feat: Complete 2D Visual Overhaul - Isometric to Flat Top-Down
- NEW: Flat2DTerrainSystem.js (375 lines) - NEW: map2d_data.js procedural map (221 lines) - MODIFIED: GameScene async create, 2D terrain integration - MODIFIED: Player.js flat 2D positioning - MODIFIED: game.js disabled pixelArt for smooth rendering - FIXED: 15+ bugs (updateCulling, isometric conversions, grid lines) - ADDED: Phase 28 to TASKS.md - DOCS: DNEVNIK.md session summary Result: Working flat 2D game with Stardew Valley style! Time: 5.5 hours
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docs/2D_CONVERSION_LOG.md
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# 🚀 ISOMETRIC → FLAT 2D CONVERSION - EXECUTION LOG
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**Date:** 2025-12-14 16:26
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**Duration:** 4-6 hours
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**Goal:** Complete conversion to Stardew Valley flat 2D style
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---
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## ✅ PHASE 1: TILESET CREATION (COMPLETE)
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### Generated Tiles:
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1. **Grass Tileset** ✅
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- File: `tileset_grass_smooth_1765725973241.png`
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- Size: 4x4 grid of 48x48px tiles
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- Style: Vibrant green with variation
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- Features: Dark spots, light highlights, flower dots
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2. **Dirt Path Tileset** ✅
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- File: `tileset_dirt_path_1765726007522.png`
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- Size: 3x3 grid of 48x48px tiles
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- Style: Brown earth paths
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- Features: Straight, corners, transitions
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3. **Water/Pond Tileset** ✅
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- File: `tileset_water_pond_1765726036437.png`
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- Size: 4x4 grid of 48x48px tiles
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- Style: Dark blue-teal water
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- Features: Center, edges, lily pads, borders
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**Status:** ✅ Tilesets ready for use!
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---
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## 📋 PHASE 2: TILED MAP EDITOR SETUP (30min)
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### Steps:
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#### 2.1: Install Tiled (10min)
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- [ ] Download: https://www.mapeditor.org/
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- [ ] Install application
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- [ ] Launch Tiled
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#### 2.2: Create New Tileset (10min)
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- [ ] File → New → New Tileset
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- [ ] Import grass tileset image
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- [ ] Set tile size: 48x48px
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- [ ] Name: "grass_tiles"
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- [ ] Repeat for dirt and water
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#### 2.3: Create New Map (10min)
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- [ ] File → New → New Map
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- [ ] Orientation: **Orthogonal** (NOT Isometric!)
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- [ ] Tile layer format: CSV
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- [ ] Tile size: 48x48px
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- [ ] Map size: 100x100 tiles
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- [ ] Save as: `assets/maps/farm_2d.tmx`
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---
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## 🎨 PHASE 3: MAP DESIGN (1.5h)
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### Layer Structure:
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```
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Layer 5: Decorations Top - Trees, flowers (above player)
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Layer 4: Objects - Player spawn, interactions
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Layer 3: Decorations - Flowers, small objects
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Layer 2: Paths & Water - Dirt paths, pond
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Layer 1: Ground - Grass base
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```
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### Design Tasks:
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#### 3.1: Base Grass Layer (15min)
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- [ ] Select grass tiles
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- [ ] Fill entire 100x100 map
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- [ ] Add grass variations
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- [ ] Create natural look
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#### 3.2: Dirt Paths (30min)
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- [ ] Draw main path network
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- [ ] Use corner tiles for curves
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- [ ] Create organic winding paths
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- [ ] Match reference image style
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#### 3.3: Pond Creation (30min)
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- [ ] Draw pond shape (organic, not square!)
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- [ ] Use water center tiles
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- [ ] Add stone/grass edge tiles
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- [ ] Place lily pads (3-5)
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- [ ] Add pink flowers on lily pads
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- [ ] Optional: Add koi fish tile
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#### 3.4: Decorations (15min)
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- [ ] Place trees (round crowns)
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- [ ] Add colorful flowers
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- [ ] Small bushes
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- [ ] Match reference density
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---
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## 🔧 PHASE 4: PHASER INTEGRATION (1h)
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### 4.1: Copy Tileset Files (5min)
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```bash
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# Copy generated tilesets to assets
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Copy tileset_grass_smooth.png → assets/tilesets/grass.png
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Copy tileset_dirt_path.png → assets/tilesets/dirt.png
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Copy tileset_water_pond.png → assets/tilesets/water.png
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```
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### 4.2: Export from Tiled (5min)
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```
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File → Export As → JSON
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Save to: assets/maps/farm_2d.json
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```
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### 4.3: Load in PreloadScene (10min)
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```javascript
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// src/scenes/PreloadScene.js
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preload() {
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// ... existing code ...
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// 🗺️ TILED MAP - 2D Flat
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this.load.image('tiles_grass', 'assets/tilesets/grass.png');
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this.load.image('tiles_dirt', 'assets/tilesets/dirt.png');
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this.load.image('tiles_water', 'assets/tilesets/water.png');
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this.load.tilemapTiledJSON('farm_map', 'assets/maps/farm_2d.json');
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}
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```
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### 4.4: Replace TerrainSystem (40min)
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```javascript
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// src/scenes/GameScene.js
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create() {
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// ❌ OLD: Procedural isometric terrain
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// this.terrainSystem = new TerrainSystem(this, ...);
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// ✅ NEW: Tiled 2D flat map
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this.map = this.make.tilemap({ key: 'farm_map' });
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// Add tilesets
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const grassTiles = this.map.addTilesetImage('grass_tiles', 'tiles_grass');
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const dirtTiles = this.map.addTilesetImage('dirt_tiles', 'tiles_dirt');
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const waterTiles = this.map.addTilesetImage('water_tiles', 'tiles_water');
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// Create layers (order matters for rendering!)
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this.groundLayer = this.map.createLayer('Ground', [grassTiles], 0, 0);
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this.pathsLayer = this.map.createLayer('Paths', [dirtTiles, waterTiles], 0, 0);
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this.decorLayer = this.map.createLayer('Decorations', [grassTiles, waterTiles], 0, 0);
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// Set collisions (water is solid)
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this.pathsLayer.setCollisionByProperty({ collides: true });
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// Camera bounds (flat 2D - simple!)
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const mapWidth = this.map.widthInPixels;
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const mapHeight = this.map.heightInPixels;
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this.cameras.main.setBounds(0, 0, mapWidth, mapHeight);
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console.log('🗺️ 2D Flat map loaded!');
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}
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```
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---
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## 🎮 PHASE 5: PLAYER & CAMERA UPDATE (30min)
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### 5.1: Update Player Position (15min)
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```javascript
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// src/entities/Player.js
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updatePosition() {
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// ❌ OLD: Isometric conversion
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// const screenPos = this.iso.toScreen(this.gridX, this.gridY);
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// ✅ NEW: Direct 2D position
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const tileSize = 48;
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this.sprite.x = (this.gridX * tileSize) + (tileSize / 2); // Center
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this.sprite.y = (this.gridY * tileSize) + (tileSize / 2);
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}
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```
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### 5.2: Update Movement (10min)
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```javascript
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// Movement is same, but collision check changes:
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// Check tile collision
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if (this.scene.pathsLayer) {
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const worldX = targetX * 48 + 24;
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const worldY = targetY * 48 + 24;
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const tile = this.scene.pathsLayer.getTileAtWorldXY(worldX, worldY);
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if (tile && tile.properties.collides) {
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// Can't move - water!
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return;
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}
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}
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```
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### 5.3: Camera Setup (5min)
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```javascript
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// GameScene.js - setupCamera()
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setupCamera() {
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const cam = this.cameras.main;
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// Simple 2D bounds
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if (this.map) {
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cam.setBounds(0, 0, this.map.widthInPixels, this.map.heightInPixels);
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}
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// Follow player
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if (this.player && this.player.sprite) {
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cam.startFollow(this.player.sprite, true, 0.1, 0.1);
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}
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// Zoom for 2D
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cam.setZoom(1.2); // Slight zoom for better view
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}
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```
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---
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## ✅ PHASE 6: TESTING & POLISH (30min)
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### Test Checklist:
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- [ ] Map loads correctly
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- [ ] All tiles render
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- [ ] Pond looks beautiful
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- [ ] Paths are smooth
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- [ ] Player spawns at correct position
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- [ ] Player can move
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- [ ] Camera follows player
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- [ ] Collision works (can't walk on water)
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- [ ] Performance is good (60 FPS)
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- [ ] Visual style matches reference
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### Polish Tasks:
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- [ ] Adjust pond lily pads
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- [ ] Fine-tune path curves
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- [ ] Add more decorative elements
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- [ ] Ensure grass variation
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- [ ] Check overall composition
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---
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## 📊 PROGRESS TRACKER
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```
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✅ Phase 1: Tileset Creation 100% (30min) DONE
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⏳ Phase 2: Tiled Setup 0% (30min)
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⏳ Phase 3: Map Design 0% (90min)
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⏳ Phase 4: Phaser Integration 0% (60min)
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⏳ Phase 5: Player/Camera Update 0% (30min)
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⏳ Phase 6: Testing & Polish 0% (30min)
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TOTAL: 17% (30/270min)
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```
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---
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## 🎯 NEXT IMMEDIATE STEPS
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**RIGHT NOW:**
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1. Install Tiled Map Editor
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2. Create new map project
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3. Import generated tilesets
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4. Start designing map!
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**Guide:** Follow `docs/TILED_MAP_GUIDE.md` for detailed instructions
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---
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## 💡 TIPS FOR MAP DESIGN
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### Beautiful Pond:
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- Irregular organic shape (NOT square!)
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- 10-15 tiles in size
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- Dark center, light edges
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- 3-5 lily pads with flowers
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- Stone border on one side
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- Grass transition on other sides
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### Natural Paths:
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- Curved, winding (NOT straight!)
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- Vary width (2-4 tiles)
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- Connect key areas
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- Leave puddles on sides
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- Organic edges
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### Tree Placement:
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- Clusters of 2-3 trees
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- Leave open spaces
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- Near pond edges
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- Along path sides
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- Natural distribution
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---
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## 🚀 LET'S GO!
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**Next action:** Install Tiled and start Phase 2! 💪
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**Estimated completion:** ~4-5 hours from now
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---
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*Conversion started: 2025-12-14 16:26*
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*Target completion: 2025-12-14 20:30*
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