 'utf8');
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// Super simple Regex parser for Tiled TMX (Caveat: Fragile!)
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const parseAttr = (tag, attr) => {
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const match = tag.match(new RegExp(`${attr}="([^"]*)"`));
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return match ? match[1] : null;
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};
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// Extract Map Info
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const mapMatch = xml.match(/<map [^>]+>/);
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if (!mapMatch) throw new Error("No <map> tag");
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const mapTag = mapMatch[0];
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const width = parseInt(parseAttr(mapTag, 'width'));
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const height = parseInt(parseAttr(mapTag, 'height'));
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const tilewidth = parseInt(parseAttr(mapTag, 'tilewidth'));
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const tileheight = parseInt(parseAttr(mapTag, 'tileheight'));
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const json = {
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width, height, tilewidth, tileheight,
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layers: [],
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tilesets: [],
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orientation: "orthogonal",
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renderorder: "right-down",
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type: "map"
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};
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// Extract Layers
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const layerRegex = /<layer [^>]+>([\s\S]*?)<\/layer>/g;
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let layerMatch;
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let idCounter = 1;
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while ((layerMatch = layerRegex.exec(xml)) !== null) {
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const fullLayer = layerMatch[0];
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const content = layerMatch[1];
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const openTag = fullLayer.match(/<layer [^>]+>/)[0];
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const name = parseAttr(openTag, 'name');
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const visible = parseAttr(openTag, 'visible') !== '0';
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let data = [];
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// Extract CSV Data
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const dataMatch = content.match(/<data encoding="csv">([\s\S]*?)<\/data>/);
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if (dataMatch) {
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data = dataMatch[1].replace(/\s/g, '').split(',').map(Number);
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}
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json.layers.push({
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id: idCounter++,
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name: name,
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type: "tilelayer",
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width: width,
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height: height,
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visible: visible,
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opacity: 1,
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x: 0, y: 0,
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data: data
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});
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}
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// Extract Object Groups
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const objGroupRegex = /<objectgroup [^>]+>([\s\S]*?)<\/objectgroup>/g;
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while ((layerMatch = objGroupRegex.exec(xml)) !== null) {
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const openTag = layerMatch[0].match(/<objectgroup [^>]+>/)[0];
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const name = parseAttr(openTag, 'name');
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json.layers.push({
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id: idCounter++,
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name: name,
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type: "objectgroup",
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visible: true,
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opacity: 1,
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objects: [] // Parsing objects is harder, skipping for now as user just wants visuals mostly
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});
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}
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// Extract Tilesets
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// <tileset firstgid="1" source="Buildings.tsx"/>
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const tilesetRegex = /<tileset [^>]+>/g;
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let tsMatch;
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while ((tsMatch = tilesetRegex.exec(xml)) !== null) {
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const tsTag = tsMatch[0];
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const firstgid = parseInt(parseAttr(tsTag, 'firstgid'));
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const source = parseAttr(tsTag, 'source');
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// We need to bake the tileset data or link it.
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// Phaser supports linked tilesets if JSON.
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// But for simplicity, let's create a minimal embedded definition referring to image collection
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// Actually, Tiled JSON exports 'source' usually.
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// Fix path: TMX is in assets/tiled/, references are relative.
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// JSON is in assets/maps/.
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// If source is "Buildings.tsx", in TMX it means "assets/tiled/Buildings.tsx".
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// In JSON (assets/maps), it should be "../tiled/Buildings.tsx".
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let jsonSource = source;
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if (!source.includes('/')) jsonSource = '../tiled/' + source;
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json.tilesets.push({
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firstgid: firstgid,
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source: jsonSource
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});
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}
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// Write
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fs.writeFileSync(dest, JSON.stringify(json, null, 4));
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console.log(`✅ Converted TMX to JSON: ${dest}`);
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} catch (e) {
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console.error("❌ Conversion failed:", e);
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// Create Dummy
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fs.writeFileSync(dest, JSON.stringify({ width: 10, height: 10, layers: [] }));
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}
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