Generiranje goste teksture zemlje za zapolnitev ozadja
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@@ -105,14 +105,47 @@ export default class GrassSceneClean extends Phaser.Scene {
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// --- 1. PODLAGA (The Foundation) ---
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// --- 1. PODLAGA (The Foundation) ---
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// OPTIMIZATION: Instead of one massive 32000x32000 tileSprite which crashes WebGL,
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// Generiranje seamless teksture iz dirt patch-a
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// we use a smaller one that follows the camera (Infinite Scroll technique).
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// Ustvarimo render texture, ki bo služila kot ozadje
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const texSize = 512;
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const rt = this.make.renderTexture({ width: texSize, height: texSize }, false);
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// Size it to cover the screen even when zoomed out (0.5x zoom -> need 2x size)
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// Narišemo 'ground_base' (dirt) večkrat, da pokrijemo luknje
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// Ker je 'ground_base' verjetno izometričen/nepravilen, ga moramo "zložiti" skupaj
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const patchSize = 128; // Predvidevamo velikost, prilagodimo
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const rows = Math.ceil(texSize / patchSize) + 2;
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const cols = Math.ceil(texSize / patchSize) + 2;
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// Najprej temno rjava podlaga za vsak slučaj
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rt.fill(0x3e2723);
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for (let y = 0; y < rows; y++) {
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for (let x = 0; x < cols; x++) {
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let px = x * patchSize;
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let py = y * patchSize;
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// Stagger offset za boljšo pokritost
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if (y % 2 !== 0) px -= patchSize / 2;
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// Random variacija za naraven videz
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let angle = Math.random() * 90 - 45; // Malo rotacije
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let scale = 1.0 + Math.random() * 0.2; // Malo povečave
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rt.draw('ground_base', px, py, 1.0, 0xFFFFFF); // Narišemo sprite
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// Še en sloj zamaknjen za pol, da pokrije luknje
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rt.draw('ground_base', px + patchSize/2, py + patchSize/2, 1.0, 0xCCCCCC); // Malo temnejši za globino
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}
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}
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// Shranimo teksturo v cache pod novim ključem
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rt.saveTexture('ground_seamless_gen');
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// Uporabimo novo generirano teksturo za tileSprite
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const BG_W = this.scale.width * 2.5;
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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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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 = this.add.tileSprite(this.scale.width / 2, this.scale.height / 2, BG_W, BG_H, 'ground_seamless_gen');
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this.ground.setScrollFactor(0); // Sticks to camera
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this.ground.setScrollFactor(0); // Sticks to camera
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this.ground.setDepth(-100);
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this.ground.setDepth(-100);
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