mapa
This commit is contained in:
@@ -1,5 +1,15 @@
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// ========================================================
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// NOVE GLOBALNE KONSTANTE ZA LOKACIJE
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// ========================================================
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const FARM_SIZE = 8;
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const FARM_CENTER_X = 20; // Lokacija farme na X osi
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const FARM_CENTER_Y = 20; // Lokacija farme na Y osi
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const CITY_SIZE = 15;
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const CITY_START_X = 65; // Desni del mape (npr. med 65 in 80)
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const CITY_START_Y = 65;
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// Terrain Generator System
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// Generira proceduralni isometrični teren in skrbi za optimizacijo (Tilemap + Culling)
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class TerrainSystem {
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constructor(scene, width = 100, height = 100) {
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this.scene = scene;
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@@ -14,10 +24,29 @@ class TerrainSystem {
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this.decorationsMap = new Map();
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this.cropsMap = new Map();
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this.visibleTiles = new Map();
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this.visibleDecorations = new Map();
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this.visibleCrops = new Map();
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// Pool for Decorations (Trees, Rocks, etc.)
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this.tilePool = {
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active: [],
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inactive: [],
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get: () => {
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if (this.tilePool.inactive.length > 0) {
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const s = this.tilePool.inactive.pop();
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s.setVisible(true);
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return s;
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}
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const s = this.scene.add.sprite(0, 0, 'dirt');
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s.setOrigin(0.5, 0.5);
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return s;
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},
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release: (sprite) => {
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sprite.setVisible(false);
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this.tilePool.inactive.push(sprite);
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}
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};
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this.decorationPool = {
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active: [],
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inactive: [],
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@@ -36,7 +65,6 @@ class TerrainSystem {
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}
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};
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// Pool for Crops
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this.cropPool = {
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active: [],
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inactive: [],
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@@ -55,14 +83,16 @@ class TerrainSystem {
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};
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this.terrainTypes = {
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WATER: { name: 'water', height: 0, color: 0x4444ff, index: 0 },
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SAND: { name: 'sand', height: 0.2, color: 0xdddd44, index: 1 },
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GRASS_FULL: { name: 'grass_full', height: 0.35, color: 0x44aa44, index: 2 },
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GRASS_TOP: { name: 'grass_top', height: 0.45, color: 0x66cc66, index: 3 },
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DIRT: { name: 'dirt', height: 0.5, color: 0x8b4513, index: 4 },
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STONE: { name: 'stone', height: 0.7, color: 0x888888, index: 5 },
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PATH: { name: 'path', height: -1, color: 0xc2b280, index: 6 },
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FARMLAND: { name: 'farmland', height: -1, color: 0x5c4033, index: 7 }
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WATER: { name: 'water', height: 0, color: 0x4444ff },
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SAND: { name: 'sand', height: 0.2, color: 0xdddd44 },
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GRASS_FULL: { name: 'grass_full', height: 0.35, color: 0x44aa44 },
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GRASS_TOP: { name: 'grass_top', height: 0.45, color: 0x66cc66 },
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DIRT: { name: 'dirt', height: 0.5, color: 0x8b4513 },
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STONE: { name: 'stone', height: 0.7, color: 0x888888 },
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PAVEMENT: { name: 'pavement', height: 0.6, color: 0x777777 },
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RUINS: { name: 'ruins', height: 0.6, color: 0x555555 },
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PATH: { name: 'path', height: -1, color: 0xc2b280 },
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FARMLAND: { name: 'farmland', height: -1, color: 0x5c4033 }
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};
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this.offsetX = 0;
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@@ -70,53 +100,21 @@ class TerrainSystem {
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}
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createTileTextures() {
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// Create a single spritesheet for tiles (Tilemap Optimization)
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const graphics = this.scene.make.graphics({ x: 0, y: 0, add: false });
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const tileWidth = 48;
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const tileHeight = 32; // 24 for iso + 8 depth
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const tileHeight = 60;
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const types = Object.values(this.terrainTypes);
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// Draw all tiles horizontally
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types.forEach((type, index) => {
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// Update index just in case
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type.index = index;
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types.forEach((type) => {
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if (this.scene.textures.exists(type.name)) return;
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const x = index * tileWidth;
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graphics.fillStyle(type.color);
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// Draw Isometic Tile (Diamond + Thickness)
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const top = 0;
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const midX = x + 24;
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const graphics = this.scene.make.graphics({ x: 0, y: 0, add: false });
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const x = 0;
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const midX = 24;
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const midY = 12;
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const bottomY = 24;
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const depth = 8;
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const depth = 20;
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// Top Face
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graphics.beginPath();
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graphics.moveTo(midX, top);
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graphics.lineTo(x + 48, midY);
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graphics.lineTo(midX, bottomY);
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graphics.lineTo(x, midY);
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graphics.closePath();
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graphics.fill();
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// Add stroke to prevent seams/gaps (Robust Fix)
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graphics.lineStyle(2, type.color);
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graphics.strokePath();
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// Thickness (Right)
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graphics.fillStyle(Phaser.Display.Color.IntegerToColor(type.color).darken(20).color);
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graphics.beginPath();
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graphics.moveTo(x + 48, midY);
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graphics.lineTo(x + 48, midY + depth);
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graphics.lineTo(midX, bottomY + depth);
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graphics.lineTo(midX, bottomY);
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graphics.closePath();
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graphics.fill();
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// Thickness (Left)
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graphics.fillStyle(Phaser.Display.Color.IntegerToColor(type.color).darken(40).color);
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graphics.fillStyle(0x8B4513);
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graphics.beginPath();
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graphics.moveTo(midX, bottomY);
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graphics.lineTo(midX, bottomY + depth);
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@@ -125,28 +123,59 @@ class TerrainSystem {
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graphics.closePath();
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graphics.fill();
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// Detail (Grass)
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if (type.name.includes('grass')) {
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graphics.fillStyle(0x339933); // Darker green blades
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for (let i = 0; i < 15; i++) {
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const rx = x + 8 + Math.random() * 32;
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const ry = 4 + Math.random() * 16;
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graphics.fillRect(rx, ry, 2, 2);
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}
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}
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// Detail (Dirt)
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if (type.name.includes('dirt')) {
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graphics.fillStyle(0x5c4033);
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for (let i = 0; i < 8; i++) {
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const rx = x + 8 + Math.random() * 32;
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const ry = 4 + Math.random() * 16;
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graphics.fillRect(rx, ry, 2, 2);
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}
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}
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});
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graphics.fillStyle(0x6B3410);
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graphics.beginPath();
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graphics.moveTo(x + 48, midY);
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graphics.lineTo(x + 48, midY + depth);
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graphics.lineTo(midX, bottomY + depth);
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graphics.lineTo(midX, bottomY);
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graphics.closePath();
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graphics.fill();
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graphics.generateTexture('terrain_tileset', tileWidth * types.length, tileHeight);
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graphics.destroy();
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graphics.fillStyle(type.color);
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graphics.beginPath();
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graphics.moveTo(midX, 0);
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graphics.lineTo(x + 48, midY);
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graphics.lineTo(midX, bottomY);
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graphics.lineTo(x, midY);
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graphics.closePath();
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graphics.fill();
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graphics.lineStyle(1, 0xffffff, 0.15);
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graphics.beginPath();
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graphics.moveTo(x, midY);
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graphics.lineTo(midX, 0);
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graphics.lineTo(x + 48, midY);
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graphics.strokePath();
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if (type.name.includes('grass')) {
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graphics.fillStyle(Phaser.Display.Color.IntegerToColor(type.color).lighten(10).color);
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for (let i = 0; i < 8; i++) {
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const rx = x + 10 + Math.random() * 28;
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const ry = 4 + Math.random() * 16;
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graphics.fillRect(rx, ry, 2, 2);
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}
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}
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if (type.name.includes('stone') || type.name.includes('ruins')) {
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graphics.fillStyle(0x444444);
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for (let i = 0; i < 6; i++) {
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const rx = x + 8 + Math.random() * 30;
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const ry = 4 + Math.random() * 16;
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graphics.fillRect(rx, ry, 3, 3);
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}
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}
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if (type.name.includes('pavement')) {
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graphics.lineStyle(1, 0x555555, 0.5);
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graphics.beginPath();
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graphics.moveTo(x + 12, midY + 6);
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graphics.lineTo(x + 36, midY - 6);
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graphics.strokePath();
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}
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graphics.generateTexture(type.name, tileWidth, tileHeight);
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graphics.destroy();
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});
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}
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generate() {
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@@ -159,11 +188,29 @@ class TerrainSystem {
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const ny = y * 0.1;
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const elevation = this.noise.noise(nx, ny);
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let terrainType = this.terrainTypes.WATER;
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if (elevation > this.terrainTypes.SAND.height) terrainType = this.terrainTypes.SAND;
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if (elevation > this.terrainTypes.GRASS_FULL.height) terrainType = this.terrainTypes.GRASS_FULL;
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if (elevation > this.terrainTypes.DIRT.height) terrainType = this.terrainTypes.DIRT;
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if (elevation > this.terrainTypes.STONE.height) terrainType = this.terrainTypes.STONE;
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let terrainType = this.terrainTypes.GRASS_FULL;
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if (x < 3 || x >= this.width - 3 || y < 3 || y >= this.height - 3) {
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terrainType = this.terrainTypes.GRASS_FULL;
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} else {
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if (elevation < -0.6) terrainType = this.terrainTypes.WATER;
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else if (elevation > 0.1) terrainType = this.terrainTypes.SAND;
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else if (elevation > 0.2) terrainType = this.terrainTypes.GRASS_FULL;
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else if (elevation > 0.3) terrainType = this.terrainTypes.GRASS_TOP;
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else if (elevation > 0.7) terrainType = this.terrainTypes.DIRT;
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else if (elevation > 0.85) terrainType = this.terrainTypes.STONE;
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}
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if (Math.abs(x - FARM_CENTER_X) <= FARM_SIZE / 2 && Math.abs(y - FARM_CENTER_Y) <= FARM_SIZE / 2) {
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terrainType = this.terrainTypes.DIRT;
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}
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if (x >= CITY_START_X && x < CITY_START_X + CITY_SIZE &&
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y >= CITY_START_Y && y < CITY_START_Y + CITY_SIZE) {
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terrainType = this.terrainTypes.PAVEMENT;
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if (Math.random() < 0.2) {
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terrainType = this.terrainTypes.RUINS;
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}
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}
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this.tiles[y][x] = {
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type: terrainType.name,
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@@ -171,86 +218,85 @@ class TerrainSystem {
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hasDecoration: false,
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hasCrop: false
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};
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}
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}
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// Vegetation logic (Rich World)
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if (x > 5 && x < this.width - 5 && y > 5 && y < this.height - 5) {
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let decorType = null;
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let maxHp = 1;
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let scale = 1.0;
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let treeCount = 0;
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let rockCount = 0;
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let flowerCount = 0;
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if (terrainType.name.includes('grass')) {
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const rand = Math.random();
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if (elevation > 0.6 && rand < 0.1) {
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decorType = 'bush';
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maxHp = 5;
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} else if (rand < 0.15) { // Common trees
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decorType = 'tree';
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maxHp = 5;
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const sizeRand = Math.random();
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if (sizeRand < 0.2) scale = 0.8;
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else if (sizeRand < 0.8) scale = 1.0 + Math.random() * 0.3;
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else scale = 1.3;
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} else if (rand < 0.18) { // Rocks
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decorType = 'rock';
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maxHp = 8;
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scale = 1.2 + Math.random() * 0.5;
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} else if (rand < 0.19) {
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decorType = 'gravestone';
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maxHp = 10;
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} else if (rand < 0.30) {
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decorType = 'flower';
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maxHp = 1;
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}
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} else if (terrainType.name === 'dirt' && Math.random() < 0.05) {
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decorType = 'bush';
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maxHp = 3;
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}
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const validPositions = [];
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const isFarm = (x, y) => Math.abs(x - FARM_CENTER_X) <= (FARM_SIZE / 2 + 2) && Math.abs(y - FARM_CENTER_Y) <= (FARM_SIZE / 2 + 2);
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const isCity = (x, y) => x >= CITY_START_X - 2 && x < CITY_START_X + CITY_SIZE + 2 && y >= CITY_START_Y - 2 && y < CITY_START_Y + CITY_SIZE + 2;
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if (decorType) {
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const key = `${x},${y}`;
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const decorData = {
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gridX: x,
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gridY: y,
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type: decorType,
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id: key,
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maxHp: maxHp,
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hp: maxHp,
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scale: scale
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};
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this.decorations.push(decorData);
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this.decorationsMap.set(key, decorData);
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this.tiles[y][x].hasDecoration = true;
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}
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for (let y = 5; y < this.height - 5; y++) {
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for (let x = 5; x < this.width - 5; x++) {
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if (isFarm(x, y) || isCity(x, y)) continue;
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const tile = this.tiles[y][x];
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if (tile.type !== 'water' && tile.type !== 'sand' && tile.type !== 'stone') {
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validPositions.push({ x, y });
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}
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}
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}
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console.log('✅ Terrain and decorations generated!');
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for (let i = validPositions.length - 1; i > 0; i--) {
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const j = Math.floor(Math.random() * (i + 1));
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[validPositions[i], validPositions[j]] = [validPositions[j], validPositions[i]];
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}
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// --- TILEMAP IMPLEMENTATION (Performance) ---
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if (this.map) this.map.destroy();
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this.map = this.scene.make.tilemap({
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tileWidth: this.iso.tileWidth, // 48
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tileHeight: this.iso.tileHeight, // 24
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width: this.width,
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height: this.height,
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orientation: Phaser.Tilemaps.Orientation.ISOMETRIC
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});
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for (let i = 0; i < Math.min(25, validPositions.length); i++) {
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const pos = validPositions[i];
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let treeType = 'tree_green_new';
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const rand = Math.random();
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if (rand < 0.15) treeType = 'tree_blue_new';
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else if (rand < 0.25) treeType = 'tree_dead_new';
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// 48x32 tileset
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const tileset = this.map.addTilesetImage('terrain_tileset', 'terrain_tileset', 48, 32);
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this.layer = this.map.createBlankLayer('Ground', tileset, this.offsetX, this.offsetY);
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this.addDecoration(pos.x, pos.y, treeType);
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treeCount++;
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}
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for (let i = 25; i < Math.min(50, validPositions.length); i++) {
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const pos = validPositions[i];
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// Uporabi uporabnikove kamne
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const rockType = Math.random() > 0.5 ? 'rock_1' : 'rock_2';
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this.addDecoration(pos.x, pos.y, rockType);
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rockCount++;
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}
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for (let y = 0; y < this.height; y++) {
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for (let x = 0; x < this.width; x++) {
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const t = this.tiles[y][x];
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const typeDef = Object.values(this.terrainTypes).find(tt => tt.name === t.type);
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if (typeDef) {
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this.layer.putTileAt(typeDef.index, x, y);
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const flowerNoise = new PerlinNoise(Date.now() + 3000);
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for (let y = 5; y < this.height - 5; y++) {
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for (let x = 5; x < this.width - 5; x++) {
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if (isFarm(x, y) || isCity(x, y)) continue;
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const tile = this.tiles[y][x];
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const val = flowerNoise.noise(x * 0.12, y * 0.12);
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if (val > 0.85 && tile.type.includes('grass')) {
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this.addDecoration(x, y, 'flowers_new');
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flowerCount++;
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}
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}
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}
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this.layer.setDepth(0); // Ground level
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const roomSize = 5;
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const roomsAcross = Math.floor(CITY_SIZE / roomSize);
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for (let ry = 0; ry < roomsAcross; ry++) {
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for (let rx = 0; rx < roomsAcross; rx++) {
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if (Math.random() < 0.75) {
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const gx = CITY_START_X + rx * roomSize;
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const gy = CITY_START_Y + ry * roomSize;
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this.placeStructure(gx, gy, 'ruin_room');
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} else {
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const gx = CITY_START_X + rx * roomSize + 2;
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const gy = CITY_START_Y + ry * roomSize + 2;
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const rockType = Math.random() > 0.5 ? 'rock_1' : 'rock_2';
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this.addDecoration(gx, gy, rockType);
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}
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}
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}
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console.log(`✅ Teren generiran: ${treeCount} dreves, ${rockCount} kamnov.`);
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}
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damageDecoration(x, y, amount) {
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@@ -299,33 +345,115 @@ class TerrainSystem {
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return decor.type;
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}
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||||
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placeStructure(x, y, structureType) {
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if (this.decorationsMap.has(`${x},${y}`)) return false;
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init(offsetX, offsetY) {
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||||
this.offsetX = offsetX;
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this.offsetY = offsetY;
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}
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||||
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setTile(x, y, type) {
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if (x >= 0 && x < this.width && y >= 0 && y < this.height) {
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||||
this.tiles[y][x].type = type;
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}
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||||
}
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||||
|
||||
placeStructure(gridX, gridY, type) {
|
||||
if (type === 'ruin') {
|
||||
for (let y = 0; y < 6; y++) {
|
||||
for (let x = 0; x < 6; x++) {
|
||||
if (Math.random() > 0.6) this.addDecoration(gridX + x, gridY + y, 'fence');
|
||||
this.setTile(gridX + x, gridY + y, 'stone');
|
||||
}
|
||||
}
|
||||
}
|
||||
if (type === 'arena') {
|
||||
const size = 12;
|
||||
for (let y = 0; y < size; y++) {
|
||||
for (let x = 0; x < size; x++) {
|
||||
const tx = gridX + x;
|
||||
const ty = gridY + y;
|
||||
|
||||
this.setTile(tx, ty, 'stone');
|
||||
if (x === 0 || x === size - 1 || y === 0 || y === size - 1) {
|
||||
if (!(x === Math.floor(size / 2) && y === size - 1)) {
|
||||
this.addDecoration(tx, ty, 'fence');
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
this.addDecoration(gridX + 6, gridY + 6, 'gravestone');
|
||||
}
|
||||
if (type === 'ruin_room') {
|
||||
for (let y = 0; y < 5; y++) {
|
||||
for (let x = 0; x < 5; x++) {
|
||||
const tx = gridX + x;
|
||||
const ty = gridY + y;
|
||||
if (x > 0 && x < 4 && y > 0 && y < 4) {
|
||||
this.setTile(tx, ty, 'ruins');
|
||||
}
|
||||
if (x === 0 || x === 4 || y === 0 || y === 4) {
|
||||
const isCenter = (x === 2 || y === 2);
|
||||
if (isCenter && Math.random() > 0.5) continue;
|
||||
if (Math.random() > 0.3) {
|
||||
this.addDecoration(tx, ty, 'fence');
|
||||
} else {
|
||||
// User rocks in ruins
|
||||
if (Math.random() > 0.5) {
|
||||
const rType = Math.random() > 0.5 ? 'rock_1' : 'rock_2';
|
||||
this.addDecoration(tx, ty, rType);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
addDecoration(gridX, gridY, type) {
|
||||
if (gridX < 0 || gridX >= this.width || gridY < 0 || gridY >= this.height) return;
|
||||
|
||||
const key = `${gridX},${gridY}`;
|
||||
if (this.decorationsMap.has(key)) return;
|
||||
|
||||
let scale = 1.0;
|
||||
|
||||
if (type === 'rock_1' || type === 'rock_2') scale = 1.5; // Povečano (bilo 0.5)
|
||||
else if (type === 'tree_green_new' || type === 'tree_blue_new' || type === 'tree_dead_new') scale = 0.04;
|
||||
else if (type === 'flowers_new') scale = 0.02;
|
||||
else if (type === 'fence') scale = 0.025;
|
||||
else if (type === 'gravestone') scale = 0.03;
|
||||
else if (type === 'hill_sprite') scale = 0.025;
|
||||
else {
|
||||
// Old Assets (Low Res)
|
||||
if (type.includes('tree')) scale = 1.2 + Math.random() * 0.4;
|
||||
else if (type.includes('rock')) scale = 0.8;
|
||||
else scale = 1.0;
|
||||
}
|
||||
|
||||
const decorData = {
|
||||
gridX: x,
|
||||
gridY: y,
|
||||
type: structureType,
|
||||
id: `${x},${y}`,
|
||||
maxHp: 5,
|
||||
hp: 5
|
||||
gridX: gridX,
|
||||
gridY: gridY,
|
||||
type: type,
|
||||
id: key,
|
||||
maxHp: 10,
|
||||
hp: 10,
|
||||
scale: scale
|
||||
};
|
||||
this.decorations.push(decorData);
|
||||
this.decorationsMap.set(decorData.id, decorData);
|
||||
const tile = this.getTile(x, y);
|
||||
if (tile) tile.hasDecoration = true;
|
||||
this.lastCullX = -9999;
|
||||
return true;
|
||||
this.decorationsMap.set(key, decorData);
|
||||
|
||||
if (this.tiles[gridY] && this.tiles[gridY][gridX]) {
|
||||
this.tiles[gridY][gridX].hasDecoration = true;
|
||||
}
|
||||
}
|
||||
|
||||
setTileType(x, y, typeName) {
|
||||
if (!this.tiles[y] || !this.tiles[y][x]) return;
|
||||
const typeDef = Object.values(this.terrainTypes).find(t => t.name === typeName);
|
||||
if (!typeDef) return;
|
||||
|
||||
this.tiles[y][x].type = typeName;
|
||||
// Tilemap update
|
||||
if (this.layer) {
|
||||
this.layer.putTileAt(typeDef.index, x, y);
|
||||
|
||||
const key = `${x},${y}`;
|
||||
if (this.visibleTiles.has(key)) {
|
||||
const sprite = this.visibleTiles.get(key);
|
||||
sprite.setTexture(typeName);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -333,7 +461,6 @@ class TerrainSystem {
|
||||
const key = `${x},${y}`;
|
||||
this.cropsMap.set(key, cropData);
|
||||
this.tiles[y][x].hasCrop = true;
|
||||
this.lastCullX = -9999;
|
||||
}
|
||||
|
||||
removeCrop(x, y) {
|
||||
@@ -358,11 +485,6 @@ class TerrainSystem {
|
||||
}
|
||||
}
|
||||
|
||||
init(offsetX, offsetY) {
|
||||
this.offsetX = offsetX;
|
||||
this.offsetY = offsetY;
|
||||
}
|
||||
|
||||
getTile(x, y) {
|
||||
if (this.tiles[y] && this.tiles[y][x]) {
|
||||
return this.tiles[y][x];
|
||||
@@ -371,10 +493,10 @@ class TerrainSystem {
|
||||
}
|
||||
|
||||
updateCulling(camera) {
|
||||
// Culling for Decorations & Crops (Tiles controlled by Tilemap)
|
||||
const view = camera.worldView;
|
||||
let buffer = 200;
|
||||
if (this.scene.settings && this.scene.settings.viewDistance === 'LOW') buffer = 50;
|
||||
|
||||
const left = view.x - buffer - this.offsetX;
|
||||
const top = view.y - buffer - this.offsetY;
|
||||
const right = view.x + view.width + buffer - this.offsetX;
|
||||
@@ -395,14 +517,29 @@ class TerrainSystem {
|
||||
const startY = Math.max(0, minGridY);
|
||||
const endY = Math.min(this.height, maxGridY);
|
||||
|
||||
const neededTileKeys = new Set();
|
||||
const neededDecorKeys = new Set();
|
||||
const neededCropKeys = new Set();
|
||||
|
||||
const voxelOffset = 12;
|
||||
|
||||
for (let y = startY; y < endY; y++) {
|
||||
for (let x = startX; x < endX; x++) {
|
||||
const key = `${x},${y}`;
|
||||
const tile = this.tiles[y][x];
|
||||
|
||||
if (tile) {
|
||||
neededTileKeys.add(key);
|
||||
if (!this.visibleTiles.has(key)) {
|
||||
const sprite = this.tilePool.get();
|
||||
sprite.setTexture(tile.type);
|
||||
const screenPos = this.iso.toScreen(x, y);
|
||||
sprite.setPosition(screenPos.x + this.offsetX, screenPos.y + this.offsetY);
|
||||
sprite.setDepth(this.iso.getDepth(x, y));
|
||||
this.visibleTiles.set(key, sprite);
|
||||
}
|
||||
}
|
||||
|
||||
// DECORATIONS
|
||||
const decor = this.decorationsMap.get(key);
|
||||
if (decor) {
|
||||
neededDecorKeys.add(key);
|
||||
@@ -410,37 +547,35 @@ class TerrainSystem {
|
||||
const sprite = this.decorationPool.get();
|
||||
const screenPos = this.iso.toScreen(x, y);
|
||||
|
||||
sprite.setPosition(screenPos.x + this.offsetX, screenPos.y + this.offsetY);
|
||||
sprite.setPosition(screenPos.x + this.offsetX, screenPos.y + this.offsetY - voxelOffset);
|
||||
|
||||
// Origin adjusted for volumetric sprites
|
||||
// Trees/Rocks usually look best with origin (0.5, 0.9) to sit on the ground
|
||||
if (decor.type.includes('house') || decor.type.includes('market') || decor.type.includes('structure')) {
|
||||
sprite.setOrigin(0.5, 0.8);
|
||||
} else {
|
||||
sprite.setOrigin(0.5, 0.9);
|
||||
sprite.setOrigin(0.5, 1.0);
|
||||
}
|
||||
|
||||
// Texture & Scale
|
||||
sprite.setTexture(decor.type);
|
||||
sprite.setScale(decor.scale || 1.0);
|
||||
|
||||
if (decor.alpha !== undefined) {
|
||||
sprite.setAlpha(decor.alpha);
|
||||
}
|
||||
|
||||
sprite.setDepth(this.iso.getDepth(x, y) + 1);
|
||||
this.visibleDecorations.set(key, sprite);
|
||||
}
|
||||
}
|
||||
|
||||
// CROPS
|
||||
const crop = this.cropsMap.get(key);
|
||||
if (crop) {
|
||||
neededCropKeys.add(key);
|
||||
if (!this.visibleCrops.has(key)) {
|
||||
const sprite = this.cropPool.get();
|
||||
const screenPos = this.iso.toScreen(x, y);
|
||||
sprite.setPosition(screenPos.x + this.offsetX, screenPos.y + this.offsetY);
|
||||
sprite.setPosition(screenPos.x + this.offsetX, screenPos.y + this.offsetY - voxelOffset);
|
||||
sprite.setTexture(`crop_stage_${crop.stage}`);
|
||||
// Crop origin
|
||||
sprite.setOrigin(0.5, 1);
|
||||
// Crop depth
|
||||
sprite.setDepth(this.iso.getDepth(x, y) + 0.5);
|
||||
this.visibleCrops.set(key, sprite);
|
||||
}
|
||||
@@ -448,7 +583,13 @@ class TerrainSystem {
|
||||
}
|
||||
}
|
||||
|
||||
// Cleanup
|
||||
for (const [key, sprite] of this.visibleTiles) {
|
||||
if (!neededTileKeys.has(key)) {
|
||||
sprite.setVisible(false);
|
||||
this.tilePool.release(sprite);
|
||||
this.visibleTiles.delete(key);
|
||||
}
|
||||
}
|
||||
for (const [key, sprite] of this.visibleDecorations) {
|
||||
if (!neededDecorKeys.has(key)) {
|
||||
sprite.setVisible(false);
|
||||
|
||||
Reference in New Issue
Block a user