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

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class InteractionSystem {
constructor(scene) {
this.scene = scene;
this.iso = new IsometricUtils(48, 24);
// Input listener setup (only once)
this.scene.input.on('pointerdown', (pointer) => {
if (pointer.button === 0) { // Left Click
this.handleLeftClick(pointer);
}
});
// Loot Array
this.drops = [];
}
handleLeftClick(pointer) {
if (!this.scene.player) return;
// 1. Account for camera and offset
const worldX = pointer.worldX - this.scene.terrainOffsetX;
const worldY = pointer.worldY - this.scene.terrainOffsetY;
// 2. Convert to Grid
const gridPos = this.iso.toGrid(worldX, worldY);
// 3. Check distance
const playerPos = this.scene.player.getPosition();
const dist = Phaser.Math.Distance.Between(playerPos.x, playerPos.y, gridPos.x, gridPos.y);
// Allow interaction within radius of 2.5 tiles
if (dist > 2.5) {
console.log('Too far:', dist.toFixed(1));
return;
}
console.log(`☝️ Clicked tile: ${gridPos.x},${gridPos.y}`);
// DETERMINE TOOL / ACTION
let activeTool = null;
const uiScene = this.scene.scene.get('UIScene');
const invSys = this.scene.inventorySystem;
if (uiScene && invSys) {
const selectedIdx = uiScene.selectedSlot;
const slotData = invSys.slots[selectedIdx];
if (slotData) activeTool = slotData.type;
}
// 0. Build Mode Override
if (this.scene.buildingSystem && this.scene.buildingSystem.isBuildMode) {
this.scene.buildingSystem.tryBuild(gridPos.x, gridPos.y);
return; // Consume click
}
// 3.5 Check for NPC Click
if (this.scene.npcs) {
for (const npc of this.scene.npcs) {
if (Math.abs(npc.gridX - gridPos.x) < 2.5 && Math.abs(npc.gridY - gridPos.y) < 2.5) {
console.log(`🗣️ Interact with NPC: ${npc.type}`);
if (npc.type === 'zombie') {
// Taming Logic
npc.toggleState();
return; // Done
}
if (npc.type === 'merchant') {
// Open Trade Menu
if (uiScene && invSys) {
uiScene.showTradeMenu(invSys);
}
return; // Stop processing
}
return; // Stop processing other clicks (farming/terrain) if clicked NPC
}
}
}
// 4. Try Farming Action (Tilling, Planting, Harvesting)
if (this.scene.farmingSystem) {
const didFarm = this.scene.farmingSystem.interact(gridPos.x, gridPos.y, activeTool);
if (didFarm) {
// Animation?
return;
}
}
// 5. Try damage decoration (fallback)
// 5. Try damage or interact decoration
if (this.scene.terrainSystem) {
const id = `${gridPos.x},${gridPos.y}`;
if (this.scene.terrainSystem.decorationsMap.has(id)) {
const decor = this.scene.terrainSystem.decorationsMap.get(id);
// Ruin Interaction - Town Restoration
if (decor.type === 'ruin' || decor.type === 'ruin_borut') {
// Check if near
if (dist > 2.5) {
console.log('Ruin too far.');
return;
}
// Show Project Menu
const uiScene = this.scene.scene.get('UIScene');
if (uiScene) {
// Define requirements based on ruin type
let req = { reqWood: 100, reqStone: 50, reqGold: 50 };
let ruinName = "Borut's Smithy"; // Default
let npcType = 'merchant';
if (decor.type === 'ruin') {
ruinName = "Merchant House";
req = { reqWood: 50, reqStone: 30, reqGold: 30 };
}
uiScene.showProjectMenu(req, () => {
// On Contribute Logic
if (invSys) {
const hasWood = invSys.hasItem('wood', req.reqWood);
const hasStone = invSys.hasItem('stone', req.reqStone || 0);
const hasGold = invSys.hasItem('gold', req.reqGold || 0);
// Check all requirements
if (hasWood && hasStone && hasGold) {
// Consume materials
invSys.removeItem('wood', req.reqWood);
invSys.removeItem('stone', req.reqStone);
invSys.removeItem('gold', req.reqGold);
invSys.updateUI();
console.log(`🏗️ Restoring ${ruinName}...`);
// Transform Ruin -> House
this.scene.terrainSystem.removeDecoration(gridPos.x, gridPos.y);
this.scene.terrainSystem.placeStructure(gridPos.x, gridPos.y, 'house');
// Spawn NPC nearby
const npc = new NPC(this.scene, gridPos.x + 1, gridPos.y + 1,
this.scene.terrainOffsetX, this.scene.terrainOffsetY, npcType);
this.scene.npcs.push(npc);
// Increase friendship (hearts)
if (this.scene.statsSystem) {
this.scene.statsSystem.addFriendship(npcType, 10); // +10 hearts
}
console.log(`${ruinName} Restored! +10 ❤️ Friendship`);
// Play build sound
if (this.scene.soundManager) this.scene.soundManager.playBuild();
} else {
// Not enough materials
const missing = [];
if (!hasWood) missing.push(`${req.reqWood} Wood`);
if (!hasStone) missing.push(`${req.reqStone} Stone`);
if (!hasGold) missing.push(`${req.reqGold} Gold`);
console.log(`❌ Not enough materials! Need: ${missing.join(', ')}`);
alert(`Potrebuješ še: ${missing.join(', ')} da obnoviš ${ruinName}.`);
}
}
});
}
return; // Don't damage it
}
}
const result = this.scene.terrainSystem.damageDecoration(gridPos.x, gridPos.y, 1);
if (result === 'destroyed') {
// Play chop sound
if (this.scene.soundManager) this.scene.soundManager.playChop();
// Spawn loot
this.spawnLoot(gridPos.x, gridPos.y, 'wood');
} else if (result === 'hit') {
// Play hit sound
if (this.scene.soundManager) this.scene.soundManager.playChop();
}
}
}
spawnLoot(gridX, gridY, type) {
console.log(`🎁 Spawning ${type} at ${gridX},${gridY}`);
// Convert to Screen
const screenPos = this.iso.toScreen(gridX, gridY);
const x = screenPos.x + this.scene.terrainOffsetX;
const y = screenPos.y + this.scene.terrainOffsetY;
// Create simplistic item drop sprite
let symbol = '?';
if (type === 'wood') symbol = '🪵';
if (type === 'seeds') symbol = '🌱';
if (type === 'wheat') symbol = '🌾';
if (type === 'hoe') symbol = '🛠️';
const drop = this.scene.add.text(x, y - 20, symbol, { fontSize: '20px' });
drop.setOrigin(0.5);
drop.setDepth(this.iso.getDepth(gridX, gridY) + 500); // above tiles
// Bounce animation
this.scene.tweens.add({
targets: drop,
y: y - 40,
duration: 500,
yoyo: true,
ease: 'Sine.easeOut',
repeat: -1
});
this.drops.push({
gridX,
gridY,
sprite: drop,
type: type
});
}
update() {
// Check for player pickup
if (!this.scene.player) return;
const playerPos = this.scene.player.getPosition();
// Filter drops to pick up
for (let i = this.drops.length - 1; i >= 0; i--) {
const drop = this.drops[i];
// Check if player is ON the drop tile
if (Math.abs(drop.gridX - playerPos.x) < 0.8 && Math.abs(drop.gridY - playerPos.y) < 0.8) {
// Pick up!
console.log('🎒 Picked up:', drop.type);
// Play pickup sound
if (this.scene.soundManager) this.scene.soundManager.playPickup();
// Add to inventory
if (this.scene.inventorySystem) {
this.scene.inventorySystem.addItem(drop.type, 1);
}
// Destroy visual
drop.sprite.destroy();
this.drops.splice(i, 1);
}
}
}
}