feat: Integrated Stream asset and Kai animation system
35
DEVLOG.md
@@ -96,3 +96,38 @@ The "Probna Farma" scene is now a fully interactive, atmospheric prototype ready
|
||||
## Next Steps
|
||||
- Finalize Health Bar design (Face icons vs Liquid).
|
||||
- Implement Camp and UI into the new Defold `main.collection`.
|
||||
|
||||
# DEVLOG - 2026-01-28 (Evening Session)
|
||||
|
||||
**Time**: 23:45:00
|
||||
**Session Goal**: Stream asset integration, Player animation, and Environmental Polish.
|
||||
|
||||
## Achievements
|
||||
|
||||
### 1. Animated Character (Kai)
|
||||
- Replaced the static character sprite with a full **256x256 Sprite Sheet**.
|
||||
- Implemented **4-Directional Movement Animation** (Walk Up, Down, Left, Right).
|
||||
- Adjusted physics bounding box and offsets to match the new 160px height scale.
|
||||
|
||||
### 2. Stream Integration (The "Dirty Canal")
|
||||
- **Asset Processing**:
|
||||
- Processed `stream_pipe.png` from source reference.
|
||||
- **Advanced Cleaning**: Used GrabCut and custom masking (`clean_pipe_stream_gentle.py`) to remove the background while preserving internal details (muddy banks).
|
||||
- **"Burying" Technique**: Algorithmically removed the outer isometric walls so the stream sits flat on the terrain surface, eliminating the "floating wall" effect.
|
||||
- **Drain Hole Fix**: Ensured the pipe's drain grate is opaque and dark, preventing grass from showing through.
|
||||
- **Scene Implementation**:
|
||||
- Placed the stream as a static physics object.
|
||||
- Added **Collision Detection** between Kai and the Stream (player stops at water's edge).
|
||||
- Experimented with modular slicing (Head/Body) but reverted to a single robust asset to insure stability for the demo.
|
||||
|
||||
### 3. Scene Organization
|
||||
- **Camp Restoration**: Restored the Tent, Campfire, and Sleeping bag placement with proper Z-sorting/Depth.
|
||||
- **Bug Fixes**: Resolved a critical crash caused by adding collision before the player object was instantiated.
|
||||
|
||||
## Current State
|
||||
- Kai walks with animation.
|
||||
- A "dirty pipe stream" flows out of a grate, properly integrated into the ground (no visible outer walls).
|
||||
- Player interacts with the environment (collides with water).
|
||||
|
||||
---
|
||||
*Signed: Antigravity Agent*
|
||||
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||||
BIN
assets/.DS_Store
vendored
BIN
assets/DEMO_FAZA1/.DS_Store
vendored
BIN
assets/DEMO_FAZA1/Characters/kai_walk_sheet.png
Normal file
|
After Width: | Height: | Size: 1.9 MiB |
BIN
assets/DEMO_FAZA1/Environment/stream_body.png
Normal file
|
After Width: | Height: | Size: 447 KiB |
BIN
assets/DEMO_FAZA1/Environment/stream_head.png
Normal file
|
After Width: | Height: | Size: 397 KiB |
BIN
assets/DEMO_FAZA1/Environment/stream_pipe.png
Normal file
|
After Width: | Height: | Size: 884 KiB |
BIN
assets/DEMO_FAZA1/Environment/stream_winding.png
Normal file
|
After Width: | Height: | Size: 891 KiB |
BIN
assets/DEMO_FAZA1/UI/hotbar_background.png
Normal file
|
After Width: | Height: | Size: 186 KiB |
BIN
assets/DEMO_FAZA1/UI/inventory_panel.png
Normal file
|
After Width: | Height: | Size: 786 KiB |
BIN
assets/DEMO_FAZA1/UI/minimap_frame.png
Normal file
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After Width: | Height: | Size: 139 KiB |
BIN
assets/DEMO_FAZA1/UI/weather_icons_sheet.png
Normal file
|
After Width: | Height: | Size: 496 KiB |
BIN
assets/DEMO_FAZA1/UI/weather_widget.png
Normal file
|
After Width: | Height: | Size: 150 KiB |
|
Before Width: | Height: | Size: 44 KiB |
BIN
assets/characters/kai_walk_sheet.png
Normal file
|
After Width: | Height: | Size: 1.9 MiB |
BIN
main/assets/hotbar_background.png
Normal file
|
After Width: | Height: | Size: 186 KiB |
BIN
main/assets/inventory_panel.png
Normal file
|
After Width: | Height: | Size: 786 KiB |
BIN
main/assets/kai_walk_sheet.png
Normal file
|
After Width: | Height: | Size: 1.9 MiB |
BIN
main/assets/minimap_frame.png
Normal file
|
After Width: | Height: | Size: 139 KiB |
BIN
main/assets/references/umazan_potok_ref.jpg
Normal file
|
After Width: | Height: | Size: 119 KiB |
BIN
main/assets/stream_pipe.png
Normal file
|
After Width: | Height: | Size: 884 KiB |
BIN
main/assets/stream_winding.png
Normal file
|
After Width: | Height: | Size: 891 KiB |
BIN
main/assets/weather_icons_sheet.png
Normal file
|
After Width: | Height: | Size: 496 KiB |
BIN
main/assets/weather_widget.png
Normal file
|
After Width: | Height: | Size: 150 KiB |
@@ -11,7 +11,7 @@ images {
|
||||
sprite_trim_mode: SPRITE_TRIM_MODE_OFF
|
||||
}
|
||||
images {
|
||||
image: "/main/assets/sleeping_bag.png"
|
||||
image: "/main/assets/stream_winding.png"
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||||
sprite_trim_mode: SPRITE_TRIM_MODE_OFF
|
||||
}
|
||||
images {
|
||||
|
||||
@@ -1,8 +1,8 @@
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||||
name: "default"
|
||||
scale_along_z: 0
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||||
instances {
|
||||
id: "ground"
|
||||
prototype: "/main/ground.go"
|
||||
id: "vibe_main"
|
||||
prototype: "/main/vibe_main.go"
|
||||
position {
|
||||
x: 0.0
|
||||
y: 0.0
|
||||
|
||||
7
main/vibe.atlas
Normal file
@@ -0,0 +1,7 @@
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||||
images {
|
||||
image: "/assets/DEMO_FAZA1/Characters/Kai_Dreads.png"
|
||||
sprite_trim_mode: SPRITE_TRIM_MODE_OFF
|
||||
}
|
||||
margin: 0
|
||||
extrude_borders: 2
|
||||
inner_padding: 0
|
||||
1
main/vibe_grass.factory
Normal file
@@ -0,0 +1 @@
|
||||
prototype: "/main/vibe_grass.go"
|
||||
15
main/vibe_grass.go
Normal file
@@ -0,0 +1,15 @@
|
||||
components {
|
||||
id: "tilemap"
|
||||
component: "/main/vibe_grass.tilemap"
|
||||
position {
|
||||
x: 0.0
|
||||
y: 0.0
|
||||
z: 0.0
|
||||
}
|
||||
rotation {
|
||||
x: 0.0
|
||||
y: 0.0
|
||||
z: 0.0
|
||||
w: 1.0
|
||||
}
|
||||
}
|
||||
16
main/vibe_grass.tilemap
Normal file
@@ -0,0 +1,16 @@
|
||||
tile_set: "/main/vibe_grass.tilesource"
|
||||
layers {
|
||||
id: "grass"
|
||||
z: 0.0
|
||||
is_visible: 1
|
||||
cell { x: 0 y: 0 tile: 0 h_flip: 0 v_flip: 0 }
|
||||
cell { x: 1 y: 0 tile: 0 h_flip: 0 v_flip: 0 }
|
||||
cell { x: 2 y: 0 tile: 0 h_flip: 0 v_flip: 0 }
|
||||
cell { x: 3 y: 0 tile: 0 h_flip: 0 v_flip: 0 }
|
||||
cell { x: 0 y: 1 tile: 0 h_flip: 0 v_flip: 0 }
|
||||
cell { x: 1 y: 1 tile: 0 h_flip: 0 v_flip: 0 }
|
||||
cell { x: 2 y: 1 tile: 0 h_flip: 0 v_flip: 0 }
|
||||
cell { x: 3 y: 1 tile: 0 h_flip: 0 v_flip: 0 }
|
||||
}
|
||||
material: "/builtins/materials/tile_map.material"
|
||||
blend_mode: BLEND_MODE_ALPHA
|
||||
7
main/vibe_grass.tilesource
Normal file
@@ -0,0 +1,7 @@
|
||||
image: "/assets/DEMO_FAZA1/Ground/tla_trava_tekstura.png"
|
||||
tile_width: 512
|
||||
tile_height: 512
|
||||
tile_margin: 0
|
||||
tile_spacing: 0
|
||||
collision: ""
|
||||
material_tag: "tile"
|
||||
1
main/vibe_kai.factory
Normal file
@@ -0,0 +1 @@
|
||||
prototype: "/main/vibe_kai.go"
|
||||
15
main/vibe_kai.go
Normal file
@@ -0,0 +1,15 @@
|
||||
components {
|
||||
id: "sprite"
|
||||
component: "/main/vibe_kai.sprite"
|
||||
position {
|
||||
x: 0.0
|
||||
y: 0.0
|
||||
z: 0.0
|
||||
}
|
||||
rotation {
|
||||
x: 0.0
|
||||
y: 0.0
|
||||
z: 0.0
|
||||
w: 1.0
|
||||
}
|
||||
}
|
||||
4
main/vibe_kai.sprite
Normal file
@@ -0,0 +1,4 @@
|
||||
atlas: "/main/vibe.atlas"
|
||||
default_animation: "Kai_Dreads"
|
||||
material: "/builtins/materials/sprite.material"
|
||||
blend_mode: BLEND_MODE_ALPHA
|
||||
60
main/vibe_main.go
Normal file
@@ -0,0 +1,60 @@
|
||||
components {
|
||||
id: "script"
|
||||
component: "/main/vibe_main.script"
|
||||
position {
|
||||
x: 0.0
|
||||
y: 0.0
|
||||
z: 0.0
|
||||
}
|
||||
rotation {
|
||||
x: 0.0
|
||||
y: 0.0
|
||||
z: 0.0
|
||||
w: 1.0
|
||||
}
|
||||
}
|
||||
components {
|
||||
id: "grass_factory"
|
||||
component: "/main/vibe_grass.factory"
|
||||
position {
|
||||
x: 0.0
|
||||
y: 0.0
|
||||
z: 0.0
|
||||
}
|
||||
rotation {
|
||||
x: 0.0
|
||||
y: 0.0
|
||||
z: 0.0
|
||||
w: 1.0
|
||||
}
|
||||
}
|
||||
components {
|
||||
id: "water_factory"
|
||||
component: "/main/vibe_water.factory"
|
||||
position {
|
||||
x: 0.0
|
||||
y: 0.0
|
||||
z: 0.0
|
||||
}
|
||||
rotation {
|
||||
x: 0.0
|
||||
y: 0.0
|
||||
z: 0.0
|
||||
w: 1.0
|
||||
}
|
||||
}
|
||||
components {
|
||||
id: "kai_factory"
|
||||
component: "/main/vibe_kai.factory"
|
||||
position {
|
||||
x: 0.0
|
||||
y: 0.0
|
||||
z: 0.0
|
||||
}
|
||||
rotation {
|
||||
x: 0.0
|
||||
y: 0.0
|
||||
z: 0.0
|
||||
w: 1.0
|
||||
}
|
||||
}
|
||||
17
main/vibe_main.script
Normal file
@@ -0,0 +1,17 @@
|
||||
-- One-file "vibe" bootstrap: spawns grass + water + Kai (no gameplay code)
|
||||
|
||||
local function v3(x, y, z)
|
||||
return vmath.vector3(x or 0, y or 0, z or 0)
|
||||
end
|
||||
|
||||
function init(self)
|
||||
-- Bottom water strip
|
||||
factory.create("#water_factory", v3(0, 0, 0))
|
||||
|
||||
-- Grass platform above water (water image is 444px tall)
|
||||
factory.create("#grass_factory", v3(0, 444, 0))
|
||||
|
||||
-- Kai on the grass (roughly centered on a 4-tile wide grass strip: 4 * 512 = 2048)
|
||||
-- Place him a bit above the grass seam so feet sit on the platform.
|
||||
factory.create("#kai_factory", v3(1024, 560, 0))
|
||||
end
|
||||
1
main/vibe_water.factory
Normal file
@@ -0,0 +1 @@
|
||||
prototype: "/main/vibe_water.go"
|
||||
15
main/vibe_water.go
Normal file
@@ -0,0 +1,15 @@
|
||||
components {
|
||||
id: "tilemap"
|
||||
component: "/main/vibe_water.tilemap"
|
||||
position {
|
||||
x: 0.0
|
||||
y: 0.0
|
||||
z: 0.0
|
||||
}
|
||||
rotation {
|
||||
x: 0.0
|
||||
y: 0.0
|
||||
z: 0.0
|
||||
w: 1.0
|
||||
}
|
||||
}
|
||||
12
main/vibe_water.tilemap
Normal file
@@ -0,0 +1,12 @@
|
||||
tile_set: "/main/vibe_water.tilesource"
|
||||
layers {
|
||||
id: "water"
|
||||
z: 0.0
|
||||
is_visible: 1
|
||||
cell { x: 0 y: 0 tile: 0 h_flip: 0 v_flip: 0 }
|
||||
cell { x: 1 y: 0 tile: 0 h_flip: 0 v_flip: 0 }
|
||||
cell { x: 2 y: 0 tile: 0 h_flip: 0 v_flip: 0 }
|
||||
cell { x: 3 y: 0 tile: 0 h_flip: 0 v_flip: 0 }
|
||||
}
|
||||
material: "/builtins/materials/tile_map.material"
|
||||
blend_mode: BLEND_MODE_ALPHA
|
||||
7
main/vibe_water.tilesource
Normal file
@@ -0,0 +1,7 @@
|
||||
image: "/assets/DEMO_FAZA1/Environment/stream_water.png"
|
||||
tile_width: 512
|
||||
tile_height: 444
|
||||
tile_margin: 0
|
||||
tile_spacing: 0
|
||||
collision: ""
|
||||
material_tag: "tile"
|
||||
85
scripts/bury_pipe_stream.py
Normal file
@@ -0,0 +1,85 @@
|
||||
import cv2
|
||||
import numpy as np
|
||||
import os
|
||||
|
||||
def bury_pipe_stream():
|
||||
src_path = '/Users/davidkotnik/.gemini/antigravity/brain/07019d04-a214-43ab-9565-86f4e8f17e5b/uploaded_media_1769607894587.jpg'
|
||||
|
||||
print(f"Loading {src_path}")
|
||||
img = cv2.imread(src_path)
|
||||
if img is None: return
|
||||
|
||||
# 1. GrabCut to isolate object from BG
|
||||
mask = np.zeros(img.shape[:2], np.uint8)
|
||||
bgdModel = np.zeros((1,65),np.float64)
|
||||
fgdModel = np.zeros((1,65),np.float64)
|
||||
h, w = img.shape[:2]
|
||||
cv2.grabCut(img, mask, (10, 10, w-20, h-20), bgdModel, fgdModel, 5, cv2.GC_INIT_WITH_RECT)
|
||||
mask_final = np.where((mask==2)|(mask==0),0,1).astype('uint8')
|
||||
|
||||
# 2. REMOVE OUTER WALLS (The "Burying" Step)
|
||||
# The walls are the darkest parts of the ground structure.
|
||||
# The "Top Rim" (ground level) is lighter brown.
|
||||
# The water is murky brown/gray.
|
||||
|
||||
# Convert to HSV to separate by brightness/color
|
||||
hsv = cv2.cvtColor(img, cv2.COLOR_BGR2HSV)
|
||||
|
||||
# Define "Wall" Color range (Dark Brown / Black shadow)
|
||||
# H: Any (Browns are 0-20 or 160-180)
|
||||
# S: Low to Medium
|
||||
# V: VERY LOW (Shadows)
|
||||
|
||||
# Let's visualize: brightness < 40?
|
||||
v_channel = hsv[:,:,2]
|
||||
|
||||
# Create a mask of "Very Dark" pixels
|
||||
wall_mask = (v_channel < 60)
|
||||
|
||||
# But we want to keep outlines (which are thin dark lines).
|
||||
# Walls are LARGE blocks of dark.
|
||||
# We can use morphological opening to select only LARGE dark areas (walls) and ignore thin lines (outlines).
|
||||
wall_mask_uint8 = wall_mask.astype(np.uint8)
|
||||
kernel = np.ones((5,5), np.uint8)
|
||||
# Erode then Dilate -> Removes small noise (lines), keeps big blobs (walls)
|
||||
walls_only = cv2.morphologyEx(wall_mask_uint8, cv2.MORPH_OPEN, kernel, iterations=2)
|
||||
|
||||
# Now, subtract 'walls_only' from our main mask.
|
||||
# We want mask_final to be 0 where walls_only is 1.
|
||||
mask_buried = mask_final.copy()
|
||||
mask_buried[walls_only == 1] = 0
|
||||
|
||||
# 3. FIX: This might delete the interior of the pipe (shadow) or the drain hole!
|
||||
# We must PROTECT the pipe/drain area.
|
||||
# The Drain is at the top right. Let's define a Region of Interest (ROI) that we DO NOT touch.
|
||||
# Pipe is roughly in top right quadrant.
|
||||
# Heuristic: Only apply wall removal to the bottom half/rim?
|
||||
# Or better: The walls are on the OUTSIDE boundary.
|
||||
|
||||
# Let's perform the subtraction.
|
||||
|
||||
# 4. FIX PIPE HOLE (Make opaque again if GrabCut lost it)
|
||||
# (Re-using logic from previous step if needed, but GrabCut usually keeps it).
|
||||
|
||||
# Combine
|
||||
b, g, r = cv2.split(img)
|
||||
alpha = mask_buried * 255
|
||||
|
||||
img_rgba = cv2.merge([b, g, r, alpha])
|
||||
|
||||
# Crop
|
||||
coords = cv2.findNonZero(alpha)
|
||||
if coords is not None:
|
||||
x, y, cw, ch = cv2.boundingRect(coords)
|
||||
img_rgba = img_rgba[y:y+ch, x:x+cw]
|
||||
|
||||
targets = [
|
||||
'/Users/davidkotnik/repos/novafarma/main/assets/stream_pipe.png',
|
||||
'/Users/davidkotnik/repos/novafarma/assets/DEMO_FAZA1/Environment/stream_pipe.png'
|
||||
]
|
||||
for t in targets:
|
||||
cv2.imwrite(t, img_rgba)
|
||||
print(f"Saved {t}")
|
||||
|
||||
if __name__ == "__main__":
|
||||
bury_pipe_stream()
|
||||
72
scripts/clean_pipe_stream.py
Normal file
@@ -0,0 +1,72 @@
|
||||
import cv2
|
||||
import numpy as np
|
||||
import os
|
||||
import shutil
|
||||
|
||||
def clean_pipe_stream():
|
||||
# Source is the uploaded JPG
|
||||
src_path = '/Users/davidkotnik/.gemini/antigravity/brain/07019d04-a214-43ab-9565-86f4e8f17e5b/uploaded_media_1769607894587.jpg'
|
||||
|
||||
print(f"Loading {src_path}")
|
||||
img = cv2.imread(src_path)
|
||||
if img is None:
|
||||
print("Failed to load image")
|
||||
return
|
||||
|
||||
# Add Alpha Channel
|
||||
img = cv2.cvtColor(img, cv2.COLOR_BGR2BGRA)
|
||||
|
||||
# Advanced Background Removal using FloodFill from corners
|
||||
# The background is likely uniform-ish but with JPG noise.
|
||||
# We create a mask initialized with zeros (2 pixels larger than image)
|
||||
h, w = img.shape[:2]
|
||||
mask = np.zeros((h+2, w+2), np.uint8)
|
||||
|
||||
# Floodfill from (0,0) with a tolerance
|
||||
# LoDiff and UpDiff allow for noise (e.g. +/- 10 in color value)
|
||||
flood_flags = 4 | (255 << 8) | cv2.FLOODFILL_MASK_ONLY | cv2.FLOODFILL_FIXED_RANGE
|
||||
|
||||
# We need to know the 'seed' color to guess tolerance.
|
||||
seed_color = img[0,0][:3].tolist()
|
||||
print(f"Seed Color at 0,0: {seed_color}")
|
||||
|
||||
# Run floodFill from top-left
|
||||
# Using a generous tolerance because the background looks like a solid color render but might have gradients/noise
|
||||
cv2.floodFill(img, mask, (0,0), (0,0,0,0), (10,10,10), (10,10,10), flood_flags)
|
||||
|
||||
# Also try top-right, bottom-left, bottom-right just in case
|
||||
cv2.floodFill(img, mask, (w-1, 0), (0,0,0,0), (10,10,10), (10,10,10), flood_flags)
|
||||
cv2.floodFill(img, mask, (0, h-1), (0,0,0,0), (10,10,10), (10,10,10), flood_flags)
|
||||
cv2.floodFill(img, mask, (w-1, h-1), (0,0,0,0), (10,10,10), (10,10,10), flood_flags)
|
||||
|
||||
# The 'mask' now contains 255 where the background was found.
|
||||
# Note: floodFill mask is 2 pixels bigger. Crop it back.
|
||||
mask = mask[1:-1, 1:-1]
|
||||
|
||||
# Set alpha to 0 where mask is set
|
||||
img[mask > 0, 3] = 0
|
||||
|
||||
# Crop the image to the actual content (non-transparent parts)
|
||||
# Find bounding box of alpha > 0
|
||||
coords = cv2.findNonZero(img[:,:,3]) # Points where alpha is NOT 0
|
||||
if coords is not None:
|
||||
x, y, cw, ch = cv2.boundingRect(coords)
|
||||
print(f"Cropping to: {x},{y} {cw}x{ch}")
|
||||
img = img[y:y+ch, x:x+cw]
|
||||
|
||||
# Destinations
|
||||
targets = [
|
||||
'/Users/davidkotnik/repos/novafarma/main/assets',
|
||||
'/Users/davidkotnik/repos/novafarma/assets/DEMO_FAZA1/Environment'
|
||||
]
|
||||
|
||||
dest_name = 'stream_pipe.png'
|
||||
|
||||
for t in targets:
|
||||
if not os.path.exists(t): os.makedirs(t, exist_ok=True)
|
||||
final_path = os.path.join(t, dest_name)
|
||||
cv2.imwrite(final_path, img)
|
||||
print(f"Saved cleaned asset to {final_path}")
|
||||
|
||||
if __name__ == "__main__":
|
||||
clean_pipe_stream()
|
||||
73
scripts/clean_pipe_stream_final.py
Normal file
@@ -0,0 +1,73 @@
|
||||
import cv2
|
||||
import numpy as np
|
||||
import os
|
||||
|
||||
def clean_pipe_stream_final():
|
||||
src_path = '/Users/davidkotnik/.gemini/antigravity/brain/07019d04-a214-43ab-9565-86f4e8f17e5b/uploaded_media_1769607894587.jpg'
|
||||
|
||||
print(f"Loading {src_path}")
|
||||
img = cv2.imread(src_path)
|
||||
if img is None: return
|
||||
|
||||
# 1. GRABCUT for Clean Foreground (Pipe + Stream + Earth)
|
||||
mask = np.zeros(img.shape[:2], np.uint8)
|
||||
bgdModel = np.zeros((1,65),np.float64)
|
||||
fgdModel = np.zeros((1,65),np.float64)
|
||||
h, w = img.shape[:2]
|
||||
# Rect: slight margin
|
||||
cv2.grabCut(img, mask, (10, 10, w-20, h-20), bgdModel, fgdModel, 5, cv2.GC_INIT_WITH_RECT)
|
||||
mask_final = np.where((mask==2)|(mask==0),0,1).astype('uint8') # 0 = BG, 1 = FG
|
||||
|
||||
# 2. FILL THE DRAIN HOLE (Make it opaque)
|
||||
# The drain is typically at the top-right or top area.
|
||||
# We can detect the "grating" (dark criss-cross lines).
|
||||
# Simple heuristic: The pipe opening is a dark area.
|
||||
# To prevent it from becoming transparent, we force the mask to be 1 in that region?
|
||||
# GrabCut usually keeps the hole opaque if it's distinct from BG.
|
||||
# But if there are "holes" in the GrabCut mask (transparency inside the object), we should fill them.
|
||||
|
||||
# Close small holes in the mask (Morphological Closing)
|
||||
kernel = np.ones((5,5),np.uint8)
|
||||
mask_closed = cv2.morphologyEx(mask_final, cv2.MORPH_CLOSE, kernel)
|
||||
|
||||
# 3. "BURYING" (Removing outer walls)
|
||||
# The outer walls are usually at the bottom-left and bottom-right edges of the mask.
|
||||
# We can try to "shave" the bottom of the mask to reduce the "block height".
|
||||
# Let's shift the mask up? No.
|
||||
# Let's erode the mask from the bottom?
|
||||
# We can assume the "floor" is higher.
|
||||
# This is risky, but let's try a mild erosion just on the edges to smooth the blend.
|
||||
# Actually, if we just ensure the alpha channel is clean, it might be enough.
|
||||
|
||||
# Convert to RGBA
|
||||
b, g, r = cv2.split(img)
|
||||
alpha = mask_closed * 255
|
||||
|
||||
# 4. COLOR FIX: If the drain hole inside is gray/white (from original image),
|
||||
# the user might want it BLACK (so it looks deep).
|
||||
# Let's darken the "dark" areas inside the foreground.
|
||||
# Convert to HSV, find dark areas in FG, make them blacker.
|
||||
hsv = cv2.cvtColor(img, cv2.COLOR_BGR2HSV)
|
||||
# Dark areas: Value < 50?
|
||||
dark_mask = (hsv[:,:,2] < 80) & (mask_closed == 1)
|
||||
img[dark_mask] = [20, 20, 20] # Very dark gray/black
|
||||
|
||||
img_rgba = cv2.merge([img[:,:,0], img[:,:,1], img[:,:,2], alpha])
|
||||
|
||||
# Crop
|
||||
coords = cv2.findNonZero(alpha)
|
||||
if coords is not None:
|
||||
x, y, cw, ch = cv2.boundingRect(coords)
|
||||
img_rgba = img_rgba[y:y+ch, x:x+cw]
|
||||
|
||||
# Save
|
||||
targets = [
|
||||
'/Users/davidkotnik/repos/novafarma/main/assets/stream_pipe.png',
|
||||
'/Users/davidkotnik/repos/novafarma/assets/DEMO_FAZA1/Environment/stream_pipe.png'
|
||||
]
|
||||
for t in targets:
|
||||
cv2.imwrite(t, img_rgba)
|
||||
print(f"Saved {t}")
|
||||
|
||||
if __name__ == "__main__":
|
||||
clean_pipe_stream_final()
|
||||
52
scripts/clean_pipe_stream_gentle.py
Normal file
@@ -0,0 +1,52 @@
|
||||
import cv2
|
||||
import numpy as np
|
||||
import os
|
||||
|
||||
def clean_pipe_stream_gentle():
|
||||
src_path = '/Users/davidkotnik/.gemini/antigravity/brain/07019d04-a214-43ab-9565-86f4e8f17e5b/uploaded_media_1769607894587.jpg'
|
||||
|
||||
print(f"Loading {src_path}")
|
||||
img = cv2.imread(src_path)
|
||||
if img is None: return
|
||||
|
||||
# 1. Standard Separation (GrabCut) - keeps everything (Pipe, Stream, Walls, Banks)
|
||||
mask = np.zeros(img.shape[:2], np.uint8)
|
||||
bgdModel = np.zeros((1,65),np.float64)
|
||||
fgdModel = np.zeros((1,65),np.float64)
|
||||
h, w = img.shape[:2]
|
||||
cv2.grabCut(img, mask, (10, 10, w-20, h-20), bgdModel, fgdModel, 5, cv2.GC_INIT_WITH_RECT)
|
||||
mask_final = np.where((mask==2)|(mask==0),0,1).astype('uint8')
|
||||
|
||||
# Not doing any aggressive "Wall Removal" logic now, because it ate the banks.
|
||||
# Instead, we rely on the fact that GrabCut should just remove the GRAY background.
|
||||
# The walls will remain. To fit them better, we can manually crop the BOTTOM few pixels if needed.
|
||||
|
||||
# 2. Fix Drain Hole (Make Black if it's transparent)
|
||||
# Actually, let's just make the hole Area Opaque regardless.
|
||||
# Assuming drain is separate dark region? No, it's connected.
|
||||
# Let's clean up small holes in the mask so the drain grate isn't see-through.
|
||||
kernel = np.ones((5,5),np.uint8)
|
||||
mask_final = cv2.morphologyEx(mask_final, cv2.MORPH_CLOSE, kernel)
|
||||
|
||||
# 3. Create Alpha
|
||||
b, g, r = cv2.split(img)
|
||||
alpha = mask_final * 255
|
||||
img_rgba = cv2.merge([b, g, r, alpha])
|
||||
|
||||
# Crop
|
||||
coords = cv2.findNonZero(alpha)
|
||||
if coords is not None:
|
||||
x, y, cw, ch = cv2.boundingRect(coords)
|
||||
img_rgba = img_rgba[y:y+ch, x:x+cw]
|
||||
|
||||
# Save
|
||||
targets = [
|
||||
'/Users/davidkotnik/repos/novafarma/main/assets/stream_pipe.png',
|
||||
'/Users/davidkotnik/repos/novafarma/assets/DEMO_FAZA1/Environment/stream_pipe.png'
|
||||
]
|
||||
for t in targets:
|
||||
cv2.imwrite(t, img_rgba)
|
||||
print(f"Saved {t}")
|
||||
|
||||
if __name__ == "__main__":
|
||||
clean_pipe_stream_gentle()
|
||||
71
scripts/clean_pipe_stream_grabcut.py
Normal file
@@ -0,0 +1,71 @@
|
||||
import cv2
|
||||
import numpy as np
|
||||
import os
|
||||
|
||||
def clean_pipe_stream_aggressive():
|
||||
src_path = '/Users/davidkotnik/.gemini/antigravity/brain/07019d04-a214-43ab-9565-86f4e8f17e5b/uploaded_media_1769607894587.jpg'
|
||||
|
||||
print(f"Loading {src_path}")
|
||||
img_bgr = cv2.imread(src_path)
|
||||
if img_bgr is None:
|
||||
print("Failed to load")
|
||||
return
|
||||
|
||||
# Convert to HSV for better segmentation
|
||||
hsv = cv2.cvtColor(img_bgr, cv2.COLOR_BGR2HSV)
|
||||
|
||||
# The background is a "neutral gray".
|
||||
# Gray means LOW Saturation.
|
||||
# Light Gray means HIGH Value.
|
||||
|
||||
# Let's define "Background" as:
|
||||
# Saturation < 20 (very gray)
|
||||
# Value > 200 (very bright)
|
||||
# But wait, the pipe is also gray! We risk deleting the pipe.
|
||||
|
||||
# Plan B: GrabCut.
|
||||
# We initialize a mask where the center is "Probable Foreground" and edges are "Background".
|
||||
mask = np.zeros(img_bgr.shape[:2], np.uint8)
|
||||
|
||||
bgdModel = np.zeros((1,65),np.float64)
|
||||
fgdModel = np.zeros((1,65),np.float64)
|
||||
|
||||
h, w = img_bgr.shape[:2]
|
||||
|
||||
# Define rectangle: Cut off 10px from edges as "Definite Background"
|
||||
# Everything else is "Probable Foreground"
|
||||
rect = (10, 10, w-20, h-20)
|
||||
|
||||
print("Running GrabCut (this might take a second)...")
|
||||
cv2.grabCut(img_bgr, mask, rect, bgdModel, fgdModel, 5, cv2.GC_INIT_WITH_RECT)
|
||||
|
||||
# Mask values: 0=BG, 1=FG, 2=Prob BG, 3=Prob FG
|
||||
# We take 1 and 3 as mask
|
||||
mask2 = np.where((mask==2)|(mask==0),0,1).astype('uint8')
|
||||
|
||||
img_bgr = img_bgr * mask2[:,:,np.newaxis]
|
||||
|
||||
# Now create Alpha channel
|
||||
b, g, r = cv2.split(img_bgr)
|
||||
alpha = mask2 * 255
|
||||
img_rgba = cv2.merge([b, g, r, alpha])
|
||||
|
||||
# Crop to content
|
||||
coords = cv2.findNonZero(alpha)
|
||||
if coords is not None:
|
||||
x, y, cw, ch = cv2.boundingRect(coords)
|
||||
print(f"Cropping to: {x},{y} {cw}x{ch}")
|
||||
img_rgba = img_rgba[y:y+ch, x:x+cw]
|
||||
|
||||
# Save
|
||||
targets = [
|
||||
'/Users/davidkotnik/repos/novafarma/main/assets/stream_pipe.png',
|
||||
'/Users/davidkotnik/repos/novafarma/assets/DEMO_FAZA1/Environment/stream_pipe.png'
|
||||
]
|
||||
|
||||
for t in targets:
|
||||
cv2.imwrite(t, img_rgba)
|
||||
print(f"Saved to {t}")
|
||||
|
||||
if __name__ == "__main__":
|
||||
clean_pipe_stream_aggressive()
|
||||
62
scripts/clean_pipe_stream_v2.py
Normal file
@@ -0,0 +1,62 @@
|
||||
import cv2
|
||||
import numpy as np
|
||||
import os
|
||||
|
||||
def clean_pipe_stream_v2():
|
||||
src_path = '/Users/davidkotnik/.gemini/antigravity/brain/07019d04-a214-43ab-9565-86f4e8f17e5b/uploaded_media_1769607894587.jpg'
|
||||
|
||||
print(f"Loading {src_path}")
|
||||
img_bgr = cv2.imread(src_path) # Load as BGR (3 channels) first for floodFill
|
||||
if img_bgr is None:
|
||||
print("Failed")
|
||||
return
|
||||
|
||||
# Create mask for floodFill (h+2, w+2)
|
||||
h, w = img_bgr.shape[:2]
|
||||
mask = np.zeros((h+2, w+2), np.uint8)
|
||||
|
||||
# Flags: Fixed range, result in mask, fill with something (doesn't matter for mask-only)
|
||||
# The mask will be updated with 1s where filled.
|
||||
flood_flags = 4 | (255 << 8) | cv2.FLOODFILL_MASK_ONLY | cv2.FLOODFILL_FIXED_RANGE
|
||||
|
||||
# Seed points (Corners)
|
||||
# Tolerance: +/- 15
|
||||
lo_diff = (15, 15, 15)
|
||||
up_diff = (15, 15, 15)
|
||||
|
||||
cv2.floodFill(img_bgr, mask, (0,0), 0, lo_diff, up_diff, flood_flags)
|
||||
cv2.floodFill(img_bgr, mask, (w-1,0), 0, lo_diff, up_diff, flood_flags)
|
||||
cv2.floodFill(img_bgr, mask, (0,h-1), 0, lo_diff, up_diff, flood_flags)
|
||||
|
||||
# Extract the mask corresponding to the image (remove border)
|
||||
# The mask has 255 where BG was found.
|
||||
alpha_mask = mask[1:-1, 1:-1]
|
||||
|
||||
# Invert mask: We want 255 (Opaque) where it is NOT background (0 in mask)
|
||||
# Background (255 in mask) -> Should be 0 (Transparent)
|
||||
# Foreground (0 in mask) -> Should be 255 (Opaque)
|
||||
final_alpha = cv2.bitwise_not(alpha_mask)
|
||||
|
||||
# Create valid RGBA image
|
||||
b, g, r = cv2.split(img_bgr)
|
||||
img_rgba = cv2.merge([b, g, r, final_alpha])
|
||||
|
||||
# Crop
|
||||
coords = cv2.findNonZero(final_alpha)
|
||||
if coords is not None:
|
||||
x, y, cw, ch = cv2.boundingRect(coords)
|
||||
print(f"Cropping to: {x},{y} {cw}x{ch}")
|
||||
img_rgba = img_rgba[y:y+ch, x:x+cw]
|
||||
|
||||
# Save
|
||||
targets = [
|
||||
'/Users/davidkotnik/repos/novafarma/main/assets/stream_pipe.png',
|
||||
'/Users/davidkotnik/repos/novafarma/assets/DEMO_FAZA1/Environment/stream_pipe.png'
|
||||
]
|
||||
|
||||
for t in targets:
|
||||
cv2.imwrite(t, img_rgba)
|
||||
print(f"Saved to {t}")
|
||||
|
||||
if __name__ == "__main__":
|
||||
clean_pipe_stream_v2()
|
||||
80
scripts/deploy_hud_extras.py
Normal file
@@ -0,0 +1,80 @@
|
||||
import cv2
|
||||
import numpy as np
|
||||
import os
|
||||
import shutil
|
||||
|
||||
def deploy_hud_extras():
|
||||
artifacts_dir = '/Users/davidkotnik/.gemini/antigravity/brain/07019d04-a214-43ab-9565-86f4e8f17e5b'
|
||||
|
||||
mapping = {
|
||||
'ui_minimap_frame': 'minimap_frame.png',
|
||||
'ui_weather_icons': 'weather_icons_sheet.png',
|
||||
'ui_weather_widget_retry': 'weather_widget.png'
|
||||
}
|
||||
|
||||
targets = [
|
||||
'/Users/davidkotnik/repos/novafarma/main/assets',
|
||||
'/Users/davidkotnik/repos/novafarma/assets/DEMO_FAZA1/UI',
|
||||
'/Users/davidkotnik/nova farma/main/assets'
|
||||
]
|
||||
for t in targets:
|
||||
os.makedirs(t, exist_ok=True)
|
||||
|
||||
for key_pattern, dest_name in mapping.items():
|
||||
# Find latest file
|
||||
candidates = []
|
||||
for f in os.listdir(artifacts_dir):
|
||||
if key_pattern in f and f.endswith('.png'):
|
||||
candidates.append(os.path.join(artifacts_dir, f))
|
||||
|
||||
if not candidates:
|
||||
print(f"Skipping {key_pattern}")
|
||||
continue
|
||||
|
||||
candidates.sort(key=os.path.getmtime, reverse=True)
|
||||
found_path = candidates[0]
|
||||
|
||||
print(f"Processing {found_path}")
|
||||
img = cv2.imread(found_path)
|
||||
if img is None: continue
|
||||
|
||||
# BG Removal
|
||||
img = cv2.cvtColor(img, cv2.COLOR_BGR2BGRA)
|
||||
target = np.array([255, 0, 255])
|
||||
tol = 60
|
||||
lower = np.clip(target - tol, 0, 255)
|
||||
upper = np.clip(target + tol, 0, 255)
|
||||
mask = cv2.inRange(img[:,:,:3], lower, upper)
|
||||
img[mask > 0, 3] = 0
|
||||
|
||||
# Crop Content
|
||||
coords = cv2.findNonZero(img[:,:,3])
|
||||
if coords is not None:
|
||||
x, y, w, h = cv2.boundingRect(coords)
|
||||
img = img[y:y+h, x:x+w]
|
||||
|
||||
# Resize Logic
|
||||
h, w = img.shape[:2]
|
||||
new_w, new_h = w, h
|
||||
|
||||
if 'minimap' in dest_name and w > 256:
|
||||
scale = 256 / w
|
||||
new_w, new_h = int(w*scale), int(h*scale)
|
||||
elif 'widget' in dest_name and w > 256:
|
||||
scale = 256 / w
|
||||
new_w, new_h = int(w*scale), int(h*scale)
|
||||
elif 'icons' in dest_name and w > 512:
|
||||
scale = 512 / w
|
||||
new_w, new_h = int(w*scale), int(h*scale)
|
||||
|
||||
if new_w != w:
|
||||
img = cv2.resize(img, (new_w, new_h), interpolation=cv2.INTER_AREA)
|
||||
|
||||
# Distribute
|
||||
for t in targets:
|
||||
final_path = os.path.join(t, dest_name)
|
||||
cv2.imwrite(final_path, img)
|
||||
print(f"Saved to {final_path}")
|
||||
|
||||
if __name__ == "__main__":
|
||||
deploy_hud_extras()
|
||||
81
scripts/deploy_inventory_bg.py
Normal file
@@ -0,0 +1,81 @@
|
||||
import cv2
|
||||
import numpy as np
|
||||
import os
|
||||
import shutil
|
||||
|
||||
def deploy_inventory_ui():
|
||||
artifacts_dir = '/Users/davidkotnik/.gemini/antigravity/brain/07019d04-a214-43ab-9565-86f4e8f17e5b'
|
||||
|
||||
mapping = {
|
||||
'ui_hotbar_background': 'hotbar_background.png',
|
||||
'ui_big_inventory_panel': 'inventory_panel.png'
|
||||
}
|
||||
|
||||
# Destination in projects
|
||||
targets = [
|
||||
'/Users/davidkotnik/repos/novafarma/main/assets',
|
||||
'/Users/davidkotnik/repos/novafarma/assets/DEMO_FAZA1/UI',
|
||||
'/Users/davidkotnik/nova farma/main/assets'
|
||||
]
|
||||
|
||||
for t in targets:
|
||||
os.makedirs(t, exist_ok=True)
|
||||
|
||||
for key_pattern, dest_name in mapping.items():
|
||||
found_path = None
|
||||
# Find latest file
|
||||
candidates = []
|
||||
for f in os.listdir(artifacts_dir):
|
||||
if key_pattern in f and f.endswith('.png'):
|
||||
candidates.append(os.path.join(artifacts_dir, f))
|
||||
|
||||
if not candidates:
|
||||
print(f"Skipping {key_pattern}")
|
||||
continue
|
||||
|
||||
candidates.sort(key=os.path.getmtime, reverse=True)
|
||||
found_path = candidates[0]
|
||||
|
||||
print(f"Processing {found_path}")
|
||||
img = cv2.imread(found_path)
|
||||
if img is None: continue
|
||||
|
||||
# BG Removal
|
||||
img = cv2.cvtColor(img, cv2.COLOR_BGR2BGRA)
|
||||
target = np.array([255, 0, 255])
|
||||
tol = 60
|
||||
lower = np.clip(target - tol, 0, 255)
|
||||
upper = np.clip(target + tol, 0, 255)
|
||||
mask = cv2.inRange(img[:,:,:3], lower, upper)
|
||||
img[mask > 0, 3] = 0
|
||||
|
||||
# Crop
|
||||
coords = cv2.findNonZero(img[:,:,3])
|
||||
if coords is not None:
|
||||
x, y, w, h = cv2.boundingRect(coords)
|
||||
img = img[y:y+h, x:x+w]
|
||||
|
||||
# Resize logic
|
||||
# Hotbar: Needs to be roughly wide enough for 9 slots. Maybe 600-800px wide.
|
||||
# Panel: Maybe 500-600px square.
|
||||
h, w = img.shape[:2]
|
||||
new_w, new_h = w, h
|
||||
|
||||
if 'hotbar' in dest_name and w > 800:
|
||||
scale = 800 / w
|
||||
new_w, new_h = int(w*scale), int(h*scale)
|
||||
elif 'panel' in dest_name and w > 600:
|
||||
scale = 600 / w
|
||||
new_w, new_h = int(w*scale), int(h*scale)
|
||||
|
||||
if new_w != w:
|
||||
img = cv2.resize(img, (new_w, new_h), interpolation=cv2.INTER_AREA)
|
||||
|
||||
# Distribute
|
||||
for t in targets:
|
||||
final_path = os.path.join(t, dest_name)
|
||||
cv2.imwrite(final_path, img)
|
||||
print(f"Saved to {final_path}")
|
||||
|
||||
if __name__ == "__main__":
|
||||
deploy_inventory_ui()
|
||||
100
scripts/fix_minimap.py
Normal file
@@ -0,0 +1,100 @@
|
||||
import cv2
|
||||
import numpy as np
|
||||
import os
|
||||
import shutil
|
||||
|
||||
def fix_minimap_center():
|
||||
# Paths
|
||||
artifacts_dir = '/Users/davidkotnik/.gemini/antigravity/brain/07019d04-a214-43ab-9565-86f4e8f17e5b'
|
||||
# Find latest minimap artifact
|
||||
minimap_src = None
|
||||
candidates = []
|
||||
for f in os.listdir(artifacts_dir):
|
||||
if 'ui_minimap_frame' in f and f.endswith('.png'):
|
||||
candidates.append(os.path.join(artifacts_dir, f))
|
||||
|
||||
if not candidates:
|
||||
print("Minimap artifact not found in brain.")
|
||||
return
|
||||
|
||||
candidates.sort(key=os.path.getmtime, reverse=True)
|
||||
minimap_src = candidates[0]
|
||||
|
||||
# Load image
|
||||
print(f"Fixing {minimap_src}")
|
||||
img = cv2.imread(minimap_src, cv2.IMREAD_UNCHANGED)
|
||||
|
||||
# If no alpha, add it
|
||||
if img.shape[2] == 3:
|
||||
img = cv2.cvtColor(img, cv2.COLOR_BGR2BGRA)
|
||||
|
||||
# 1. Remove Magenta Background (as before)
|
||||
target = np.array([255, 0, 255])
|
||||
tol = 60
|
||||
lower = np.clip(target - tol, 0, 255)
|
||||
upper = np.clip(target + tol, 0, 255)
|
||||
mask_bg = cv2.inRange(img[:,:,:3], lower, upper)
|
||||
img[mask_bg > 0, 3] = 0
|
||||
|
||||
# 2. REMOVE CHECKERBOARD CENTER
|
||||
# The checkerboard is usually gray/white pixels.
|
||||
# Gray: (204, 204, 204), White: (255, 255, 255) or similar.
|
||||
# We can detect pixels that are essentially grayscale (R~=G~=B) and high brightness.
|
||||
|
||||
# Convert to HSV to check saturation?
|
||||
hsv = cv2.cvtColor(img[:,:,:3], cv2.COLOR_BGR2HSV)
|
||||
s = hsv[:,:,1]
|
||||
v = hsv[:,:,2]
|
||||
|
||||
# Checkerboard is low saturation (gray/white) and high value
|
||||
# Define mask for "grayish/whiteish stuff"
|
||||
# S < 20 (very low color)
|
||||
# V > 150 (fairly bright)
|
||||
mask_center = (s < 30) & (v > 150)
|
||||
|
||||
# But wait, the metal rim is also gray!
|
||||
# We only want to remove the CENTER.
|
||||
# Let's use a circular mask for the center hole.
|
||||
h, w = img.shape[:2]
|
||||
center_x, center_y = w // 2, h // 2
|
||||
|
||||
# Radius of the inner hole?
|
||||
# Based on the image, the rim is maybe 15-20% of radius.
|
||||
# Let's guess inner radius is about 75% of total width/2.
|
||||
radius = int((w / 2) * 0.72)
|
||||
|
||||
# Create circular mask
|
||||
circle_mask = np.zeros((h, w), dtype=np.uint8)
|
||||
cv2.circle(circle_mask, (center_x, center_y), radius, 255, -1)
|
||||
|
||||
# Combine masks: Must be inside the circle AND be gray/checkerboard-like
|
||||
# Actually, simpler: JUST CUT THE HOLE.
|
||||
# If the user wants a transparent center, we can just clear everything inside the metal ring.
|
||||
# The metal ring has content. The center is just checkerboard.
|
||||
# Let's force alpha=0 for the inner circle.
|
||||
|
||||
# Refined approach:
|
||||
# Everything inside the circle_mask becomes transparent.
|
||||
img[circle_mask > 0, 3] = 0
|
||||
|
||||
# Resizing to standard size
|
||||
target_w = 256
|
||||
scale = target_w / w
|
||||
new_h = int(h * scale)
|
||||
img = cv2.resize(img, (target_w, new_h), interpolation=cv2.INTER_AREA)
|
||||
|
||||
# Save and Deploy
|
||||
dest_name = 'minimap_frame.png'
|
||||
targets = [
|
||||
'/Users/davidkotnik/repos/novafarma/main/assets',
|
||||
'/Users/davidkotnik/repos/novafarma/assets/DEMO_FAZA1/UI',
|
||||
'/Users/davidkotnik/nova farma/main/assets'
|
||||
]
|
||||
|
||||
for t in targets:
|
||||
final_path = os.path.join(t, dest_name)
|
||||
cv2.imwrite(final_path, img)
|
||||
print(f"Saved fixed minimap to {final_path}")
|
||||
|
||||
if __name__ == "__main__":
|
||||
fix_minimap_center()
|
||||
61
scripts/process_kai_sheet.py
Normal file
@@ -0,0 +1,61 @@
|
||||
import cv2
|
||||
import numpy as np
|
||||
import os
|
||||
import shutil
|
||||
|
||||
def process_character_sheet():
|
||||
# Find latest generated sheet
|
||||
artifacts_dir = '/Users/davidkotnik/.gemini/antigravity/brain/07019d04-a214-43ab-9565-86f4e8f17e5b'
|
||||
sheet_src = None
|
||||
candidates = []
|
||||
for f in os.listdir(artifacts_dir):
|
||||
if 'kai_walk_sheet' in f and f.endswith('.png'):
|
||||
candidates.append(os.path.join(artifacts_dir, f))
|
||||
|
||||
if not candidates:
|
||||
print("Sheet not found.")
|
||||
return
|
||||
|
||||
candidates.sort(key=os.path.getmtime, reverse=True)
|
||||
sheet_src = candidates[0]
|
||||
|
||||
print(f"Processing {sheet_src}")
|
||||
img = cv2.imread(sheet_src)
|
||||
|
||||
# Remove BG
|
||||
img = cv2.cvtColor(img, cv2.COLOR_BGR2BGRA)
|
||||
target = np.array([255, 0, 255])
|
||||
tol = 60
|
||||
lower = np.clip(target - tol, 0, 255)
|
||||
upper = np.clip(target + tol, 0, 255)
|
||||
mask = cv2.inRange(img[:,:,:3], lower, upper)
|
||||
img[mask > 0, 3] = 0
|
||||
|
||||
# Save info about dimensions
|
||||
h, w = img.shape[:2]
|
||||
print(f"Total Sheet Dimensions: {w}x{h}")
|
||||
# 4x4 grid
|
||||
frame_w = w // 4
|
||||
frame_h = h // 4
|
||||
print(f"Calculated Frame Size: {frame_w}x{frame_h}")
|
||||
|
||||
# Save
|
||||
dest_name = 'kai_walk_sheet.png'
|
||||
targets = [
|
||||
'/Users/davidkotnik/repos/novafarma/main/assets',
|
||||
'/Users/davidkotnik/repos/novafarma/assets/characters',
|
||||
'/Users/davidkotnik/repos/novafarma/assets/DEMO_FAZA1/Characters' # New location?
|
||||
]
|
||||
|
||||
# Also ensure dir exists
|
||||
if not os.path.exists('/Users/davidkotnik/repos/novafarma/assets/DEMO_FAZA1/Characters'):
|
||||
os.makedirs('/Users/davidkotnik/repos/novafarma/assets/DEMO_FAZA1/Characters')
|
||||
|
||||
for t in targets:
|
||||
if not os.path.exists(t): os.makedirs(t, exist_ok=True)
|
||||
final_path = os.path.join(t, dest_name)
|
||||
cv2.imwrite(final_path, img)
|
||||
print(f"Saved to {final_path}")
|
||||
|
||||
if __name__ == "__main__":
|
||||
process_character_sheet()
|
||||
42
scripts/process_pipe_stream.py
Normal file
@@ -0,0 +1,42 @@
|
||||
import cv2
|
||||
import numpy as np
|
||||
import os
|
||||
import shutil
|
||||
|
||||
def process_pipe_stream():
|
||||
src_path = '/Users/davidkotnik/.gemini/antigravity/brain/07019d04-a214-43ab-9565-86f4e8f17e5b/uploaded_media_1769607894587.jpg'
|
||||
|
||||
print(f"Loading {src_path}")
|
||||
img = cv2.imread(src_path)
|
||||
if img is None:
|
||||
print("Failed to load image")
|
||||
return
|
||||
|
||||
# BG Removal
|
||||
img = cv2.cvtColor(img, cv2.COLOR_BGR2BGRA)
|
||||
|
||||
# Sample top-left for BG color (looks like light gray)
|
||||
bg_color = img[0,0][:3]
|
||||
print(f"BG Color: {bg_color}")
|
||||
|
||||
tol = 30
|
||||
lower = np.clip(bg_color - tol, 0, 255)
|
||||
upper = np.clip(bg_color + tol, 0, 255)
|
||||
mask = cv2.inRange(img[:,:,:3], lower, upper)
|
||||
img[mask > 0, 3] = 0
|
||||
|
||||
# Save
|
||||
dest_name = 'stream_pipe.png'
|
||||
targets = [
|
||||
'/Users/davidkotnik/repos/novafarma/main/assets',
|
||||
'/Users/davidkotnik/repos/novafarma/assets/DEMO_FAZA1/Environment'
|
||||
]
|
||||
|
||||
for t in targets:
|
||||
if not os.path.exists(t): os.makedirs(t, exist_ok=True)
|
||||
final_path = os.path.join(t, dest_name)
|
||||
cv2.imwrite(final_path, img)
|
||||
print(f"Saved to {final_path}")
|
||||
|
||||
if __name__ == "__main__":
|
||||
process_pipe_stream()
|
||||
54
scripts/process_stream_upload.py
Normal file
@@ -0,0 +1,54 @@
|
||||
import cv2
|
||||
import numpy as np
|
||||
import os
|
||||
import shutil
|
||||
|
||||
def process_stream_image():
|
||||
src_path = '/Users/davidkotnik/.gemini/antigravity/brain/07019d04-a214-43ab-9565-86f4e8f17e5b/uploaded_media_1769595145566.jpg'
|
||||
|
||||
# 1. Load Image
|
||||
print(f"Loading {src_path}")
|
||||
img = cv2.imread(src_path)
|
||||
if img is None:
|
||||
print("Failed to load image")
|
||||
return
|
||||
|
||||
# 2. Remove Background
|
||||
# Convert to BGRA
|
||||
img = cv2.cvtColor(img, cv2.COLOR_BGR2BGRA)
|
||||
|
||||
# The background is a very uniform light gray.
|
||||
# Let's sample the corner (0,0)
|
||||
bg_color = img[0,0][:3]
|
||||
print(f"Detected BG Color: {bg_color}")
|
||||
|
||||
# Create mask range
|
||||
tol = 30
|
||||
lower = np.clip(bg_color - tol, 0, 255)
|
||||
upper = np.clip(bg_color + tol, 0, 255)
|
||||
|
||||
mask = cv2.inRange(img[:,:,:3], lower, upper)
|
||||
|
||||
# Set alpha to 0 where mask is present
|
||||
img[mask > 0, 3] = 0
|
||||
|
||||
# 3. Save to Game Assets
|
||||
dest_path = '/Users/davidkotnik/repos/novafarma/main/assets/stream_winding.png'
|
||||
cv2.imwrite(dest_path, img)
|
||||
print(f"Saved processed asset to {dest_path}")
|
||||
|
||||
# Sync to other locations just in case
|
||||
shutil.copy2(dest_path, '/Users/davidkotnik/nova farma/main/assets/stream_winding.png')
|
||||
|
||||
# 4. Save Reference (Try to copy original)
|
||||
try:
|
||||
ref_dir = '/Users/davidkotnik/repos/novafarma/main/assets/references'
|
||||
if not os.path.exists(ref_dir):
|
||||
os.makedirs(ref_dir)
|
||||
shutil.copy2(src_path, os.path.join(ref_dir, 'umazan_potok_ref.jpg'))
|
||||
print("Saved reference copy.")
|
||||
except Exception as e:
|
||||
print(f"Failed to save reference copy: {e}")
|
||||
|
||||
if __name__ == "__main__":
|
||||
process_stream_image()
|
||||
44
scripts/run_defold.sh
Normal file
@@ -0,0 +1,44 @@
|
||||
#!/usr/bin/env bash
|
||||
set -euo pipefail
|
||||
|
||||
# Build + run Defold project from terminal (Cursor-friendly)
|
||||
# Downloads bob.jar into tools/ on first run.
|
||||
|
||||
ROOT_DIR="$(cd "$(dirname "${BASH_SOURCE[0]}")/.." && pwd)"
|
||||
BOB_DIR="$ROOT_DIR/tools/bob"
|
||||
BOB_JAR="$BOB_DIR/bob.jar"
|
||||
BUILD_DIR="$ROOT_DIR/build"
|
||||
|
||||
mkdir -p "$BOB_DIR" "$BUILD_DIR"
|
||||
|
||||
if [[ ! -f "$BOB_JAR" ]]; then
|
||||
echo "bob.jar not found -> downloading..."
|
||||
curl -L --fail -o "$BOB_JAR" "https://d.defold.com/bob/bob.jar"
|
||||
fi
|
||||
|
||||
echo "Building (macOS bundle)..."
|
||||
java -jar "$BOB_JAR" --root "$ROOT_DIR" resolve
|
||||
java -jar "$BOB_JAR" --root "$ROOT_DIR" build
|
||||
|
||||
PLATFORM="x86_64-darwin"
|
||||
if [[ "$(uname -m)" == "arm64" ]]; then
|
||||
PLATFORM="arm64-darwin"
|
||||
fi
|
||||
|
||||
java -jar "$BOB_JAR" --root "$ROOT_DIR" bundle --platform "$PLATFORM" --bundle-output "$BUILD_DIR"
|
||||
|
||||
APP_PATH="$(find "$BUILD_DIR" -maxdepth 2 -name "*.app" -print -quit)"
|
||||
if [[ -z "${APP_PATH:-}" ]]; then
|
||||
echo "No .app found in $BUILD_DIR (bundle step may have failed)."
|
||||
exit 1
|
||||
fi
|
||||
|
||||
BIN_PATH="$APP_PATH/Contents/MacOS/$(basename "$APP_PATH" .app)"
|
||||
if [[ ! -x "$BIN_PATH" ]]; then
|
||||
# Fallback: run the first executable in Contents/MacOS
|
||||
BIN_PATH="$(find "$APP_PATH/Contents/MacOS" -maxdepth 1 -type f -perm -111 -print -quit || true)"
|
||||
fi
|
||||
|
||||
echo "Running: $BIN_PATH"
|
||||
"$BIN_PATH"
|
||||
|
||||
108
scripts/slice_stream.py
Normal file
@@ -0,0 +1,108 @@
|
||||
import cv2
|
||||
import numpy as np
|
||||
import os
|
||||
|
||||
def slice_stream_assets():
|
||||
src_path = '/Users/davidkotnik/.gemini/antigravity/brain/07019d04-a214-43ab-9565-86f4e8f17e5b/uploaded_media_1769607894587.jpg'
|
||||
|
||||
print(f"Loading {src_path}")
|
||||
img = cv2.imread(src_path)
|
||||
if img is None: return
|
||||
|
||||
# 1. CLEAN BACKGROUND (GrabCut)
|
||||
mask = np.zeros(img.shape[:2], np.uint8)
|
||||
bgdModel = np.zeros((1,65),np.float64)
|
||||
fgdModel = np.zeros((1,65),np.float64)
|
||||
h, w = img.shape[:2]
|
||||
cv2.grabCut(img, mask, (10, 10, w-20, h-20), bgdModel, fgdModel, 5, cv2.GC_INIT_WITH_RECT)
|
||||
mask_final = np.where((mask==2)|(mask==0),0,1).astype('uint8')
|
||||
|
||||
# Apply Alpha
|
||||
b, g, r = cv2.split(img)
|
||||
alpha = mask_final * 255
|
||||
img_rgba = cv2.merge([b, g, r, alpha])
|
||||
|
||||
# 2. CREATE 'HEAD' (Pipe Only)
|
||||
# The pipe is roughly the top 40%? Let's crop visually based on the image structure.
|
||||
# The pipe is top-right.
|
||||
# Let's say we keep the top half as the "Start".
|
||||
# And we take a middle slice as the "Segment".
|
||||
|
||||
# Finding the pipe:
|
||||
# Based on the image, the pipe drain is at the top.
|
||||
# Let's crop `head` from y=0 to y=0.45*h
|
||||
cut_y = int(h * 0.45)
|
||||
|
||||
head_img = img_rgba[0:cut_y, :]
|
||||
|
||||
# Crop transparent borders from head
|
||||
coords = cv2.findNonZero(head_img[:,:,3]) # Alpha
|
||||
if coords is not None:
|
||||
x, y, cw, ch = cv2.boundingRect(coords)
|
||||
head_img = head_img[y:y+ch, x:x+cw]
|
||||
|
||||
# 3. CREATE 'SEGMENT' (Water Channel)
|
||||
# We take a slice from the middle-bottom.
|
||||
# Crop from y=0.45*h to y=0.85*h (skip very bottom tip?)
|
||||
# Actually, let's take a nice chunk that can be tiled.
|
||||
# The channel is diagonal. Tiling diagonal is hard without overlap.
|
||||
# Let's just crop the rest of the stream as one big piece for now.
|
||||
|
||||
body_img = img_rgba[cut_y:, :]
|
||||
|
||||
# Crop transparent borders from body
|
||||
coords = cv2.findNonZero(body_img[:,:,3])
|
||||
if coords is not None:
|
||||
x, y, cw, ch = cv2.boundingRect(coords)
|
||||
body_img = body_img[y:y+ch, x:x+cw]
|
||||
|
||||
# 4. SOFTEN EDGES (To fix floating walls)
|
||||
# Applied to both Head and Body.
|
||||
# We want to fade out the BOTTOM edge of the mask, so the "wall" blends into the grass.
|
||||
|
||||
def soften_bottom_edge(image):
|
||||
h, w = image.shape[:2]
|
||||
# Create a gradient mask for the bottom 20 pixels
|
||||
grad_h = 30
|
||||
if h < grad_h: return image # Too small
|
||||
|
||||
# We modify the alpha channel
|
||||
alpha = image[:,:,3]
|
||||
|
||||
# We need to detect where the "bottom" of the object is.
|
||||
# Since it's diagonal, it's tricky.
|
||||
# Simple hack: Erode the alpha slightly to sharpen the cut, then blur it?
|
||||
# Or just blur the edges?
|
||||
|
||||
# Let's try blurring the alpha channel to soften the hard cut against the grass.
|
||||
# Only on the edges.
|
||||
# Get edge mask
|
||||
edges = cv2.Canny(alpha, 100, 200)
|
||||
# Dilate edges to get a rim
|
||||
rim = cv2.dilate(edges, np.ones((5,5),np.uint8))
|
||||
|
||||
# Blur alpha
|
||||
blurred_alpha = cv2.GaussianBlur(alpha, (7,7), 0)
|
||||
|
||||
# Apply blurred alpha where rim is
|
||||
# image[:,:,3] = np.where(rim>0, blurred_alpha, alpha)
|
||||
|
||||
# Actually, let's just do a global soft outline.
|
||||
image[:,:,3] = blurred_alpha
|
||||
return image
|
||||
|
||||
# head_img = soften_bottom_edge(head_img)
|
||||
# body_img = soften_bottom_edge(body_img)
|
||||
# (Skipping blur for now, plain cut is cleaner if geometry is right)
|
||||
|
||||
# Save
|
||||
base_dir = '/Users/davidkotnik/repos/novafarma/assets/DEMO_FAZA1/Environment'
|
||||
if not os.path.exists(base_dir): os.makedirs(base_dir, exist_ok=True)
|
||||
|
||||
cv2.imwrite(os.path.join(base_dir, 'stream_head.png'), head_img)
|
||||
cv2.imwrite(os.path.join(base_dir, 'stream_body.png'), body_img)
|
||||
|
||||
print("Sliced stream into head and body.")
|
||||
|
||||
if __name__ == "__main__":
|
||||
slice_stream_assets()
|
||||
83
scripts/trim_walls.py
Normal file
@@ -0,0 +1,83 @@
|
||||
import cv2
|
||||
import numpy as np
|
||||
import os
|
||||
|
||||
def trim_walls_manual():
|
||||
src_path = '/Users/davidkotnik/.gemini/antigravity/brain/07019d04-a214-43ab-9565-86f4e8f17e5b/uploaded_media_1769607894587.jpg'
|
||||
|
||||
print(f"Loading {src_path}")
|
||||
img = cv2.imread(src_path)
|
||||
if img is None: return
|
||||
|
||||
# 1. Basic GrabCut to remove BG
|
||||
mask = np.zeros(img.shape[:2], np.uint8)
|
||||
bgdModel = np.zeros((1,65),np.float64)
|
||||
fgdModel = np.zeros((1,65),np.float64)
|
||||
h, w = img.shape[:2]
|
||||
cv2.grabCut(img, mask, (10, 10, w-20, h-20), bgdModel, fgdModel, 5, cv2.GC_INIT_WITH_RECT)
|
||||
mask_final = np.where((mask==2)|(mask==0),0,1).astype('uint8')
|
||||
|
||||
# 2. MANUAL TRIM
|
||||
# The "Wall" problem is mainly on the bottom edges because of the isometric height.
|
||||
# We can try to erode the mask from the bottom-left direction?
|
||||
# Or simpler: Detect the DARK BROWN/BLACK pixels near the boundary and make them transparent.
|
||||
|
||||
# Convert to HSV
|
||||
hsv = cv2.cvtColor(img, cv2.COLOR_BGR2HSV)
|
||||
|
||||
# Define "Wall Shadow" color
|
||||
# Walls are very dark. Value < 40 or so.
|
||||
is_dark = (hsv[:,:,2] < 50)
|
||||
|
||||
# And we only care about dark pixels that are currently part of the mask.
|
||||
is_part_of_object = (mask_final == 1)
|
||||
|
||||
# We want to remove dark pixels ONLY if they are on the "outside" or extending downwards.
|
||||
# Let's try to remove ALL "Very Dark" pixels that are connected to the mask boundary?
|
||||
# No, that might remove internal details.
|
||||
|
||||
# Let's try aggressive erosion of dark areas.
|
||||
# Create a mask of "Walls to Remove" = Dark pixels.
|
||||
walls_mask = (is_dark & is_part_of_object).astype(np.uint8)
|
||||
|
||||
# Morphological Opening to remove noise (thin lines might be outlines, we want blocks)
|
||||
walls_mask = cv2.morphologyEx(walls_mask, cv2.MORPH_OPEN, np.ones((5,5), np.uint8))
|
||||
|
||||
# Subtract walls from main mask
|
||||
mask_trimmed = mask_final.copy()
|
||||
mask_trimmed[walls_mask == 1] = 0
|
||||
|
||||
# Verify: Did we eat too much?
|
||||
# The pipes drain hole is dark! We must protect the top-right quadrant.
|
||||
# Let's define a safe zone (Top 40% of image height + Right 40% of width)
|
||||
safe_y = int(h * 0.4)
|
||||
# Actually, simpler: just don't touch the top-right area where the pipe is.
|
||||
# Let's mask out the top-right from the removal process.
|
||||
# Pipe bounding box approx: x > w*0.6, y < h*0.5
|
||||
walls_mask[0:int(h*0.5), int(w*0.6):w] = 0
|
||||
|
||||
# Now re-apply subtraction
|
||||
mask_trimmed = mask_final.copy()
|
||||
mask_trimmed[walls_mask == 1] = 0
|
||||
|
||||
# 3. Output
|
||||
b, g, r = cv2.split(img)
|
||||
alpha = mask_trimmed * 255
|
||||
img_rgba = cv2.merge([b, g, r, alpha])
|
||||
|
||||
# Crop
|
||||
coords = cv2.findNonZero(alpha)
|
||||
if coords is not None:
|
||||
x, y, cw, ch = cv2.boundingRect(coords)
|
||||
img_rgba = img_rgba[y:y+ch, x:x+cw]
|
||||
|
||||
targets = [
|
||||
'/Users/davidkotnik/repos/novafarma/main/assets/stream_pipe.png',
|
||||
'/Users/davidkotnik/repos/novafarma/assets/DEMO_FAZA1/Environment/stream_pipe.png'
|
||||
]
|
||||
for t in targets:
|
||||
cv2.imwrite(t, img_rgba)
|
||||
print(f"Saved {t}")
|
||||
|
||||
if __name__ == "__main__":
|
||||
trim_walls_manual()
|
||||
@@ -1,4 +1,5 @@
|
||||
import GrassScene from './scenes/GrassScene_Clean.js';
|
||||
import UIScene from './scenes/UIScene.js';
|
||||
|
||||
const config = {
|
||||
type: Phaser.AUTO,
|
||||
@@ -17,7 +18,7 @@ const config = {
|
||||
gravity: { y: 0 }
|
||||
}
|
||||
},
|
||||
scene: [GrassScene]
|
||||
scene: [GrassScene, UIScene]
|
||||
};
|
||||
|
||||
const game = new Phaser.Game(config);
|
||||
|
||||
@@ -19,7 +19,29 @@ export default class GrassSceneClean extends Phaser.Scene {
|
||||
|
||||
// 4. Items & Charts
|
||||
this.load.image('hay', 'DEMO_FAZA1/Items/hay_drop_0.png');
|
||||
this.load.image('kai', 'characters/kai.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 from DEMO_FAZA1/UI)
|
||||
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');
|
||||
|
||||
// 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');
|
||||
|
||||
// 7. NEW: Sliced Stream Assets
|
||||
this.load.image('stream_head', 'DEMO_FAZA1/Environment/stream_head.png');
|
||||
this.load.image('stream_body', 'DEMO_FAZA1/Environment/stream_body.png');
|
||||
|
||||
}
|
||||
|
||||
create() {
|
||||
@@ -36,8 +58,23 @@ export default class GrassSceneClean extends Phaser.Scene {
|
||||
this.ground.setTileScale(1, 1);
|
||||
this.ground.setDepth(-100);
|
||||
|
||||
// --- 2. VODNI KANALI (Water Integration) ---
|
||||
// Removed as requested
|
||||
// --- 2. STREAM (Single Pipe Channel) ---
|
||||
// Placed at Z=0 (Ground Level)
|
||||
const startX = WORLD_W / 2 + 50;
|
||||
const startY = WORLD_H / 2 + 100;
|
||||
|
||||
this.stream = this.physics.add.staticImage(startX, startY, 'stream_muddy');
|
||||
this.stream.setOrigin(0.5, 0.9);
|
||||
this.stream.setDepth(0);
|
||||
this.stream.setScale(1.0);
|
||||
|
||||
// Physics Body
|
||||
this.stream.body.setSize(this.stream.width * 0.9, this.stream.height * 0.4);
|
||||
this.stream.body.setOffset(this.stream.width * 0.05, this.stream.height * 0.5);
|
||||
|
||||
// Collider added later after Kai creation
|
||||
|
||||
// Collider added later after Kai creation
|
||||
|
||||
// --- 3. FOLIAGE (Trava - Šopi) ---
|
||||
// Removed as requested
|
||||
@@ -47,39 +84,136 @@ export default class GrassSceneClean extends Phaser.Scene {
|
||||
|
||||
// --- 5. CHAR (Kai) ---
|
||||
this.kai = this.physics.add.sprite(WORLD_W / 2, WORLD_H / 2, 'kai');
|
||||
this.kai.setScale(64 / this.kai.height);
|
||||
// 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); // Anchor at feet
|
||||
this.kai.body.setSize(24, 20);
|
||||
this.kai.body.setOffset(this.kai.width / 2 - 12, this.kai.height - 20);
|
||||
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();
|
||||
|
||||
// --- 7. CAMP SETUP (Oživitev) ---
|
||||
this.campGroup = this.add.group();
|
||||
|
||||
// Tent (Behind Kai usually)
|
||||
let tent = this.add.image(WORLD_W / 2 - 100, WORLD_H / 2 - 80, 'tent');
|
||||
tent.setOrigin(0.5, 0.9); // Bottom anchor
|
||||
tent.setScale(1.2); // Big enough for Kai
|
||||
this.campGroup.add(tent);
|
||||
|
||||
// Campfire (In front)
|
||||
let fire = this.add.image(WORLD_W / 2 + 50, WORLD_H / 2 + 50, 'campfire');
|
||||
fire.setOrigin(0.5, 0.8);
|
||||
fire.setScale(0.8);
|
||||
this.campGroup.add(fire);
|
||||
|
||||
// Tweens for Fire (Little pulse)
|
||||
this.tweens.add({
|
||||
targets: fire,
|
||||
scaleX: 0.85,
|
||||
scaleY: 0.85,
|
||||
duration: 500,
|
||||
yoyo: true,
|
||||
repeat: -1
|
||||
});
|
||||
|
||||
// Sleeping Bag
|
||||
let bag = this.add.image(WORLD_W / 2 - 80, WORLD_H / 2 + 20, 'sleeping_bag');
|
||||
bag.setOrigin(0.5, 0.5); // Flat on ground?
|
||||
bag.setScale(0.8);
|
||||
this.campGroup.add(bag);
|
||||
|
||||
// Camera
|
||||
this.cameras.main.startFollow(this.kai, true, 0.1, 0.1);
|
||||
this.cameras.main.setZoom(1.5);
|
||||
this.cursors = this.input.keyboard.createCursorKeys();
|
||||
|
||||
// Info
|
||||
this.add.text(20, 20, 'PROBNA FARMA: Base Only', {
|
||||
font: '16px Monospace', fill: '#ffffff', backgroundColor: '#000000aa'
|
||||
}).setScrollFactor(0).setDepth(3000);
|
||||
// Launch UI Scene
|
||||
if (!this.scene.get('UIScene').scene.settings.active) {
|
||||
this.scene.launch('UIScene');
|
||||
}
|
||||
}
|
||||
|
||||
update() {
|
||||
const speed = 250;
|
||||
this.kai.setVelocity(0);
|
||||
|
||||
if (this.cursors.left.isDown) this.kai.setVelocityX(-speed);
|
||||
else if (this.cursors.right.isDown) this.kai.setVelocityX(speed);
|
||||
let moving = false;
|
||||
|
||||
if (this.cursors.up.isDown) this.kai.setVelocityY(-speed);
|
||||
else if (this.cursors.down.isDown) this.kai.setVelocityY(speed);
|
||||
if (this.cursors.left.isDown) {
|
||||
this.kai.setVelocityX(-speed);
|
||||
this.kai.play('walk-left', true);
|
||||
moving = true;
|
||||
} else if (this.cursors.right.isDown) {
|
||||
this.kai.setVelocityX(speed);
|
||||
this.kai.play('walk-right', true);
|
||||
moving = true;
|
||||
}
|
||||
|
||||
if (this.cursors.up.isDown) {
|
||||
this.kai.setVelocityY(-speed);
|
||||
if (!this.cursors.left.isDown && !this.cursors.right.isDown) {
|
||||
this.kai.play('walk-up', true);
|
||||
}
|
||||
moving = true;
|
||||
} else if (this.cursors.down.isDown) {
|
||||
this.kai.setVelocityY(speed);
|
||||
if (!this.cursors.left.isDown && !this.cursors.right.isDown) {
|
||||
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);
|
||||
|
||||
// Camp Sorting
|
||||
this.campGroup.children.each(item => {
|
||||
item.setDepth(item.y);
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
42
src/scenes/UIScene.js
Normal file
@@ -0,0 +1,42 @@
|
||||
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');
|
||||
}
|
||||
|
||||
create() {
|
||||
// Simple UI Layout
|
||||
const width = this.cameras.main.width;
|
||||
const height = this.cameras.main.height;
|
||||
const PAD = 20;
|
||||
|
||||
// 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);
|
||||
}
|
||||
}
|
||||