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+# Razvojni Dnevnik (Dev Log) - Nova Farma
+
+## [2026-01-30] - Clean Start & Demo Setup
+### Dodano
+* **Water Logic (GrassSceneClean.js):**
+ * Implementiran avto-tiling za vodo. Voda se zdaj samodejno poveže s sosednjimi ploščicami (bitmasking).
+ * Dodani robovi (obala) med vodo in zemljo.
+* **Editor UI:**
+ * Nov "Sidebar" za Tileset Palette.
+ * Stekleno ozadje (Glassmorphism) in Tab sistem za preklapljanje med layery.
+ * Modra označba (Highlight) izbrane ploščice.
+* **Narrative Effects:**
+ * **Amnezija:** Dodan "Blur" efekt na začetku igre, ki se počasi zbistri, ko Kai interagira s prvim predmetom (simulacija prebujanja brez spominov).
+* **Demo Features:**
+ * **Trial Badge:** Dodana značka "Trial Version" v UI.
+ * **Toxic Fog:** Implementirana vizualizacija strupene megle.
+ * **Barve:** Roza (toksično) + Zelena (radiacija).
+ * **Animacija:** Dva sloja premikajoče se megle (TileSprite) z različnimi hitrostmi in prosojnostjo.
+* **Optimizacija:**
+ * **Macbook Controls:** Preprečeno zoomiranje (wheel event), ko je miška nad stranskim menijem (Sidebar).
+ * **Electron:** Skrito varnostno opozorilo v konzoli (`ELECTRON_DISABLE_SECURITY_WARNINGS`).
+
+### Spremenjeno / Posodobljeno (Design Notes)
+* **GAME_DESIGN_NOTES.md:**
+ * **Demo Omejitve:** Definiran "Housing Cap" (Šotor) in "Hoarding Trap".
+ * **Zombie Transformation:** Dodan koncept, da **Roza-Zelena megla spremeni navadne zombije v Zombi Kmete**.
+ * **Scrap Crafting:** Dodana **Motorka (Chainsaw)** in **Laksarca (Trimmer)** kot orodja, sestavljena iz odpadnih delov.
+
+### Dokumentacija
+* **SESSION_DIARY.md:** Zapisan dnevnik seje (25. Jan 2026) - Asset Marathon.
+* **COLLECTORS_ALBUM_SYSTEM.md:** Definiran sistem za Zbirateljski Album (Rastline, Ribe, Insekti, Rude, Zombiepedia).
+
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+++ b/nova farma/assets/audio/LICENSE_INFO.txt
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+
+================================================================================
+🎵 AUDIO ASSETS & LICENSING INFO - NOVA FARMA
+================================================================================
+
+This document lists the sources and licensing for audio assets used in the project.
+All placeholder assets must be replaced with licensed equivalents before commercial release.
+
+--------------------------------------------------------------------------------
+1. MUSIC (GLASBA)
+--------------------------------------------------------------------------------
+- bg_noir.mp3 (Noir Ambience):
+ Source: Youtube Audio Library / Kevin MacLeod (Noir Collection)
+ License: Creative Commons Attribution 4.0 / Royalty Free
+ Status: SAFE for Dev.
+
+- farm_theme.mp3:
+ Source: Youtube Audio Library (Country/Folk)
+ License: Royalty Free
+
+- intro_awakening.mp3 (Intro Sequence):
+ Source: Custom Mix / Generated
+ License: Internal Use
+
+--------------------------------------------------------------------------------
+2. VOICEOVERS (GOVOR)
+--------------------------------------------------------------------------------
+- AI Generated Voices (Kai, Ana, Narrator):
+ Source: ElevenLabs / Google Cloud TTS
+ License: Standard Commercial License (Paid Tier) or Trial (Dev Only).
+ Status: PENDING REVIEW for final release.
+
+--------------------------------------------------------------------------------
+3. SFX (ZVOČNI EFEKTI)
+--------------------------------------------------------------------------------
+- Environmental Sounds (Wind, Rain):
+ Source: Freesound.org
+ Attribution:
+ - InspectorJ (Various nature loops) - Attribution 3.0
+ - klankbeeld (Night ambience)
+
+--------------------------------------------------------------------------------
+CONFIRMED BY: Agent Antigravity & User
+DATE: 2026-01-16
+================================================================================
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diff --git a/nova farma/assets/audio/ambient/noir_ambience.mp3 b/nova farma/assets/audio/ambient/noir_ambience.mp3
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diff --git a/nova farma/assets/audio/audio_manifest.json b/nova farma/assets/audio/audio_manifest.json
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index 000000000..b1e7a1f88
--- /dev/null
+++ b/nova farma/assets/audio/audio_manifest.json
@@ -0,0 +1,79 @@
+{
+ "version": "1.0",
+ "total_files": 61,
+ "categories": {
+ "music": 8,
+ "ambience": 12,
+ "sfx": 25,
+ "ui": 5,
+ "voices": 17
+ },
+ "files": {
+ "music": [
+ "main_theme.ogg",
+ "farm_ambient.ogg",
+ "combat_theme.ogg",
+ "raid_warning.ogg",
+ "town_theme.ogg",
+ "night_theme.ogg",
+ "victory_theme.ogg",
+ "ana_theme.ogg"
+ ],
+ "ambience": [
+ "wind_soft.ogg",
+ "wind_strong.ogg",
+ "rain_light.ogg",
+ "rain_heavy.ogg",
+ "crickets.ogg",
+ "birds_chirping.ogg",
+ "fire_crackling.ogg",
+ "water_stream.ogg",
+ "zombie_moans_distant.ogg",
+ "town_bustle.ogg",
+ "workshop_ambient.ogg",
+ "forest_ambient.ogg"
+ ],
+ "sfx": {
+ "farming": [
+ "dig.ogg",
+ "plant_seed.ogg",
+ "harvest.ogg",
+ "water_crop.ogg",
+ "tree_chop.ogg",
+ "stone_mine.ogg",
+ "scythe_swing.ogg",
+ "cow_moo.ogg"
+ ],
+ "combat": [
+ "sword_slash.ogg",
+ "zombie_hit.ogg",
+ "zombie_death.ogg",
+ "player_hurt.ogg",
+ "raider_attack.ogg",
+ "shield_block.ogg",
+ "bow_release.ogg",
+ "explosion.ogg"
+ ],
+ "building": [
+ "hammer_nail.ogg",
+ "door_open.ogg",
+ "door_close.ogg",
+ "chest_open.ogg",
+ "repair.ogg"
+ ],
+ "misc": [
+ "footstep_grass.ogg",
+ "footstep_stone.ogg",
+ "coin_collect.ogg",
+ "level_up.ogg"
+ ]
+ },
+ "ui": [
+ "button_click.ogg",
+ "button_hover.ogg",
+ "notification.ogg",
+ "quest_complete.ogg",
+ "error.ogg"
+ ]
+ }
+}
\ No newline at end of file
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diff --git a/nova farma/assets/audio/music/main_theme.mp3 b/nova farma/assets/audio/music/main_theme.mp3
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diff --git a/nova farma/assets/audio/sfx/misc/coin_collect.ogg b/nova farma/assets/audio/sfx/misc/coin_collect.ogg
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diff --git a/nova farma/assets/audio/sfx/misc/footstep_grass.wav b/nova farma/assets/audio/sfx/misc/footstep_grass.wav
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diff --git a/nova farma/assets/audio/sfx/misc/footstep_stone.ogg b/nova farma/assets/audio/sfx/misc/footstep_stone.ogg
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diff --git a/nova farma/assets/localization.json b/nova farma/assets/localization.json
new file mode 100644
index 000000000..be6e2142e
--- /dev/null
+++ b/nova farma/assets/localization.json
@@ -0,0 +1,167 @@
+{
+ "en": {
+ "game_title": "DEATH VALLEY",
+ "subtitle": "~ 2084 - Survival Farm ~",
+ "intro_polaroids": {
+ "kai_dad_longboard": "Dad and I. Before everything changed.",
+ "barbershop": "Getting ready. We always did things together.",
+ "birthday_cake": "Here we were still happy. Still a family.",
+ "family_portrait": "All of us. Together. Perfect.",
+ "twins_holding_hands": "We were always two. Inseparable.",
+ "kai_bedroom": "Our room. Our sanctuary.",
+ "virus_microscope": "Then came X-Noir. The virus.",
+ "chaos_streets": "Everyone changed. Streets burned.",
+ "zombies": "Friends became zombies.",
+ "parents_ghosts": "Our parents fought... and lost.",
+ "ana_taken": "KAI! DON'T FORGET ME!",
+ "black_screen": "I have no memory. Everything is... gone.",
+ "kai_alone": "They say I'm fourteen. But I don't remember... anything.",
+ "ana_memory_1": "Alone. In darkness. With only... this.",
+ "ana_memory_2": "Her face. The only thing I remember.",
+ "ana_memory_3": "Ana. My sister. My twin.",
+ "ana_memory_4": "The last thing I saw...",
+ "ana_memory_5": "...before everything went dark.",
+ "gronk_arrival": "Finally awake, old man. Your mission awaits.",
+ "determination": "I must find her.",
+ "lifetime": "...even if it takes my entire life."
+ },
+ "menu": {
+ "new_game": "▶ NEW GAME",
+ "load_game": "📁 LOAD GAME",
+ "settings": "⚙️ SETTINGS",
+ "exit": "❌ EXIT"
+ }
+ },
+ "slo": {
+ "game_title": "MRTVA DOLINA",
+ "subtitle": "~ 2084 - Preživetje na Kmetiji ~",
+ "intro_polaroids": {
+ "kai_dad_longboard": "Oče in jaz. Preden se je vse spremenilo.",
+ "barbershop": "Pripravljanje. Vedno sva delala skupaj.",
+ "birthday_cake": "Tukaj smo bili še vedno srečni. Še vedno družina.",
+ "family_portrait": "Vsi skupaj. Združeni. Popolno.",
+ "twins_holding_hands": "Vedno sva bila dva. Neločljiva.",
+ "kai_bedroom": "Najina soba. Najino zatočišče.",
+ "virus_microscope": "Potem je prišel X-Noir. Virus.",
+ "chaos_streets": "Vsi so se spremenili. Ulice so gorele.",
+ "zombies": "Prijatelji so postali zombiji.",
+ "parents_ghosts": "Najini starši so se borili... in izgubili.",
+ "ana_taken": "KAI! NE POZABI ME!",
+ "black_screen": "Nimam spomina. Vse je... izginilo.",
+ "kai_alone": "Pravijo, da sem štirinajst. Ampak... ne spomnim se ničesar.",
+ "ana_memory_1": "Sam. V temi. Samo s... tem.",
+ "ana_memory_2": "Njen obraz. Edina stvar, ki se je spomnim.",
+ "ana_memory_3": "Ana. Moja sestra. Moja dvojčica.",
+ "ana_memory_4": "Zadnja stvar, ki sem jo videl...",
+ "ana_memory_5": "...preden je vse potemnelo.",
+ "gronk_arrival": "Končno buden, stari. Tvoja misija čaka.",
+ "determination": "Moram jo najti.",
+ "lifetime": "...tudi če mi vzame celo življenje."
+ },
+ "menu": {
+ "new_game": "▶ NOVA IGRA",
+ "load_game": "📁 NALOŽI IGRO",
+ "settings": "⚙️ NASTAVITVE",
+ "exit": "❌ IZHOD"
+ }
+ },
+ "de": {
+ "game_title": "TODESTAL",
+ "subtitle": "~ 2084 - Überlebensbauernhof ~",
+ "intro_polaroids": {
+ "kai_dad_longboard": "Papa und ich. Bevor sich alles änderte.",
+ "barbershop": "Wir machten uns fertig. Zusammen.",
+ "birthday_cake": "Hier waren wir noch glücklich. Noch eine Familie.",
+ "family_portrait": "Alle zusammen. Vereint. Perfekt.",
+ "twins_holding_hands": "Wir waren immer zwei. Unzertrennlich.",
+ "kai_bedroom": "Unser Zimmer. Unser Heiligtum.",
+ "virus_microscope": "Dann kam X-Noir. Das Virus.",
+ "chaos_streets": "Alle haben sich verändert. Straßen brannten.",
+ "zombies": "Freunde wurden zu Zombies.",
+ "parents_ghosts": "Unsere Eltern kämpften... und verloren.",
+ "ana_taken": "KAI! VERGISS MICH NICHT!",
+ "black_screen": "Ich habe keine Erinnerung. Alles ist... weg.",
+ "kai_alone": "Sie sagen, ich bin vierzehn. Aber ich erinnere mich nicht... an nichts.",
+ "ana_memory_1": "Allein. In der Dunkelheit. Nur mit... diesem.",
+ "ana_memory_2": "Ihr Gesicht. Das einzige, woran ich mich erinnere.",
+ "ana_memory_3": "Ana. Meine Schwester. Mein Zwilling.",
+ "ana_memory_4": "Das Letzte, was ich sah...",
+ "ana_memory_5": "...bevor alles dunkel wurde.",
+ "gronk_arrival": "Endlich wach, Alter. Deine Mission wartet.",
+ "determination": "Ich muss sie finden.",
+ "lifetime": "...auch wenn es mein ganzes Leben dauert."
+ },
+ "menu": {
+ "new_game": "▶ NEUES SPIEL",
+ "load_game": "📁 SPIEL LADEN",
+ "settings": "⚙️ EINSTELLUNGEN",
+ "exit": "❌ BEENDEN"
+ }
+ },
+ "it": {
+ "game_title": "VALLE DELLA MORTE",
+ "subtitle": "~ 2084 - Fattoria di Sopravvivenza ~",
+ "intro_polaroids": {
+ "kai_dad_longboard": "Papà ed io. Prima che tutto cambiasse.",
+ "barbershop": "Preparandoci. Facevamo sempre tutto insieme.",
+ "birthday_cake": "Qui eravamo ancora felici. Ancora una famiglia.",
+ "family_portrait": "Tutti insieme. Uniti. Perfetto.",
+ "twins_holding_hands": "Eravamo sempre in due. Inseparabili.",
+ "kai_bedroom": "La nostra stanza. Il nostro santuario.",
+ "virus_microscope": "Poi arrivò X-Noir. Il virus.",
+ "chaos_streets": "Tutti cambiarono. Le strade bruciavano.",
+ "zombies": "Gli amici diventarono zombie.",
+ "parents_ghosts": "I nostri genitori combatterono... e persero.",
+ "ana_taken": "KAI! NON DIMENTICARMI!",
+ "black_screen": "Non ho memoria. Tutto è... sparito.",
+ "kai_alone": "Dicono che ho quattordici anni. Ma non ricordo... niente.",
+ "ana_memory_1": "Solo. Nell'oscurità. Con solo... questo.",
+ "ana_memory_2": "Il suo viso. L'unica cosa che ricordo.",
+ "ana_memory_3": "Ana. Mia sorella. La mia gemella.",
+ "ana_memory_4": "L'ultima cosa che vidi...",
+ "ana_memory_5": "...prima che tutto diventasse buio.",
+ "gronk_arrival": "Finalmente sveglio, vecchio. La tua missione ti aspetta.",
+ "determination": "Devo trovarla.",
+ "lifetime": "...anche se ci vorrà tutta la mia vita."
+ },
+ "menu": {
+ "new_game": "▶ NUOVA PARTITA",
+ "load_game": "📁 CARICA PARTITA",
+ "settings": "⚙️ IMPOSTAZIONI",
+ "exit": "❌ ESCI"
+ }
+ },
+ "cn": {
+ "game_title": "死亡谷",
+ "subtitle": "~ 2084 - 生存农场 ~",
+ "intro_polaroids": {
+ "kai_dad_longboard": "爸爸和我。在一切改变之前。",
+ "barbershop": "准备好。我们总是一起做事。",
+ "birthday_cake": "这里我们还很快乐。还是一家人。",
+ "family_portrait": "我们所有人。在一起。完美。",
+ "twins_holding_hands": "我们永远是两个。形影不离。",
+ "kai_bedroom": "我们的房间。我们的避难所。",
+ "virus_microscope": "然后X-Noir来了。病毒。",
+ "chaos_streets": "每个人都变了。街道在燃烧。",
+ "zombies": "朋友变成了僵尸。",
+ "parents_ghosts": "我们的父母战斗了...失败了。",
+ "ana_taken": "KAI!不要忘记我!",
+ "black_screen": "我没有记忆。一切都...消失了。",
+ "kai_alone": "他们说我十四岁。但我什么都不记得了。",
+ "ana_memory_1": "独自一人。在黑暗中。只有...这个。",
+ "ana_memory_2": "她的脸。我唯一记得的。",
+ "ana_memory_3": "Ana。我的姐妹。我的双胞胎。",
+ "ana_memory_4": "我看到的最后一件事...",
+ "ana_memory_5": "...在一切变黑之前。",
+ "gronk_arrival": "终于醒了,老头。你的任务在等着。",
+ "determination": "我必须找到她。",
+ "lifetime": "...即使这需要我的一生。"
+ },
+ "menu": {
+ "new_game": "▶ 新游戏",
+ "load_game": "📁 载入游戏",
+ "settings": "⚙️ 设置",
+ "exit": "❌ 退出"
+ }
+ }
+}
\ No newline at end of file
diff --git a/nova farma/assets/localization/de-DE.json b/nova farma/assets/localization/de-DE.json
new file mode 100644
index 000000000..12527486a
--- /dev/null
+++ b/nova farma/assets/localization/de-DE.json
@@ -0,0 +1,56 @@
+{
+ "ui": {
+ "skip": "Pritisni ESC za preskok",
+ "autoAdvance": "Pritisni PRESLEDNICA za samodejno nadaljevanje"
+ },
+ "prologue": {
+ "01": {
+ "speaker": "NARRATOR",
+ "text": "Leto 2084. Zombi virus je uničil svet."
+ },
+ "02": {
+ "speaker": "KAI",
+ "text": "Moje ime je Kai Marković. Star sem štirinajst let."
+ },
+ "03": {
+ "speaker": "KAI",
+ "text": "Moja dvojčica Ana in jaz, sva zelo povezana. Nezlomljiv vez."
+ },
+ "04": {
+ "speaker": "KAI",
+ "text": "Naša starša sta bila znanstvenika. Raziskovala sta virusne mutacije."
+ },
+ "05": {
+ "speaker": "NARRATOR",
+ "text": "Tretji dan izbruha. Horda zombijev napada družinsko hišo."
+ },
+ "06": {
+ "speaker": "NARRATOR",
+ "text": "Starša se žrtvujeta, da rešita dvojčka. Zadnji besede: 'Beži, Kai! Zaščiti Ano!'"
+ },
+ "07": {
+ "speaker": "NARRATOR",
+ "text": "Iz senc se pojavi Orjaški Troll Kralj. Poslal ga je zlobni doktor Krnić."
+ },
+ "08": {
+ "speaker": "ANA",
+ "text": "KAI! REŠI ME! KAIII!"
+ },
+ "09": {
+ "speaker": "KAI",
+ "text": "ANA! NE! VRNITE MI JO!"
+ },
+ "10": {
+ "speaker": "NARRATOR",
+ "text": "Kai se spremeni v Alfa Hibrida. Vijolične oči. Moč nadzora nad zombiji."
+ },
+ "11": {
+ "speaker": "NARRATOR",
+ "text": "Šest mesecev kasneje. Kai se zbudi na majhni kmetiji. Ana je izginila."
+ },
+ "12": {
+ "speaker": "KAI",
+ "text": "Moram jo najti. Ne glede na to, kaj bo potrebno. Ana, prihajam!"
+ }
+ }
+}
\ No newline at end of file
diff --git a/nova farma/assets/localization/en-US.json b/nova farma/assets/localization/en-US.json
new file mode 100644
index 000000000..12527486a
--- /dev/null
+++ b/nova farma/assets/localization/en-US.json
@@ -0,0 +1,56 @@
+{
+ "ui": {
+ "skip": "Pritisni ESC za preskok",
+ "autoAdvance": "Pritisni PRESLEDNICA za samodejno nadaljevanje"
+ },
+ "prologue": {
+ "01": {
+ "speaker": "NARRATOR",
+ "text": "Leto 2084. Zombi virus je uničil svet."
+ },
+ "02": {
+ "speaker": "KAI",
+ "text": "Moje ime je Kai Marković. Star sem štirinajst let."
+ },
+ "03": {
+ "speaker": "KAI",
+ "text": "Moja dvojčica Ana in jaz, sva zelo povezana. Nezlomljiv vez."
+ },
+ "04": {
+ "speaker": "KAI",
+ "text": "Naša starša sta bila znanstvenika. Raziskovala sta virusne mutacije."
+ },
+ "05": {
+ "speaker": "NARRATOR",
+ "text": "Tretji dan izbruha. Horda zombijev napada družinsko hišo."
+ },
+ "06": {
+ "speaker": "NARRATOR",
+ "text": "Starša se žrtvujeta, da rešita dvojčka. Zadnji besede: 'Beži, Kai! Zaščiti Ano!'"
+ },
+ "07": {
+ "speaker": "NARRATOR",
+ "text": "Iz senc se pojavi Orjaški Troll Kralj. Poslal ga je zlobni doktor Krnić."
+ },
+ "08": {
+ "speaker": "ANA",
+ "text": "KAI! REŠI ME! KAIII!"
+ },
+ "09": {
+ "speaker": "KAI",
+ "text": "ANA! NE! VRNITE MI JO!"
+ },
+ "10": {
+ "speaker": "NARRATOR",
+ "text": "Kai se spremeni v Alfa Hibrida. Vijolične oči. Moč nadzora nad zombiji."
+ },
+ "11": {
+ "speaker": "NARRATOR",
+ "text": "Šest mesecev kasneje. Kai se zbudi na majhni kmetiji. Ana je izginila."
+ },
+ "12": {
+ "speaker": "KAI",
+ "text": "Moram jo najti. Ne glede na to, kaj bo potrebno. Ana, prihajam!"
+ }
+ }
+}
\ No newline at end of file
diff --git a/nova farma/assets/localization/it-IT.json b/nova farma/assets/localization/it-IT.json
new file mode 100644
index 000000000..12527486a
--- /dev/null
+++ b/nova farma/assets/localization/it-IT.json
@@ -0,0 +1,56 @@
+{
+ "ui": {
+ "skip": "Pritisni ESC za preskok",
+ "autoAdvance": "Pritisni PRESLEDNICA za samodejno nadaljevanje"
+ },
+ "prologue": {
+ "01": {
+ "speaker": "NARRATOR",
+ "text": "Leto 2084. Zombi virus je uničil svet."
+ },
+ "02": {
+ "speaker": "KAI",
+ "text": "Moje ime je Kai Marković. Star sem štirinajst let."
+ },
+ "03": {
+ "speaker": "KAI",
+ "text": "Moja dvojčica Ana in jaz, sva zelo povezana. Nezlomljiv vez."
+ },
+ "04": {
+ "speaker": "KAI",
+ "text": "Naša starša sta bila znanstvenika. Raziskovala sta virusne mutacije."
+ },
+ "05": {
+ "speaker": "NARRATOR",
+ "text": "Tretji dan izbruha. Horda zombijev napada družinsko hišo."
+ },
+ "06": {
+ "speaker": "NARRATOR",
+ "text": "Starša se žrtvujeta, da rešita dvojčka. Zadnji besede: 'Beži, Kai! Zaščiti Ano!'"
+ },
+ "07": {
+ "speaker": "NARRATOR",
+ "text": "Iz senc se pojavi Orjaški Troll Kralj. Poslal ga je zlobni doktor Krnić."
+ },
+ "08": {
+ "speaker": "ANA",
+ "text": "KAI! REŠI ME! KAIII!"
+ },
+ "09": {
+ "speaker": "KAI",
+ "text": "ANA! NE! VRNITE MI JO!"
+ },
+ "10": {
+ "speaker": "NARRATOR",
+ "text": "Kai se spremeni v Alfa Hibrida. Vijolične oči. Moč nadzora nad zombiji."
+ },
+ "11": {
+ "speaker": "NARRATOR",
+ "text": "Šest mesecev kasneje. Kai se zbudi na majhni kmetiji. Ana je izginila."
+ },
+ "12": {
+ "speaker": "KAI",
+ "text": "Moram jo najti. Ne glede na to, kaj bo potrebno. Ana, prihajam!"
+ }
+ }
+}
\ No newline at end of file
diff --git a/nova farma/assets/localization/sl-SI.json b/nova farma/assets/localization/sl-SI.json
new file mode 100644
index 000000000..12527486a
--- /dev/null
+++ b/nova farma/assets/localization/sl-SI.json
@@ -0,0 +1,56 @@
+{
+ "ui": {
+ "skip": "Pritisni ESC za preskok",
+ "autoAdvance": "Pritisni PRESLEDNICA za samodejno nadaljevanje"
+ },
+ "prologue": {
+ "01": {
+ "speaker": "NARRATOR",
+ "text": "Leto 2084. Zombi virus je uničil svet."
+ },
+ "02": {
+ "speaker": "KAI",
+ "text": "Moje ime je Kai Marković. Star sem štirinajst let."
+ },
+ "03": {
+ "speaker": "KAI",
+ "text": "Moja dvojčica Ana in jaz, sva zelo povezana. Nezlomljiv vez."
+ },
+ "04": {
+ "speaker": "KAI",
+ "text": "Naša starša sta bila znanstvenika. Raziskovala sta virusne mutacije."
+ },
+ "05": {
+ "speaker": "NARRATOR",
+ "text": "Tretji dan izbruha. Horda zombijev napada družinsko hišo."
+ },
+ "06": {
+ "speaker": "NARRATOR",
+ "text": "Starša se žrtvujeta, da rešita dvojčka. Zadnji besede: 'Beži, Kai! Zaščiti Ano!'"
+ },
+ "07": {
+ "speaker": "NARRATOR",
+ "text": "Iz senc se pojavi Orjaški Troll Kralj. Poslal ga je zlobni doktor Krnić."
+ },
+ "08": {
+ "speaker": "ANA",
+ "text": "KAI! REŠI ME! KAIII!"
+ },
+ "09": {
+ "speaker": "KAI",
+ "text": "ANA! NE! VRNITE MI JO!"
+ },
+ "10": {
+ "speaker": "NARRATOR",
+ "text": "Kai se spremeni v Alfa Hibrida. Vijolične oči. Moč nadzora nad zombiji."
+ },
+ "11": {
+ "speaker": "NARRATOR",
+ "text": "Šest mesecev kasneje. Kai se zbudi na majhni kmetiji. Ana je izginila."
+ },
+ "12": {
+ "speaker": "KAI",
+ "text": "Moram jo najti. Ne glede na to, kaj bo potrebno. Ana, prihajam!"
+ }
+ }
+}
\ No newline at end of file
diff --git a/nova farma/assets/localization/zh-CN.json b/nova farma/assets/localization/zh-CN.json
new file mode 100644
index 000000000..12527486a
--- /dev/null
+++ b/nova farma/assets/localization/zh-CN.json
@@ -0,0 +1,56 @@
+{
+ "ui": {
+ "skip": "Pritisni ESC za preskok",
+ "autoAdvance": "Pritisni PRESLEDNICA za samodejno nadaljevanje"
+ },
+ "prologue": {
+ "01": {
+ "speaker": "NARRATOR",
+ "text": "Leto 2084. Zombi virus je uničil svet."
+ },
+ "02": {
+ "speaker": "KAI",
+ "text": "Moje ime je Kai Marković. Star sem štirinajst let."
+ },
+ "03": {
+ "speaker": "KAI",
+ "text": "Moja dvojčica Ana in jaz, sva zelo povezana. Nezlomljiv vez."
+ },
+ "04": {
+ "speaker": "KAI",
+ "text": "Naša starša sta bila znanstvenika. Raziskovala sta virusne mutacije."
+ },
+ "05": {
+ "speaker": "NARRATOR",
+ "text": "Tretji dan izbruha. Horda zombijev napada družinsko hišo."
+ },
+ "06": {
+ "speaker": "NARRATOR",
+ "text": "Starša se žrtvujeta, da rešita dvojčka. Zadnji besede: 'Beži, Kai! Zaščiti Ano!'"
+ },
+ "07": {
+ "speaker": "NARRATOR",
+ "text": "Iz senc se pojavi Orjaški Troll Kralj. Poslal ga je zlobni doktor Krnić."
+ },
+ "08": {
+ "speaker": "ANA",
+ "text": "KAI! REŠI ME! KAIII!"
+ },
+ "09": {
+ "speaker": "KAI",
+ "text": "ANA! NE! VRNITE MI JO!"
+ },
+ "10": {
+ "speaker": "NARRATOR",
+ "text": "Kai se spremeni v Alfa Hibrida. Vijolične oči. Moč nadzora nad zombiji."
+ },
+ "11": {
+ "speaker": "NARRATOR",
+ "text": "Šest mesecev kasneje. Kai se zbudi na majhni kmetiji. Ana je izginila."
+ },
+ "12": {
+ "speaker": "KAI",
+ "text": "Moram jo najti. Ne glede na to, kaj bo potrebno. Ana, prihajam!"
+ }
+ }
+}
\ No newline at end of file
diff --git a/nova farma/assets/maps/clean_assets.tsx b/nova farma/assets/maps/clean_assets.tsx
new file mode 100644
index 000000000..3645b25a8
--- /dev/null
+++ b/nova farma/assets/maps/clean_assets.tsx
@@ -0,0 +1,283 @@
+
+
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diff --git a/nova farma/assets/maps/game_map.tmx b/nova farma/assets/maps/game_map.tmx
new file mode 100644
index 000000000..00f6a62b1
--- /dev/null
+++ b/nova farma/assets/maps/game_map.tmx
@@ -0,0 +1,275 @@
+
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+
diff --git a/nova farma/assets/references/.DS_Store b/nova farma/assets/references/.DS_Store
new file mode 100755
index 000000000..5008ddfcf
Binary files /dev/null and b/nova farma/assets/references/.DS_Store differ
diff --git a/nova farma/assets/references/COLLECTORS_ALBUM_SYSTEM.md b/nova farma/assets/references/COLLECTORS_ALBUM_SYSTEM.md
new file mode 100644
index 000000000..f24126cad
--- /dev/null
+++ b/nova farma/assets/references/COLLECTORS_ALBUM_SYSTEM.md
@@ -0,0 +1,89 @@
+# 📖 COLLECTOR'S ALBUM (Zbirateljski Album)
+**Status:** ✅ IMPLEMENTED via `AlbumCollectionSystem.js`
+**Roadmap:** Igra bo imela **10 FAZ**. Trenutno smo v Demo / Faza 1.
+
+To je tvoja glavna enciklopedija in zbirka v igri. Vse kar najdeš, se zabeleži tukaj!
+
+---
+
+# 1. KAKO DELUJE?
+
+Ko **PRVIČ** pobereš nek item (npr. Jagodo, Zlato, Ribo) ali srečaš NPCja:
+1. ✨ **"New Entry!"** notification.
+2. Item se odklene v Albumu (prej je bil "???").
+3. Dobiš **XP** in **Zvezdico (Star)**.
+
+---
+
+# 2. VSEBINA PO FAZAH (Progression)
+
+### 🟢 DEMO (The Hook)
+*Omejeno na Farmo (8x8) in osnovno preživetje.*
+
+* **🌱 CROPS (Rastline):**
+ * **Pomlad:** Pšenica, Korenje.
+ * **Zima (Hard Mode):** Zimski Krompir, Zimska Pšenica.
+ * **Special:** Konoplja (Cannabis Sativa - Začetni kapital).
+* **🛠️ TOOLS (Orodja):**
+ * Lesena Orodja (Tier 1).
+ * **Obleka:** Survivor Rags.
+* **🧟 ZOMBIEPEDIA:**
+ * **Shambler:** Osnovni zombi (edini v Demu).
+* **💎 MINERALS:**
+ * Kamen, Les.
+
+### 🟡 FAZA 1 (Early Access)
+*Odklepanje Sveta (4 Biomi), Crafting in Golazen.*
+
+* **🌱 CROPS (Nove):**
+ * 80+ vrst (odvisno od bioma: Travnik, Gozd, Puščava, Močvirje).
+* **🐟 FISHING (Ribolov - NOVO):**
+ * **Postrv (Trout):** Pogosta.
+ * **Brancin (Bass):** Redek.
+ * **Som (Catfish):** Nočni (Night only).
+ * **Losos (Salmon):** Samo med dežjem.
+ * **Zlata Ribica (Gold):** Ultra redka (za Muzej).
+ * **Mutant Fish:** Toksična voda (zelena).
+* **🦋 INSECTS (Insekti - NOVO):**
+ * **Čebela (Aviator):** Navadna delavka.
+ * **Matica (Queen Bee):** REDKA! (Nujna za Domači Čebelnjak).
+ * **Metulj (Noir):** Dnevni.
+ * **Kresnička:** Nočna.
+ * **Deževnik, Polž:** Vaba za ribe.
+ * **Komar, Gad:** Agresivni (Faza 1 nevarnosti).
+* **🛠️ TOOLS (Scrap Crafting):**
+ * **Motorka (Chainsaw):** Motor + Veriga + Ohišje.
+ * **Laksarca (Trimmer):** Motor + Glava + Palica.
+ * **Domači Čebelnjak:** Les + Satje + Matica.
+* **🧟 ZOMBIEPEDIA (Evolucija):**
+ * **Scout:** Izvidnik (odpira meglo).
+ * **Zombie Farmer:** Mutiran kmet (produkt megle).
+ * **Zombie Miner:** V rudniku (Specializacija za Železo!).
+* **💎 MINERALS (Rudnik Level 1):**
+ * Premog, Baker (Copper).
+ * **Železo (Iron):** NE NAJDEŠ GA SAM! (Samo Zombie Miner Lv 5+).
+ * **Steklo:** Mivka + Premog (za Terarije in Rastlinjak).
+
+### 🔵 FAZA 2 - 10 (Future Roadmap)
+*Napredne mehanike, Nove regije, Zgodba.*
+* **Faza 2:** Ribnik, Napredni Stroji.
+* **Faza 3:** Elektrika, Avtomatizacija.
+* **Faza 4-10:** *Coming Soon...*
+
+---
+
+# 3. NAGRADE (Rewards)
+
+Ko zapolniš celotno kategorijo (npr. ulovil si vse Ribe v Fazi 1):
+* **Nagrada:** Poseben Item ali Buff.
+* **Primer:**
+ * Vse Ribe -> **"Master Rod"** (Ribja palica, ki ne porablja energije).
+ * Vsi Insekti -> **"Beekeeper Hat"** (Čebele te ne pičijo).
+ * Vse Rastline -> **"Green Thumb"** (Hitrejša rast).
+
+---
+
+# 4. MUZEJ (Museum Donation)
+* **Lokacija:** V Mestu (Town), vodi ga **Sova (The Owl)** - *Odklenjeno v Fazi 1*.
+* **Mehanika:** Redke stvari (Artefakte, Zlate Hrošče, Legendarno Ribo) lahko DONIRAŠ muzeju.
+* **Nagrada:** Sova ti prinese darila (Dan) ali Netopir račune (Noč).
diff --git a/nova farma/assets/references/GAME_DESIGN_NOTES.md b/nova farma/assets/references/GAME_DESIGN_NOTES.md
new file mode 100755
index 000000000..4d5152348
--- /dev/null
+++ b/nova farma/assets/references/GAME_DESIGN_NOTES.md
@@ -0,0 +1,130 @@
+# Game Design Ideas & Mechanics
+
+## 1. DEMO (Brezplačna preizkusna verzija)
+**Cilj:** Igralca "navleči" na igro s kmetovanjem in zombi mehanikami, vendar omejiti napredek, da kupi polno igro.
+**Trajanje:** Neomejeno (brez časovne omejitve), vendar omejeno na kmetijo.
+
+### Omejitve & Struktura (The "Hook")
+* **Mapa:** Samo **Farma** (8x8 tiles). Igralec vidi mesto in druge biome v daljavi (Fog of War), a ne more do njih.
+* **Začetek:**
+ * **Amnezija:** Kai se zbudi z amnezijo (brez spominov).
+ * **Začetna skrinja (Starting Chest):**
+ * **Orodja:** Lesena (Tier 1).
+ * **Obleka:** Survivor Rags (Cunje).
+ * **Preživetje:** Kruh, Jabolko, Bakla.
+ * **Semena:** Pomlad: 3x Pšenica, 3x Korenje. (Zima Hard Mode: 3x Zimski Krompir, 3x Zimska Pšenica).
+ * **Kapital:** 3-5x Semena Konoplje.
+* **Omejitve napredka:**
+ * **Orodja:** Samo **lesena** (Tier 1). Nadgradnje so zaklenjene.
+ * **Zgradbe:** Samo **šotor (Tent)**. Gradnja hiše ni mogoča (Lesena hiša je ZAKLENJENA).
+ * **NPC-ji:** Samo 1 trgovec na robu mape (za prodajo pridelkov).
+ * **Zombiji:** Samo osnovni **"Shambler"** zombi (ponoči). Ne evolvirajo.
+ * **Zgodba:** Ni napredka v zgodbi.
+* **Logika Dneva:**
+ * **Radio (V Šotoru):** Igra Synthwave/Dark Country. Napoveduje Vreme ("Dež jutri") in SOS signale (Questi).
+ * **Spanje:** Moraš spati do 02:00.
+ * **Pass Out:** Omedliš -> Izguba energije in denarja.
+ * **Energija:** Šotor povrne 70%, Hiša 100%.
+* **Hoarding Trap:** Ker ni časovne omejitve, igralci kopičijo na tisoče surovin. Ko kupijo igro, obdržijo vse!
+* **Achievements (Steam):**
+ * **"Stubborn Survivor" (Trmasti preživeli):** Preživi 200 dni v demo verziji.
+ * **Nagrada:** Unikaten **Zlati Kip** v polni igri.
+ * **Launch Reward:** Prvih 20 kupcev (+ Streamerji) dobi **Gronka** takoj.
+ * **Scenarij:** Gronk se preseli direktno na tvojo farmo (zgradi si mini kolibo).
+ * **Benefit:** Pomaga pri VSEM (zalivanje, sekanje, obramba) in ima "Master Shop" s popustom.
+ * **OPOMBA:** To je ogromna prednost, ker Gronk sicer živi daleč v gozdu.
+
+---
+
+## 2. FAZA 1 (Early Access - Polna Igra)
+**Cilj:** Odklepanje sveta, napredno kmetovanje, zombi pomočniki in obnova mesta.
+
+### 🌍 Svet in Biomi (Discovery)
+1. **Travnik (Grassland):** Tvoja baza.
+2. **Gozd (Forest):** Vir lesa, lov, gobe. Dom **Gronka** (Troll NPC).
+3. **Puščava (Desert):** Pesek, kaktusi, škorpijoni.
+4. **Močvirje (Swamp):** Zelišča, strupene žabe.
+5. **Megla (Fog of War):** Svet je zakrit.
+ * **Odkrivanje:** Sami ali s pošiljanjem **Zombi Izvidnika**.
+ * **Najdi & Popravi (Ruševine):** Ne gradiš na novo, ampak najdeš ruševino v megli in jo popraviš (npr. Garaža, Rastlinjak, Hlev).
+
+### 🧟 Zombi Sistem (Strategija)
+* **Bivališče:** Spijo v **GROBOVIH** (Najdi Blueprint).
+* **Leveling:** Nabirajo XP (Lv 1-10). Boljši level = hitrejše delo.
+* **Vloge:**
+ * **Kmet (Farmer):** Zaliva, žanje.
+ * **Gozdar (Lumberjack):** Seka drevesa.
+ * **Rudar (Miner):** Koplje v rudniku.
+ * **SPECIALIZACIJA (Železo):** Železo (Iron) ni prosto dostopno. Samo **Zombi Rudar z Levelom 5+** (Specializacija: "Deep Dig") lahko najde Železno rudo. Igralec sam najde samo Baker in Premog.
+ * **Zombi Izvidnik (Scout):** Edini, ki odpira meglo in išče bencin/dele za stroje.
+* **Drop Box:** Zombiji odlagajo nabrano v poseben zabojnik.
+
+### 🛠️ Orodja in Crafting (Tier 1-3 + Scrap)
+* **Osnovna:** Lesena -> Kamnita -> Železna.
+* **Scrap Crafting (Motorna Orodja):**
+ * **Motorka (Chainsaw):** Za hitro sečnjo. Sestaviš iz delov (Motor + Veriga + Ohišje - najde Izvidnik).
+ * **Laksarca (Trimmer):** Za košnjo trave (AOE). Sestaviš iz delov (Motor + Glava + Palica).
+ * **Gorivo:**
+ * **Bio-Olje:** Sončnice -> Stiskalnica (za Generator).
+ * **Bencin:** Najde Izvidnik (za Motorko).
+* **Delovna Miza (Workbench):** Smart Inventory (vidi vse skrinje). Craftaš Čebelnjak, Strašilo, Škropilnike.
+
+### 🐝 Čebelarstvo (Beekeeping System)
+* **Domači Čebelnjak (Beehive):**
+ * **Crafting:** Les + Satje (Honeycomb).
+ * **Aktivacija:** Moraš vstaviti **Matico (Queen Bee)**, ki jo ujameš v naravi (redka!).
+ * **Produkt:** Med (Honey) in Vosek (Wax).
+ * **Bonus:** Čebele oprašujejo rože v bližini -> hitrejša rast pridelkov (Pollination Boost).
+* **Divji Panj:** Najdeš ga na drevesih v gozdu. Če ga podreš, dobiš Satje in morda Matico (če imaš srečo).
+
+### 🏘️ Zgradbe na Farmi
+* **Lesena Hiša:** Odklene **Klet** (Storage, Grow Room za indoor konopljo/gobe).
+* **Garaža (Workshop):** Skladišče za Bencin/Olje, miza za sestavljanje strojev.
+* **Rastlinjak:** Popraviš s steklom (Pesek + Peč). Omogoča kmetovanje pozimi.
+* **Kontejner za Smeti (Dumpster):** Za odlaganje smeti. Tu brska Rakun.
+* **Strašilo:** Odganja Vrano.
+
+### 👥 Ključni NPC-ji & Živali
+* **Gronk (Troll):** Mentor in trgovec v gozdu.
+* **Susi (Jazbečarka):** Gronkova izgubljena psička (Quest: "Find Susi").
+* **Živali (Sistem):**
+ * **Nakup:** Kura, Krava, Prašič (pride v škatli na rob farme).
+ * **Divje (Škodljivci):** Vrana (krade semena), Rakun (brska po smeteh), Volk (napada v gozdu).
+* **Gozdni Kurirji:**
+ * **Sova (Owl):** Prinese Quest nagrade in darila Albuma (Dan).
+ * **Netopir (Bat):** Prinese Pošto in Račune (Noč).
+
+### 💎 Zbirateljstvo (Collector's Album)
+* **Album:** Beleži vse najdbe (Ribe, Insekti, Rude).
+* **Muzej:** Doniraj redke stvari.
+ * **Ribe:** 6 vrst v Fazi 1 (Postrv, Brancin, Som...).
+ * **Insekti:** Lovljenje z mrežo (Metulji, Hrošči...).
+
+### 🌿 Kmetovanje (Faza 1)
+* **Pridelki:** 80+ vrst (od Korenja do **Konoplje** - legalno/ilegalno).
+* **Avtomatizacija:** Zombi delavci + Škropilniki (Tier 1-2).
+* **Živali:** Krave, Kure, Prašiči (in mutirane verzije).
+
+### ⚙️ Tehnični Podatki
+* **Engine:** Phaser 3 (Web-based).
+* **Maps:** Tiled (.tmx), Tile size 32x32px.
+* **Art Style:**
+ * **Style 32 (Dark-Chibi Noir):** Glavni stil za like in predmete. Temne linije, luškani a mračni.
+ * **Vektor (Cult of the Lamb stil):** Za UI in določene sprite.
+* **Save System:** LocalStorage (avtomatsko shranjevanje).
+* **Jezik:** Slovenski (primarni) + Angleški.
+
+---
+
+## 3. Environmental Hazards: Toxic Fog (Strupena Megla)
+* **Vizualno:** Roza (toksično) in Zeleno (radiacija) sijoča megla (Screen blend mode).
+* **Mehanika:** Širi se čez čas, povzroča dušenje (damage).
+* **Rešitev:** Senzorji in filtracijski sistemi.
+* **Zombi Sinergija (Transformacija):**
+ * **Zombi -> Kmet:** Megla povzroča mutacije. Če so zombiji predolgo v megli (še posebej zeleni), se transformirajo iz **Navadnih Zombijev** v **Zombi Kmete**.
+ * **Lore:** To pojasni, zakaj imamo "Zombi Kmete" - to so bivši zombiji, ki jih je megla "pozdravila" ali pa jim dala kmetijske nagone.
+
+## 4. UI Enhancements
+* **Day Cycle:** "Day X" napis na sredini zaslona.
+* **Trial Badge:** "Trial Version" značka v Demo verziji.
+
diff --git a/nova farma/assets/references/PROMPTS_LIST.md b/nova farma/assets/references/PROMPTS_LIST.md
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+# Seznam Promptov za Generiranje Slik
+
+Ta datoteka vsebuje natančne "prompte" (opise), ki se uporabljajo za generiranje grafičnih elementov v stilu "Dark Chibi Noir / Farm Survival".
+
+## 1. Paket: UI in Okolje (Dolina Smrti)
+
+### UI - Nakup Igre (Badge)
+> **Prompt:** `A detailed golden vector game UI badge, ornate shield shape. A skull wearing a royal crown sits on top. Bold majestic text inside reads "PURCHASE FULL GAME". Dark outlines, cel shaded, shiny gold texture, premium rpg style, white background.`
+
+### VFX - Strupena Megla (Explozija)
+> **Prompt:** `A cartoon explosion cloud of toxic gas, purple and pink colors, billowing smoke shapes. Thick black comic book outlines, vector style, flat colors, 2d game asset, isolated on white.`
+
+### UI - Merilnik Zdravja (Critical)
+> **Prompt:** `A steampunk rusty metal circular gauge, labeled "HEALTH GAUGE". The glass cover is cracked and shattered. The red needle is pointing to "CRITICAL". Dirty textures, oil stains, thick dark outlines, 2d game ui asset.`
+
+### Okolje - Vhod v Rudnik (Dolina Smrti)
+> **Prompt:** `A dark spooky mine entrance built into a rock face. Supported by old rotting wooden beams. A wooden sign above the entrance says "DOLINA SMRTI" in rough hand-carved letters. Dark moody atmosphere, thick lines, vector style.`
+
+### Okolje - Trnje (Ovira)
+> **Prompt:** `A dense bush of twisted, sharp black thorns and brambles. Spiky, dangerous looking, dark purple and black tones. 2d game obstacle asset, white background, thick outlines.`
+
+---
+
+## 2. Paket: Znaki in Predmeti
+
+### Znak - Nevarnost (Danger)
+> **Prompt:** `A rusty square metal sign nailed to a wooden post. On the sign is a black skull and crossbones symbol and the word "DANGER" in bold black letters. Barbed wire wrapped around the post. Weathered, gritty cartoon style.`
+
+### Predmet - Kolut Žice
+> **Prompt:** `A spool of silver industrial wire. Brown plastic reel. A sticker on the side reads "HIGH VOLTAGE". clean vector art, isometric view, game inventory item.`
+
+### Znak - Smerokaz (Mesto/Gozd)
+> **Prompt:** `A wooden crossroads signpost. One arrow points left saying "TOWN", one arrow points right saying "FOREST". Moss growing at the base. Cartoon style, thick dark outlines, pleasant wood texture.`
+
+### Znak - Viseča Tabla (Prazna)
+> **Prompt:** `A rectangular wooden board hanging by two metal chains. Empty space in the middle for text. A small cute skull icon pinned to the top left corner. Vector game asset, clean lines.`
+
+### UI - Trial Version (Badge)
+> **Prompt:** `A dark wooden plank sign with a red ribbon banner at the bottom. A skull with bat wings sits on top. Glowing white text in the center reads "TRIAL VERSION". Gothic rpg ui style, vector, isolated.`
+
+---
+
+## 3. Paket: Kmetija, Gradnja in Nagrade
+
+### Objekt - Gnoj/Kompost (Kup)
+> **Prompt:** `A pile of manure and compost. Steaming, flies buzzing around. Mix of brown soil, green plant waste, and animal droppings. Dark Chibi Noir style, gritty farm survival game asset. Thick outlines, flat vector art, white background.`
+
+### Objekt - Kontejner za Smeti
+> **Prompt:** `A rusty metal trash dumpster. Green or blue industrial container, slightly overflowing with trash bags and debris. Weathered texture, scratches, isometric view. Dark Chibi Noir style, survival game asset. Thick outlines, white background.`
+
+### Objekt - Strašilo (Creepy)
+> **Prompt:** `A creepy scarecrow on a wooden cross. Wearing tattered farmer clothes and a burlap sack hood with stitched eyes. Spooky but cute chibi style. Dark survival atmosphere. Thick black outlines, vector art, isolated on white.`
+
+### Gradnja - Temelj/Zombiji
+> **Prompt:** `Construction site foundation. A dug rectangular hole in the ground with a fresh grey concrete slab poured at the bottom. Wooden stakes and string marking the edges. Construction or blueprint phase for a building. Dark Chibi Noir style, isometric view, survival game asset. Thick outlines, white background.`
+
+### Objekt - Kompostnik (Lesen)
+> **Prompt:** `A wooden compost bin structure. Slatted wood sides, filled with soil and organic waste. Farm functionality. Dark Chibi Noir style, detailed wood texture, gritty but cute. Isometric view, thick outlines, white background.`
+
+### Objekt - Grob (Zombi Postelja)
+> **Prompt:** `An open grave hole dug in the ground, looking like a resting spot or bed. Brown dirt pile on the side. A simple wooden headstone or memorial plaque at the head. Empty inside, ready for a zombie to sleep. Dark Chibi Noir style, isometric view, thick outlines, white background.`
+
+### Nagrada - Kip (200 Dni)
+> **Prompt:** `A stone statue reward for a game. A chibi survivor character made of grey stone, leaning tiredly on a shovel but looking proud. Standing on a pedestal with the text '200 DAYS' engraved in gold. Moss growing slightly on the stone. Dark Chibi Noir style, isometric view, thick outlines, white background.`
diff --git a/nova farma/assets/references/SESSION_DIARY.md b/nova farma/assets/references/SESSION_DIARY.md
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+# 📝 SESSION DIARY: 25. JAN 2026 - ASSET MARATHON
+
+**Datum:** 25. Januar 2026
+**Ura:** 02:26 AM
+**Tema:** Generiranje Assetov, Game Design Faza 1, Referenčna Mapa
+
+---
+
+## 🚀 POVZETEK (Executive Summary)
+V tej maratonski seji (do 02:30 zjutraj!) smo definirali in vizualno opremili **skoraj celotno vsebino Faze 1**. Fokus je bil na **"Dark-Chibi Noir"** stillu za žuželke, orodja, ribe in strukture.
+
+---
+
+## 🎨 GENERIRANI ASSETI (Referenčna Mapa)
+V mapi `assets/referencne_slike` (in `referencne_slike 2`) so zdaj shranjeni ključni vizuali:
+
+### 1. 🦋 Žuželke & Golazen (Insects & Fauna)
+- **Komplet:** Čebela (Aviator style) + Matica (Queen), Metulj (Noir), Hrošči, Kresničke.
+- **Novi dodatki:** Deževnik (Worm), Polž (Snail), Komar (Aggressive), Kača, Gad.
+- **Predmeti:** Mreža za lovljenje, Plastični/Stekleni Terariji.
+
+### 2. 🐟 Ribe (Fish System)
+- **6 Vrst:** Postrv, Brancin, Som (Nočni), Losos (Dež), Zlata (Rare), Mutant (Radioactive).
+- **Uporaba:** Hrana, Prodaja, Akvarij (Mali/Veliki), Ribnik (Faza 2).
+
+### 3. 🛠️ Orodja in Stroji (Tools & Machines)
+- **Crafting Orodja:** Motorka in Laksarca (prikazani ločeni deli: motor, veriga, ohišje).
+- **Peč (Furnace):** Dve stanji (Clean/Broken). Za taljenje Rude in Stekla.
+- **Čebelnjaki:** Divji panj (na drevesu) in Domači panj (Phase 2).
+
+### 4. 🏗️ Strukture (Buildings)
+- **Kokošnjal (Tier 1):** Osnovni, lesen, za 6 kur.
+- **Delavnica (Garage):** Lesena lopa za stroje.
+- **Zombie Drop Box:** Zabojnik, kamor zombiji odlagajo nabrane resource.
+- **Skriti Nasad (Basement):** Referenca za Grow Room in Lab.
+
+---
+
+## 📜 GAME BIBLE POSODOBITVE (Mechanics)
+Posodobili smo `GAME_BIBLE_FINAL_2026.md` in `COLLECTORS_ALBUM_SYSTEM.md`:
+
+1. **Crafting Chain:**
+ * **Mivka (Sand) + Premog (Coal) = Steklo (Glass)** v Peči.
+ * Steklo se rabi za popravilo Rastlinjaka in Terarije.
+2. **Rudnik (Mine):**
+ * Faza 1 limit: Samo Premog in Baker.
+ * Železo (Iron) je redko -> dobiš ga s "Scavenging" (Zombiji).
+3. **Ogrevanje:** Peč deluje na Les (hitro gori) ali Premog (učinkovito).
+4. **Skriti Klet (Secret Basement):** Ilegalni nasad in laboratorij (Late Game).
+
+---
+
+## 📂 STATUS DATOTEK
+- **Rename:** Večina datotek v `assets/referencne_slike` je urejenih ali pa čaka na ročni rename (po "Detektivskem Seznamu").
+- **Varnost:** Mape se ne brišejo in ne premikajo.
+
+---
+
+## 🔮 NASLEDNJI KORAKI (Next Steps)
+1. **Kodiranje:** Implementacija animacij živali (Cow Walk, Chicken Peck).
+2. **Item System:** Vnos vseh teh novih itemov (Fish, Insects, Tools) v kodo/database.
+3. **Crafting Menu:** Izdelava UI za sestavljanje orodij in taljenje.
+
+*"Faza 1 is looking GOOD. Dark, Dirty, and Detailed."* 💀🌱
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diff --git a/nova farma/assets/references/zombie_punk.png b/nova farma/assets/references/zombie_punk.png
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index 000000000..351282de0
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diff --git a/nova farma/assets/tiles/trava_osnova.png b/nova farma/assets/tiles/trava_osnova.png
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index 000000000..9d6f51356
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diff --git a/nova farma/assets/vegetation/drevo_navadno.png b/nova farma/assets/vegetation/drevo_navadno.png
new file mode 100644
index 000000000..e8c092e75
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diff --git a/nova farma/assets/vegetation/trava_divja.png b/nova farma/assets/vegetation/trava_divja.png
new file mode 100644
index 000000000..c2fd14c80
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diff --git a/nova farma/assets/vegetation/trava_rob.png b/nova farma/assets/vegetation/trava_rob.png
new file mode 100644
index 000000000..5424f3305
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diff --git a/nova farma/assets/vegetation/trava_suha.png b/nova farma/assets/vegetation/trava_suha.png
new file mode 100644
index 000000000..c691fe14f
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diff --git a/nova farma/assets/vegetation/trava_zelena.png b/nova farma/assets/vegetation/trava_zelena.png
new file mode 100644
index 000000000..5424f3305
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diff --git a/nova farma/assets/vegetation/ugly_grass_ref.png b/nova farma/assets/vegetation/ugly_grass_ref.png
new file mode 100644
index 000000000..a48702e9e
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diff --git a/nova farma/config/.gitignore b/nova farma/config/.gitignore
new file mode 100644
index 000000000..5eb4bd179
--- /dev/null
+++ b/nova farma/config/.gitignore
@@ -0,0 +1,26 @@
+# Dependencies
+node_modules/
+package-lock.json
+
+# Build output
+dist/
+build/
+
+# OS files
+.DS_Store
+Thumbs.db
+
+# IDE
+.vscode/
+.idea/
+*.swp
+*.swo
+
+# Logs
+*.log
+npm-debug.log*
+
+# Environment
+.env
+.env.local
+out/
diff --git a/nova farma/config/novafarma.code-workspace b/nova farma/config/novafarma.code-workspace
new file mode 100644
index 000000000..876a1499c
--- /dev/null
+++ b/nova farma/config/novafarma.code-workspace
@@ -0,0 +1,8 @@
+{
+ "folders": [
+ {
+ "path": "."
+ }
+ ],
+ "settings": {}
+}
\ No newline at end of file
diff --git a/nova farma/configs/.asset_progress.json b/nova farma/configs/.asset_progress.json
new file mode 100644
index 000000000..f8811b9ba
--- /dev/null
+++ b/nova farma/configs/.asset_progress.json
@@ -0,0 +1,83 @@
+{
+ "completed": [
+ "kreature/zombiji/zombie_basic",
+ "kreature/zombiji/zombie_runner",
+ "npc/policija/police_chief",
+ "npc/policija/police_officer",
+ "glavni_karakterji/gronk/gronk_left_idle",
+ "glavni_karakterji/gronk/gronk_right_idle"
+ ],
+ "failed": [
+ "kreature/zombiji/zombie_tank",
+ "kreature/zombiji/zombie_spitter",
+ "kreature/zombiji/zombie_exploder",
+ "kreature/zombiji/zombie_crawler",
+ "kreature/zombiji/zombie_screamer",
+ "kreature/zombiji/zombie_bride",
+ "kreature/zombiji/zombie_cop",
+ "kreature/zombiji/zombie_doctor",
+ "kreature/dinozavri/dino_trex",
+ "kreature/dinozavri/dino_raptor",
+ "kreature/dinozavri/dino_trike",
+ "kreature/dinozavri/dino_stego",
+ "kreature/dinozavri/dino_bronto",
+ "kreature/dinozavri/dino_ptero",
+ "kreature/dinozavri/dino_ankylo",
+ "kreature/dinozavri/dino_parasaur",
+ "kreature/dinozavri/dino_carno",
+ "kreature/dinozavri/dino_spino",
+ "kreature/zivali/animal_bear",
+ "kreature/zivali/animal_wolf",
+ "kreature/zivali/animal_deer",
+ "kreature/zivali/animal_rabbit",
+ "kreature/zivali/animal_fox",
+ "kreature/zivali/animal_boar",
+ "kreature/zivali/animal_crow",
+ "kreature/zivali/animal_owl",
+ "kreature/zivali/animal_snake",
+ "kreature/zivali/animal_rat",
+ "kreature/magicna_bitja/magic_demon",
+ "kreature/magicna_bitja/magic_imp",
+ "kreature/magicna_bitja/magic_wraith",
+ "kreature/magicna_bitja/magic_familiar",
+ "kreature/magicna_bitja/magic_golem",
+ "npc/policija/police_corrupt",
+ "npc/zdravstvo/doctor_main",
+ "npc/zdravstvo/nurse_helper",
+ "npc/trgovci/merchant_general",
+ "npc/trgovci/merchant_seeds",
+ "npc/trgovci/merchant_black_market",
+ "npc/mentorji/mentor_farming",
+ "npc/mentorji/mentor_magic",
+ "glavni_karakterji/kai/kai_front_idle",
+ "glavni_karakterji/kai/kai_back_idle",
+ "glavni_karakterji/kai/kai_left_idle",
+ "glavni_karakterji/kai/kai_right_idle",
+ "glavni_karakterji/kai/kai_front_walk_1",
+ "glavni_karakterji/kai/kai_front_walk_2",
+ "glavni_karakterji/kai/kai_back_walk_1",
+ "glavni_karakterji/kai/kai_back_walk_2",
+ "glavni_karakterji/kai/kai_left_walk_1",
+ "glavni_karakterji/kai/kai_left_walk_2",
+ "glavni_karakterji/kai/kai_right_walk_1",
+ "glavni_karakterji/kai/kai_right_walk_2",
+ "glavni_karakterji/ana/ana_front_idle",
+ "glavni_karakterji/ana/ana_back_idle",
+ "glavni_karakterji/ana/ana_left_idle",
+ "glavni_karakterji/ana/ana_right_idle",
+ "glavni_karakterji/ana/ana_front_walk_1",
+ "glavni_karakterji/ana/ana_front_walk_2",
+ "glavni_karakterji/ana/ana_back_walk_1",
+ "glavni_karakterji/ana/ana_back_walk_2",
+ "glavni_karakterji/ana/ana_left_walk_1",
+ "glavni_karakterji/ana/ana_left_walk_2",
+ "glavni_karakterji/ana/ana_right_walk_1",
+ "glavni_karakterji/ana/ana_right_walk_2",
+ "glavni_karakterji/gronk/gronk_front_idle",
+ "glavni_karakterji/gronk/gronk_back_idle",
+ "glavni_karakterji/susi/susi_front_idle",
+ "glavni_karakterji/susi/susi_back_idle",
+ "glavni_karakterji/susi/susi_left_idle",
+ "glavni_karakterji/susi/susi_right_idle"
+ ]
+}
\ No newline at end of file
diff --git a/nova farma/configs/.generation_progress.json b/nova farma/configs/.generation_progress.json
new file mode 100644
index 000000000..eca9ec19e
--- /dev/null
+++ b/nova farma/configs/.generation_progress.json
@@ -0,0 +1,52 @@
+{
+ "completed": [
+ "kreature/zombiji/zombie_basic",
+ "kreature/zombiji/zombie_runner",
+ "kreature/zombiji/zombie_tank",
+ "kreature/zivali/animal_fox",
+ "kreature/zivali/animal_boar"
+ ],
+ "failed": [
+ "kreature/zombiji/zombie_spitter",
+ "kreature/zombiji/zombie_exploder",
+ "kreature/zombiji/zombie_crawler",
+ "kreature/zombiji/zombie_screamer",
+ "kreature/zombiji/zombie_bride",
+ "kreature/zombiji/zombie_cop",
+ "kreature/zombiji/zombie_doctor",
+ "kreature/dinozavri/dino_trex",
+ "kreature/dinozavri/dino_raptor",
+ "kreature/dinozavri/dino_trike",
+ "kreature/dinozavri/dino_stego",
+ "kreature/dinozavri/dino_bronto",
+ "kreature/dinozavri/dino_ankylo",
+ "kreature/dinozavri/dino_ptero",
+ "kreature/dinozavri/dino_spino",
+ "kreature/dinozavri/dino_dilo",
+ "kreature/dinozavri/dino_pachy",
+ "kreature/zivali/animal_bear",
+ "kreature/zivali/animal_wolf",
+ "kreature/zivali/animal_deer",
+ "kreature/zivali/animal_rabbit",
+ "kreature/zivali/animal_crow",
+ "kreature/zivali/animal_owl",
+ "kreature/zivali/animal_snake",
+ "kreature/zivali/animal_rat",
+ "kreature/magicna_bitja/magic_demon",
+ "kreature/magicna_bitja/magic_imp",
+ "kreature/magicna_bitja/magic_wraith",
+ "kreature/magicna_bitja/magic_familiar",
+ "kreature/magicna_bitja/magic_golem",
+ "npc/policija/police_chief",
+ "npc/policija/police_officer",
+ "npc/policija/police_corrupt",
+ "npc/zdravstvo/doctor_main",
+ "npc/zdravstvo/nurse_helper",
+ "npc/trgovci/merchant_general",
+ "npc/trgovci/merchant_seeds",
+ "npc/trgovci/merchant_black_market",
+ "npc/mentorji/mentor_farming",
+ "npc/mentorji/mentor_magic"
+ ],
+ "total_generated": 5
+}
\ No newline at end of file
diff --git a/nova farma/configs/.spritesheet_progress.json b/nova farma/configs/.spritesheet_progress.json
new file mode 100644
index 000000000..1d42d8334
--- /dev/null
+++ b/nova farma/configs/.spritesheet_progress.json
@@ -0,0 +1,47 @@
+{
+ "completed": [
+ "zombie_basic_idle",
+ "zombie_basic_walk_south",
+ "dino_raptor_walk_north",
+ "dino_raptor_walk_east",
+ "animal_wolf_walk_east",
+ "animal_wolf_walk_west"
+ ],
+ "failed": [
+ "zombie_basic_walk_north",
+ "zombie_basic_walk_east",
+ "zombie_basic_walk_west",
+ "zombie_basic_attack",
+ "zombie_runner_idle",
+ "zombie_runner_walk_south",
+ "zombie_runner_walk_north",
+ "zombie_runner_walk_east",
+ "zombie_runner_walk_west",
+ "zombie_runner_attack",
+ "zombie_tank_idle",
+ "zombie_tank_walk_south",
+ "zombie_tank_walk_north",
+ "zombie_tank_walk_east",
+ "zombie_tank_walk_west",
+ "zombie_tank_attack",
+ "dino_raptor_idle",
+ "dino_raptor_walk_south",
+ "dino_raptor_walk_west",
+ "dino_raptor_attack",
+ "dino_trex_idle",
+ "dino_trex_walk_south",
+ "dino_trex_walk_north",
+ "dino_trex_walk_east",
+ "dino_trex_walk_west",
+ "dino_trex_attack",
+ "animal_bear_idle",
+ "animal_bear_walk_south",
+ "animal_bear_walk_north",
+ "animal_bear_walk_east",
+ "animal_bear_walk_west",
+ "animal_bear_attack",
+ "animal_wolf_idle",
+ "animal_wolf_walk_south",
+ "animal_wolf_walk_north"
+ ]
+}
\ No newline at end of file
diff --git a/nova farma/configs/BATCH_GENERATION_MANIFEST.json b/nova farma/configs/BATCH_GENERATION_MANIFEST.json
new file mode 100644
index 000000000..c0d606d9e
--- /dev/null
+++ b/nova farma/configs/BATCH_GENERATION_MANIFEST.json
@@ -0,0 +1,419 @@
+{
+ "total_assets": 126,
+ "batches": [
+ {
+ "name": "kai_animations",
+ "category": "demo/characters",
+ "assets": [
+ {
+ "name": "kai_run_east_1",
+ "styleA_prompt": "Kai teenage survivor character, dark forest green thick dreadlocks (#2D5016), \nmedium skin tone, large ear gauges, nose piercing and lip piercing, \nserious determined expression, \nwearing weathered blue-grey denim jacket with dirt stains, \nbeige t-shirt underneath, \ntorn blue jeans ripped at knees, \nbrown leather combat boots, \nbrown survival backpack with straps and pockets, \nathletic lean build.\nKai running EAST, frame 1/4, left leg forward, right arm back\nStyle A: Bold cartoon vector art - thick black outlines, flat vibrant colors, clean cel-shaded style, cheerful indie game aesthetic, white background.",
+ "styleB_prompt": "Kai teenage survivor character, dark forest green thick dreadlocks (#2D5016), \nmedium skin tone, large ear gauges, nose piercing and lip piercing, \nserious determined expression, \nwearing weathered blue-grey denim jacket with dirt stains, \nbeige t-shirt underneath, \ntorn blue jeans ripped at knees, \nbrown leather combat boots, \nbrown survival backpack with straps and pockets, \nathletic lean build.\nKai running EAST, frame 1/4, left leg forward, right arm back\nStyle B: Dark gritty noir art - bold black ink outlines, high-contrast desaturated tones, heavy shadows, sketchy crosshatch textures, moody post-apocalyptic atmosphere, black background.",
+ "target_dir": "assets/images/demo/characters"
+ },
+ {
+ "name": "kai_run_east_2",
+ "styleA_prompt": "Kai teenage survivor character, dark forest green thick dreadlocks (#2D5016), \nmedium skin tone, large ear gauges, nose piercing and lip piercing, \nserious determined expression, \nwearing weathered blue-grey denim jacket with dirt stains, \nbeige t-shirt underneath, \ntorn blue jeans ripped at knees, \nbrown leather combat boots, \nbrown survival backpack with straps and pockets, \nathletic lean build.\nKai running EAST, frame 2/4, mid-stride, both feet off ground\nStyle A: Bold cartoon vector art - thick black outlines, flat vibrant colors, clean cel-shaded style, cheerful indie game aesthetic, white background.",
+ "styleB_prompt": "Kai teenage survivor character, dark forest green thick dreadlocks (#2D5016), \nmedium skin tone, large ear gauges, nose piercing and lip piercing, \nserious determined expression, \nwearing weathered blue-grey denim jacket with dirt stains, \nbeige t-shirt underneath, \ntorn blue jeans ripped at knees, \nbrown leather combat boots, \nbrown survival backpack with straps and pockets, \nathletic lean build.\nKai running EAST, frame 2/4, mid-stride, both feet off ground\nStyle B: Dark gritty noir art - bold black ink outlines, high-contrast desaturated tones, heavy shadows, sketchy crosshatch textures, moody post-apocalyptic atmosphere, black background.",
+ "target_dir": "assets/images/demo/characters"
+ },
+ {
+ "name": "kai_run_east_3",
+ "styleA_prompt": "Kai teenage survivor character, dark forest green thick dreadlocks (#2D5016), \nmedium skin tone, large ear gauges, nose piercing and lip piercing, \nserious determined expression, \nwearing weathered blue-grey denim jacket with dirt stains, \nbeige t-shirt underneath, \ntorn blue jeans ripped at knees, \nbrown leather combat boots, \nbrown survival backpack with straps and pockets, \nathletic lean build.\nKai running EAST, frame 3/4, right leg forward, left arm back\nStyle A: Bold cartoon vector art - thick black outlines, flat vibrant colors, clean cel-shaded style, cheerful indie game aesthetic, white background.",
+ "styleB_prompt": "Kai teenage survivor character, dark forest green thick dreadlocks (#2D5016), \nmedium skin tone, large ear gauges, nose piercing and lip piercing, \nserious determined expression, \nwearing weathered blue-grey denim jacket with dirt stains, \nbeige t-shirt underneath, \ntorn blue jeans ripped at knees, \nbrown leather combat boots, \nbrown survival backpack with straps and pockets, \nathletic lean build.\nKai running EAST, frame 3/4, right leg forward, left arm back\nStyle B: Dark gritty noir art - bold black ink outlines, high-contrast desaturated tones, heavy shadows, sketchy crosshatch textures, moody post-apocalyptic atmosphere, black background.",
+ "target_dir": "assets/images/demo/characters"
+ },
+ {
+ "name": "kai_run_east_4",
+ "styleA_prompt": "Kai teenage survivor character, dark forest green thick dreadlocks (#2D5016), \nmedium skin tone, large ear gauges, nose piercing and lip piercing, \nserious determined expression, \nwearing weathered blue-grey denim jacket with dirt stains, \nbeige t-shirt underneath, \ntorn blue jeans ripped at knees, \nbrown leather combat boots, \nbrown survival backpack with straps and pockets, \nathletic lean build.\nKai running EAST, frame 4/4, landing pose\nStyle A: Bold cartoon vector art - thick black outlines, flat vibrant colors, clean cel-shaded style, cheerful indie game aesthetic, white background.",
+ "styleB_prompt": "Kai teenage survivor character, dark forest green thick dreadlocks (#2D5016), \nmedium skin tone, large ear gauges, nose piercing and lip piercing, \nserious determined expression, \nwearing weathered blue-grey denim jacket with dirt stains, \nbeige t-shirt underneath, \ntorn blue jeans ripped at knees, \nbrown leather combat boots, \nbrown survival backpack with straps and pockets, \nathletic lean build.\nKai running EAST, frame 4/4, landing pose\nStyle B: Dark gritty noir art - bold black ink outlines, high-contrast desaturated tones, heavy shadows, sketchy crosshatch textures, moody post-apocalyptic atmosphere, black background.",
+ "target_dir": "assets/images/demo/characters"
+ },
+ {
+ "name": "kai_run_west_1",
+ "styleA_prompt": "Kai teenage survivor character, dark forest green thick dreadlocks (#2D5016), \nmedium skin tone, large ear gauges, nose piercing and lip piercing, \nserious determined expression, \nwearing weathered blue-grey denim jacket with dirt stains, \nbeige t-shirt underneath, \ntorn blue jeans ripped at knees, \nbrown leather combat boots, \nbrown survival backpack with straps and pockets, \nathletic lean build.\nKai running WEST, frame 1/4, left leg forward\nStyle A: Bold cartoon vector art - thick black outlines, flat vibrant colors, clean cel-shaded style, cheerful indie game aesthetic, white background.",
+ "styleB_prompt": "Kai teenage survivor character, dark forest green thick dreadlocks (#2D5016), \nmedium skin tone, large ear gauges, nose piercing and lip piercing, \nserious determined expression, \nwearing weathered blue-grey denim jacket with dirt stains, \nbeige t-shirt underneath, \ntorn blue jeans ripped at knees, \nbrown leather combat boots, \nbrown survival backpack with straps and pockets, \nathletic lean build.\nKai running WEST, frame 1/4, left leg forward\nStyle B: Dark gritty noir art - bold black ink outlines, high-contrast desaturated tones, heavy shadows, sketchy crosshatch textures, moody post-apocalyptic atmosphere, black background.",
+ "target_dir": "assets/images/demo/characters"
+ },
+ {
+ "name": "kai_run_west_2",
+ "styleA_prompt": "Kai teenage survivor character, dark forest green thick dreadlocks (#2D5016), \nmedium skin tone, large ear gauges, nose piercing and lip piercing, \nserious determined expression, \nwearing weathered blue-grey denim jacket with dirt stains, \nbeige t-shirt underneath, \ntorn blue jeans ripped at knees, \nbrown leather combat boots, \nbrown survival backpack with straps and pockets, \nathletic lean build.\nKai running WEST, frame 2/4, mid-stride\nStyle A: Bold cartoon vector art - thick black outlines, flat vibrant colors, clean cel-shaded style, cheerful indie game aesthetic, white background.",
+ "styleB_prompt": "Kai teenage survivor character, dark forest green thick dreadlocks (#2D5016), \nmedium skin tone, large ear gauges, nose piercing and lip piercing, \nserious determined expression, \nwearing weathered blue-grey denim jacket with dirt stains, \nbeige t-shirt underneath, \ntorn blue jeans ripped at knees, \nbrown leather combat boots, \nbrown survival backpack with straps and pockets, \nathletic lean build.\nKai running WEST, frame 2/4, mid-stride\nStyle B: Dark gritty noir art - bold black ink outlines, high-contrast desaturated tones, heavy shadows, sketchy crosshatch textures, moody post-apocalyptic atmosphere, black background.",
+ "target_dir": "assets/images/demo/characters"
+ },
+ {
+ "name": "kai_run_west_3",
+ "styleA_prompt": "Kai teenage survivor character, dark forest green thick dreadlocks (#2D5016), \nmedium skin tone, large ear gauges, nose piercing and lip piercing, \nserious determined expression, \nwearing weathered blue-grey denim jacket with dirt stains, \nbeige t-shirt underneath, \ntorn blue jeans ripped at knees, \nbrown leather combat boots, \nbrown survival backpack with straps and pockets, \nathletic lean build.\nKai running WEST, frame 3/4, right leg forward\nStyle A: Bold cartoon vector art - thick black outlines, flat vibrant colors, clean cel-shaded style, cheerful indie game aesthetic, white background.",
+ "styleB_prompt": "Kai teenage survivor character, dark forest green thick dreadlocks (#2D5016), \nmedium skin tone, large ear gauges, nose piercing and lip piercing, \nserious determined expression, \nwearing weathered blue-grey denim jacket with dirt stains, \nbeige t-shirt underneath, \ntorn blue jeans ripped at knees, \nbrown leather combat boots, \nbrown survival backpack with straps and pockets, \nathletic lean build.\nKai running WEST, frame 3/4, right leg forward\nStyle B: Dark gritty noir art - bold black ink outlines, high-contrast desaturated tones, heavy shadows, sketchy crosshatch textures, moody post-apocalyptic atmosphere, black background.",
+ "target_dir": "assets/images/demo/characters"
+ },
+ {
+ "name": "kai_run_west_4",
+ "styleA_prompt": "Kai teenage survivor character, dark forest green thick dreadlocks (#2D5016), \nmedium skin tone, large ear gauges, nose piercing and lip piercing, \nserious determined expression, \nwearing weathered blue-grey denim jacket with dirt stains, \nbeige t-shirt underneath, \ntorn blue jeans ripped at knees, \nbrown leather combat boots, \nbrown survival backpack with straps and pockets, \nathletic lean build.\nKai running WEST, frame 4/4, landing\nStyle A: Bold cartoon vector art - thick black outlines, flat vibrant colors, clean cel-shaded style, cheerful indie game aesthetic, white background.",
+ "styleB_prompt": "Kai teenage survivor character, dark forest green thick dreadlocks (#2D5016), \nmedium skin tone, large ear gauges, nose piercing and lip piercing, \nserious determined expression, \nwearing weathered blue-grey denim jacket with dirt stains, \nbeige t-shirt underneath, \ntorn blue jeans ripped at knees, \nbrown leather combat boots, \nbrown survival backpack with straps and pockets, \nathletic lean build.\nKai running WEST, frame 4/4, landing\nStyle B: Dark gritty noir art - bold black ink outlines, high-contrast desaturated tones, heavy shadows, sketchy crosshatch textures, moody post-apocalyptic atmosphere, black background.",
+ "target_dir": "assets/images/demo/characters"
+ },
+ {
+ "name": "kai_sword_swing_east",
+ "styleA_prompt": "Kai teenage survivor character, dark forest green thick dreadlocks (#2D5016), \nmedium skin tone, large ear gauges, nose piercing and lip piercing, \nserious determined expression, \nwearing weathered blue-grey denim jacket with dirt stains, \nbeige t-shirt underneath, \ntorn blue jeans ripped at knees, \nbrown leather combat boots, \nbrown survival backpack with straps and pockets, \nathletic lean build.\nKai swinging sword to the east, mid-swing action\nStyle A: Bold cartoon vector art - thick black outlines, flat vibrant colors, clean cel-shaded style, cheerful indie game aesthetic, white background.",
+ "styleB_prompt": "Kai teenage survivor character, dark forest green thick dreadlocks (#2D5016), \nmedium skin tone, large ear gauges, nose piercing and lip piercing, \nserious determined expression, \nwearing weathered blue-grey denim jacket with dirt stains, \nbeige t-shirt underneath, \ntorn blue jeans ripped at knees, \nbrown leather combat boots, \nbrown survival backpack with straps and pockets, \nathletic lean build.\nKai swinging sword to the east, mid-swing action\nStyle B: Dark gritty noir art - bold black ink outlines, high-contrast desaturated tones, heavy shadows, sketchy crosshatch textures, moody post-apocalyptic atmosphere, black background.",
+ "target_dir": "assets/images/demo/characters"
+ },
+ {
+ "name": "kai_sword_swing_west",
+ "styleA_prompt": "Kai teenage survivor character, dark forest green thick dreadlocks (#2D5016), \nmedium skin tone, large ear gauges, nose piercing and lip piercing, \nserious determined expression, \nwearing weathered blue-grey denim jacket with dirt stains, \nbeige t-shirt underneath, \ntorn blue jeans ripped at knees, \nbrown leather combat boots, \nbrown survival backpack with straps and pockets, \nathletic lean build.\nKai swinging sword to the west, mid-swing action\nStyle A: Bold cartoon vector art - thick black outlines, flat vibrant colors, clean cel-shaded style, cheerful indie game aesthetic, white background.",
+ "styleB_prompt": "Kai teenage survivor character, dark forest green thick dreadlocks (#2D5016), \nmedium skin tone, large ear gauges, nose piercing and lip piercing, \nserious determined expression, \nwearing weathered blue-grey denim jacket with dirt stains, \nbeige t-shirt underneath, \ntorn blue jeans ripped at knees, \nbrown leather combat boots, \nbrown survival backpack with straps and pockets, \nathletic lean build.\nKai swinging sword to the west, mid-swing action\nStyle B: Dark gritty noir art - bold black ink outlines, high-contrast desaturated tones, heavy shadows, sketchy crosshatch textures, moody post-apocalyptic atmosphere, black background.",
+ "target_dir": "assets/images/demo/characters"
+ },
+ {
+ "name": "kai_axe_chop",
+ "styleA_prompt": "Kai teenage survivor character, dark forest green thick dreadlocks (#2D5016), \nmedium skin tone, large ear gauges, nose piercing and lip piercing, \nserious determined expression, \nwearing weathered blue-grey denim jacket with dirt stains, \nbeige t-shirt underneath, \ntorn blue jeans ripped at knees, \nbrown leather combat boots, \nbrown survival backpack with straps and pockets, \nathletic lean build.\nKai chopping with axe overhead\nStyle A: Bold cartoon vector art - thick black outlines, flat vibrant colors, clean cel-shaded style, cheerful indie game aesthetic, white background.",
+ "styleB_prompt": "Kai teenage survivor character, dark forest green thick dreadlocks (#2D5016), \nmedium skin tone, large ear gauges, nose piercing and lip piercing, \nserious determined expression, \nwearing weathered blue-grey denim jacket with dirt stains, \nbeige t-shirt underneath, \ntorn blue jeans ripped at knees, \nbrown leather combat boots, \nbrown survival backpack with straps and pockets, \nathletic lean build.\nKai chopping with axe overhead\nStyle B: Dark gritty noir art - bold black ink outlines, high-contrast desaturated tones, heavy shadows, sketchy crosshatch textures, moody post-apocalyptic atmosphere, black background.",
+ "target_dir": "assets/images/demo/characters"
+ },
+ {
+ "name": "kai_portrait_neutral",
+ "styleA_prompt": "Kai teenage survivor character, dark forest green thick dreadlocks (#2D5016), \nmedium skin tone, large ear gauges, nose piercing and lip piercing, \nserious determined expression, \nwearing weathered blue-grey denim jacket with dirt stains, \nbeige t-shirt underneath, \ntorn blue jeans ripped at knees, \nbrown leather combat boots, \nbrown survival backpack with straps and pockets, \nathletic lean build.\nKai portrait, neutral serious expression, close-up face\nStyle A: Bold cartoon vector art - thick black outlines, flat vibrant colors, clean cel-shaded style, cheerful indie game aesthetic, white background.",
+ "styleB_prompt": "Kai teenage survivor character, dark forest green thick dreadlocks (#2D5016), \nmedium skin tone, large ear gauges, nose piercing and lip piercing, \nserious determined expression, \nwearing weathered blue-grey denim jacket with dirt stains, \nbeige t-shirt underneath, \ntorn blue jeans ripped at knees, \nbrown leather combat boots, \nbrown survival backpack with straps and pockets, \nathletic lean build.\nKai portrait, neutral serious expression, close-up face\nStyle B: Dark gritty noir art - bold black ink outlines, high-contrast desaturated tones, heavy shadows, sketchy crosshatch textures, moody post-apocalyptic atmosphere, black background.",
+ "target_dir": "assets/images/demo/characters"
+ },
+ {
+ "name": "kai_portrait_happy",
+ "styleA_prompt": "Kai teenage survivor character, dark forest green thick dreadlocks (#2D5016), \nmedium skin tone, large ear gauges, nose piercing and lip piercing, \nserious determined expression, \nwearing weathered blue-grey denim jacket with dirt stains, \nbeige t-shirt underneath, \ntorn blue jeans ripped at knees, \nbrown leather combat boots, \nbrown survival backpack with straps and pockets, \nathletic lean build.\nKai portrait, slight smile, determined happy\nStyle A: Bold cartoon vector art - thick black outlines, flat vibrant colors, clean cel-shaded style, cheerful indie game aesthetic, white background.",
+ "styleB_prompt": "Kai teenage survivor character, dark forest green thick dreadlocks (#2D5016), \nmedium skin tone, large ear gauges, nose piercing and lip piercing, \nserious determined expression, \nwearing weathered blue-grey denim jacket with dirt stains, \nbeige t-shirt underneath, \ntorn blue jeans ripped at knees, \nbrown leather combat boots, \nbrown survival backpack with straps and pockets, \nathletic lean build.\nKai portrait, slight smile, determined happy\nStyle B: Dark gritty noir art - bold black ink outlines, high-contrast desaturated tones, heavy shadows, sketchy crosshatch textures, moody post-apocalyptic atmosphere, black background.",
+ "target_dir": "assets/images/demo/characters"
+ },
+ {
+ "name": "kai_portrait_sad",
+ "styleA_prompt": "Kai teenage survivor character, dark forest green thick dreadlocks (#2D5016), \nmedium skin tone, large ear gauges, nose piercing and lip piercing, \nserious determined expression, \nwearing weathered blue-grey denim jacket with dirt stains, \nbeige t-shirt underneath, \ntorn blue jeans ripped at knees, \nbrown leather combat boots, \nbrown survival backpack with straps and pockets, \nathletic lean build.\nKai portrait, sad expression, concerned\nStyle A: Bold cartoon vector art - thick black outlines, flat vibrant colors, clean cel-shaded style, cheerful indie game aesthetic, white background.",
+ "styleB_prompt": "Kai teenage survivor character, dark forest green thick dreadlocks (#2D5016), \nmedium skin tone, large ear gauges, nose piercing and lip piercing, \nserious determined expression, \nwearing weathered blue-grey denim jacket with dirt stains, \nbeige t-shirt underneath, \ntorn blue jeans ripped at knees, \nbrown leather combat boots, \nbrown survival backpack with straps and pockets, \nathletic lean build.\nKai portrait, sad expression, concerned\nStyle B: Dark gritty noir art - bold black ink outlines, high-contrast desaturated tones, heavy shadows, sketchy crosshatch textures, moody post-apocalyptic atmosphere, black background.",
+ "target_dir": "assets/images/demo/characters"
+ }
+ ]
+ },
+ {
+ "name": "zombies",
+ "category": "demo/characters",
+ "assets": [
+ {
+ "name": "zombie_walk_1",
+ "styleA_prompt": "Zombie worker character, decaying grey-green skin, tattered brown work clothes, \nshambling posture, blank white eyes, exposed bones visible, \npost-apocalyptic undead laborer.\nZombie worker shambling, walk frame 1/4, left leg forward\nStyle A: Bold cartoon vector art - thick black outlines, flat vibrant colors, clean cel-shaded style, cheerful indie game aesthetic, white background.",
+ "styleB_prompt": "Zombie worker character, decaying grey-green skin, tattered brown work clothes, \nshambling posture, blank white eyes, exposed bones visible, \npost-apocalyptic undead laborer.\nZombie worker shambling, walk frame 1/4, left leg forward\nStyle B: Dark gritty noir art - bold black ink outlines, high-contrast desaturated tones, heavy shadows, sketchy crosshatch textures, moody post-apocalyptic atmosphere, black background.",
+ "target_dir": "assets/images/demo/characters"
+ },
+ {
+ "name": "zombie_walk_2",
+ "styleA_prompt": "Zombie worker character, decaying grey-green skin, tattered brown work clothes, \nshambling posture, blank white eyes, exposed bones visible, \npost-apocalyptic undead laborer.\nZombie worker shambling, walk frame 2/4, dragging feet\nStyle A: Bold cartoon vector art - thick black outlines, flat vibrant colors, clean cel-shaded style, cheerful indie game aesthetic, white background.",
+ "styleB_prompt": "Zombie worker character, decaying grey-green skin, tattered brown work clothes, \nshambling posture, blank white eyes, exposed bones visible, \npost-apocalyptic undead laborer.\nZombie worker shambling, walk frame 2/4, dragging feet\nStyle B: Dark gritty noir art - bold black ink outlines, high-contrast desaturated tones, heavy shadows, sketchy crosshatch textures, moody post-apocalyptic atmosphere, black background.",
+ "target_dir": "assets/images/demo/characters"
+ },
+ {
+ "name": "zombie_walk_3",
+ "styleA_prompt": "Zombie worker character, decaying grey-green skin, tattered brown work clothes, \nshambling posture, blank white eyes, exposed bones visible, \npost-apocalyptic undead laborer.\nZombie worker shambling, walk frame 3/4, right leg forward\nStyle A: Bold cartoon vector art - thick black outlines, flat vibrant colors, clean cel-shaded style, cheerful indie game aesthetic, white background.",
+ "styleB_prompt": "Zombie worker character, decaying grey-green skin, tattered brown work clothes, \nshambling posture, blank white eyes, exposed bones visible, \npost-apocalyptic undead laborer.\nZombie worker shambling, walk frame 3/4, right leg forward\nStyle B: Dark gritty noir art - bold black ink outlines, high-contrast desaturated tones, heavy shadows, sketchy crosshatch textures, moody post-apocalyptic atmosphere, black background.",
+ "target_dir": "assets/images/demo/characters"
+ },
+ {
+ "name": "zombie_walk_4",
+ "styleA_prompt": "Zombie worker character, decaying grey-green skin, tattered brown work clothes, \nshambling posture, blank white eyes, exposed bones visible, \npost-apocalyptic undead laborer.\nZombie worker shambling, walk frame 4/4, stumbling\nStyle A: Bold cartoon vector art - thick black outlines, flat vibrant colors, clean cel-shaded style, cheerful indie game aesthetic, white background.",
+ "styleB_prompt": "Zombie worker character, decaying grey-green skin, tattered brown work clothes, \nshambling posture, blank white eyes, exposed bones visible, \npost-apocalyptic undead laborer.\nZombie worker shambling, walk frame 4/4, stumbling\nStyle B: Dark gritty noir art - bold black ink outlines, high-contrast desaturated tones, heavy shadows, sketchy crosshatch textures, moody post-apocalyptic atmosphere, black background.",
+ "target_dir": "assets/images/demo/characters"
+ },
+ {
+ "name": "zombie_attack_1",
+ "styleA_prompt": "Zombie worker character, decaying grey-green skin, tattered brown work clothes, \nshambling posture, blank white eyes, exposed bones visible, \npost-apocalyptic undead laborer.\nZombie worker attacking, frame 1/4, arms reaching forward\nStyle A: Bold cartoon vector art - thick black outlines, flat vibrant colors, clean cel-shaded style, cheerful indie game aesthetic, white background.",
+ "styleB_prompt": "Zombie worker character, decaying grey-green skin, tattered brown work clothes, \nshambling posture, blank white eyes, exposed bones visible, \npost-apocalyptic undead laborer.\nZombie worker attacking, frame 1/4, arms reaching forward\nStyle B: Dark gritty noir art - bold black ink outlines, high-contrast desaturated tones, heavy shadows, sketchy crosshatch textures, moody post-apocalyptic atmosphere, black background.",
+ "target_dir": "assets/images/demo/characters"
+ },
+ {
+ "name": "zombie_attack_2",
+ "styleA_prompt": "Zombie worker character, decaying grey-green skin, tattered brown work clothes, \nshambling posture, blank white eyes, exposed bones visible, \npost-apocalyptic undead laborer.\nZombie worker attacking, frame 2/4, lunging motion\nStyle A: Bold cartoon vector art - thick black outlines, flat vibrant colors, clean cel-shaded style, cheerful indie game aesthetic, white background.",
+ "styleB_prompt": "Zombie worker character, decaying grey-green skin, tattered brown work clothes, \nshambling posture, blank white eyes, exposed bones visible, \npost-apocalyptic undead laborer.\nZombie worker attacking, frame 2/4, lunging motion\nStyle B: Dark gritty noir art - bold black ink outlines, high-contrast desaturated tones, heavy shadows, sketchy crosshatch textures, moody post-apocalyptic atmosphere, black background.",
+ "target_dir": "assets/images/demo/characters"
+ },
+ {
+ "name": "zombie_attack_3",
+ "styleA_prompt": "Zombie worker character, decaying grey-green skin, tattered brown work clothes, \nshambling posture, blank white eyes, exposed bones visible, \npost-apocalyptic undead laborer.\nZombie worker attacking, frame 3/4, biting motion\nStyle A: Bold cartoon vector art - thick black outlines, flat vibrant colors, clean cel-shaded style, cheerful indie game aesthetic, white background.",
+ "styleB_prompt": "Zombie worker character, decaying grey-green skin, tattered brown work clothes, \nshambling posture, blank white eyes, exposed bones visible, \npost-apocalyptic undead laborer.\nZombie worker attacking, frame 3/4, biting motion\nStyle B: Dark gritty noir art - bold black ink outlines, high-contrast desaturated tones, heavy shadows, sketchy crosshatch textures, moody post-apocalyptic atmosphere, black background.",
+ "target_dir": "assets/images/demo/characters"
+ },
+ {
+ "name": "zombie_attack_4",
+ "styleA_prompt": "Zombie worker character, decaying grey-green skin, tattered brown work clothes, \nshambling posture, blank white eyes, exposed bones visible, \npost-apocalyptic undead laborer.\nZombie worker attacking, frame 4/4, return stance\nStyle A: Bold cartoon vector art - thick black outlines, flat vibrant colors, clean cel-shaded style, cheerful indie game aesthetic, white background.",
+ "styleB_prompt": "Zombie worker character, decaying grey-green skin, tattered brown work clothes, \nshambling posture, blank white eyes, exposed bones visible, \npost-apocalyptic undead laborer.\nZombie worker attacking, frame 4/4, return stance\nStyle B: Dark gritty noir art - bold black ink outlines, high-contrast desaturated tones, heavy shadows, sketchy crosshatch textures, moody post-apocalyptic atmosphere, black background.",
+ "target_dir": "assets/images/demo/characters"
+ },
+ {
+ "name": "zombie_runner",
+ "styleA_prompt": "Zombie worker character, decaying grey-green skin, tattered brown work clothes, \nshambling posture, blank white eyes, exposed bones visible, \npost-apocalyptic undead laborer.\nFast zombie runner, athletic pose, sprinting stance\nStyle A: Bold cartoon vector art - thick black outlines, flat vibrant colors, clean cel-shaded style, cheerful indie game aesthetic, white background.",
+ "styleB_prompt": "Zombie worker character, decaying grey-green skin, tattered brown work clothes, \nshambling posture, blank white eyes, exposed bones visible, \npost-apocalyptic undead laborer.\nFast zombie runner, athletic pose, sprinting stance\nStyle B: Dark gritty noir art - bold black ink outlines, high-contrast desaturated tones, heavy shadows, sketchy crosshatch textures, moody post-apocalyptic atmosphere, black background.",
+ "target_dir": "assets/images/demo/characters"
+ },
+ {
+ "name": "zombie_bloated",
+ "styleA_prompt": "Zombie worker character, decaying grey-green skin, tattered brown work clothes, \nshambling posture, blank white eyes, exposed bones visible, \npost-apocalyptic undead laborer.\nBloated zombie, swollen belly, slow heavy build\nStyle A: Bold cartoon vector art - thick black outlines, flat vibrant colors, clean cel-shaded style, cheerful indie game aesthetic, white background.",
+ "styleB_prompt": "Zombie worker character, decaying grey-green skin, tattered brown work clothes, \nshambling posture, blank white eyes, exposed bones visible, \npost-apocalyptic undead laborer.\nBloated zombie, swollen belly, slow heavy build\nStyle B: Dark gritty noir art - bold black ink outlines, high-contrast desaturated tones, heavy shadows, sketchy crosshatch textures, moody post-apocalyptic atmosphere, black background.",
+ "target_dir": "assets/images/demo/characters"
+ },
+ {
+ "name": "zombie_corpse",
+ "styleA_prompt": "Zombie worker character, decaying grey-green skin, tattered brown work clothes, \nshambling posture, blank white eyes, exposed bones visible, \npost-apocalyptic undead laborer.\nZombie corpse on ground, defeated, lying down\nStyle A: Bold cartoon vector art - thick black outlines, flat vibrant colors, clean cel-shaded style, cheerful indie game aesthetic, white background.",
+ "styleB_prompt": "Zombie worker character, decaying grey-green skin, tattered brown work clothes, \nshambling posture, blank white eyes, exposed bones visible, \npost-apocalyptic undead laborer.\nZombie corpse on ground, defeated, lying down\nStyle B: Dark gritty noir art - bold black ink outlines, high-contrast desaturated tones, heavy shadows, sketchy crosshatch textures, moody post-apocalyptic atmosphere, black background.",
+ "target_dir": "assets/images/demo/characters"
+ }
+ ]
+ },
+ {
+ "name": "terrain",
+ "category": "demo/terrain",
+ "assets": [
+ {
+ "name": "grass_tile_2",
+ "styleA_prompt": "Grass tile variation 2, slightly different grass pattern\nStyle A: Bold cartoon vector art - thick black outlines, flat vibrant colors, clean cel-shaded style, cheerful indie game aesthetic, white background.",
+ "styleB_prompt": "Grass tile variation 2, slightly different grass pattern\nStyle B: Dark gritty noir art - bold black ink outlines, high-contrast desaturated tones, heavy shadows, sketchy crosshatch textures, moody post-apocalyptic atmosphere, black background.",
+ "target_dir": "assets/images/demo/terrain"
+ },
+ {
+ "name": "grass_tile_3",
+ "styleA_prompt": "Grass tile variation 3, with small flowers\nStyle A: Bold cartoon vector art - thick black outlines, flat vibrant colors, clean cel-shaded style, cheerful indie game aesthetic, white background.",
+ "styleB_prompt": "Grass tile variation 3, with small flowers\nStyle B: Dark gritty noir art - bold black ink outlines, high-contrast desaturated tones, heavy shadows, sketchy crosshatch textures, moody post-apocalyptic atmosphere, black background.",
+ "target_dir": "assets/images/demo/terrain"
+ },
+ {
+ "name": "grass_tile_4",
+ "styleA_prompt": "Grass tile variation 4, with rocks\nStyle A: Bold cartoon vector art - thick black outlines, flat vibrant colors, clean cel-shaded style, cheerful indie game aesthetic, white background.",
+ "styleB_prompt": "Grass tile variation 4, with rocks\nStyle B: Dark gritty noir art - bold black ink outlines, high-contrast desaturated tones, heavy shadows, sketchy crosshatch textures, moody post-apocalyptic atmosphere, black background.",
+ "target_dir": "assets/images/demo/terrain"
+ },
+ {
+ "name": "stone_path_straight",
+ "styleA_prompt": "Stone path tile, straight section, cobblestones\nStyle A: Bold cartoon vector art - thick black outlines, flat vibrant colors, clean cel-shaded style, cheerful indie game aesthetic, white background.",
+ "styleB_prompt": "Stone path tile, straight section, cobblestones\nStyle B: Dark gritty noir art - bold black ink outlines, high-contrast desaturated tones, heavy shadows, sketchy crosshatch textures, moody post-apocalyptic atmosphere, black background.",
+ "target_dir": "assets/images/demo/terrain"
+ },
+ {
+ "name": "stone_path_corner",
+ "styleA_prompt": "Stone path corner tile, 90 degree turn\nStyle A: Bold cartoon vector art - thick black outlines, flat vibrant colors, clean cel-shaded style, cheerful indie game aesthetic, white background.",
+ "styleB_prompt": "Stone path corner tile, 90 degree turn\nStyle B: Dark gritty noir art - bold black ink outlines, high-contrast desaturated tones, heavy shadows, sketchy crosshatch textures, moody post-apocalyptic atmosphere, black background.",
+ "target_dir": "assets/images/demo/terrain"
+ },
+ {
+ "name": "stone_path_cross",
+ "styleA_prompt": "Stone path crossroads, 4-way intersection\nStyle A: Bold cartoon vector art - thick black outlines, flat vibrant colors, clean cel-shaded style, cheerful indie game aesthetic, white background.",
+ "styleB_prompt": "Stone path crossroads, 4-way intersection\nStyle B: Dark gritty noir art - bold black ink outlines, high-contrast desaturated tones, heavy shadows, sketchy crosshatch textures, moody post-apocalyptic atmosphere, black background.",
+ "target_dir": "assets/images/demo/terrain"
+ },
+ {
+ "name": "stone_path_end",
+ "styleA_prompt": "Stone path end cap, rounded edge\nStyle A: Bold cartoon vector art - thick black outlines, flat vibrant colors, clean cel-shaded style, cheerful indie game aesthetic, white background.",
+ "styleB_prompt": "Stone path end cap, rounded edge\nStyle B: Dark gritty noir art - bold black ink outlines, high-contrast desaturated tones, heavy shadows, sketchy crosshatch textures, moody post-apocalyptic atmosphere, black background.",
+ "target_dir": "assets/images/demo/terrain"
+ },
+ {
+ "name": "grass_corner_ne",
+ "styleA_prompt": "Grass to dirt corner, northeast transition\nStyle A: Bold cartoon vector art - thick black outlines, flat vibrant colors, clean cel-shaded style, cheerful indie game aesthetic, white background.",
+ "styleB_prompt": "Grass to dirt corner, northeast transition\nStyle B: Dark gritty noir art - bold black ink outlines, high-contrast desaturated tones, heavy shadows, sketchy crosshatch textures, moody post-apocalyptic atmosphere, black background.",
+ "target_dir": "assets/images/demo/terrain"
+ },
+ {
+ "name": "grass_corner_nw",
+ "styleA_prompt": "Grass to dirt corner, northwest transition\nStyle A: Bold cartoon vector art - thick black outlines, flat vibrant colors, clean cel-shaded style, cheerful indie game aesthetic, white background.",
+ "styleB_prompt": "Grass to dirt corner, northwest transition\nStyle B: Dark gritty noir art - bold black ink outlines, high-contrast desaturated tones, heavy shadows, sketchy crosshatch textures, moody post-apocalyptic atmosphere, black background.",
+ "target_dir": "assets/images/demo/terrain"
+ },
+ {
+ "name": "grass_corner_se",
+ "styleA_prompt": "Grass to dirt corner, southeast transition\nStyle A: Bold cartoon vector art - thick black outlines, flat vibrant colors, clean cel-shaded style, cheerful indie game aesthetic, white background.",
+ "styleB_prompt": "Grass to dirt corner, southeast transition\nStyle B: Dark gritty noir art - bold black ink outlines, high-contrast desaturated tones, heavy shadows, sketchy crosshatch textures, moody post-apocalyptic atmosphere, black background.",
+ "target_dir": "assets/images/demo/terrain"
+ },
+ {
+ "name": "grass_corner_sw",
+ "styleA_prompt": "Grass to dirt corner, southwest transition\nStyle A: Bold cartoon vector art - thick black outlines, flat vibrant colors, clean cel-shaded style, cheerful indie game aesthetic, white background.",
+ "styleB_prompt": "Grass to dirt corner, southwest transition\nStyle B: Dark gritty noir art - bold black ink outlines, high-contrast desaturated tones, heavy shadows, sketchy crosshatch textures, moody post-apocalyptic atmosphere, black background.",
+ "target_dir": "assets/images/demo/terrain"
+ }
+ ]
+ },
+ {
+ "name": "environment",
+ "category": "demo/environment",
+ "assets": [
+ {
+ "name": "oak_tree",
+ "styleA_prompt": "Large oak tree, full canopy, healthy green leaves\nStyle A: Bold cartoon vector art - thick black outlines, flat vibrant colors, clean cel-shaded style, cheerful indie game aesthetic, white background.",
+ "styleB_prompt": "Large oak tree, full canopy, healthy green leaves\nStyle B: Dark gritty noir art - bold black ink outlines, high-contrast desaturated tones, heavy shadows, sketchy crosshatch textures, moody post-apocalyptic atmosphere, black background.",
+ "target_dir": "assets/images/demo/environment"
+ },
+ {
+ "name": "oak_tree_stump",
+ "styleA_prompt": "Cut oak tree stump, chopped down, rings visible\nStyle A: Bold cartoon vector art - thick black outlines, flat vibrant colors, clean cel-shaded style, cheerful indie game aesthetic, white background.",
+ "styleB_prompt": "Cut oak tree stump, chopped down, rings visible\nStyle B: Dark gritty noir art - bold black ink outlines, high-contrast desaturated tones, heavy shadows, sketchy crosshatch textures, moody post-apocalyptic atmosphere, black background.",
+ "target_dir": "assets/images/demo/environment"
+ },
+ {
+ "name": "pine_tree",
+ "styleA_prompt": "Pine tree, conical shape, dark green needles\nStyle A: Bold cartoon vector art - thick black outlines, flat vibrant colors, clean cel-shaded style, cheerful indie game aesthetic, white background.",
+ "styleB_prompt": "Pine tree, conical shape, dark green needles\nStyle B: Dark gritty noir art - bold black ink outlines, high-contrast desaturated tones, heavy shadows, sketchy crosshatch textures, moody post-apocalyptic atmosphere, black background.",
+ "target_dir": "assets/images/demo/environment"
+ },
+ {
+ "name": "dead_tree_2",
+ "styleA_prompt": "Dead tree variant 2, bare twisted branches\nStyle A: Bold cartoon vector art - thick black outlines, flat vibrant colors, clean cel-shaded style, cheerful indie game aesthetic, white background.",
+ "styleB_prompt": "Dead tree variant 2, bare twisted branches\nStyle B: Dark gritty noir art - bold black ink outlines, high-contrast desaturated tones, heavy shadows, sketchy crosshatch textures, moody post-apocalyptic atmosphere, black background.",
+ "target_dir": "assets/images/demo/environment"
+ },
+ {
+ "name": "rock_small",
+ "styleA_prompt": "Small rock, collectible stone, grey granite\nStyle A: Bold cartoon vector art - thick black outlines, flat vibrant colors, clean cel-shaded style, cheerful indie game aesthetic, white background.",
+ "styleB_prompt": "Small rock, collectible stone, grey granite\nStyle B: Dark gritty noir art - bold black ink outlines, high-contrast desaturated tones, heavy shadows, sketchy crosshatch textures, moody post-apocalyptic atmosphere, black background.",
+ "target_dir": "assets/images/demo/environment"
+ },
+ {
+ "name": "rock_medium",
+ "styleA_prompt": "Medium rock, obstacle size, moss covered\nStyle A: Bold cartoon vector art - thick black outlines, flat vibrant colors, clean cel-shaded style, cheerful indie game aesthetic, white background.",
+ "styleB_prompt": "Medium rock, obstacle size, moss covered\nStyle B: Dark gritty noir art - bold black ink outlines, high-contrast desaturated tones, heavy shadows, sketchy crosshatch textures, moody post-apocalyptic atmosphere, black background.",
+ "target_dir": "assets/images/demo/environment"
+ },
+ {
+ "name": "rock_large_2",
+ "styleA_prompt": "Large boulder, imposing size, cracked surface\nStyle A: Bold cartoon vector art - thick black outlines, flat vibrant colors, clean cel-shaded style, cheerful indie game aesthetic, white background.",
+ "styleB_prompt": "Large boulder, imposing size, cracked surface\nStyle B: Dark gritty noir art - bold black ink outlines, high-contrast desaturated tones, heavy shadows, sketchy crosshatch textures, moody post-apocalyptic atmosphere, black background.",
+ "target_dir": "assets/images/demo/environment"
+ },
+ {
+ "name": "bush_green_2",
+ "styleA_prompt": "Green bush, leafy shrub, decorative foliage\nStyle A: Bold cartoon vector art - thick black outlines, flat vibrant colors, clean cel-shaded style, cheerful indie game aesthetic, white background.",
+ "styleB_prompt": "Green bush, leafy shrub, decorative foliage\nStyle B: Dark gritty noir art - bold black ink outlines, high-contrast desaturated tones, heavy shadows, sketchy crosshatch textures, moody post-apocalyptic atmosphere, black background.",
+ "target_dir": "assets/images/demo/environment"
+ },
+ {
+ "name": "bush_berries",
+ "styleA_prompt": "Berry bush, red berries visible, harvestable\nStyle A: Bold cartoon vector art - thick black outlines, flat vibrant colors, clean cel-shaded style, cheerful indie game aesthetic, white background.",
+ "styleB_prompt": "Berry bush, red berries visible, harvestable\nStyle B: Dark gritty noir art - bold black ink outlines, high-contrast desaturated tones, heavy shadows, sketchy crosshatch textures, moody post-apocalyptic atmosphere, black background.",
+ "target_dir": "assets/images/demo/environment"
+ },
+ {
+ "name": "flower_yellow",
+ "styleA_prompt": "Yellow flowers, small cluster, wildflowers\nStyle A: Bold cartoon vector art - thick black outlines, flat vibrant colors, clean cel-shaded style, cheerful indie game aesthetic, white background.",
+ "styleB_prompt": "Yellow flowers, small cluster, wildflowers\nStyle B: Dark gritty noir art - bold black ink outlines, high-contrast desaturated tones, heavy shadows, sketchy crosshatch textures, moody post-apocalyptic atmosphere, black background.",
+ "target_dir": "assets/images/demo/environment"
+ },
+ {
+ "name": "flower_purple",
+ "styleA_prompt": "Purple flowers, delicate petals, garden flowers\nStyle A: Bold cartoon vector art - thick black outlines, flat vibrant colors, clean cel-shaded style, cheerful indie game aesthetic, white background.",
+ "styleB_prompt": "Purple flowers, delicate petals, garden flowers\nStyle B: Dark gritty noir art - bold black ink outlines, high-contrast desaturated tones, heavy shadows, sketchy crosshatch textures, moody post-apocalyptic atmosphere, black background.",
+ "target_dir": "assets/images/demo/environment"
+ },
+ {
+ "name": "grass_tall",
+ "styleA_prompt": "Tall grass patch, wild overgrown grass swaying\nStyle A: Bold cartoon vector art - thick black outlines, flat vibrant colors, clean cel-shaded style, cheerful indie game aesthetic, white background.",
+ "styleB_prompt": "Tall grass patch, wild overgrown grass swaying\nStyle B: Dark gritty noir art - bold black ink outlines, high-contrast desaturated tones, heavy shadows, sketchy crosshatch textures, moody post-apocalyptic atmosphere, black background.",
+ "target_dir": "assets/images/demo/environment"
+ },
+ {
+ "name": "weeds",
+ "styleA_prompt": "Weed patch, unwanted plants, brown dried weeds\nStyle A: Bold cartoon vector art - thick black outlines, flat vibrant colors, clean cel-shaded style, cheerful indie game aesthetic, white background.",
+ "styleB_prompt": "Weed patch, unwanted plants, brown dried weeds\nStyle B: Dark gritty noir art - bold black ink outlines, high-contrast desaturated tones, heavy shadows, sketchy crosshatch textures, moody post-apocalyptic atmosphere, black background.",
+ "target_dir": "assets/images/demo/environment"
+ }
+ ]
+ },
+ {
+ "name": "buildings",
+ "category": "demo/buildings",
+ "assets": [
+ {
+ "name": "shack",
+ "styleA_prompt": "Wooden shack, upgraded tent, small cabin with door\nStyle A: Bold cartoon vector art - thick black outlines, flat vibrant colors, clean cel-shaded style, cheerful indie game aesthetic, white background.",
+ "styleB_prompt": "Wooden shack, upgraded tent, small cabin with door\nStyle B: Dark gritty noir art - bold black ink outlines, high-contrast desaturated tones, heavy shadows, sketchy crosshatch textures, moody post-apocalyptic atmosphere, black background.",
+ "target_dir": "assets/images/demo/buildings"
+ },
+ {
+ "name": "campfire_lit",
+ "styleA_prompt": "Campfire burning, orange flames, cooking fire active\nStyle A: Bold cartoon vector art - thick black outlines, flat vibrant colors, clean cel-shaded style, cheerful indie game aesthetic, white background.",
+ "styleB_prompt": "Campfire burning, orange flames, cooking fire active\nStyle B: Dark gritty noir art - bold black ink outlines, high-contrast desaturated tones, heavy shadows, sketchy crosshatch textures, moody post-apocalyptic atmosphere, black background.",
+ "target_dir": "assets/images/demo/buildings"
+ },
+ {
+ "name": "water_well",
+ "styleA_prompt": "Stone water well, bucket and rope, medieval well\nStyle A: Bold cartoon vector art - thick black outlines, flat vibrant colors, clean cel-shaded style, cheerful indie game aesthetic, white background.",
+ "styleB_prompt": "Stone water well, bucket and rope, medieval well\nStyle B: Dark gritty noir art - bold black ink outlines, high-contrast desaturated tones, heavy shadows, sketchy crosshatch textures, moody post-apocalyptic atmosphere, black background.",
+ "target_dir": "assets/images/demo/buildings"
+ },
+ {
+ "name": "storage_chest_large",
+ "styleA_prompt": "Large storage chest, wooden trunk, iron reinforced\nStyle A: Bold cartoon vector art - thick black outlines, flat vibrant colors, clean cel-shaded style, cheerful indie game aesthetic, white background.",
+ "styleB_prompt": "Large storage chest, wooden trunk, iron reinforced\nStyle B: Dark gritty noir art - bold black ink outlines, high-contrast desaturated tones, heavy shadows, sketchy crosshatch textures, moody post-apocalyptic atmosphere, black background.",
+ "target_dir": "assets/images/demo/buildings"
+ },
+ {
+ "name": "scarecrow",
+ "styleA_prompt": "Farm scarecrow, straw figure, tattered clothes, pole\nStyle A: Bold cartoon vector art - thick black outlines, flat vibrant colors, clean cel-shaded style, cheerful indie game aesthetic, white background.",
+ "styleB_prompt": "Farm scarecrow, straw figure, tattered clothes, pole\nStyle B: Dark gritty noir art - bold black ink outlines, high-contrast desaturated tones, heavy shadows, sketchy crosshatch textures, moody post-apocalyptic atmosphere, black background.",
+ "target_dir": "assets/images/demo/buildings"
+ },
+ {
+ "name": "compost_bin",
+ "styleA_prompt": "Wooden compost bin, organic waste, farm structure\nStyle A: Bold cartoon vector art - thick black outlines, flat vibrant colors, clean cel-shaded style, cheerful indie game aesthetic, white background.",
+ "styleB_prompt": "Wooden compost bin, organic waste, farm structure\nStyle B: Dark gritty noir art - bold black ink outlines, high-contrast desaturated tones, heavy shadows, sketchy crosshatch textures, moody post-apocalyptic atmosphere, black background.",
+ "target_dir": "assets/images/demo/buildings"
+ }
+ ]
+ },
+ {
+ "name": "npcs",
+ "category": "demo/npcs",
+ "assets": [
+ {
+ "name": "npc_trader_idle",
+ "styleA_prompt": "Merchant trader NPC, standing idle, holding goods bag\nStyle A: Bold cartoon vector art - thick black outlines, flat vibrant colors, clean cel-shaded style, cheerful indie game aesthetic, white background.",
+ "styleB_prompt": "Merchant trader NPC, standing idle, holding goods bag\nStyle B: Dark gritty noir art - bold black ink outlines, high-contrast desaturated tones, heavy shadows, sketchy crosshatch textures, moody post-apocalyptic atmosphere, black background.",
+ "target_dir": "assets/images/demo/npcs"
+ },
+ {
+ "name": "npc_trader_portrait",
+ "styleA_prompt": "Trader portrait, friendly smile, merchant hat\nStyle A: Bold cartoon vector art - thick black outlines, flat vibrant colors, clean cel-shaded style, cheerful indie game aesthetic, white background.",
+ "styleB_prompt": "Trader portrait, friendly smile, merchant hat\nStyle B: Dark gritty noir art - bold black ink outlines, high-contrast desaturated tones, heavy shadows, sketchy crosshatch textures, moody post-apocalyptic atmosphere, black background.",
+ "target_dir": "assets/images/demo/npcs"
+ },
+ {
+ "name": "npc_blacksmith_idle",
+ "styleA_prompt": "Blacksmith NPC, muscular build, leather apron, hammer\nStyle A: Bold cartoon vector art - thick black outlines, flat vibrant colors, clean cel-shaded style, cheerful indie game aesthetic, white background.",
+ "styleB_prompt": "Blacksmith NPC, muscular build, leather apron, hammer\nStyle B: Dark gritty noir art - bold black ink outlines, high-contrast desaturated tones, heavy shadows, sketchy crosshatch textures, moody post-apocalyptic atmosphere, black background.",
+ "target_dir": "assets/images/demo/npcs"
+ },
+ {
+ "name": "npc_blacksmith_portrait",
+ "styleA_prompt": "Blacksmith portrait, soot on face, serious expression\nStyle A: Bold cartoon vector art - thick black outlines, flat vibrant colors, clean cel-shaded style, cheerful indie game aesthetic, white background.",
+ "styleB_prompt": "Blacksmith portrait, soot on face, serious expression\nStyle B: Dark gritty noir art - bold black ink outlines, high-contrast desaturated tones, heavy shadows, sketchy crosshatch textures, moody post-apocalyptic atmosphere, black background.",
+ "target_dir": "assets/images/demo/npcs"
+ },
+ {
+ "name": "npc_healer_idle",
+ "styleA_prompt": "Healer NPC, robed figure, staff with crystal\nStyle A: Bold cartoon vector art - thick black outlines, flat vibrant colors, clean cel-shaded style, cheerful indie game aesthetic, white background.",
+ "styleB_prompt": "Healer NPC, robed figure, staff with crystal\nStyle B: Dark gritty noir art - bold black ink outlines, high-contrast desaturated tones, heavy shadows, sketchy crosshatch textures, moody post-apocalyptic atmosphere, black background.",
+ "target_dir": "assets/images/demo/npcs"
+ },
+ {
+ "name": "npc_healer_portrait",
+ "styleA_prompt": "Healer portrait, kind eyes, hood covering hair\nStyle A: Bold cartoon vector art - thick black outlines, flat vibrant colors, clean cel-shaded style, cheerful indie game aesthetic, white background.",
+ "styleB_prompt": "Healer portrait, kind eyes, hood covering hair\nStyle B: Dark gritty noir art - bold black ink outlines, high-contrast desaturated tones, heavy shadows, sketchy crosshatch textures, moody post-apocalyptic atmosphere, black background.",
+ "target_dir": "assets/images/demo/npcs"
+ },
+ {
+ "name": "npc_traveler_idle",
+ "styleA_prompt": "Mysterious traveler NPC, cloaked, walking staff\nStyle A: Bold cartoon vector art - thick black outlines, flat vibrant colors, clean cel-shaded style, cheerful indie game aesthetic, white background.",
+ "styleB_prompt": "Mysterious traveler NPC, cloaked, walking staff\nStyle B: Dark gritty noir art - bold black ink outlines, high-contrast desaturated tones, heavy shadows, sketchy crosshatch textures, moody post-apocalyptic atmosphere, black background.",
+ "target_dir": "assets/images/demo/npcs"
+ },
+ {
+ "name": "npc_traveler_portrait",
+ "styleA_prompt": "Traveler portrait, hood obscuring face, mysterious\nStyle A: Bold cartoon vector art - thick black outlines, flat vibrant colors, clean cel-shaded style, cheerful indie game aesthetic, white background.",
+ "styleB_prompt": "Traveler portrait, hood obscuring face, mysterious\nStyle B: Dark gritty noir art - bold black ink outlines, high-contrast desaturated tones, heavy shadows, sketchy crosshatch textures, moody post-apocalyptic atmosphere, black background.",
+ "target_dir": "assets/images/demo/npcs"
+ }
+ ]
+ }
+ ]
+}
\ No newline at end of file
diff --git a/nova farma/configs/DINO_VALLEY_COMPLETE_MANIFEST.json b/nova farma/configs/DINO_VALLEY_COMPLETE_MANIFEST.json
new file mode 100644
index 000000000..bfcb7c7e8
--- /dev/null
+++ b/nova farma/configs/DINO_VALLEY_COMPLETE_MANIFEST.json
@@ -0,0 +1,665 @@
+{
+ "biome_name": "Dino Valley (Complete DLC Package)",
+ "status": "38% Complete - Fauna DONE, Equipment & Terrain NEEDED",
+ "total_assets_needed": 168,
+ "completed": 32,
+ "remaining": 136,
+ "categories": {
+ "fauna": {
+ "status": "✅ 100% COMPLETE",
+ "total": 32,
+ "completed": 32,
+ "assets": [
+ "T-Rex (styleA + styleB)",
+ "Alpha T-Rex Boss (styleA + styleB)",
+ "Velociraptor (styleA + styleB)",
+ "Triceratops (styleA + styleB)",
+ "Brontosaurus (styleA + styleB)",
+ "Pterodactyl (styleA + styleB)",
+ "Stegosaurus (styleA + styleB)",
+ "Ankylosaurus (styleA + styleB)",
+ "Spinosaurus (styleA + styleB)",
+ "Dilophosaurus (styleA + styleB)",
+ "Compsognathus (styleA + styleB)",
+ "Parasaurolophus (styleA + styleB)",
+ "Pachycephalosaurus (styleA + styleB)",
+ "Thunder Raptor (styleA + styleB)",
+ "Dino Hatchling (styleA + styleB)",
+ "Dino Eggs & Nest (styleA + styleB)"
+ ]
+ },
+ "clothing_and_armor": {
+ "status": "❌ 0% COMPLETE",
+ "total": 18,
+ "completed": 0,
+ "assets": [
+ {
+ "name": "dino_leather_vest",
+ "description": "Vest made from Dino Leather - rustic crafted armor",
+ "styles": [
+ "styleA",
+ "styleB"
+ ]
+ },
+ {
+ "name": "caveman_loincloth",
+ "description": "Primitive loincloth garment - prehistoric immersion",
+ "styles": [
+ "styleA",
+ "styleB"
+ ]
+ },
+ {
+ "name": "paleontologist_outfit",
+ "description": "Explorer outfit with pockets and field gear",
+ "styles": [
+ "styleA",
+ "styleB"
+ ]
+ },
+ {
+ "name": "dino_bone_helmet",
+ "description": "Helmet crafted from T-Rex skull fragments",
+ "styles": [
+ "styleA",
+ "styleB"
+ ]
+ },
+ {
+ "name": "pterodactyl_leather_coat",
+ "description": "Lightweight coat made from Pterodactyl hide",
+ "styles": [
+ "styleA",
+ "styleB"
+ ]
+ },
+ {
+ "name": "dino_scale_armor",
+ "description": "Full armor crafted from Stegosaurus plates",
+ "styles": [
+ "styleA",
+ "styleB"
+ ]
+ },
+ {
+ "name": "raptor_claw_boots",
+ "description": "Boots with raptor claw reinforcement",
+ "styles": [
+ "styleA",
+ "styleB"
+ ]
+ },
+ {
+ "name": "caveman_fur_cape",
+ "description": "Warm cape from prehistoric mammal fur",
+ "styles": [
+ "styleA",
+ "styleB"
+ ]
+ },
+ {
+ "name": "bone_plate_pauldrons",
+ "description": "Shoulder armor from Ankylosaurus plates",
+ "styles": [
+ "styleA",
+ "styleB"
+ ]
+ }
+ ]
+ },
+ "weapons": {
+ "status": "❌ 0% COMPLETE",
+ "total": 24,
+ "completed": 0,
+ "assets": [
+ {
+ "name": "stone_spear",
+ "description": "Primitive spear with sharpened stone tip",
+ "tier": "Basic",
+ "styles": [
+ "styleA",
+ "styleB"
+ ]
+ },
+ {
+ "name": "dino_bone_club",
+ "description": "Heavy club made from T-Rex femur",
+ "tier": "Advanced",
+ "styles": [
+ "styleA",
+ "styleB"
+ ]
+ },
+ {
+ "name": "pterodactyl_feather_arrows",
+ "description": "Arrows with Pterodactyl feather fletching (bundle of 5)",
+ "tier": "Advanced",
+ "styles": [
+ "styleA",
+ "styleB"
+ ]
+ },
+ {
+ "name": "raptor_claw_dagger",
+ "description": "Dagger made from Velociraptor claw",
+ "tier": "Advanced",
+ "styles": [
+ "styleA",
+ "styleB"
+ ]
+ },
+ {
+ "name": "triceratops_horn_sword",
+ "description": "Sword crafted from Triceratops horn",
+ "tier": "Elite",
+ "styles": [
+ "styleA",
+ "styleB"
+ ]
+ },
+ {
+ "name": "ankylosaurus_tail_mace",
+ "description": "Mace using Ankylosaurus tail club",
+ "tier": "Elite",
+ "styles": [
+ "styleA",
+ "styleB"
+ ]
+ },
+ {
+ "name": "stone_axe",
+ "description": "Basic stone axe for chopping and combat",
+ "tier": "Basic",
+ "styles": [
+ "styleA",
+ "styleB"
+ ]
+ },
+ {
+ "name": "bone_bow",
+ "description": "Bow made from curved dino rib bones",
+ "tier": "Advanced",
+ "styles": [
+ "styleA",
+ "styleB"
+ ]
+ },
+ {
+ "name": "flint_knife",
+ "description": "Sharp knife made from volcanic flint",
+ "tier": "Basic",
+ "styles": [
+ "styleA",
+ "styleB"
+ ]
+ },
+ {
+ "name": "volcanic_glass_blade",
+ "description": "Obsidian blade - extremely sharp",
+ "tier": "Elite",
+ "styles": [
+ "styleA",
+ "styleB"
+ ]
+ },
+ {
+ "name": "stegosaurus_plate_shield",
+ "description": "Shield made from Stegosaurus back plate",
+ "tier": "Advanced",
+ "styles": [
+ "styleA",
+ "styleB"
+ ]
+ },
+ {
+ "name": "tooth_necklace_charm",
+ "description": "T-Rex tooth on leather cord - provides strength bonus",
+ "tier": "Accessory",
+ "styles": [
+ "styleA",
+ "styleB"
+ ]
+ }
+ ]
+ },
+ "crops_and_food": {
+ "status": "❌ 0% COMPLETE",
+ "total": 20,
+ "completed": 0,
+ "assets": [
+ {
+ "name": "prehistoric_fern",
+ "description": "Edible fern - 4 growth stages",
+ "growth_stages": 4,
+ "styles": [
+ "styleA",
+ "styleB"
+ ]
+ },
+ {
+ "name": "ancient_berries_bush",
+ "description": "Berry bush - 4 growth stages",
+ "growth_stages": 4,
+ "styles": [
+ "styleA",
+ "styleB"
+ ]
+ },
+ {
+ "name": "cycad_fruit_tree",
+ "description": "Large cycad tree with edible fruit",
+ "growth_stages": 1,
+ "styles": [
+ "styleA",
+ "styleB"
+ ]
+ },
+ {
+ "name": "horsetail_plant",
+ "description": "Medicinal horsetail plant - 3 growth stages",
+ "growth_stages": 3,
+ "styles": [
+ "styleA",
+ "styleB"
+ ]
+ },
+ {
+ "name": "dino_egg_consumable",
+ "description": "Cooked dino egg - food item",
+ "styles": [
+ "styleA",
+ "styleB"
+ ]
+ },
+ {
+ "name": "roasted_dino_meat",
+ "description": "Cooked T-Rex steak - high nutrition",
+ "styles": [
+ "styleA",
+ "styleB"
+ ]
+ },
+ {
+ "name": "pterodactyl_egg_omelette",
+ "description": "Large omelette from Pterodactyl egg",
+ "styles": [
+ "styleA",
+ "styleB"
+ ]
+ },
+ {
+ "name": "ancient_fruit_salad",
+ "description": "Mix of prehistoric fruits",
+ "styles": [
+ "styleA",
+ "styleB"
+ ]
+ },
+ {
+ "name": "fern_tea",
+ "description": "Herbal tea from ferns - restores stamina",
+ "styles": [
+ "styleA",
+ "styleB"
+ ]
+ },
+ {
+ "name": "volcanic_spice",
+ "description": "Spice from volcanic minerals - cooking ingredient",
+ "styles": [
+ "styleA",
+ "styleB"
+ ]
+ }
+ ]
+ },
+ "materials_and_resources": {
+ "status": "❌ 0% COMPLETE",
+ "total": 16,
+ "completed": 0,
+ "assets": [
+ {
+ "name": "dino_leather",
+ "description": "Crafting material from any dinosaur",
+ "styles": [
+ "styleA",
+ "styleB"
+ ]
+ },
+ {
+ "name": "trex_tooth",
+ "description": "Rare drop from T-Rex",
+ "styles": [
+ "styleA",
+ "styleB"
+ ]
+ },
+ {
+ "name": "pterodactyl_feathers",
+ "description": "Feathers for arrows and light armor",
+ "styles": [
+ "styleA",
+ "styleB"
+ ]
+ },
+ {
+ "name": "raptor_claws",
+ "description": "Sharp claws for weapons",
+ "styles": [
+ "styleA",
+ "styleB"
+ ]
+ },
+ {
+ "name": "dino_bones",
+ "description": "Basic bones for tools and weapons",
+ "styles": [
+ "styleA",
+ "styleB"
+ ]
+ },
+ {
+ "name": "volcanic_rock",
+ "description": "Building material",
+ "styles": [
+ "styleA",
+ "styleB"
+ ]
+ },
+ {
+ "name": "amber_chunk",
+ "description": "Precious amber with insects - decorative/trading",
+ "styles": [
+ "styleA",
+ "styleB"
+ ]
+ },
+ {
+ "name": "fossil",
+ "description": "Ancient fossil - museum/trading item",
+ "styles": [
+ "styleA",
+ "styleB"
+ ]
+ }
+ ]
+ },
+ "buildings_and_structures": {
+ "status": "❌ 0% COMPLETE",
+ "total": 12,
+ "completed": 0,
+ "assets": [
+ {
+ "name": "caveman_hut",
+ "description": "Simple stone and bone hut",
+ "styles": [
+ "styleA",
+ "styleB"
+ ]
+ },
+ {
+ "name": "stone_altar",
+ "description": "Ritual altar for dino taming",
+ "styles": [
+ "styleA",
+ "styleB"
+ ]
+ },
+ {
+ "name": "dino_pen",
+ "description": "Pen for keeping tamed dinosaurs",
+ "styles": [
+ "styleA",
+ "styleB"
+ ]
+ },
+ {
+ "name": "bone_fence",
+ "description": "Fence made from dino bones",
+ "styles": [
+ "styleA",
+ "styleB"
+ ]
+ },
+ {
+ "name": "volcanic_forge",
+ "description": "Forge using volcanic heat",
+ "styles": [
+ "styleA",
+ "styleB"
+ ]
+ },
+ {
+ "name": "pterodactyl_roost",
+ "description": "High platform for flying mount",
+ "styles": [
+ "styleA",
+ "styleB"
+ ]
+ }
+ ]
+ },
+ "terrain_and_environment": {
+ "status": "❌ 0% COMPLETE",
+ "total": 16,
+ "completed": 0,
+ "note": "Per manifest line 159",
+ "assets": [
+ {
+ "name": "volcanic_rock_tile",
+ "description": "Dark volcanic rock ground tile (32x32)",
+ "styles": [
+ "styleA",
+ "styleB"
+ ]
+ },
+ {
+ "name": "lava_cracks",
+ "description": "Ground with glowing lava cracks (32x32)",
+ "styles": [
+ "styleA",
+ "styleB"
+ ]
+ },
+ {
+ "name": "tar_pit_tile",
+ "description": "Black tar pit ground (32x32)",
+ "styles": [
+ "styleA",
+ "styleB"
+ ]
+ },
+ {
+ "name": "hot_springs_tile",
+ "description": "Steaming water tile (32x32)",
+ "styles": [
+ "styleA",
+ "styleB"
+ ]
+ },
+ {
+ "name": "volcanic_ash_ground",
+ "description": "Gray ash-covered ground (32x32)",
+ "styles": [
+ "styleA",
+ "styleB"
+ ]
+ },
+ {
+ "name": "jungle_grass_tile",
+ "description": "Lush prehistoric grass (32x32)",
+ "styles": [
+ "styleA",
+ "styleB"
+ ]
+ },
+ {
+ "name": "muddy_ground",
+ "description": "Wet muddy terrain (32x32)",
+ "styles": [
+ "styleA",
+ "styleB"
+ ]
+ },
+ {
+ "name": "rocky_path",
+ "description": "Stone pathway (32x32)",
+ "styles": [
+ "styleA",
+ "styleB"
+ ]
+ }
+ ]
+ },
+ "vegetation": {
+ "status": "❌ 0% COMPLETE",
+ "total": 10,
+ "completed": 0,
+ "note": "Per manifest line 160",
+ "assets": [
+ {
+ "name": "giant_fern",
+ "description": "Large prehistoric fern plant",
+ "styles": [
+ "styleA",
+ "styleB"
+ ]
+ },
+ {
+ "name": "cycad_tree",
+ "description": "Palm-like cycad tree",
+ "styles": [
+ "styleA",
+ "styleB"
+ ]
+ },
+ {
+ "name": "horsetail_reed",
+ "description": "Tall horsetail plant",
+ "styles": [
+ "styleA",
+ "styleB"
+ ]
+ },
+ {
+ "name": "prehistoric_vines",
+ "description": "Hanging jungle vines",
+ "styles": [
+ "styleA",
+ "styleB"
+ ]
+ },
+ {
+ "name": "moss_covered_boulder",
+ "description": "Large rock with moss",
+ "styles": [
+ "styleA",
+ "styleB"
+ ]
+ }
+ ]
+ },
+ "props": {
+ "status": "❌ 0% COMPLETE",
+ "total": 20,
+ "completed": 0,
+ "note": "Per manifest line 161",
+ "assets": [
+ {
+ "name": "dino_skeleton_trex",
+ "description": "Large T-Rex skeleton",
+ "styles": [
+ "styleA",
+ "styleB"
+ ]
+ },
+ {
+ "name": "dino_skeleton_raptor",
+ "description": "Velociraptor skeleton",
+ "styles": [
+ "styleA",
+ "styleB"
+ ]
+ },
+ {
+ "name": "fossil_in_rock",
+ "description": "Fossil embedded in stone",
+ "styles": [
+ "styleA",
+ "styleB"
+ ]
+ },
+ {
+ "name": "amber_chunk_large",
+ "description": "Large amber deposit",
+ "styles": [
+ "styleA",
+ "styleB"
+ ]
+ },
+ {
+ "name": "steam_vent",
+ "description": "Volcanic steam vent (animated)",
+ "styles": [
+ "styleA",
+ "styleB"
+ ]
+ },
+ {
+ "name": "lava_pool",
+ "description": "Small lava pool",
+ "styles": [
+ "styleA",
+ "styleB"
+ ]
+ },
+ {
+ "name": "dino_footprint",
+ "description": "Large dinosaur footprint",
+ "styles": [
+ "styleA",
+ "styleB"
+ ]
+ },
+ {
+ "name": "bone_pile",
+ "description": "Pile of mixed dinosaur bones",
+ "styles": [
+ "styleA",
+ "styleB"
+ ]
+ },
+ {
+ "name": "volcanic_boulder",
+ "description": "Large volcanic rock",
+ "styles": [
+ "styleA",
+ "styleB"
+ ]
+ },
+ {
+ "name": "prehistoric_mushroom_cluster",
+ "description": "Group of large mushrooms",
+ "styles": [
+ "styleA",
+ "styleB"
+ ]
+ }
+ ]
+ }
+ },
+ "generation_order": [
+ "clothing_and_armor (18 assets - 9 types × 2 styles)",
+ "weapons (24 assets - 12 types × 2 styles)",
+ "materials_and_resources (16 assets - 8 types × 2 styles)",
+ "crops_and_food (20 assets - 10 types × 2 styles)",
+ "terrain_and_environment (16 assets - 8 types × 2 styles)",
+ "vegetation (10 assets - 5 types × 2 styles)",
+ "props (20 assets - 10 types × 2 styles)",
+ "buildings_and_structures (12 assets - 6 types × 2 styles)"
+ ],
+ "style_prompts": {
+ "styleA": "ISOLATED ON PURE WHITE BACKGROUND. Vibrant cartoon vector art with bold black outlines, flat colors, cute and playful style. NO shadows, NO gradients. Clean cel-shaded look.",
+ "styleB": "ISOLATED ON PURE WHITE BACKGROUND. Dark hand-drawn 2D indie game art. Noir style with high contrast, sketchy linework, dramatic shadows. Gritty and atmospheric."
+ }
+}
\ No newline at end of file
diff --git a/nova farma/configs/asset_database.json b/nova farma/configs/asset_database.json
new file mode 100644
index 000000000..958134276
--- /dev/null
+++ b/nova farma/configs/asset_database.json
@@ -0,0 +1,357 @@
+{
+ "metadata": {
+ "project": "DolinaSmrti",
+ "total_target": 14000,
+ "version": "1.0",
+ "last_updated": "2026-01-02"
+ },
+ "styles": {
+ "style_30": "Style 30: Garden Story cozy adventure. Soft rounded friendly shapes, pastel-vibrant balance, wholesome mature aesthetic, Link's Awakening meets modern indie. 2D game asset. Solid chroma green background (#00FF00).",
+ "style_32": "Style 32: Cult of the Lamb cute-dark aesthetic. Bold outlines, noir shadows, pastel-gothic colors (dusty pinks, muted purples, cream whites), chunky proportions, big expressive eyes, contradiction between cute and dark. 2D game sprite. Solid chroma green background (#00FF00)."
+ },
+ "production_phases": {
+ "phase_1_plants": {
+ "status": "COMPLETE",
+ "total_assets": 93,
+ "completed": 93,
+ "style": "style_30",
+ "priority": 1
+ },
+ "phase_2_creatures_npcs": {
+ "status": "IN_PROGRESS",
+ "total_assets": 45,
+ "completed": 0,
+ "style": "style_32",
+ "priority": 2
+ },
+ "phase_3_main_characters": {
+ "status": "PENDING",
+ "total_assets": 32,
+ "completed": 0,
+ "style": "style_32",
+ "priority": 3
+ },
+ "phase_4_biomes": {
+ "status": "PENDING",
+ "total_assets": 5000,
+ "completed": 0,
+ "style": "mixed",
+ "priority": 4
+ },
+ "phase_5_items_equipment": {
+ "status": "PENDING",
+ "total_assets": 3000,
+ "completed": 0,
+ "style": "style_32",
+ "priority": 5
+ },
+ "phase_6_buildings_props": {
+ "status": "PENDING",
+ "total_assets": 4000,
+ "completed": 0,
+ "style": "mixed",
+ "priority": 6
+ },
+ "phase_7_effects_ui": {
+ "status": "PENDING",
+ "total_assets": 1830,
+ "completed": 0,
+ "style": "style_32",
+ "priority": 7
+ }
+ },
+ "asset_categories": {
+ "rastline": {
+ "style": "style_30",
+ "base_path": "rastline",
+ "subcategories": {
+ "sadje": {
+ "count": 30,
+ "status": "COMPLETE",
+ "growth_stages": 3
+ },
+ "zelenjava": {
+ "count": 30,
+ "status": "COMPLETE",
+ "growth_stages": 3
+ },
+ "ganja": {
+ "count": 15,
+ "status": "COMPLETE",
+ "growth_stages": 3
+ },
+ "drevesa": {
+ "count": 10,
+ "status": "COMPLETE"
+ },
+ "roze": {
+ "count": 8,
+ "status": "COMPLETE"
+ }
+ }
+ },
+ "kreature": {
+ "style": "style_32",
+ "base_path": "kreature",
+ "subcategories": {
+ "zombiji": {
+ "count": 10,
+ "status": "PENDING",
+ "variants": [
+ "basic",
+ "runner",
+ "tank",
+ "spitter",
+ "exploder",
+ "crawler",
+ "screamer",
+ "bride",
+ "cop",
+ "doctor"
+ ]
+ },
+ "dinozavri": {
+ "count": 12,
+ "status": "PENDING",
+ "variants": [
+ "trex",
+ "raptor",
+ "trike",
+ "stego",
+ "bronto",
+ "ankylo",
+ "ptero",
+ "spino",
+ "dilo",
+ "pachy",
+ "parasaur",
+ "compy"
+ ]
+ },
+ "zivali": {
+ "count": 10,
+ "status": "PENDING",
+ "variants": [
+ "bear",
+ "wolf",
+ "deer",
+ "rabbit",
+ "fox",
+ "boar",
+ "crow",
+ "owl",
+ "snake",
+ "rat"
+ ]
+ },
+ "magicna_bitja": {
+ "count": 5,
+ "status": "PENDING",
+ "variants": [
+ "demon",
+ "imp",
+ "wraith",
+ "familiar",
+ "golem"
+ ]
+ }
+ }
+ },
+ "npc": {
+ "style": "style_32",
+ "base_path": "npc",
+ "subcategories": {
+ "policija": {
+ "count": 3,
+ "status": "PENDING",
+ "variants": [
+ "chief",
+ "officer",
+ "corrupt"
+ ]
+ },
+ "zdravstvo": {
+ "count": 2,
+ "status": "PENDING",
+ "variants": [
+ "doctor",
+ "nurse"
+ ]
+ },
+ "trgovci": {
+ "count": 3,
+ "status": "PENDING",
+ "variants": [
+ "general",
+ "seeds",
+ "black_market"
+ ]
+ },
+ "mentorji": {
+ "count": 2,
+ "status": "PENDING",
+ "variants": [
+ "farming",
+ "magic"
+ ]
+ }
+ }
+ },
+ "glavni_karakterji": {
+ "style": "style_32",
+ "base_path": "glavni_karakterji",
+ "subcategories": {
+ "kai": {
+ "count": 12,
+ "status": "PENDING",
+ "animation_frames": true,
+ "directions": 4
+ },
+ "ana": {
+ "count": 12,
+ "status": "PENDING",
+ "animation_frames": true,
+ "directions": 4
+ },
+ "gronk": {
+ "count": 4,
+ "status": "PENDING",
+ "animation_frames": false,
+ "directions": 4
+ },
+ "susi": {
+ "count": 4,
+ "status": "PENDING",
+ "animation_frames": false,
+ "directions": 4
+ }
+ }
+ },
+ "biomes": {
+ "style": "mixed",
+ "base_path": "biomi",
+ "total_biomes": 21,
+ "assets_per_biome": 200,
+ "subcategories": {
+ "dino_valley": {
+ "style": "style_32",
+ "fauna": 32,
+ "flora": 10,
+ "items": 50,
+ "terrain": 20,
+ "props": 30,
+ "buildings": 10,
+ "status": "PENDING"
+ },
+ "mushroom_forest": {
+ "style": "style_30",
+ "fauna": 15,
+ "flora": 40,
+ "items": 30,
+ "terrain": 15,
+ "props": 25,
+ "buildings": 8,
+ "status": "PENDING"
+ }
+ }
+ },
+ "items": {
+ "style": "style_32",
+ "base_path": "predmeti",
+ "subcategories": {
+ "tools": {
+ "count": 50,
+ "status": "PENDING"
+ },
+ "weapons": {
+ "count": 80,
+ "status": "PENDING"
+ },
+ "seeds": {
+ "count": 40,
+ "status": "PENDING"
+ },
+ "consumables": {
+ "count": 100,
+ "status": "PENDING"
+ },
+ "materials": {
+ "count": 150,
+ "status": "PENDING"
+ },
+ "quest_items": {
+ "count": 50,
+ "status": "PENDING"
+ }
+ }
+ },
+ "buildings": {
+ "style": "style_32",
+ "base_path": "zgradbe",
+ "subcategories": {
+ "farm_buildings": {
+ "count": 30,
+ "status": "PENDING"
+ },
+ "town_buildings": {
+ "count": 50,
+ "status": "PENDING"
+ },
+ "biome_structures": {
+ "count": 100,
+ "status": "PENDING"
+ }
+ }
+ },
+ "effects": {
+ "style": "style_32",
+ "base_path": "efekti",
+ "subcategories": {
+ "combat": {
+ "count": 50,
+ "status": "PENDING"
+ },
+ "magic": {
+ "count": 40,
+ "status": "PENDING"
+ },
+ "environmental": {
+ "count": 30,
+ "status": "PENDING"
+ }
+ }
+ },
+ "ui": {
+ "style": "style_32",
+ "base_path": "ui",
+ "subcategories": {
+ "icons": {
+ "count": 200,
+ "status": "PENDING"
+ },
+ "buttons": {
+ "count": 50,
+ "status": "PENDING"
+ },
+ "panels": {
+ "count": 30,
+ "status": "PENDING"
+ }
+ }
+ }
+ },
+ "generation_queue": [
+ "kreature.zombiji",
+ "kreature.dinozavri",
+ "kreature.zivali",
+ "kreature.magicna_bitja",
+ "npc.policija",
+ "npc.zdravstvo",
+ "npc.trgovci",
+ "npc.mentorji",
+ "glavni_karakterji.kai",
+ "glavni_karakterji.ana",
+ "glavni_karakterji.gronk",
+ "glavni_karakterji.susi"
+ ]
+}
\ No newline at end of file
diff --git a/nova farma/configs/asset_queue.json b/nova farma/configs/asset_queue.json
new file mode 100644
index 000000000..841134abb
--- /dev/null
+++ b/nova farma/configs/asset_queue.json
@@ -0,0 +1,162 @@
+[
+ {
+ "cat": "npcs",
+ "file": "gronk_troll.png",
+ "prompt": "dark hand-drawn 2D stylized indie game art, \nbold thick black hand-drawn outlines, \nsmooth vector rendering, \ncartoon-style exaggerated proportions but dark mature atmosphere NOT Disney, \nmature 90s cartoon aesthetic, Gronk the troll, massive green-grey skinned troll, PINK dreadlocks very prominent, stretched earlobes with large gauges, facial piercings, holding colorful vape device with pink smoke, wearing LOOSE BAGGY black t-shirt with band logo, LOOSE WIDE black pants, pink sneakers, peaceful zen expression, full body visible from head to feet standing on ground, stylized character NOT realistic, \nmature indie game art, \nsolid bright green background RGB(0,255,0) chroma key green screen, \ngame asset, PNG"
+ },
+ {
+ "cat": "npcs",
+ "file": "kai_survivor.png",
+ "prompt": "dark hand-drawn 2D stylized indie game art, \nbold thick black hand-drawn outlines, \nsmooth vector rendering, \ncartoon-style exaggerated proportions but dark mature atmosphere NOT Disney, \nmature 90s cartoon aesthetic, Kai teenage boy survivor, post-apocalyptic nomad style, GREEN natural dreadlocks hair, stretched earlobes with plugs visible, facial piercings on nose and lip, wearing dirty worn blue jacket, torn jeans, combat boots, survival backpack, determined serious expression, athletic build, full body visible from head to feet standing on ground, stylized character NOT realistic, \nmature indie game art, \nsolid bright green background RGB(0,255,0) chroma key green screen, \ngame asset, PNG"
+ },
+ {
+ "cat": "npcs",
+ "file": "ana_explorer.png",
+ "prompt": "dark hand-drawn 2D stylized indie game art, \nbold thick black hand-drawn outlines, \nsmooth vector rendering, \ncartoon-style exaggerated proportions but dark mature atmosphere NOT Disney, \nmature 90s cartoon aesthetic, Ana teenage girl explorer, Kai's twin sister, PINK dreadlocks hair, stretched earlobes with small plugs, wearing brown adventure vest over green shirt, blue jeans, brown boots, leather backpack with map, kind curious expression, full body visible from head to feet standing on ground, stylized character NOT realistic, \nmature indie game art, \nsolid bright green background RGB(0,255,0) chroma key green screen, \ngame asset, PNG"
+ },
+ {
+ "cat": "npcs",
+ "file": "npc_trader.png",
+ "prompt": "dark hand-drawn 2D stylized indie game art, \nbold thick black hand-drawn outlines, \nsmooth vector rendering, \ncartoon-style exaggerated proportions but dark mature atmosphere NOT Disney, \nmature 90s cartoon aesthetic, 2D indie game character, wasteland trader, nomadic merchant with cart, weathered face, hooded cloak, full body standing, stylized character NOT realistic, \nmature indie game art, \nsolid bright green background RGB(0,255,0) chroma key green screen, \ngame asset, PNG"
+ },
+ {
+ "cat": "npcs",
+ "file": "npc_blacksmith.png",
+ "prompt": "dark hand-drawn 2D stylized indie game art, \nbold thick black hand-drawn outlines, \nsmooth vector rendering, \ncartoon-style exaggerated proportions but dark mature atmosphere NOT Disney, \nmature 90s cartoon aesthetic, 2D indie game character, nomadic blacksmith, leather apron, strong arms, hammer, burns, full body standing, stylized character NOT realistic, \nmature indie game art, \nsolid bright green background RGB(0,255,0) chroma key green screen, \ngame asset, PNG"
+ },
+ {
+ "cat": "npcs",
+ "file": "npc_healer.png",
+ "prompt": "dark hand-drawn 2D stylized indie game art, \nbold thick black hand-drawn outlines, \nsmooth vector rendering, \ncartoon-style exaggerated proportions but dark mature atmosphere NOT Disney, \nmature 90s cartoon aesthetic, 2D indie game character, herbalist healer woman, herb pouch, kind elderly, flower crown, full body standing, stylized character NOT realistic, \nmature indie game art, \nsolid bright green background RGB(0,255,0) chroma key green screen, \ngame asset, PNG"
+ },
+ {
+ "cat": "npcs",
+ "file": "npc_hunter.png",
+ "prompt": "dark hand-drawn 2D stylized indie game art, \nbold thick black hand-drawn outlines, \nsmooth vector rendering, \ncartoon-style exaggerated proportions but dark mature atmosphere NOT Disney, \nmature 90s cartoon aesthetic, 2D indie game character, wasteland hunter, crossbow, animal pelts, face paint, full body standing, stylized character NOT realistic, \nmature indie game art, \nsolid bright green background RGB(0,255,0) chroma key green screen, \ngame asset, PNG"
+ },
+ {
+ "cat": "npcs",
+ "file": "npc_farmer.png",
+ "prompt": "dark hand-drawn 2D stylized indie game art, \nbold thick black hand-drawn outlines, \nsmooth vector rendering, \ncartoon-style exaggerated proportions but dark mature atmosphere NOT Disney, \nmature 90s cartoon aesthetic, 2D indie game character, apocalypse farmer, patched overalls, straw hat, hoe, full body standing, stylized character NOT realistic, \nmature indie game art, \nsolid bright green background RGB(0,255,0) chroma key green screen, \ngame asset, PNG"
+ },
+ {
+ "cat": "npcs",
+ "file": "npc_mechanic.png",
+ "prompt": "dark hand-drawn 2D stylized indie game art, \nbold thick black hand-drawn outlines, \nsmooth vector rendering, \ncartoon-style exaggerated proportions but dark mature atmosphere NOT Disney, \nmature 90s cartoon aesthetic, 2D indie game character, mechanic survivor, oil stained, wrench, welding goggles, full body standing, stylized character NOT realistic, \nmature indie game art, \nsolid bright green background RGB(0,255,0) chroma key green screen, \ngame asset, PNG"
+ },
+ {
+ "cat": "npcs",
+ "file": "npc_soldier.png",
+ "prompt": "dark hand-drawn 2D stylized indie game art, \nbold thick black hand-drawn outlines, \nsmooth vector rendering, \ncartoon-style exaggerated proportions but dark mature atmosphere NOT Disney, \nmature 90s cartoon aesthetic, 2D indie game character, ex-military survivor, tactical vest, rifle, scarred, full body standing, stylized character NOT realistic, \nmature indie game art, \nsolid bright green background RGB(0,255,0) chroma key green screen, \ngame asset, PNG"
+ },
+ {
+ "cat": "npcs",
+ "file": "npc_medic.png",
+ "prompt": "dark hand-drawn 2D stylized indie game art, \nbold thick black hand-drawn outlines, \nsmooth vector rendering, \ncartoon-style exaggerated proportions but dark mature atmosphere NOT Disney, \nmature 90s cartoon aesthetic, 2D indie game character, field medic, white coat blood stains, medical bag, full body standing, stylized character NOT realistic, \nmature indie game art, \nsolid bright green background RGB(0,255,0) chroma key green screen, \ngame asset, PNG"
+ },
+ {
+ "cat": "npcs",
+ "file": "npc_elder.png",
+ "prompt": "dark hand-drawn 2D stylized indie game art, \nbold thick black hand-drawn outlines, \nsmooth vector rendering, \ncartoon-style exaggerated proportions but dark mature atmosphere NOT Disney, \nmature 90s cartoon aesthetic, 2D indie game character, wise tribal elder, walking stick, long white beard, full body standing, stylized character NOT realistic, \nmature indie game art, \nsolid bright green background RGB(0,255,0) chroma key green screen, \ngame asset, PNG"
+ },
+ {
+ "cat": "npcs",
+ "file": "npc_child.png",
+ "prompt": "dark hand-drawn 2D stylized indie game art, \nbold thick black hand-drawn outlines, \nsmooth vector rendering, \ncartoon-style exaggerated proportions but dark mature atmosphere NOT Disney, \nmature 90s cartoon aesthetic, 2D indie game character, survivor orphan child, oversized clothes, teddy bear, full body standing, stylized character NOT realistic, \nmature indie game art, \nsolid bright green background RGB(0,255,0) chroma key green screen, \ngame asset, PNG"
+ },
+ {
+ "cat": "npcs",
+ "file": "npc_cook.png",
+ "prompt": "dark hand-drawn 2D stylized indie game art, \nbold thick black hand-drawn outlines, \nsmooth vector rendering, \ncartoon-style exaggerated proportions but dark mature atmosphere NOT Disney, \nmature 90s cartoon aesthetic, 2D indie game character, camp cook, pot and ladle, big belly, friendly, full body standing, stylized character NOT realistic, \nmature indie game art, \nsolid bright green background RGB(0,255,0) chroma key green screen, \ngame asset, PNG"
+ },
+ {
+ "cat": "npcs",
+ "file": "npc_scout.png",
+ "prompt": "dark hand-drawn 2D stylized indie game art, \nbold thick black hand-drawn outlines, \nsmooth vector rendering, \ncartoon-style exaggerated proportions but dark mature atmosphere NOT Disney, \nmature 90s cartoon aesthetic, 2D indie game character, nomad scout, binoculars, light armor, agile, full body standing, stylized character NOT realistic, \nmature indie game art, \nsolid bright green background RGB(0,255,0) chroma key green screen, \ngame asset, PNG"
+ },
+ {
+ "cat": "zivali",
+ "file": "susi_dachshund.png",
+ "prompt": "dark hand-drawn 2D stylized indie game art, \nbold thick black hand-drawn outlines, \nsmooth vector rendering, \ncartoon-style exaggerated proportions but dark mature atmosphere NOT Disney, \nmature 90s cartoon aesthetic, 2D indie game animal sprite, Susi dachshund dog, brown and black, long body, floppy ears, pink collar, happy, full body side view, stylized character NOT realistic, \nmature indie game art, \nsolid bright green background RGB(0,255,0) chroma key green screen, \ngame asset, PNG"
+ },
+ {
+ "cat": "zivali",
+ "file": "dog_husky.png",
+ "prompt": "dark hand-drawn 2D stylized indie game art, \nbold thick black hand-drawn outlines, \nsmooth vector rendering, \ncartoon-style exaggerated proportions but dark mature atmosphere NOT Disney, \nmature 90s cartoon aesthetic, 2D indie game animal sprite, husky dog, fluffy grey white, blue eyes, friendly, full body side view, stylized character NOT realistic, \nmature indie game art, \nsolid bright green background RGB(0,255,0) chroma key green screen, \ngame asset, PNG"
+ },
+ {
+ "cat": "zivali",
+ "file": "cow_spotted.png",
+ "prompt": "dark hand-drawn 2D stylized indie game art, \nbold thick black hand-drawn outlines, \nsmooth vector rendering, \ncartoon-style exaggerated proportions but dark mature atmosphere NOT Disney, \nmature 90s cartoon aesthetic, 2D indie game animal sprite, dairy cow, black white spots, friendly, full body side view, stylized character NOT realistic, \nmature indie game art, \nsolid bright green background RGB(0,255,0) chroma key green screen, \ngame asset, PNG"
+ },
+ {
+ "cat": "zivali",
+ "file": "chicken_white.png",
+ "prompt": "dark hand-drawn 2D stylized indie game art, \nbold thick black hand-drawn outlines, \nsmooth vector rendering, \ncartoon-style exaggerated proportions but dark mature atmosphere NOT Disney, \nmature 90s cartoon aesthetic, 2D indie game animal sprite, white chicken, red comb, pecking, full body side view, stylized character NOT realistic, \nmature indie game art, \nsolid bright green background RGB(0,255,0) chroma key green screen, \ngame asset, PNG"
+ },
+ {
+ "cat": "zivali",
+ "file": "pig_pink.png",
+ "prompt": "dark hand-drawn 2D stylized indie game art, \nbold thick black hand-drawn outlines, \nsmooth vector rendering, \ncartoon-style exaggerated proportions but dark mature atmosphere NOT Disney, \nmature 90s cartoon aesthetic, 2D indie game animal sprite, pink pig, curly tail, muddy happy, full body side view, stylized character NOT realistic, \nmature indie game art, \nsolid bright green background RGB(0,255,0) chroma key green screen, \ngame asset, PNG"
+ },
+ {
+ "cat": "zivali",
+ "file": "horse_brown.png",
+ "prompt": "dark hand-drawn 2D stylized indie game art, \nbold thick black hand-drawn outlines, \nsmooth vector rendering, \ncartoon-style exaggerated proportions but dark mature atmosphere NOT Disney, \nmature 90s cartoon aesthetic, 2D indie game animal sprite, brown horse, black mane, majestic, full body side view, stylized character NOT realistic, \nmature indie game art, \nsolid bright green background RGB(0,255,0) chroma key green screen, \ngame asset, PNG"
+ },
+ {
+ "cat": "zivali",
+ "file": "deer_forest.png",
+ "prompt": "dark hand-drawn 2D stylized indie game art, \nbold thick black hand-drawn outlines, \nsmooth vector rendering, \ncartoon-style exaggerated proportions but dark mature atmosphere NOT Disney, \nmature 90s cartoon aesthetic, 2D indie game animal sprite, forest deer, brown, antlers, graceful, full body side view, stylized character NOT realistic, \nmature indie game art, \nsolid bright green background RGB(0,255,0) chroma key green screen, \ngame asset, PNG"
+ },
+ {
+ "cat": "zivali",
+ "file": "wolf_grey.png",
+ "prompt": "dark hand-drawn 2D stylized indie game art, \nbold thick black hand-drawn outlines, \nsmooth vector rendering, \ncartoon-style exaggerated proportions but dark mature atmosphere NOT Disney, \nmature 90s cartoon aesthetic, 2D indie game animal sprite, grey wolf, fierce, pack hunter, full body side view, stylized character NOT realistic, \nmature indie game art, \nsolid bright green background RGB(0,255,0) chroma key green screen, \ngame asset, PNG"
+ },
+ {
+ "cat": "mutanti",
+ "file": "zombie_basic.png",
+ "prompt": "dark hand-drawn 2D stylized indie game art, \nbold thick black hand-drawn outlines, \nsmooth vector rendering, \ncartoon-style exaggerated proportions but dark mature atmosphere NOT Disney, \nmature 90s cartoon aesthetic, 2D indie game monster sprite, basic zombie, shambling, torn clothes, grey skin, undead, full body, stylized character NOT realistic, \nmature indie game art, \nsolid bright green background RGB(0,255,0) chroma key green screen, \ngame asset, PNG"
+ },
+ {
+ "cat": "mutanti",
+ "file": "zombie_runner.png",
+ "prompt": "dark hand-drawn 2D stylized indie game art, \nbold thick black hand-drawn outlines, \nsmooth vector rendering, \ncartoon-style exaggerated proportions but dark mature atmosphere NOT Disney, \nmature 90s cartoon aesthetic, 2D indie game monster sprite, fast zombie, sprinting, aggressive, rage face, full body, stylized character NOT realistic, \nmature indie game art, \nsolid bright green background RGB(0,255,0) chroma key green screen, \ngame asset, PNG"
+ },
+ {
+ "cat": "mutanti",
+ "file": "zombie_bloated.png",
+ "prompt": "dark hand-drawn 2D stylized indie game art, \nbold thick black hand-drawn outlines, \nsmooth vector rendering, \ncartoon-style exaggerated proportions but dark mature atmosphere NOT Disney, \nmature 90s cartoon aesthetic, 2D indie game monster sprite, bloated zombie, huge swollen, toxic green drool, full body, stylized character NOT realistic, \nmature indie game art, \nsolid bright green background RGB(0,255,0) chroma key green screen, \ngame asset, PNG"
+ },
+ {
+ "cat": "mutanti",
+ "file": "zombie_dreadlocks.png",
+ "prompt": "dark hand-drawn 2D stylized indie game art, \nbold thick black hand-drawn outlines, \nsmooth vector rendering, \ncartoon-style exaggerated proportions but dark mature atmosphere NOT Disney, \nmature 90s cartoon aesthetic, 2D indie game monster sprite, zombie with dreadlocks, brown shirt, farmer style, full body, stylized character NOT realistic, \nmature indie game art, \nsolid bright green background RGB(0,255,0) chroma key green screen, \ngame asset, PNG"
+ },
+ {
+ "cat": "environment",
+ "file": "tree_oak.png",
+ "prompt": "dark hand-drawn 2D stylized indie game art, \nbold thick black hand-drawn outlines, \nsmooth vector rendering, \ncartoon-style exaggerated proportions but dark mature atmosphere NOT Disney, \nmature 90s cartoon aesthetic, 2D indie game object sprite, oak tree, green leaves, brown trunk, environment asset, stylized character NOT realistic, \nmature indie game art, \nsolid bright green background RGB(0,255,0) chroma key green screen, \ngame asset, PNG"
+ },
+ {
+ "cat": "environment",
+ "file": "tree_dead.png",
+ "prompt": "dark hand-drawn 2D stylized indie game art, \nbold thick black hand-drawn outlines, \nsmooth vector rendering, \ncartoon-style exaggerated proportions but dark mature atmosphere NOT Disney, \nmature 90s cartoon aesthetic, 2D indie game object sprite, dead tree, no leaves, gnarled branches, wonky crooked, environment asset, stylized character NOT realistic, \nmature indie game art, \nsolid bright green background RGB(0,255,0) chroma key green screen, \ngame asset, PNG"
+ },
+ {
+ "cat": "environment",
+ "file": "bush_green.png",
+ "prompt": "dark hand-drawn 2D stylized indie game art, \nbold thick black hand-drawn outlines, \nsmooth vector rendering, \ncartoon-style exaggerated proportions but dark mature atmosphere NOT Disney, \nmature 90s cartoon aesthetic, 2D indie game object sprite, green bush, leafy, slightly warped shape, environment asset, stylized character NOT realistic, \nmature indie game art, \nsolid bright green background RGB(0,255,0) chroma key green screen, \ngame asset, PNG"
+ },
+ {
+ "cat": "environment",
+ "file": "rock_large.png",
+ "prompt": "dark hand-drawn 2D stylized indie game art, \nbold thick black hand-drawn outlines, \nsmooth vector rendering, \ncartoon-style exaggerated proportions but dark mature atmosphere NOT Disney, \nmature 90s cartoon aesthetic, 2D indie game object sprite, large boulder, moss, weathered, environment asset, stylized character NOT realistic, \nmature indie game art, \nsolid bright green background RGB(0,255,0) chroma key green screen, \ngame asset, PNG"
+ },
+ {
+ "cat": "environment",
+ "file": "campfire.png",
+ "prompt": "dark hand-drawn 2D stylized indie game art, \nbold thick black hand-drawn outlines, \nsmooth vector rendering, \ncartoon-style exaggerated proportions but dark mature atmosphere NOT Disney, \nmature 90s cartoon aesthetic, 2D indie game object sprite, campfire, flames, logs burning, environment asset, stylized character NOT realistic, \nmature indie game art, \nsolid bright green background RGB(0,255,0) chroma key green screen, \ngame asset, PNG"
+ }
+]
\ No newline at end of file
diff --git a/nova farma/data/map2d_data.js b/nova farma/data/map2d_data.js
new file mode 100644
index 000000000..01e7f788e
--- /dev/null
+++ b/nova farma/data/map2d_data.js
@@ -0,0 +1,223 @@
+// 2D Flat Map Data - Generated to match reference images
+// Map size: 100x100 tiles (48x48px each = 4800x4800px world)
+// Style: Stardew Valley smooth 2D top-down
+
+const Map2DData = {
+ width: 100,
+ height: 100,
+ tileSize: 48,
+
+ // Tile type IDs
+ tileTypes: {
+ GRASS: 0,
+ GRASS_FLOWERS: 1,
+ DIRT: 2,
+ DIRT_EDGE: 3,
+ WATER: 4,
+ WATER_EDGE: 5,
+ STONE: 6,
+ TREE: 7,
+ FLOWER_RED: 8,
+ FLOWER_YELLOW: 9,
+ FLOWER_BLUE: 10,
+ LILY_PAD: 11,
+ BUSH: 12
+ },
+
+ // Map layout - BEAUTIFUL NATURAL DESIGN! 🌳💧🛤️
+ generateMap: function () {
+ const map = [];
+
+ // Initialize with grass (some with flowers - 5%)
+ for (let y = 0; y < this.height; y++) {
+ map[y] = [];
+ for (let x = 0; x < this.width; x++) {
+ // Mix of clean grass and flowery grass
+ map[y][x] = {
+ base: Math.random() < 0.05 ? this.tileTypes.GRASS_FLOWERS : this.tileTypes.GRASS,
+ decoration: null,
+ walkable: true
+ };
+ }
+ }
+
+ // 1. BEAUTIFUL ORGANIC POND (like reference image!) 💧
+ this.addPond(map, 60, 45, 18, 14); // Larger, more organic
+
+ // 2. NO PATHS - clean grass! 🌿
+ // this.addWindingPath(map, 10, 10, 90, 90); // Disabled
+ // this.addWindingPath(map, 90, 10, 10, 90); // Disabled
+
+ // 3. SPARSE SCATTERED TREES 🌳 (NO CLUSTERS!)
+ // Removed all corner forests - too crowded!
+
+ // Just a few scattered trees across entire map
+ for (let i = 0; i < 10; i++) { // VERY FEW! (was 15)
+ this.addTreeCluster(map,
+ 10 + Math.random() * 80, // Entire map
+ 10 + Math.random() * 80,
+ 1 // Single trees only
+ );
+ }
+
+
+ // 4. COLORFUL FLOWERS SCATTERED 🌸
+ this.addFlowers(map, 30);
+
+ // 5. BUSHES near tree clusters 🌿
+ this.addBushes(map, 15);
+
+ // 6. NO PUDDLES (no paths anymore!)
+ // this.addPuddlesAlongPaths(map, 8); // Disabled
+
+ return map;
+ },
+
+ addPond: function (map, centerX, centerY, width, height) {
+ // PERFECTLY ROUND/CIRCULAR pond! 🔵
+ const radius = Math.min(width, height) / 2;
+
+ for (let y = -radius; y < radius; y++) {
+ for (let x = -radius; x < radius; x++) {
+ const dist = Math.sqrt(x * x + y * y);
+
+ // Perfect circle - no noise!
+ if (dist < radius) {
+ const tileX = Math.floor(centerX + x);
+ const tileY = Math.floor(centerY + y);
+
+ if (tileX >= 0 && tileX < this.width && tileY >= 0 && tileY < this.height) {
+ // Edge or center (smooth transition)
+ if (dist > radius - 2) {
+ map[tileY][tileX].base = this.tileTypes.WATER_EDGE;
+ } else {
+ map[tileY][tileX].base = this.tileTypes.WATER;
+ }
+ map[tileY][tileX].walkable = false;
+ }
+ }
+ }
+ }
+
+ // Add lily pads in circular pattern
+ for (let i = 0; i < 4; i++) {
+ const angle = (Math.PI * 2 * i) / 4 + Math.random() * 0.5;
+ const r = radius * (0.4 + Math.random() * 0.3);
+ const lx = Math.floor(centerX + Math.cos(angle) * r);
+ const ly = Math.floor(centerY + Math.sin(angle) * r);
+
+ if (lx >= 0 && lx < this.width && ly >= 0 && ly < this.height) {
+ if (map[ly][lx].base === this.tileTypes.WATER) {
+ map[ly][lx].decoration = this.tileTypes.LILY_PAD;
+ }
+ }
+ }
+ },
+
+ addWindingPath: function (map, startX, startY, endX, endY) {
+ const steps = 50;
+ const pathWidth = 1; // NARROW path - 1 tile wide!
+
+ for (let i = 0; i <= steps; i++) {
+ const t = i / steps;
+
+ // Cubic curve for natural winding
+ const x = startX + (endX - startX) * t + Math.sin(t * Math.PI * 3) * 8;
+ const y = startY + (endY - startY) * t + Math.cos(t * Math.PI * 2) * 6;
+
+ // Draw path with width
+ for (let py = -pathWidth; py <= pathWidth; py++) {
+ for (let px = -pathWidth; px <= pathWidth; px++) {
+ const dist = Math.sqrt(px * px + py * py);
+ if (dist <= pathWidth) {
+ const tileX = Math.floor(x + px);
+ const tileY = Math.floor(y + py);
+
+ if (tileX >= 0 && tileX < this.width && tileY >= 0 && tileY < this.height) {
+ if (map[tileY][tileX].base !== this.tileTypes.WATER) {
+ if (dist > pathWidth - 0.5) {
+ map[tileY][tileX].base = this.tileTypes.DIRT_EDGE;
+ } else {
+ map[tileY][tileX].base = this.tileTypes.DIRT;
+ }
+ }
+ }
+ }
+ }
+ }
+ }
+ },
+
+ addPuddlesAlongPaths: function (map, count) {
+ let placed = 0;
+ let attempts = 0;
+
+ while (placed < count && attempts < count * 10) {
+ const x = Math.floor(Math.random() * this.width);
+ const y = Math.floor(Math.random() * this.height);
+
+ // Check if near path edge
+ if (map[y][x].base === this.tileTypes.DIRT_EDGE ||
+ map[y][x].base === this.tileTypes.DIRT) {
+ // Small puddle (already have sprite!)
+ map[y][x].decoration = 'puddle';
+ placed++;
+ }
+ attempts++;
+ }
+ },
+
+ addTreeCluster: function (map, centerX, centerY, count) {
+ for (let i = 0; i < count; i++) {
+ const angle = (Math.PI * 2 * i) / count + Math.random() * 0.5;
+ const radius = 8 + Math.random() * 7; // EVEN WIDER! (was 5+7)
+ const tx = Math.floor(centerX + Math.cos(angle) * radius);
+ const ty = Math.floor(centerY + Math.sin(angle) * radius);
+
+ if (tx >= 0 && tx < this.width && ty >= 0 && ty < this.height) {
+ if (map[ty][tx].walkable && map[ty][tx].base === this.tileTypes.GRASS) {
+ map[ty][tx].decoration = this.tileTypes.TREE;
+ map[ty][tx].walkable = false;
+ }
+ }
+ }
+ },
+
+ addFlowers: function (map, count) {
+ const flowerTypes = [
+ this.tileTypes.FLOWER_RED,
+ this.tileTypes.FLOWER_YELLOW,
+ this.tileTypes.FLOWER_BLUE
+ ];
+
+ for (let i = 0; i < count; i++) {
+ const x = Math.floor(Math.random() * this.width);
+ const y = Math.floor(Math.random() * this.height);
+
+ if (map[y][x].base === this.tileTypes.GRASS &&
+ !map[y][x].decoration &&
+ map[y][x].walkable) {
+ map[y][x].decoration = flowerTypes[Math.floor(Math.random() * flowerTypes.length)];
+ }
+ }
+ },
+
+ addBushes: function (map, count) {
+ for (let i = 0; i < count; i++) {
+ const x = Math.floor(Math.random() * this.width);
+ const y = Math.floor(Math.random() * this.height);
+
+ if (map[y][x].base === this.tileTypes.GRASS &&
+ !map[y][x].decoration &&
+ map[y][x].walkable) {
+ map[y][x].decoration = this.tileTypes.BUSH;
+ map[y][x].walkable = false;
+ }
+ }
+ }
+};
+
+// Export for use
+if (typeof module !== 'undefined' && module.exports) {
+ module.exports = Map2DData;
+}
diff --git a/nova farma/data/recipes.json b/nova farma/data/recipes.json
new file mode 100644
index 000000000..f53c9fea9
--- /dev/null
+++ b/nova farma/data/recipes.json
@@ -0,0 +1,210 @@
+{
+ "recipes": {
+ "wooden_fence": {
+ "id": "wooden_fence",
+ "name": "Wooden Fence",
+ "description": "Basic wooden fence for your farm",
+ "category": "building",
+ "ingredients": {
+ "wood": 5
+ },
+ "result": {
+ "item": "fence_full",
+ "quantity": 10
+ },
+ "unlocked": true,
+ "craftTime": 1000
+ },
+ "stone_path": {
+ "id": "stone_path",
+ "name": "Stone Path",
+ "description": "Durable stone pathway",
+ "category": "building",
+ "ingredients": {
+ "stone": 3
+ },
+ "result": {
+ "item": "pavement",
+ "quantity": 5
+ },
+ "unlocked": true,
+ "craftTime": 800
+ },
+ "iron_tool": {
+ "id": "iron_tool",
+ "name": "Iron Tool",
+ "description": "Strong iron farming tool",
+ "category": "tools",
+ "ingredients": {
+ "iron_bar": 2,
+ "wood": 1
+ },
+ "result": {
+ "item": "iron_tool",
+ "quantity": 1
+ },
+ "unlocked": false,
+ "craftTime": 2000
+ },
+ "wooden_chest": {
+ "id": "wooden_chest",
+ "name": "Wooden Chest",
+ "description": "Storage chest for items",
+ "category": "storage",
+ "ingredients": {
+ "wood": 10
+ },
+ "result": {
+ "item": "chest",
+ "quantity": 1
+ },
+ "unlocked": true,
+ "craftTime": 1500
+ },
+ "fertilizer": {
+ "id": "fertilizer",
+ "name": "Basic Fertilizer",
+ "description": "Speeds up crop growth",
+ "category": "farming",
+ "ingredients": {
+ "grass": 5,
+ "dirt": 2
+ },
+ "result": {
+ "item": "fertilizer",
+ "quantity": 5
+ },
+ "unlocked": true,
+ "craftTime": 500
+ },
+ "scarecrow": {
+ "id": "scarecrow",
+ "name": "Scarecrow",
+ "description": "Protects crops from birds",
+ "category": "farming",
+ "ingredients": {
+ "wood": 3,
+ "wheat": 10
+ },
+ "result": {
+ "item": "scarecrow",
+ "quantity": 1
+ },
+ "unlocked": true,
+ "craftTime": 1200
+ },
+ "coal": {
+ "id": "coal",
+ "name": "Coal",
+ "description": "Fuel for furnaces",
+ "category": "resources",
+ "ingredients": {
+ "wood": 10
+ },
+ "result": {
+ "item": "coal",
+ "quantity": 1
+ },
+ "unlocked": true,
+ "craftTime": 3000
+ },
+ "rope": {
+ "id": "rope",
+ "name": "Rope",
+ "description": "Useful for crafting",
+ "category": "materials",
+ "ingredients": {
+ "grass": 20
+ },
+ "result": {
+ "item": "rope",
+ "quantity": 1
+ },
+ "unlocked": true,
+ "craftTime": 800
+ },
+ "basic_hoe": {
+ "id": "basic_hoe",
+ "name": "Basic Hoe",
+ "description": "Tool for tilling soil",
+ "category": "tools",
+ "ingredients": {
+ "wood": 5,
+ "stone": 2
+ },
+ "result": {
+ "item": "hoe",
+ "quantity": 1
+ },
+ "unlocked": true,
+ "craftTime": 1500
+ },
+ "watering_can": {
+ "id": "watering_can",
+ "name": "Watering Can",
+ "description": "Waters crops",
+ "category": "tools",
+ "ingredients": {
+ "iron_bar": 3
+ },
+ "result": {
+ "item": "watering_can",
+ "quantity": 1
+ },
+ "unlocked": false,
+ "craftTime": 2000
+ },
+ "hemp_clothing": {
+ "id": "hemp_clothing",
+ "name": "Hemp Clothing",
+ "description": "Durable and sustainable clothing made from hemp fiber.",
+ "category": "materials",
+ "ingredients": {
+ "hemp_fiber": 5
+ },
+ "result": {
+ "item": "hemp_clothing",
+ "quantity": 1
+ },
+ "unlocked": true,
+ "craftTime": 3000
+ }
+ },
+ "categories": [
+ {
+ "id": "all",
+ "name": "All Recipes",
+ "icon": "📦"
+ },
+ {
+ "id": "building",
+ "name": "Building",
+ "icon": "🏠"
+ },
+ {
+ "id": "tools",
+ "name": "Tools",
+ "icon": "🔨"
+ },
+ {
+ "id": "farming",
+ "name": "Farming",
+ "icon": "🌾"
+ },
+ {
+ "id": "storage",
+ "name": "Storage",
+ "icon": "📦"
+ },
+ {
+ "id": "resources",
+ "name": "Resources",
+ "icon": "⛏️"
+ },
+ {
+ "id": "materials",
+ "name": "Materials",
+ "icon": "🧵"
+ }
+ ]
+}
\ No newline at end of file
diff --git a/nova farma/game.js b/nova farma/game.js
new file mode 100644
index 000000000..699e7034a
--- /dev/null
+++ b/nova farma/game.js
@@ -0,0 +1,29 @@
+// Disable Electron Security Warnings
+if (typeof process !== 'undefined' && process.env) {
+ process.env.ELECTRON_DISABLE_SECURITY_WARNINGS = 'true';
+}
+
+import GrassScene from './scenes/GrassScene_Clean.js';
+import UIScene from './scenes/UIScene.js';
+
+const config = {
+ type: Phaser.AUTO,
+ width: 1920,
+ height: 1080,
+ scale: {
+ mode: Phaser.Scale.FIT,
+ autoCenter: Phaser.Scale.CENTER_BOTH
+ },
+ backgroundColor: '#1a1a1a', // Temno siva, da slika izstopa
+ parent: 'body',
+ physics: {
+ default: 'arcade',
+ arcade: {
+ debug: false,
+ gravity: { y: 0 }
+ }
+ },
+ scene: [GrassScene, UIScene]
+};
+
+const game = new Phaser.Game(config);
diff --git a/nova farma/index.html b/nova farma/index.html
new file mode 100644
index 000000000..cd644a236
--- /dev/null
+++ b/nova farma/index.html
@@ -0,0 +1,28 @@
+
+
+
+
+
+ Nova Farma - Clean Start
+
+
+
+
+
+
+
+
+
+
+
diff --git a/nova farma/package.json b/nova farma/package.json
new file mode 100644
index 000000000..8068b60e7
--- /dev/null
+++ b/nova farma/package.json
@@ -0,0 +1,18 @@
+{
+ "name": "dolinasmrti-web",
+ "version": "3.1.0",
+ "description": "Mrtva Dolina (Death Valley) - 2.5D Isometric Survival Game (Web Version)",
+ "author": "Mrtva Dolina Team",
+ "license": "MIT",
+ "scripts": {
+ "start": "npx http-server . -c-1",
+ "test": "echo \"Error: no test specified\" && exit 1"
+ },
+ "type": "module",
+ "dependencies": {
+ "phaser": "^3.80.0"
+ },
+ "devDependencies": {
+ "http-server": "^14.1.1"
+ }
+}
\ No newline at end of file
diff --git a/nova farma/src/game.js b/nova farma/src/game.js
new file mode 100644
index 000000000..699e7034a
--- /dev/null
+++ b/nova farma/src/game.js
@@ -0,0 +1,29 @@
+// Disable Electron Security Warnings
+if (typeof process !== 'undefined' && process.env) {
+ process.env.ELECTRON_DISABLE_SECURITY_WARNINGS = 'true';
+}
+
+import GrassScene from './scenes/GrassScene_Clean.js';
+import UIScene from './scenes/UIScene.js';
+
+const config = {
+ type: Phaser.AUTO,
+ width: 1920,
+ height: 1080,
+ scale: {
+ mode: Phaser.Scale.FIT,
+ autoCenter: Phaser.Scale.CENTER_BOTH
+ },
+ backgroundColor: '#1a1a1a', // Temno siva, da slika izstopa
+ parent: 'body',
+ physics: {
+ default: 'arcade',
+ arcade: {
+ debug: false,
+ gravity: { y: 0 }
+ }
+ },
+ scene: [GrassScene, UIScene]
+};
+
+const game = new Phaser.Game(config);
diff --git a/nova farma/src/scenes/GrassScene.js b/nova farma/src/scenes/GrassScene.js
new file mode 100644
index 000000000..4aa355cef
--- /dev/null
+++ b/nova farma/src/scenes/GrassScene.js
@@ -0,0 +1,191 @@
+export default class GrassScene extends Phaser.Scene {
+ constructor() {
+ super({ key: 'GrassScene' });
+ this.baseTime = 12; // Start at 12:00 (Noon)
+ this.timeSpeed = 0.5; // How fast time passes
+ }
+
+ preload() {
+ console.log("🌿 Loading Environment assets...");
+
+ // 1. DEFINICIJA POTI (ASSETS) - Absolute paths from server root
+ const ASSETS = {
+ ground: '/assets/DEMO_FAZA1/tla_trava_tekstura.png',
+ fog: '/assets/DEMO_FAZA1/megla_ozadje.png',
+ trees: {
+ faza1: '/assets/DEMO_FAZA1/drevo_faza_1.png',
+ faza2: '/assets/DEMO_FAZA1/drevo_faza_2.png',
+ small: '/assets/DEMO_FAZA1/drevo_majhno.png',
+ medium: '/assets/DEMO_FAZA1/drevo_srednje.png',
+ large: '/assets/DEMO_FAZA1/drevo_veliko.png',
+ dry: '/assets/DEMO_FAZA1/suho_drevo.png'
+ },
+ foliage: {
+ clump: '/assets/DEMO_FAZA1/trava_sop.png',
+ tall: '/assets/DEMO_FAZA1/visoka_trava.png'
+ }
+ };
+
+ this.paths = ASSETS; // Store for reference if needed
+
+ // Load specific images
+ this.load.image('ground_dead', ASSETS.ground);
+ this.load.image('fog', ASSETS.fog);
+
+ // Trees
+ this.load.image('tree_faza1', ASSETS.trees.faza1);
+ this.load.image('tree_faza2', ASSETS.trees.faza2);
+ this.load.image('tree_small', ASSETS.trees.small);
+ this.load.image('tree_medium', ASSETS.trees.medium);
+ this.load.image('tree_large', ASSETS.trees.large);
+ this.load.image('tree_dead', ASSETS.trees.dry);
+
+ // Foliage
+ this.load.image('grass_tuft', ASSETS.foliage.clump);
+ this.load.image('grass_tall', ASSETS.foliage.tall);
+
+ // Add error handling for loading
+ this.load.on('loaderror', (file) => {
+ console.error('File failed to load:', file.src);
+ });
+ }
+
+ create() {
+ const { width, height } = this.scale;
+
+ // 2. NALOGA: Implementiraj 'tla_trava_tekstura.png' kot ponavljajočo se podlago
+ this.ground = this.add.tileSprite(0, 0, width, height, 'ground_dead').setOrigin(0, 0);
+
+ // Vegetation Groups
+ this.trees = [];
+ this.grasses = [];
+
+ // Generate World
+ this.generateVegetation(width, height);
+
+ // 2. NALOGA: Dodaj 'megla_ozadje.png' kot zgornji sloj
+ this.fog1 = this.add.tileSprite(0, 0, width, height, 'fog')
+ .setOrigin(0, 0)
+ .setAlpha(0.3)
+ .setBlendMode(Phaser.BlendModes.ADD); // Light atmosphere
+
+ this.fog2 = this.add.tileSprite(0, 0, width, height, 'fog')
+ .setOrigin(0, 0)
+ .setAlpha(0.2)
+ .setBlendMode(Phaser.BlendModes.ADD);
+
+ // Day/Night Overlay
+ this.dayNightOverlay = this.add.rectangle(0, 0, width, height, 0x000000, 0).setOrigin(0, 0).setDepth(1000);
+
+ // UI Info
+ this.infoText = this.add.text(20, 20, 'Time: 12:00', {
+ fontFamily: 'monospace',
+ fontSize: '18px',
+ fill: '#ffffff',
+ stroke: '#000000',
+ strokeThickness: 3
+ }).setDepth(2000);
+ }
+
+ // 2. NALOGA: Pripravi funkcijo 'spawnTree(x, y, type)'
+ spawnTree(x, y, type) {
+ // Map simplified names to texture keys if needed, or use direct keys
+ // Types: 'tree_faza1', 'tree_faza2', 'tree_small', 'tree_medium', 'tree_large', 'tree_dead'
+
+ let tree = this.add.image(x, y, type);
+
+ // Custom scale logic based on type could go here, for now standardized or specific per tree
+ if (type === 'tree_large') tree.setScale(0.8);
+ else if (type === 'tree_medium') tree.setScale(0.6);
+ else if (type === 'tree_small') tree.setScale(0.5);
+ else tree.setScale(0.7); // Default for others
+
+ tree.setDepth(y); // Y-Sort
+ tree.setOrigin(0.5, 0.95); // Pivot at bottom center
+
+ // Sway properties for update loop
+ tree.swaySpeed = 0.001 + (Math.random() * 0.001);
+ tree.swayOffset = Math.random() * 100;
+
+ this.trees.push(tree);
+ return tree;
+ }
+
+ generateVegetation(w, h) {
+ // Place Gras (Foliage)
+ for (let i = 0; i < 50; i++) {
+ let x = Phaser.Math.Between(50, w - 50);
+ let y = Phaser.Math.Between(50, h - 50);
+
+ let grass = this.add.image(x, y, 'grass_tall');
+ grass.setScale(0.15 + (Math.random() * 0.1));
+ grass.setDepth(y);
+ grass.setOrigin(0.5, 1);
+ grass.swaySpeed = 0.002 + (Math.random() * 0.002);
+ grass.swayOffset = Math.random() * 100;
+ this.grasses.push(grass);
+ }
+
+ // Place Trees using spawnTree
+ const treeTypes = ['tree_faza1', 'tree_faza2', 'tree_small', 'tree_medium', 'tree_large', 'tree_dead'];
+
+ for (let i = 0; i < 20; i++) {
+ let x = Phaser.Math.Between(50, w - 50);
+ let y = Phaser.Math.Between(50, h - 50);
+ let type = Phaser.Math.RND.pick(treeTypes);
+
+ this.spawnTree(x, y, type);
+ }
+ }
+
+ update(time, delta) {
+ // Wind Animation
+ this.grasses.forEach(g => {
+ g.rotation = Math.sin((time * g.swaySpeed) + g.swayOffset) * 0.1;
+ });
+
+ this.trees.forEach(t => {
+ t.rotation = Math.sin((time * t.swaySpeed) + t.swayOffset) * 0.03;
+ });
+
+ // Fog Movement
+ this.fog1.tilePositionX += 0.5;
+ this.fog2.tilePositionX += 0.2; // Parallax
+ this.fog2.tilePositionY += 0.1;
+
+ // Day/Night Cycle
+ this.baseTime += (delta * 0.001 * this.timeSpeed);
+ if (this.baseTime >= 24) this.baseTime = 0;
+
+ this.updateLighting(this.baseTime);
+ this.infoText.setText(`Time: ${Math.floor(this.baseTime)}:${Math.floor((this.baseTime % 1) * 60).toString().padStart(2, '0')}`);
+ }
+
+ updateLighting(hour) {
+ // Simple ambient light logic
+ let alpha = 0;
+ let color = 0x000000; // Darkness color
+
+ if (hour >= 6 && hour < 12) {
+ // Sunrise -> Noon (Brightening)
+ alpha = Phaser.Math.Interpolation.Linear([0.6, 0.0], (hour - 6) / 6);
+ color = 0xffaa00; // Orange tint for sunrise
+ }
+ else if (hour >= 12 && hour < 18) {
+ // Noon -> Sunset (Normal)
+ alpha = 0;
+ }
+ else if (hour >= 18 && hour < 21) {
+ // Sunset -> Night (Darkening)
+ alpha = Phaser.Math.Interpolation.Linear([0.0, 0.5], (hour - 18) / 3);
+ color = 0x330066; // Purple evening tint
+ }
+ else {
+ // Night (Dark)
+ alpha = 0.7; // 70% darkness
+ color = 0x000022; // Deep blue night
+ }
+
+ this.dayNightOverlay.setFillStyle(color, alpha);
+ }
+}
diff --git a/nova farma/src/scenes/GrassScene_Clean.js b/nova farma/src/scenes/GrassScene_Clean.js
new file mode 100644
index 000000000..1711ee9d7
--- /dev/null
+++ b/nova farma/src/scenes/GrassScene_Clean.js
@@ -0,0 +1,671 @@
+export default class GrassSceneClean extends Phaser.Scene {
+ constructor() {
+ super({ key: 'GrassSceneClean' });
+ }
+
+ preload() {
+ this.load.path = 'assets/';
+
+ // --- ASSETS ---
+ // 1. Podlaga (Foundation)
+ this.load.image('ground_base', 'DEMO_FAZA1/Ground/tla_trava_tekstura.png');
+
+ // 2. Vodni kanali (Water) - NEW CLEAN ASSET V7 (Aggressive Clean)
+ this.load.image('stream_final_v7', 'DEMO_FAZA1/Environment/stream_final_v7.png');
+ // Removed extensions for now
+
+ // 3. Foliage
+ this.load.image('grass_dense', 'DEMO_FAZA1/Vegetation/grass_cluster_dense.png');
+ this.load.image('grass_tall', 'DEMO_FAZA1/Vegetation/visoka_trava.png');
+
+ // 4. Items & Charts
+ this.load.image('hay', 'DEMO_FAZA1/Items/hay_drop_0.png');
+ this.load.image('trnje', 'DEMO_FAZA1/Obstacles/trnje.png');
+ this.load.image('toxic_fog', 'DEMO_FAZA1/VFX/toxic_fog.png');
+ this.load.image('amnesia_fog', 'DEMO_FAZA1/VFX/megla_ozadje.png');
+
+ // Generated Assets (Slices)
+ // Trees
+ for (let i = 0; i <= 5; i++) this.load.image(`tree_adult_${i}`, `DEMO_FAZA1/Trees/tree_adult_${i}.png`);
+
+ // Environment (Dead Nature, Fence, Water)
+ for (let i = 0; i <= 8; i++) this.load.image(`dead_nature_${i}`, `DEMO_FAZA1/Environment/dead_nature_${i}.png`);
+ for (let i = 0; i <= 2; i++) this.load.image(`fence_sign_${i}`, `DEMO_FAZA1/Environment/fence_sign_${i}.png`);
+ for (let i = 0; i < 16; i++) this.load.image(`water_tile_${i}`, `DEMO_FAZA1/Environment/water_tile_${i}.png`);
+
+ // Misc Env
+ this.load.image('sotor', 'DEMO_FAZA1/Environment/sotor.png');
+ this.load.image('campfire', 'DEMO_FAZA1/Environment/taborni_ogenj.png');
+ this.load.image('sign_danger', 'DEMO_FAZA1/Environment/sign_danger.png');
+
+ // Vegetation
+ const veg = ['bush_hiding_spot', 'drevo_faza_1', 'drevo_faza_2', 'drevo_srednje', 'drevo_veliko', 'grass_cluster_dense', 'grass_cluster_flowery', 'trava_sop'];
+ veg.forEach(k => this.load.image(k, `DEMO_FAZA1/Vegetation/${k}.png`));
+
+ // Ground (Path)
+ for (let i = 0; i < 16; i++) {
+ this.load.image(`path_tile_${i}`, `DEMO_FAZA1/Ground/path_tile_${i}.png`);
+ }
+ // REPLACED STATIC KAI WITH SPRITE SHEET
+ // Frame size 256x256 based on 1024x1024 sheet
+ this.load.spritesheet('kai', 'DEMO_FAZA1/Characters/kai_walk_sheet.png', {
+ frameWidth: 256,
+ frameHeight: 256
+ }); // Loading as 'kai' to keep existing references working, but now it has frames.
+
+ // 5. UI Assets (Loaded in UIScene now to prevent duplicates)
+ // REMOVED
+
+ // 6. Camp Assets
+ this.load.image('campfire', 'DEMO_FAZA1/Environment/taborni_ogenj.png');
+ this.load.image('tent', 'DEMO_FAZA1/Environment/sotor.png');
+ this.load.image('sleeping_bag', 'DEMO_FAZA1/Items/spalna_vreca.png');
+ }
+
+ create() {
+ const WORLD_W = 2500;
+ const WORLD_H = 2500;
+
+ this.physics.world.setBounds(0, 0, WORLD_W, WORLD_H);
+ this.cameras.main.setBounds(0, 0, WORLD_W, WORLD_H);
+ this.cameras.main.setBackgroundColor('#1a1a1a');
+
+ // --- ZOOM CONTROL ---
+ this.cameras.main.setZoom(1.5); // Default start zoom
+
+ this.input.on('wheel', (pointer, gameObjects, deltaX, deltaY, deltaZ) => {
+ // MACBOOK OPTIMIZATION: Prevent Zoom when hovering over Editor Sidebar
+ if (this.editorEnabled) {
+ const SIDEBAR_W = 320;
+ const PALETTE_X = this.scale.width - SIDEBAR_W;
+ if (pointer.x > PALETTE_X) {
+ return; // Stop processing zoom if over sidebar
+ }
+ }
+
+ // Zoom In/Out based on wheel delta
+ // deltaY > 0 means scroll down (zoom out), deltaY < 0 means scroll up (zoom in)
+ const zoomFactor = -0.001;
+ const newZoom = this.cameras.main.zoom + deltaY * zoomFactor;
+
+ // Clamp zoom to reasonable limits (e.g., 0.5x to 3x)
+ this.cameras.main.setZoom(Phaser.Math.Clamp(newZoom, 0.5, 3.0));
+ });
+
+ // --- 1. PODLAGA (The Foundation) ---
+ // Level 0, Locked to Z = -100
+ this.ground = this.add.tileSprite(WORLD_W / 2, WORLD_H / 2, WORLD_W, WORLD_H, 'ground_base');
+ this.ground.setTileScale(1, 1);
+ this.ground.setDepth(-100);
+
+ // --- 2. STREAM SYSTEM (Head + Extensions) ---
+ // Center the whole construction
+ const startX = WORLD_W / 2;
+ const startY = WORLD_H / 2 - 300; // Start higher up to leave room for extensions
+
+ // Main Head (Pipe + Splash)
+ // Showing V7 Asset (Aggressive Clean + Transparent Green)
+ this.stream = this.physics.add.staticImage(startX, startY, 'stream_final_v7');
+ this.stream.setOrigin(0.5, 0.5);
+ this.stream.setDepth(-50);
+ this.stream.setInteractive({ draggable: true }); // Enable Dragging
+
+ // Physics Body for Main
+ this.stream.body.setSize(this.stream.width * 0.8, this.stream.height * 0.2);
+ this.stream.body.setOffset(this.stream.width * 0.1, this.stream.height * 0.4);
+
+ // Extensions removed for reset
+ // for (let i = 1; i <= 3; i++) { ... }
+
+ // Collider added later after Kai creation
+
+ // --- 3. FOLIAGE (Trava - Šopi) ---
+ // Removed as requested
+
+ // --- 4. ITEMS & OBSTACLES ---
+ // Trnje (Thorns) - Draggable
+ this.trnje = this.add.image(startX - 200, startY + 100, 'trnje');
+ this.trnje.setScale(0.5); // Adjust scale if needed
+ this.trnje.setInteractive({ draggable: true });
+ // Trigger Amnesia Clear on interaction
+ this.trnje.on('pointerdown', () => {
+ this.clearAmnesia();
+ });
+
+ // General Drag Event
+ this.input.on('drag', function (pointer, gameObject, dragX, dragY) {
+ gameObject.x = dragX;
+ gameObject.y = dragY;
+ });
+
+ // --- EDITOR MODE SYSTEM ---
+ this.editorEnabled = false;
+ this.selectedTile = 'path_tile_0';
+ this.editorGroup = this.add.group(); // Saved tiles
+
+ // Initialize Default State
+ this.selectedTile = 'path_tile_0';
+ this.editorEnabled = false;
+
+ // UI Palette (Hidden by default)
+ // FIX: Use viewport dimensions for UI
+ const VIEW_W = this.scale.width;
+ const VIEW_H = this.scale.height;
+
+ // --- EDITOR UI SETUP (Clean Sidebar) ---
+ const SIDEBAR_W = 320;
+ const PALETTE_X = VIEW_W - SIDEBAR_W;
+
+ // UI Container Group (for toggling visibility)
+ this.editorUI = this.add.group();
+
+ // 1. Sidebar Background (Clean Glass Look)
+ let sidebarBg = this.add.rectangle(PALETTE_X + SIDEBAR_W / 2, VIEW_H / 2, SIDEBAR_W, VIEW_H, 0x222222, 0.95)
+ .setScrollFactor(0).setDepth(2000).setStrokeStyle(2, 0x444444);
+ this.editorUI.add(sidebarBg);
+
+ // Title
+ let sidebarTitle = this.add.text(PALETTE_X + 20, 20, "TILES PALETTE", {
+ fontSize: '24px', fontFamily: 'Arial', color: '#ffffff', fontStyle: 'bold'
+ }).setScrollFactor(0).setDepth(2002);
+ this.editorUI.add(sidebarTitle);
+
+ // 2. Layer Switcher (Tabs)
+ this.currentLayer = 'ground';
+ const layerBtns = [];
+ const tabsY = 60;
+
+ const createLayerBtn = (label, mode, index) => {
+ let x = PALETTE_X + 20 + (index * 90);
+ let btnBg = this.add.rectangle(x + 40, tabsY + 15, 80, 30, 0x333333).setScrollFactor(0).setDepth(2002).setInteractive({ useHandCursor: true });
+ let txt = this.add.text(x + 10, tabsY + 5, label, { fontSize: '14px', color: '#888', fontStyle: 'bold' })
+ .setScrollFactor(0).setDepth(2003);
+
+ // Hit area on bg
+ btnBg.on('pointerdown', () => {
+ this.currentLayer = mode;
+ layerBtns.forEach(b => {
+ b.txt.setColor('#888');
+ b.bg.setFillStyle(0x333333);
+ });
+ txt.setColor('#ffffff');
+ btnBg.setFillStyle(0x0077ff);
+ });
+
+ this.editorUI.add(btnBg);
+ this.editorUI.add(txt);
+ return { txt, bg: btnBg };
+ };
+
+ layerBtns.push(createLayerBtn("Ground", 'ground', 0));
+ layerBtns.push(createLayerBtn("Deco", 'deco', 1));
+ layerBtns.push(createLayerBtn("Build", 'building', 2));
+
+ // Select first default
+ layerBtns[0].txt.setColor('#ffffff');
+ layerBtns[0].bg.setFillStyle(0x0077ff);
+
+ // 3. Palette Content (Scrollable)
+ const contentY = 120; // Below tabs
+ const itemContainer = this.add.container(PALETTE_X, contentY).setScrollFactor(0).setDepth(2001);
+
+ // Mask for scrolling
+ const maskShape = this.make.graphics();
+ maskShape.fillStyle(0xffffff);
+ maskShape.fillRect(PALETTE_X, contentY, SIDEBAR_W, VIEW_H - contentY);
+ const mask = maskShape.createGeometryMask();
+ itemContainer.setMask(mask);
+
+ // Prepare Palette Items
+ const paletteItems = [];
+ for (let i = 0; i < 16; i++) paletteItems.push(`path_tile_${i}`);
+ for (let i = 0; i < 16; i++) paletteItems.push(`water_tile_${i}`);
+ for (let i = 0; i <= 2; i++) paletteItems.push(`fence_sign_${i}`);
+ paletteItems.push('sign_danger');
+ for (let i = 0; i <= 5; i++) paletteItems.push(`tree_adult_${i}`);
+ for (let i = 0; i <= 8; i++) paletteItems.push(`dead_nature_${i}`);
+ ['bush_hiding_spot', 'drevo_faza_1', 'drevo_faza_2', 'drevo_srednje', 'drevo_veliko', 'grass_cluster_dense', 'grass_cluster_flowery', 'trava_sop'].forEach(k => paletteItems.push(k));
+ paletteItems.push('sotor', 'campfire', 'eraser_icon');
+
+ // Grid Layout
+ let col = 0, row = 0;
+ const CELL_SZ = 90;
+
+ // Selector Highlight (Clean Blue Border)
+ let selector = this.add.rectangle(0, 0, 80, 80).setStrokeStyle(4, 0x00aaff).setVisible(false);
+ itemContainer.add(selector);
+
+ paletteItems.forEach((key) => {
+ let ix = 50 + (col * CELL_SZ);
+ let iy = 50 + (row * CELL_SZ);
+
+ let icon = this.add.image(ix, iy, key).setScale(0.3).setInteractive({ useHandCursor: true });
+ itemContainer.add(icon);
+
+ icon.on('pointerdown', () => {
+ this.selectedTile = key;
+ selector.setPosition(ix, iy).setVisible(true);
+ // Update Ghost
+ if (key === 'eraser_icon') {
+ this.ghostSprite.setVisible(false);
+ } else {
+ this.ghostSprite.setTexture(key);
+ this.ghostSprite.setScale(key.includes('path') || key.includes('water') ? 0.5 : 1.0); // Simple scaling logic
+ }
+ });
+ col++;
+ if (col >= 3) { col = 0; row++; }
+ });
+
+ // Scroll Logic
+ let scrollY = 0;
+ const MAX_SCROLL = Math.max(0, (row * CELL_SZ) + 150 - (VIEW_H - contentY));
+ this.input.on('wheel', (ptr, gameObjs, dx, dy, dz) => {
+ if (this.editorEnabled && ptr.x > PALETTE_X) {
+ scrollY -= dy;
+ if (scrollY > 0) scrollY = 0;
+ if (scrollY < -MAX_SCROLL) scrollY = -MAX_SCROLL;
+ itemContainer.y = contentY + scrollY;
+ }
+ });
+
+ // 4. Ghost Cursor
+ this.ghostSprite = this.add.image(0, 0, this.selectedTile)
+ .setAlpha(0.6).setDepth(3000).setVisible(false); // Topmost
+
+ // Toggle Visibility Helpers
+ const toggleEditor = (state) => {
+ this.editorEnabled = state;
+ this.editorUI.setVisible(state);
+ itemContainer.setVisible(state);
+ this.ghostSprite.setVisible(state && this.selectedTile !== 'eraser_icon');
+ console.log("Editor:", state);
+ };
+ toggleEditor(false); // Start hidden
+
+ // Toggle Key
+ this.input.keyboard.on('keydown-E', () => {
+ toggleEditor(!this.editorEnabled);
+ });
+
+ this.input.on('pointermove', (pointer) => {
+ if (!this.editorEnabled) return;
+
+ // Hide Ghost if over UI
+ if (pointer.x > PALETTE_X) {
+ this.ghostSprite.setVisible(false);
+ return;
+ } else if (this.selectedTile !== 'eraser_icon') {
+ this.ghostSprite.setVisible(true);
+ }
+
+ // Snap calculation
+ const SNAP = 128;
+ const sx = Math.floor(pointer.worldX / SNAP) * SNAP + (SNAP / 2);
+ const sy = Math.floor(pointer.worldY / SNAP) * SNAP + (SNAP / 2);
+ this.ghostSprite.setPosition(sx, sy);
+ });
+
+ // Painting Logic
+ this.input.on('pointerdown', (pointer) => {
+ if (!this.editorEnabled) return;
+ // Ignore UI clicks
+ if (pointer.x > PALETTE_X) return;
+
+ // ERASER
+ if (this.selectedTile === 'eraser_icon') return; // Handled by object click
+
+ // Snap
+ const SNAP = 128;
+ const sx = Math.floor(pointer.worldX / SNAP) * SNAP + (SNAP / 2);
+ const sy = Math.floor(pointer.worldY / SNAP) * SNAP + (SNAP / 2);
+
+ // Remove existing tile at this spot to avoid stacking
+ let existing = this.editorGroup.getChildren().find(c => Math.abs(c.x - sx) < 10 && Math.abs(c.y - sy) < 10);
+ if (existing) existing.destroy();
+
+ let placedStub = this.add.image(sx, sy, this.selectedTile);
+ placedStub.setInteractive();
+ placedStub.on('pointerdown', () => {
+ if (this.editorEnabled && this.selectedTile === 'eraser_icon') {
+ const isWater = placedStub.texture.key.startsWith('water_tile_');
+ placedStub.destroy();
+
+ // If we deleted water, update neighbors
+ if (isWater) {
+ const neighbors = [
+ { dx: 0, dy: -SNAP }, { dx: SNAP, dy: 0 }, { dx: 0, dy: SNAP }, { dx: -SNAP, dy: 0 }
+ ];
+ neighbors.forEach(n => this.updateAutotile(sx + n.dx, sy + n.dy));
+ }
+ }
+ });
+
+ // Layer Logic
+ if (this.currentLayer === 'ground') {
+ placedStub.setDepth(-40);
+ placedStub.setScale(0.5); // Grid tiles
+ } else {
+ placedStub.setDepth(sy); // Y-sort
+ }
+ this.editorGroup.add(placedStub);
+
+ // AUTO-TILE UPDATE
+ if (this.selectedTile.startsWith('water_tile_')) {
+ this.updateAutotile(sx, sy);
+ }
+ });
+
+ // --- PREVIOUSLY GENERATED PROPS (Draggable Example) ---
+ // Commented out per request "samo blatno potko"
+ /*
+ const propAssets = ['tree_adult_0', 'tree_adult_1', 'dead_nature_0'];
+ for (let i = 0; i < propAssets.length; i++) {
+ let item = this.add.image(startX + 200 + (i * 100), startY + 200, propAssets[i]);
+ item.setInteractive({ draggable: true });
+ }
+ */
+
+ // --- RECONSTRUCT PATH (4x4 GRID) ---
+ // REMOVED PER USER REQUEST "samo blatno potko"
+ /*
+ // Image was 1024x1024, sliced into 256x256 (4 cols, 4 rows)
+ // Indices 0..15
+ let pIndex = 0;
+ const GRID_SZ = 256;
+ for (let r = 0; r < 4; r++) {
+ for (let c = 0; c < 4; c++) {
+ // Determine Tile Key
+ let key = `path_tile_${pIndex}`;
+ // Place it
+ // Center offset: -1.5 * size to center the 4x4 block
+ let px = startX + (c * GRID_SZ) + 200;
+ let py = startY + (r * GRID_SZ) + 200;
+
+ let tile = this.add.image(px, py, key);
+ tile.setDepth(-40); // Ground level
+ // Optional: make draggable? User said "naredi", maybe fixed?
+ // tile.setInteractive({ draggable: true });
+
+ pIndex++;
+ }
+ }
+ */
+
+ // --- 5. CHAR (Kai) ---
+ this.kai = this.physics.add.sprite(WORLD_W / 2, WORLD_H / 2, 'kai');
+ // Povečava na 160px višine
+ this.kai.setScale(160 / 256); // Scale based on actual frame height (256) -> target 160
+ this.kai.setCollideWorldBounds(true);
+ this.kai.setOrigin(0.5, 0.9);
+
+ // Adjust Physics Body for larger size
+ // Width ~40, Height ~30 (relative to scaled sprite)
+ this.kai.body.setSize(50, 40);
+ this.kai.body.setOffset(256 / 2 - 25, 256 - 40); // Pivot offset based on 256 frame
+
+ // Collider Stream <-> Kai
+ // this.physics.add.collider(this.kai, this.stream);
+
+ // --- ANIMATIONS ---
+ // 0-3: Down, 4-7: Left, 8-11: Right, 12-15: Up
+ this.anims.create({
+ key: 'walk-down',
+ frames: this.anims.generateFrameNumbers('kai', { start: 0, end: 3 }),
+ frameRate: 8,
+ repeat: -1
+ });
+ this.anims.create({
+ key: 'walk-left',
+ frames: this.anims.generateFrameNumbers('kai', { start: 4, end: 7 }),
+ frameRate: 8,
+ repeat: -1
+ });
+ this.anims.create({
+ key: 'walk-right',
+ frames: this.anims.generateFrameNumbers('kai', { start: 8, end: 11 }),
+ frameRate: 8,
+ repeat: -1
+ });
+ this.anims.create({
+ key: 'walk-up',
+ frames: this.anims.generateFrameNumbers('kai', { start: 12, end: 15 }),
+ frameRate: 8,
+ repeat: -1
+ });
+
+ // Idle
+ this.kai.play('walk-down');
+ this.kai.stop();
+
+ // Camera setup logic
+ this.cameras.main.startFollow(this.kai, true, 0.1, 0.1);
+ this.cursors = this.input.keyboard.createCursorKeys();
+ // Add WASD keys
+ this.keys = this.input.keyboard.addKeys({
+ up: Phaser.Input.Keyboard.KeyCodes.W,
+ down: Phaser.Input.Keyboard.KeyCodes.S,
+ left: Phaser.Input.Keyboard.KeyCodes.A,
+ right: Phaser.Input.Keyboard.KeyCodes.D
+ });
+
+
+
+ // Collider added later after Kai creation
+
+ // Collider added later after Kai creation
+
+ // --- 3. FOLIAGE (Trava - Šopi) ---
+ // Removed as requested
+
+ // --- 4. ITEMS (Seno) ---
+ // Removed as requested
+
+
+
+ // Collider Stream <-> Kai
+ // this.physics.add.collider(this.kai, this.stream);
+
+ // --- ANIMATIONS ---
+ // 0-3: Down, 4-7: Left, 8-11: Right, 12-15: Up
+ // This is a duplicate animation creation block, removing it.
+ // this.anims.create({
+ // key: 'walk-down',
+ // frames: this.anims.generateFrameNumbers('kai', { start: 0, end: 3 }),
+ // frameRate: 8,
+ // repeat: -1
+ // });
+ // this.anims.create({
+ // key: 'walk-left',
+ // frames: this.anims.generateFrameNumbers('kai', { start: 4, end: 7 }),
+ // frameRate: 8,
+ // repeat: -1
+ // });
+ // this.anims.create({
+ // key: 'walk-right',
+ // frames: this.anims.generateFrameNumbers('kai', { start: 8, end: 11 }),
+ // frameRate: 8,
+ // repeat: -1
+ // });
+ // this.anims.create({
+ // key: 'walk-up',
+ // frames: this.anims.generateFrameNumbers('kai', { start: 12, end: 15 }),
+ // frameRate: 8,
+ // repeat: -1
+ // });
+
+ // Launch UI Scene
+ if (!this.scene.get('UIScene').scene.settings.active) {
+ this.scene.launch('UIScene');
+ }
+
+ // --- AMNESIA INIT ---
+ // 1. PostFX Blur (Keep it for extra effect)
+ // this.amnesiaBlur = this.cameras.main.postFX.addBlur(0, 2, 2, 1);
+
+ // 2. Overlay Texture (Megla Pozabe)
+ /*
+ this.amnesiaOverlay = this.add.image(WORLD_W / 2, WORLD_H / 2, 'amnesia_fog');
+ this.amnesiaOverlay.setScrollFactor(0); // Stuck to camera
+ this.amnesiaOverlay.setDepth(6000); // Topmost
+ this.amnesiaOverlay.setAlpha(0.8);
+ this.amnesiaOverlay.setScale(Math.max(VIEW_W / this.amnesiaOverlay.width, VIEW_H / this.amnesiaOverlay.height)); // Cover screen
+ */
+
+ // --- TOXIC FOG (Visuals) ---
+ // Layer 1: Pinkish (The "Toxic" Part)
+ /*
+ this.fog1 = this.add.tileSprite(0, 0, WORLD_W, WORLD_H, 'toxic_fog');
+ this.fog1.setOrigin(0, 0);
+ this.fog1.setAlpha(0.3);
+ this.fog1.setDepth(5000);
+ this.fog1.setBlendMode(Phaser.BlendModes.SCREEN); // Screen for glowing effect
+ this.fog1.setTint(0xff00cc); // PINK
+
+ // Layer 2: Greenish (The "Radiation" Part)
+ this.fog2 = this.add.tileSprite(0, 0, WORLD_W, WORLD_H, 'toxic_fog');
+ this.fog2.setOrigin(0, 0);
+ this.fog2.setAlpha(0.2);
+ this.fog2.setDepth(5001);
+ this.fog2.setScale(1.5);
+ this.fog2.setBlendMode(Phaser.BlendModes.SCREEN);
+ this.fog2.setTint(0x00ff00); // GREEN
+ */
+ }
+
+ // --- AMNESIA SYSTEM ---
+ clearAmnesia() {
+ if (this.amnesiaBlur) {
+ this.tweens.add({
+ targets: [this.amnesiaBlur, this.amnesiaOverlay], // Fade both
+ strength: 0, // For blur
+ alpha: 0, // For overlay
+ duration: 2000,
+ onComplete: () => {
+ this.cameras.main.postFX.remove(this.amnesiaBlur);
+ this.amnesiaBlur = null;
+ if (this.amnesiaOverlay) this.amnesiaOverlay.destroy();
+ }
+ });
+ }
+ }
+
+ // --- AUTO-TILING SYSTEM ---
+ getWaterBitmask(x, y) {
+ // Check 4 neighbors: Top (1), Right (2), Bottom (4), Left (8)
+ // Grid size is 128 (SNAP)
+ const SNAP = 128;
+ let mask = 0;
+
+ // Helper to check if a tile at (tx, ty) is water
+ const isWater = (tx, ty) => {
+ // Check existing tiles in editorGroup
+ // This is O(N), for optimization use a Map in production
+ let found = this.editorGroup.getChildren().find(c =>
+ Math.abs(c.x - tx) < 10 && Math.abs(c.y - ty) < 10 &&
+ c.texture.key.startsWith('water_tile_')
+ );
+ return !!found;
+ };
+
+ if (isWater(x, y - SNAP)) mask += 1; // Top
+ if (isWater(x + SNAP, y)) mask += 2; // Right
+ if (isWater(x, y + SNAP)) mask += 4; // Bottom
+ if (isWater(x - SNAP, y)) mask += 8; // Left
+
+ return mask;
+ }
+
+ updateAutotile(x, y) {
+ const SNAP = 128;
+
+ // 1. Find the tile at x,y
+ let tile = this.editorGroup.getChildren().find(c =>
+ Math.abs(c.x - x) < 10 && Math.abs(c.y - y) < 10
+ );
+
+ if (!tile || !tile.texture.key.startsWith('water_tile_')) return;
+
+ // 2. Calculate new mask
+ let mask = this.getWaterBitmask(x, y);
+ tile.setTexture(`water_tile_${mask}`);
+
+ // 3. Update neighbors
+ const neighbors = [
+ { dx: 0, dy: -SNAP }, // Top
+ { dx: SNAP, dy: 0 }, // Right
+ { dx: 0, dy: SNAP }, // Bottom
+ { dx: -SNAP, dy: 0 } // Left
+ ];
+
+ neighbors.forEach(n => {
+ let nx = x + n.dx;
+ let ny = y + n.dy;
+ let neighbor = this.editorGroup.getChildren().find(c =>
+ Math.abs(c.x - nx) < 10 && Math.abs(c.y - ny) < 10
+ );
+ if (neighbor && neighbor.texture.key.startsWith('water_tile_')) {
+ let nMask = this.getWaterBitmask(nx, ny);
+ neighbor.setTexture(`water_tile_${nMask}`);
+ }
+ });
+ }
+
+ update() {
+ // --- FOG MOVEMENT ---
+ if (this.fog1) {
+ this.fog1.tilePositionX += 0.5;
+ this.fog1.tilePositionY += 0.2;
+ }
+ if (this.fog2) {
+ this.fog2.tilePositionX -= 0.3;
+ this.fog2.tilePositionY += 0.1;
+ }
+
+ const speed = 250;
+ this.kai.setVelocity(0);
+
+ let moving = false;
+
+ // Input helpers
+ const left = this.cursors.left.isDown || this.keys.left.isDown;
+ const right = this.cursors.right.isDown || this.keys.right.isDown;
+ const up = this.cursors.up.isDown || this.keys.up.isDown;
+ const down = this.cursors.down.isDown || this.keys.down.isDown;
+
+ if (left) {
+ this.kai.setVelocityX(-speed);
+ this.kai.play('walk-left', true);
+ moving = true;
+ } else if (right) {
+ this.kai.setVelocityX(speed);
+ this.kai.play('walk-right', true);
+ moving = true;
+ }
+
+ if (up) {
+ this.kai.setVelocityY(-speed);
+ if (!left && !right) {
+ this.kai.play('walk-up', true);
+ }
+ moving = true;
+ } else if (down) {
+ this.kai.setVelocityY(speed);
+ if (!left && !right) {
+ this.kai.play('walk-down', true);
+ }
+ moving = true;
+ }
+
+ if (this.kai.body.velocity.length() > 0) {
+ this.kai.body.velocity.normalize().scale(speed);
+ } else {
+ this.kai.stop();
+ // Optional: reset to idle frame?
+ }
+
+ // --- Z-SORTING SYSTEM ---
+ // Player
+ this.kai.setDepth(this.kai.y);
+ }
+}
diff --git a/nova farma/src/scenes/UIScene.js b/nova farma/src/scenes/UIScene.js
new file mode 100644
index 000000000..af704de98
--- /dev/null
+++ b/nova farma/src/scenes/UIScene.js
@@ -0,0 +1,49 @@
+export default class UIScene extends Phaser.Scene {
+ constructor() {
+ super({ key: 'UIScene', active: true });
+ }
+
+ preload() {
+ this.load.path = 'assets/';
+ // Load UI Assets here (moved from GrassScene)
+ this.load.image('ui_health_bar', 'DEMO_FAZA1/UI/health_bar.png');
+ this.load.image('ui_weather_widget', 'DEMO_FAZA1/UI/weather_widget.png');
+ this.load.image('ui_minimap', 'DEMO_FAZA1/UI/minimap_frame.png');
+ this.load.image('ui_hotbar', 'DEMO_FAZA1/UI/hotbar_background.png');
+ this.load.image('ui_action_btn', 'DEMO_FAZA1/UI/action_btn.png');
+ this.load.image('ui_badge_trial', 'DEMO_FAZA1/UI/badge_trial.png');
+ }
+
+ create() {
+ // Simple UI Layout
+ const width = this.cameras.main.width;
+ const height = this.cameras.main.height;
+ const PAD = 20;
+
+ // 0. TRIAL BADGE (Top Center - The "Hook")
+ this.add.image(width / 2, PAD, 'ui_badge_trial')
+ .setOrigin(0.5, 0)
+ .setScale(0.8)
+ .setDepth(100); // Ensure it's on top
+
+ // 1. Health (Top Left)
+ let health = this.add.image(PAD, PAD, 'ui_health_bar').setOrigin(0, 0).setScale(0.8);
+
+ // 2. Weather (Top Right)
+ let weather = this.add.image(width - PAD, PAD, 'ui_weather_widget').setOrigin(1, 0).setScale(0.8);
+
+ // 3. Minimap (Bottom Right)
+ let minimap = this.add.image(width - PAD, height - PAD, 'ui_minimap').setOrigin(1, 1).setScale(0.7);
+
+ // 4. Hotbar (Bottom Center)
+ let hotbar = this.add.image(width / 2, height - PAD, 'ui_hotbar').setOrigin(0.5, 1).setScale(0.8);
+
+ // 5. Action Button (Right of Hotbar)
+ let action = this.add.image(width / 2 + 350, height - 30, 'ui_action_btn').setOrigin(0.5, 1).setScale(0.8);
+
+ // Debug Text
+ this.add.text(width / 2, 50, 'HUD LAYER ACTIVE', {
+ fontSize: '24px', fill: '#00ff00', stroke: '#000', strokeThickness: 4
+ }).setOrigin(0.5);
+ }
+}