FAZA 17: 2.5D Minecraft-Style Terrain + Y-Layer Stacking + Custom Sprites

COMPLETED FEATURES:

 Custom Sprite Integration:
- Player, Zombie, Merchant sprites (0.2 scale)
- 11 custom sprites + 5 asset packs loaded
- Auto-transparency processing (white/brown removal)
- Gravestone system with atlas extraction

 2.5D Minecraft-Style Terrain:
- Volumetric blocks with 25px thickness
- Strong left/right side shading (30%/50% darker)
- Minecraft-style texture patterns (grass, dirt, stone)
- Crisp black outlines for definition

 Y-Layer Stacking System:
- GRASS_FULL: All green (elevation > 0.7)
- GRASS_TOP: Green top + brown sides (elevation 0.4-0.7)
- DIRT: All brown (elevation < 0.4)
- Dynamic terrain depth based on height

 Floating Island World Edge:
- Stone cliff walls at map borders
- 2-tile transition zone
- Elevation flattening for cliff drop-off effect
- 100x100 world with defined boundaries

 Performance & Polish:
- Canvas renderer for pixel-perfect sharpness
- CSS image-rendering: crisp-edges
- willReadFrequently optimization
- No Canvas2D warnings

 Technical:
- 3D volumetric trees and rocks
- Hybrid rendering (2.5D terrain + 2D characters)
- Procedural texture generation
- Y-layer aware terrain type selection
This commit is contained in:
2025-12-07 01:44:16 +01:00
parent 34a2d07538
commit 9eb57ed117
60 changed files with 5082 additions and 195 deletions

View File

@@ -1,13 +1,21 @@
// Phaser Game Configuration
const config = {
type: Phaser.AUTO,
width: 1280,
height: 720,
type: Phaser.CANVAS, // Canvas renderer za pixel-perfect ostrino
width: 640, // Pixel Art Viewport
height: 360, // Pixel Art Viewport (16:9)
parent: 'game-container',
backgroundColor: '#1a1a2e',
pixelArt: true,
antialias: false,
roundPixels: true,
render: {
pixelArt: true,
antialias: false,
roundPixels: true,
transparent: false,
clearBeforeRender: true,
powerPreference: 'high-performance'
},
physics: {
default: 'arcade',
arcade: {
@@ -15,10 +23,13 @@ const config = {
debug: false
}
},
scene: [BootScene, PreloadScene, GameScene],
scene: [BootScene, PreloadScene, StoryScene, GameScene, UIScene],
scale: {
mode: Phaser.Scale.FIT,
autoCenter: Phaser.Scale.CENTER_BOTH
},
input: {
gamepad: true
}
};