Tiled Map Editor Exploration + Bug Fixes
Tiled Setup: - Installed Tiled v1.11.2 (winget) - Created workflow documentation (.agent/workflows/tiled-map-setup.md) - Generated demo Tiled map files (farm_map.tmx, .json, .tsx) - Created TILED_INTEGRATION_STATUS.md documentation Bug Fixes: - SaveSystem.js: Fixed compatibility with Flat2DTerrainSystem - InteractionSystem.js: Added null checks for terrainSystem - PreloadScene.js: Tiled asset loading (currently not used) Documentation: - Created DNEVNIK.md (development diary) - Updated QUICK_TASK_REFERENCE.md with recent work Note: Tiled integration incomplete (tileset size issues) - Reverted to procedural Flat2DTerrainSystem (working) - Future work: Create proper 192x192 tileset PNGs Session: 2h (20:00-22:00) Date: 14.12.2024
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@@ -21,15 +21,17 @@ class SaveSystem {
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y: npc.gridY
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}));
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// Zberi podatke o terenu
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const terrainSeed = this.scene.terrainSystem.noise.seed;
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// Zberi podatke o terenu - FLAT 2D (no seed, no crops yet!)
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const terrainSeed = this.scene.terrainSystem.noise?.seed || 0; // Optional for old system
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// Zberi dinamične podatke terena (Crops & Modified Decor/Buildings)
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const cropsData = Array.from(this.scene.terrainSystem.cropsMap.entries());
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// We only save Decorations that are NOT default?
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// For simplicity, let's save ALL current decorations, and on Load clear everything and rebuild.
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// Actually, decorationsMap contains objects with gridX, gridY, type.
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const decorData = Array.from(this.scene.terrainSystem.decorationsMap.values());
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// Flat2DTerrainSystem doesn't have cropsMap yet - skip for now
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const cropsData = this.scene.terrainSystem.cropsMap
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? Array.from(this.scene.terrainSystem.cropsMap.entries())
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: [];
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const decorData = this.scene.terrainSystem.decorationsMap
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? Array.from(this.scene.terrainSystem.decorationsMap.values())
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: [];
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// Inventory
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const inventoryData = {
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@@ -38,13 +40,13 @@ class SaveSystem {
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};
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const saveData = {
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version: 2.4, // Nazaj na pixel art
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version: 2.5, // 2D Flat Version
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timestamp: Date.now(),
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player: { x: playerPos.x, y: playerPos.y },
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terrain: {
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seed: terrainSeed,
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crops: cropsData, // array of [key, value]
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decorations: decorData // array of objects
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crops: cropsData,
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decorations: decorData
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},
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npcs: npcsData,
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inventory: inventoryData,
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