WIP: Water animation system - added frame initialization and update loop (debugging in progress)
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@@ -803,8 +803,10 @@ class GameScene extends Phaser.Scene {
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}
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}
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// Terrain system update (za water animacijo)
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// Terrain system update (za water animacijo)
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if (this.terrainSystem) {
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if (this.terrainSystem && this.terrainSystem.update) {
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this.terrainSystem.update(Date.now(), delta);
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this.terrainSystem.update(Date.now(), delta);
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} else {
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console.warn('⚠️ TerrainSystem.update not available!');
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}
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}
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}
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}
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}
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}
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@@ -429,7 +429,7 @@ class TerrainSystem {
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// Create Tile Data
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// Create Tile Data
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this.tiles[y][x] = {
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this.tiles[y][x] = {
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type: terrainType.name,
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type: terrainType.name,
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texture: terrainType.name,
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texture: terrainType.name === 'water' ? 'water_frame_0' : terrainType.name, // Water tiles get animated frame!
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hasDecoration: false,
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hasDecoration: false,
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hasCrop: false,
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hasCrop: false,
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solid: terrainType.solid || false
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solid: terrainType.solid || false
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10
test_water_animation.js
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10
test_water_animation.js
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@@ -0,0 +1,10 @@
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// Test: Check if water frames exist
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console.log('Testing water animation frames...');
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// Check water_frame_0 through water_frame_3
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for (let i = 0; i < 4; i++) {
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const key = `water_frame_${i}`;
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console.log(`Frame ${i}: ${key}`);
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}
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console.log('Water animation test complete!');
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