diff --git a/GAMESCENE_STATUS_REPORT.md b/GAMESCENE_STATUS_REPORT.md new file mode 100644 index 000000000..3de1ddef9 --- /dev/null +++ b/GAMESCENE_STATUS_REPORT.md @@ -0,0 +1,241 @@ +# ๐ŸŽฎ GAMESCENE STATUS REPORT +**Analiza trenutnega stanja & reลกitve** + +--- + +## ๐Ÿ“Š CURRENT STATUS + +``` +File: src/scenes/GameScene.js +Lines: 2,392 lines +Size: 97KB +Status: โœ… FUNCTIONAL but COMPLEX +``` + +--- + +## โš ๏ธ POTENTIAL ISSUES + +### 1. **TOO MANY SYSTEMS** (30+ systems loaded!) +```javascript +- TerrainSystem (Flat2D) +- BiomeSystem (18 biomes) +- ChunkManager (500x500 world!) +- TransitionSystem +- RiverSystem +- LakeSystem +- StructureSystem +- NPCPopulationSystem +- BiomeEnemySystem +- QuestSystem +- MapRevealSystem +- FarmingSystem +- BuildSystem +- PathfindingSystem +- WeatherSystem +- LightingSystem +- ShadowSystem +- InventorySystem +- CraftingSystem +- StatsSystem +- TownRestorationSystem +- WorldEventSystem +- HybridSkillSystem +- OceanSystem +... and 10+ more! +``` + +**PROBLEM:** Too heavy for startup! ๐ŸŒ + +**SOLUTION:** +- Move to lazy loading (load only when needed) +- Split into separate scenes +- Use async initialization + +--- + +### 2. **WORLD SIZE TOO BIG** +```javascript +// Line 76-77 +this.worldWidth = 100; +this.worldHeight = 100; + +// BUT THEN Line 711-713 +const worldSize = 500 * 48; // 24000x24000 pixels! +this.cameras.main.setBounds(0, 0, worldSize, worldSize); +``` + +**PROBLEM:** Inconsistent world size! 100x100 terrain but 500x500 camera! + +**SOLUTION:** +```javascript +// Option A: Small world (for performance) +this.worldWidth = 100; +this.worldHeight = 100; +const worldSize = 100 * 48; // 4800x4800 pixels + +// Option B: Medium world (balanced) +this.worldWidth = 200; +this.worldHeight = 200; +const worldSize = 200 * 48; // 9600x9600 pixels +``` + +--- + +### 3. **TILED MAP LOADING CONFLICTS** +```javascript +// Line 168-248: Tiled map loader +// Line 250-258: Fallback procedural generation + +// If Tiled map fails to load, game continues with procedural +// BUT camera bounds are set for 500x500 world! +``` + +**PROBLEM:** Tiled maps might be tiny (20x20) but camera expects huge world! + +**SOLUTION:** +```javascript +// After Tiled map loads, update camera bounds to match: +if (this.tiledMapLoaded) { + const tiledWorldSize = map.width * map.tileWidth; + this.cameras.main.setBounds(0, 0, tiledWorldSize, tiledWorldSize); + this.physics.world.setBounds(0, 0, tiledWorldSize, tiledWorldSize); +} +``` + +--- + +### 4. **PERFORMANCE: Too Many Decorations** +```javascript +// Orchards, fences, trees, flowers all created at startup +// DISABLED in code but still present +``` + +**SOLUTION:** Already disabled! Good! โœ… + +--- + +### 5. **UNLIMITED RESOURCES AUTO-GIVEN** +```javascript +// Line 776-780 +this.inventorySystem.addItem('wood', 999999); +this.inventorySystem.addItem('stone', 999999); +this.inventorySystem.gold = 999999; +``` + +**SOLUTION:** Comment out for normal gameplay, or make it a cheat code! + +--- + +## ๐Ÿ”ง QUICK FIXES + +### FIX 1: Consistent World Size +```javascript +// At line 76-77, change to: +this.worldWidth = 100; +this.worldHeight = 100; + +// At line 711-713, change to: +const worldSize = this.worldWidth * 48; // Dynamic! +this.cameras.main.setBounds(0, 0, worldSize, worldSize); +this.physics.world.setBounds(0, 0, worldSize, worldSize); +``` + +### FIX 2: Disable Auto Unlimited Resources +```javascript +// Line 776-780, comment out: +// console.log('๐Ÿ’Ž Dodajam neomejene vire...'); +// this.inventorySystem.addItem('wood', 999999); +// this.inventorySystem.addItem('stone', 999999); +// this.inventorySystem.gold = 999999; + +// OR make it a cheat code: +this.input.keyboard.on('keydown-SHIFT-G', () => { + this.inventorySystem.addItem('wood', 999999); + this.inventorySystem.addItem('stone', 999999); + this.inventorySystem.gold = 999999; + console.log('๐Ÿ’Ž CHEAT: Unlimited resources!'); +}); +``` + +### FIX 3: Better Tiled Integration +```javascript +// After line 188-203, add bounds update: +if (this.tiledMapLoaded) { + // Update camera/physics bounds to match Tiled map + const tiledPixelWidth = map.widthInPixels; + const tiledPixelHeight = map.heightInPixels; + + this.cameras.main.setBounds(0, 0, tiledPixelWidth, tiledPixelHeight); + this.physics.world.setBounds(0, 0, tiledPixelWidth, tiledPixelHeight); + + console.log(`๐Ÿ“ท Camera bounds updated for Tiled map: ${tiledPixelWidth}x${tiledPixelHeight}`); +} +``` + +--- + +## ๐Ÿš€ RECOMMENDED IMPROVEMENTS + +### 1. **Split Into Multiple Scenes** +```javascript +// Instead of one massive GameScene: + +MainGameScene โ†’ Core gameplay (player, camera, basic systems) + โ†“ +FarmingSubScene โ†’ Farming systems only (lazy loaded) +BuildingSubScene โ†’ Building systems only +CombatSubScene โ†’ Enemy/combat systems only +WorldSubScene โ†’ Biome/chunk/terrain generation +``` + +### 2. **Lazy System Loading** +```javascript +// Don't initialize ALL systems at startup +// Load only when needed: + +async create() { + // CORE systems (always) + await this.initCore(); + + // OPTIONAL systems (lazy) + this.input.keyboard.on('keydown-C', async () => { + if (!this.craftingSystem) { + await this.initCrafting(); + } + this.craftingUI.toggle(); + }); +} +``` + +### 3. **Performance Mode Toggle** +```javascript +// Let user choose performance vs features +const PERFORMANCE_MODE = { + POTATO: { biomes: 1, chunks: 10, systems: 5 }, + LOW: { biomes: 5, chunks: 20, systems: 10 }, + MEDIUM: { biomes: 12, chunks: 50, systems: 20 }, + HIGH: { biomes: 18, chunks: 100, systems: 30 } +}; +``` + +--- + +## โœ… WHAT'S ALREADY GOOD + +โœ… Tiled map integration (lines 168-248) +โœ… Player spawn point detection +โœ… Proper error handling +โœ… Fallback to procedural generation +โœ… Unused code is commented (not deleted) +โœ… Good console logging for debugging + +--- + +## ๐ŸŽฏ PRIORITY FIXES (Do These First!) + +1. **Fix World Size Mismatch** (Quick, 2 lines) +2. **Disable Auto Unlimited Resources** (Comment 4 lines) +3. **Update Tiled Camera Bounds** (Add 5 lines) + +Want me to apply these fixes? ๐Ÿ”ง