popravek zombijo
This commit is contained in:
@@ -25,9 +25,6 @@ class TerrainSystem {
|
||||
this.lastCullX = -9999;
|
||||
this.lastCullY = -9999;
|
||||
|
||||
// Object Pools
|
||||
// Tiles will use Blitter, so no Sprite Pool needed for them.
|
||||
this.blitters = new Map(); // Key: textureKey, Value: Blitter Object
|
||||
// Object Pools
|
||||
this.tilePool = new ObjectPool(
|
||||
() => {
|
||||
@@ -104,6 +101,23 @@ class TerrainSystem {
|
||||
return baseType;
|
||||
}
|
||||
|
||||
// Helper za določanje tipa terena glede na noise vrednost
|
||||
getTerrainType(value) {
|
||||
if (value < this.terrainTypes.WATER.threshold) return this.terrainTypes.WATER;
|
||||
if (value < this.terrainTypes.SAND.threshold) return this.terrainTypes.SAND;
|
||||
if (value < this.terrainTypes.GRASS_FULL.threshold) return this.terrainTypes.GRASS_FULL; // Fallback grass
|
||||
if (value < this.terrainTypes.GRASS_TOP.threshold) return this.terrainTypes.GRASS_TOP;
|
||||
if (value < this.terrainTypes.DIRT.threshold) return this.terrainTypes.DIRT;
|
||||
return this.terrainTypes.STONE;
|
||||
}
|
||||
|
||||
getTile(x, y) {
|
||||
if (x >= 0 && x < this.width && y >= 0 && y < this.height) {
|
||||
return this.tiles[y][x];
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
// Generiraj teksture za tiles (da ne uporabljamo Počasnih Graphics objektov)
|
||||
createTileTextures() {
|
||||
console.log('🎨 Creating tile textures...');
|
||||
@@ -178,45 +192,6 @@ class TerrainSystem {
|
||||
graphics.closePath();
|
||||
graphics.fillPath();
|
||||
|
||||
// 4. Add Minecraft-style texture pattern on top
|
||||
if (type.name === 'grass_full' || type.name === 'grass_top') {
|
||||
// Grass texture: Random pixel pattern
|
||||
graphics.fillStyle(0x4a9d3f, 0.3); // Slightly darker green
|
||||
for (let i = 0; i < 8; i++) {
|
||||
const px = Math.random() * tileW;
|
||||
const py = Math.random() * tileH;
|
||||
graphics.fillRect(px, py, 2, 2);
|
||||
}
|
||||
} else if (type.name === 'dirt') {
|
||||
// Dirt texture: Darker spots
|
||||
graphics.fillStyle(0x6d5838, 0.4);
|
||||
for (let i = 0; i < 6; i++) {
|
||||
const px = Math.random() * tileW;
|
||||
const py = Math.random() * tileH;
|
||||
graphics.fillRect(px, py, 3, 3);
|
||||
}
|
||||
} else if (type.name === 'stone') {
|
||||
// Stone texture: Gray spots
|
||||
graphics.fillStyle(0x666666, 0.3);
|
||||
for (let i = 0; i < 10; i++) {
|
||||
const px = Math.random() * tileW;
|
||||
const py = Math.random() * tileH;
|
||||
graphics.fillRect(px, py, 2, 1);
|
||||
}
|
||||
} else if (type.name === 'path') {
|
||||
// Path texture: Small gravel stones
|
||||
graphics.fillStyle(0x7a5e42, 0.5); // Darker brown
|
||||
for (let i = 0; i < 12; i++) {
|
||||
const px = Math.random() * tileW;
|
||||
const py = Math.random() * tileH;
|
||||
graphics.fillRect(px, py, 2, 2);
|
||||
}
|
||||
}
|
||||
|
||||
// 5. Crisp black outline for block definition
|
||||
graphics.lineStyle(1, 0x000000, 0.3);
|
||||
graphics.strokePath();
|
||||
|
||||
// Generate texture
|
||||
graphics.generateTexture(key, tileW, tileH + thickness);
|
||||
graphics.destroy();
|
||||
@@ -227,27 +202,21 @@ class TerrainSystem {
|
||||
}
|
||||
|
||||
createGravestoneSprite() {
|
||||
// Extract gravestone from objects_pack (approx position in atlas)
|
||||
// Gravestone appears to be around position row 4, column 4-5 in the pack
|
||||
const canvas = document.createElement('canvas');
|
||||
const size = 32; // Approximate sprite size
|
||||
const size = 32;
|
||||
canvas.width = size;
|
||||
canvas.height = size;
|
||||
const ctx = canvas.getContext('2d', { willReadFrequently: true });
|
||||
|
||||
const sourceTexture = this.scene.textures.get('objects_pack');
|
||||
const sourceImg = sourceTexture.getSourceImage();
|
||||
|
||||
// Extract gravestone (cross tombstone) - estimated coords
|
||||
// Adjust these values based on actual sprite sheet layout
|
||||
const sourceX = 240; // Approximate X position
|
||||
const sourceY = 160; // Approximate Y position
|
||||
|
||||
ctx.drawImage(sourceImg, sourceX, sourceY, size, size, 0, 0, size, size);
|
||||
|
||||
// Create texture
|
||||
this.scene.textures.addCanvas('gravestone', canvas);
|
||||
console.log('✅ Gravestone sprite extracted!');
|
||||
if (this.scene.textures.exists('objects_pack')) {
|
||||
const sourceTexture = this.scene.textures.get('objects_pack');
|
||||
const sourceImg = sourceTexture.getSourceImage();
|
||||
const sourceX = 240;
|
||||
const sourceY = 160;
|
||||
ctx.drawImage(sourceImg, sourceX, sourceY, size, size, 0, 0, size, size);
|
||||
this.scene.textures.addCanvas('gravestone', canvas);
|
||||
console.log('✅ Gravestone sprite extracted!');
|
||||
}
|
||||
}
|
||||
|
||||
// Generiraj teren (data only)
|
||||
@@ -257,90 +226,51 @@ class TerrainSystem {
|
||||
// Zagotovi teksture
|
||||
this.createTileTextures();
|
||||
|
||||
// DELETED Blitter Init
|
||||
|
||||
// Zagotovi decoration teksture - check for custom sprites first
|
||||
if (!this.scene.textures.exists('flower')) {
|
||||
TextureGenerator.createFlowerSprite(this.scene, 'flower');
|
||||
}
|
||||
|
||||
// Bush - use custom stone sprite if available
|
||||
if (!this.scene.textures.exists('flower')) TextureGenerator.createFlowerSprite(this.scene, 'flower');
|
||||
if (this.scene.textures.exists('stone_sprite')) {
|
||||
// Use stone_sprite for bushes (rocks)
|
||||
if (!this.scene.textures.exists('bush')) {
|
||||
this.scene.textures.addImage('bush', this.scene.textures.get('stone_sprite').getSourceImage());
|
||||
}
|
||||
if (!this.scene.textures.exists('bush')) this.scene.textures.addImage('bush', this.scene.textures.get('stone_sprite').getSourceImage());
|
||||
} else if (!this.scene.textures.exists('bush')) {
|
||||
TextureGenerator.createBushSprite(this.scene, 'bush');
|
||||
}
|
||||
|
||||
// Tree - use custom tree sprite if available
|
||||
if (this.scene.textures.exists('tree_sprite')) {
|
||||
if (!this.scene.textures.exists('tree')) {
|
||||
this.scene.textures.addImage('tree', this.scene.textures.get('tree_sprite').getSourceImage());
|
||||
}
|
||||
if (!this.scene.textures.exists('tree')) this.scene.textures.addImage('tree', this.scene.textures.get('tree_sprite').getSourceImage());
|
||||
} else if (!this.scene.textures.exists('tree')) {
|
||||
TextureGenerator.createTreeSprite(this.scene, 'tree');
|
||||
}
|
||||
|
||||
// Gravestone - extract from objects_pack
|
||||
if (this.scene.textures.exists('objects_pack') && !this.scene.textures.exists('gravestone')) {
|
||||
this.createGravestoneSprite();
|
||||
}
|
||||
|
||||
// Crop textures
|
||||
for (let i = 1; i <= 4; i++) {
|
||||
if (!this.scene.textures.exists(`crop_stage_${i}`))
|
||||
TextureGenerator.createCropSprite(this.scene, `crop_stage_${i}`, i);
|
||||
if (!this.scene.textures.exists(`crop_stage_${i}`)) TextureGenerator.createCropSprite(this.scene, `crop_stage_${i}`, i);
|
||||
}
|
||||
|
||||
this.decorationsMap.clear();
|
||||
this.decorations = [];
|
||||
this.cropsMap.clear();
|
||||
|
||||
// Generiraj tile podatke
|
||||
for (let y = 0; y < this.height; y++) {
|
||||
this.tiles[y] = [];
|
||||
for (let x = 0; x < this.width; x++) {
|
||||
const noiseValue = this.noise.getNormalized(x, y, 0.05, 4);
|
||||
|
||||
// Elevation (druga Perlin noise layer za hribe)
|
||||
let elevation = this.noise.getNormalized(x, y, 0.03, 3);
|
||||
|
||||
// Get terrain type based on BOTH noise and elevation (Y-layer)
|
||||
let terrainType = this.getTerrainTypeByElevation(noiseValue, elevation);
|
||||
|
||||
// === PATH GENERATION ===
|
||||
// Use a separate noise layer for paths (higher frequency for winding roads)
|
||||
const pathNoise = this.noise.getNormalized(x, y, 0.08, 2);
|
||||
|
||||
// Create minimal paths - if noise is in a very specific narrow band
|
||||
// Avoid water (0.3 threshold) and edges
|
||||
if (pathNoise > 0.48 && pathNoise < 0.52 && noiseValue > 0.35) {
|
||||
terrainType = this.terrainTypes.PATH;
|
||||
}
|
||||
|
||||
// === FLOATING ISLAND EDGE ===
|
||||
const edgeDistance = 2; // Tiles from edge (tighter border)
|
||||
const isNearEdge = x < edgeDistance || x >= this.width - edgeDistance ||
|
||||
y < edgeDistance || y >= this.height - edgeDistance;
|
||||
const edgeDistance = 2;
|
||||
const isNearEdge = x < edgeDistance || x >= this.width - edgeDistance || y < edgeDistance || y >= this.height - edgeDistance;
|
||||
const isEdge = x === 0 || x === this.width - 1 || y === 0 || y === this.height - 1;
|
||||
|
||||
const isEdge = x === 0 || x === this.width - 1 ||
|
||||
y === 0 || y === this.height - 1;
|
||||
if (isEdge) terrainType = this.terrainTypes.STONE;
|
||||
|
||||
// Override terrain type at edges
|
||||
if (isEdge) {
|
||||
terrainType = this.terrainTypes.STONE; // Cliff wall (stone edge)
|
||||
} else if (isNearEdge) {
|
||||
// Keep Y-layer system active
|
||||
}
|
||||
|
||||
// Flatten edges (cliff drop-off for floating island effect)
|
||||
if (isEdge) {
|
||||
elevation = 0; // Flat cliff wall
|
||||
} else if (isNearEdge) {
|
||||
elevation = Math.max(0, elevation - 0.2); // Slight dip near edge
|
||||
}
|
||||
if (isEdge) elevation = 0;
|
||||
else if (isNearEdge) elevation = Math.max(0, elevation - 0.2);
|
||||
|
||||
this.tiles[y][x] = {
|
||||
gridX: x,
|
||||
@@ -348,45 +278,32 @@ class TerrainSystem {
|
||||
type: terrainType.name,
|
||||
texture: terrainType.texture,
|
||||
height: noiseValue,
|
||||
elevation: elevation, // 0-1 (0=low, 1=high)
|
||||
yLayer: terrainType.yLayer, // Y-stacking layer
|
||||
elevation: elevation,
|
||||
yLayer: terrainType.yLayer,
|
||||
hasDecoration: false,
|
||||
hasCrop: false
|
||||
};
|
||||
|
||||
// Generacija dekoracij (shranimo v data, ne ustvarjamo sprite-ov še)
|
||||
if (x > 5 && x < this.width - 5 && y > 5 && y < this.height - 5) {
|
||||
let decorType = null;
|
||||
let maxHp = 1;
|
||||
let scale = 1.0; // Default scale
|
||||
let scale = 1.0;
|
||||
|
||||
if (terrainType.name.includes('grass')) { // Check ANY grass type
|
||||
if (terrainType.name.includes('grass')) {
|
||||
const rand = Math.random();
|
||||
|
||||
// Na hribih več kamnov
|
||||
if (elevation > 0.6 && rand < 0.05) {
|
||||
decorType = 'bush'; // Kamni
|
||||
decorType = 'bush';
|
||||
maxHp = 5;
|
||||
} else if (rand < 0.025) { // Reduced to 2.5% trees (optimum balance)
|
||||
} else if (rand < 0.025) {
|
||||
decorType = 'tree';
|
||||
maxHp = 5;
|
||||
|
||||
// TREE SIZING LOGIC
|
||||
// 20% Normal (1.0)
|
||||
// 60% Medium (0.6-0.8)
|
||||
// 20% Tiny (0.2)
|
||||
const sizeRand = Math.random();
|
||||
if (sizeRand < 0.2) {
|
||||
scale = 0.25; // 20% Tiny (0.25 visible enough)
|
||||
} else if (sizeRand < 0.8) {
|
||||
scale = 0.6 + Math.random() * 0.2; // 60% Scale 0.6-0.8
|
||||
} else {
|
||||
scale = 1.0; // 20% Full size
|
||||
}
|
||||
|
||||
if (sizeRand < 0.2) scale = 0.25;
|
||||
else if (sizeRand < 0.8) scale = 0.6 + Math.random() * 0.2;
|
||||
else scale = 1.0;
|
||||
} else if (rand < 0.03) {
|
||||
decorType = 'gravestone'; // 💀 Nagrobniki
|
||||
maxHp = 10; // Težje uničiti
|
||||
decorType = 'gravestone';
|
||||
maxHp = 10;
|
||||
} else if (rand < 0.08) {
|
||||
decorType = 'flower';
|
||||
maxHp = 1;
|
||||
@@ -405,37 +322,29 @@ class TerrainSystem {
|
||||
id: key,
|
||||
maxHp: maxHp,
|
||||
hp: maxHp,
|
||||
scale: scale // Save scale
|
||||
scale: scale
|
||||
};
|
||||
|
||||
this.decorations.push(decorData);
|
||||
this.decorationsMap.set(key, decorData);
|
||||
|
||||
this.tiles[y][x].hasDecoration = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
console.log('✅ Terrain and decorations data generated!');
|
||||
console.log('✅ Terrain and decorations generated!');
|
||||
}
|
||||
|
||||
// DAMAGE / INTERACTION LOGIC
|
||||
damageDecoration(x, y, amount) {
|
||||
const key = `${x},${y}`;
|
||||
const decor = this.decorationsMap.get(key);
|
||||
|
||||
if (!decor) return false;
|
||||
|
||||
decor.hp -= amount;
|
||||
|
||||
// Visual feedback (flash red)
|
||||
if (this.visibleDecorations.has(key)) {
|
||||
const sprite = this.visibleDecorations.get(key);
|
||||
sprite.setTint(0xff0000);
|
||||
this.scene.time.delayedCall(100, () => sprite.clearTint());
|
||||
|
||||
// Shake effect?
|
||||
this.scene.tweens.add({
|
||||
targets: sprite,
|
||||
x: sprite.x + 2,
|
||||
@@ -449,17 +358,14 @@ class TerrainSystem {
|
||||
this.removeDecoration(x, y);
|
||||
return 'destroyed';
|
||||
}
|
||||
|
||||
return 'hit';
|
||||
}
|
||||
|
||||
removeDecoration(x, y) {
|
||||
const key = `${x},${y}`;
|
||||
const decor = this.decorationsMap.get(key);
|
||||
|
||||
if (!decor) return;
|
||||
|
||||
// Remove visual
|
||||
if (this.visibleDecorations.has(key)) {
|
||||
const sprite = this.visibleDecorations.get(key);
|
||||
sprite.setVisible(false);
|
||||
@@ -467,60 +373,38 @@ class TerrainSystem {
|
||||
this.visibleDecorations.delete(key);
|
||||
}
|
||||
|
||||
// Remove data
|
||||
this.decorationsMap.delete(key);
|
||||
|
||||
// Remove from array (slow but needed for save compat for now)
|
||||
const index = this.decorations.indexOf(decor);
|
||||
if (index > -1) this.decorations.splice(index, 1);
|
||||
if (this.tiles[y] && this.tiles[y][x]) this.tiles[y][x].hasDecoration = false;
|
||||
|
||||
// Update tile flag
|
||||
if (this.tiles[y] && this.tiles[y][x]) {
|
||||
this.tiles[y][x].hasDecoration = false;
|
||||
}
|
||||
|
||||
return decor.type; // Return type for dropping loot
|
||||
return decor.type;
|
||||
}
|
||||
|
||||
placeStructure(x, y, structureType) {
|
||||
if (this.decorationsMap.has(`${x},${y}`)) return false;
|
||||
|
||||
const decorData = {
|
||||
gridX: x,
|
||||
gridY: y,
|
||||
type: structureType, // 'struct_fence', etc.
|
||||
type: structureType,
|
||||
id: `${x},${y}`,
|
||||
maxHp: 5,
|
||||
hp: 5
|
||||
};
|
||||
|
||||
// Add to data
|
||||
this.decorations.push(decorData);
|
||||
this.decorationsMap.set(decorData.id, decorData);
|
||||
|
||||
// Update tile
|
||||
const tile = this.getTile(x, y);
|
||||
if (tile) tile.hasDecoration = true;
|
||||
|
||||
// Force Visual Update immediately?
|
||||
// updateCulling will catch it on next frame, but to be safe:
|
||||
this.lastCullX = -9999; // Force update
|
||||
|
||||
this.lastCullX = -9999;
|
||||
return true;
|
||||
}
|
||||
|
||||
// --- Dynamic Tile Modification ---
|
||||
|
||||
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;
|
||||
this.tiles[y][x].texture = typeDef.texture;
|
||||
|
||||
// Force visual update if visible
|
||||
const key = `${x},${y}`;
|
||||
if (this.visibleTiles.has(key)) {
|
||||
const sprite = this.visibleTiles.get(key);
|
||||
@@ -532,15 +416,12 @@ class TerrainSystem {
|
||||
const key = `${x},${y}`;
|
||||
this.cropsMap.set(key, cropData);
|
||||
this.tiles[y][x].hasCrop = true;
|
||||
this.tiles[y][x].hasCrop = true;
|
||||
// updateCulling loop will pick it up on next frame but we force it
|
||||
this.lastCullX = -9999;
|
||||
}
|
||||
|
||||
removeCrop(x, y) {
|
||||
const key = `${x},${y}`;
|
||||
if (this.cropsMap.has(key)) {
|
||||
// Remove visual
|
||||
if (this.visibleCrops.has(key)) {
|
||||
const sprite = this.visibleCrops.get(key);
|
||||
sprite.setVisible(false);
|
||||
@@ -560,35 +441,16 @@ class TerrainSystem {
|
||||
}
|
||||
}
|
||||
|
||||
// Initialize rendering (called once)
|
||||
init(offsetX, offsetY) {
|
||||
this.offsetX = offsetX;
|
||||
this.offsetY = offsetY;
|
||||
}
|
||||
|
||||
// Update culling (called every frame)
|
||||
updateCulling(camera) {
|
||||
// Throttling Optimization - TEMPORARILY DISABLED FOR DEBUG
|
||||
// const dist = Phaser.Math.Distance.Between(camera.scrollX, camera.scrollY, this.lastCullX, this.lastCullY);
|
||||
// if (dist < 50) return;
|
||||
|
||||
// Debug log once
|
||||
if (!this.hasLogged) {
|
||||
console.log('UpdateCulling running. Camera:', camera.scrollX, camera.scrollY);
|
||||
this.hasLogged = true;
|
||||
}
|
||||
|
||||
this.lastCullX = camera.scrollX;
|
||||
this.lastCullY = camera.scrollY;
|
||||
|
||||
// ... (rest of setup)
|
||||
|
||||
// Simple Culling
|
||||
const view = camera.worldView;
|
||||
// Optimization: Adjust buffer based on View Distance setting
|
||||
let buffer = 200;
|
||||
if (this.scene.settings && this.scene.settings.viewDistance === 'LOW') {
|
||||
buffer = 50;
|
||||
}
|
||||
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;
|
||||
@@ -604,12 +466,6 @@ class TerrainSystem {
|
||||
const minGridY = Math.floor(Math.min(p1.y, p2.y, p3.y, p4.y));
|
||||
const maxGridY = Math.ceil(Math.max(p1.y, p2.y, p3.y, p4.y));
|
||||
|
||||
// Debug bounds once
|
||||
if (!this.hasLoggedBounds) {
|
||||
console.log('Culling Bounds:', minGridX, maxGridX, minGridY, maxGridY);
|
||||
this.hasLoggedBounds = true;
|
||||
}
|
||||
|
||||
const startX = Math.max(0, minGridX);
|
||||
const endX = Math.min(this.width, maxGridX);
|
||||
const startY = Math.max(0, minGridY);
|
||||
@@ -621,119 +477,68 @@ class TerrainSystem {
|
||||
|
||||
for (let y = startY; y < endY; y++) {
|
||||
for (let x = startX; x < endX; x++) {
|
||||
if (x >= 0 && x < this.width && y >= 0 && y < this.height) {
|
||||
const key = `${x},${y}`;
|
||||
neededKeys.add(key);
|
||||
// TILES
|
||||
const key = `${x},${y}`;
|
||||
neededKeys.add(key);
|
||||
|
||||
// Tile Logic
|
||||
if (!this.visibleTiles.has(key)) {
|
||||
const tilePos = this.iso.toScreen(x, y);
|
||||
const tileData = this.tiles[y][x];
|
||||
if (!this.visibleTiles.has(key)) {
|
||||
const tile = this.tiles[y][x];
|
||||
const screenPos = this.iso.toScreen(x, y);
|
||||
const sprite = this.tilePool.get();
|
||||
|
||||
// Get from Pool
|
||||
const sprite = this.tilePool.get();
|
||||
sprite.setTexture(tileData.texture);
|
||||
sprite.setPosition(screenPos.x + this.offsetX, screenPos.y + this.offsetY);
|
||||
sprite.setTexture(tile.texture);
|
||||
sprite.setDepth(this.iso.getDepth(x, y));
|
||||
this.visibleTiles.set(key, sprite);
|
||||
}
|
||||
|
||||
// Elevation effect
|
||||
const elevationOffset = tileData.elevation * -25;
|
||||
sprite.setPosition(
|
||||
tilePos.x + this.offsetX,
|
||||
tilePos.y + this.offsetY + elevationOffset
|
||||
);
|
||||
// DECORATIONS
|
||||
const decor = this.decorationsMap.get(key);
|
||||
if (decor) {
|
||||
neededDecorKeys.add(key);
|
||||
if (!this.visibleDecorations.has(key)) {
|
||||
const sprite = this.decorationPool.get();
|
||||
const screenPos = this.iso.toScreen(x, y);
|
||||
|
||||
// Senčenje
|
||||
if (tileData.type.includes('grass')) {
|
||||
let brightness = 1.0;
|
||||
if (tileData.elevation > 0.5) {
|
||||
brightness = 1.0 + (tileData.elevation - 0.5) * 1.0;
|
||||
} else {
|
||||
brightness = 0.7 + tileData.elevation * 0.6;
|
||||
}
|
||||
sprite.setTint(Phaser.Display.Color.GetColor(
|
||||
Math.min(255, Math.floor(92 * brightness)),
|
||||
Math.min(255, Math.floor(184 * brightness)),
|
||||
Math.min(255, Math.floor(92 * brightness))
|
||||
));
|
||||
sprite.setPosition(screenPos.x + this.offsetX, screenPos.y + this.offsetY);
|
||||
// Fix for house sprite
|
||||
if (decor.type.includes('house_sprite') || decor.type.includes('market_sprite')) {
|
||||
sprite.setTexture(decor.type);
|
||||
sprite.setScale(decor.scale || 1.0);
|
||||
} else {
|
||||
sprite.clearTint();
|
||||
sprite.setTexture(decor.type);
|
||||
sprite.setScale(decor.scale || 1);
|
||||
}
|
||||
|
||||
// FIXED DEPTH FOR DEBUG
|
||||
sprite.setDepth(-1000);
|
||||
sprite.setVisible(true);
|
||||
// Origin adjusted for buildings
|
||||
if (decor.type.includes('house') || decor.type.includes('market')) {
|
||||
sprite.setOrigin(0.5, 0.8); // Adjusted origin for buildings
|
||||
} else {
|
||||
sprite.setOrigin(0.5, 1);
|
||||
}
|
||||
|
||||
this.visibleTiles.set(key, sprite);
|
||||
sprite.setDepth(this.iso.getDepth(x, y) + 1); // Above tile
|
||||
this.visibleDecorations.set(key, sprite);
|
||||
}
|
||||
}
|
||||
|
||||
// Crop Logic
|
||||
if (this.tiles[y][x].hasCrop) {
|
||||
neededCropKeys.add(key);
|
||||
if (!this.visibleCrops.has(key)) {
|
||||
const cropData = this.cropsMap.get(key);
|
||||
if (cropData) {
|
||||
const cropPos = this.iso.toScreen(x, y);
|
||||
const tileData = this.tiles[y][x];
|
||||
const elevationOffset = tileData.elevation * -25;
|
||||
|
||||
const sprite = this.cropPool.get();
|
||||
sprite.setTexture(`crop_stage_${cropData.stage}`);
|
||||
sprite.setPosition(
|
||||
cropPos.x + this.offsetX,
|
||||
cropPos.y + this.offsetY + this.iso.tileHeight / 2 + elevationOffset
|
||||
);
|
||||
// Crop depth = Y pos
|
||||
const depth = this.iso.getDepth(x, y);
|
||||
sprite.setDepth(depth);
|
||||
|
||||
this.visibleCrops.set(key, sprite);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Decoration Logic
|
||||
if (this.tiles[y][x].hasDecoration) {
|
||||
neededDecorKeys.add(key);
|
||||
|
||||
if (!this.visibleDecorations.has(key)) {
|
||||
// Fast lookup from map
|
||||
const decor = this.decorationsMap.get(key);
|
||||
const tileData = this.tiles[y][x];
|
||||
const elevationOffset = tileData.elevation * -25;
|
||||
|
||||
if (decor) {
|
||||
const decorPos = this.iso.toScreen(x, y);
|
||||
const sprite = this.decorationPool.get();
|
||||
sprite.setTexture(decor.type);
|
||||
|
||||
// Apply same elevation offset as tile
|
||||
sprite.setPosition(
|
||||
decorPos.x + this.offsetX,
|
||||
decorPos.y + this.offsetY + this.iso.tileHeight / 2 + elevationOffset
|
||||
);
|
||||
|
||||
const depth = this.iso.getDepth(x, y);
|
||||
// Depth strategy: Base of object sorting.
|
||||
// Add small offset based on type if needed, but mainly use Y
|
||||
sprite.setDepth(depth);
|
||||
|
||||
// Apply scale if present
|
||||
if (decor.scale) sprite.setScale(decor.scale);
|
||||
else sprite.setScale(1);
|
||||
|
||||
sprite.flipX = (x + y) % 2 === 0;
|
||||
|
||||
// Sprites are just visual now, interaction handled by InteractionSystem via grid
|
||||
// sprite.setInteractive(...) removed to fix conflicts
|
||||
|
||||
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.setTexture(`crop_stage_${crop.stage}`);
|
||||
sprite.setDepth(this.iso.getDepth(x, y) + 0.5);
|
||||
this.visibleCrops.set(key, sprite);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Cleanup invisible tiles
|
||||
// Cleanup tiles
|
||||
for (const [key, sprite] of this.visibleTiles) {
|
||||
if (!neededKeys.has(key)) {
|
||||
sprite.setVisible(false);
|
||||
@@ -742,7 +547,7 @@ class TerrainSystem {
|
||||
}
|
||||
}
|
||||
|
||||
// Cleanup invisible decorations
|
||||
// Cleanup decorations
|
||||
for (const [key, sprite] of this.visibleDecorations) {
|
||||
if (!neededDecorKeys.has(key)) {
|
||||
sprite.setVisible(false);
|
||||
@@ -751,7 +556,7 @@ class TerrainSystem {
|
||||
}
|
||||
}
|
||||
|
||||
// Cleanup visible crops
|
||||
// Cleanup crops
|
||||
for (const [key, sprite] of this.visibleCrops) {
|
||||
if (!neededCropKeys.has(key)) {
|
||||
sprite.setVisible(false);
|
||||
@@ -760,21 +565,4 @@ class TerrainSystem {
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Helper functions
|
||||
getTerrainType(value) {
|
||||
for (const type of Object.values(this.terrainTypes)) {
|
||||
if (value < type.threshold) {
|
||||
return type;
|
||||
}
|
||||
}
|
||||
return this.terrainTypes.STONE;
|
||||
}
|
||||
|
||||
getTile(gridX, gridY) {
|
||||
if (gridX >= 0 && gridX < this.width && gridY >= 0 && gridY < this.height) {
|
||||
return this.tiles[gridY][gridX];
|
||||
}
|
||||
return null;
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user