chore: Update LDtk project with new layers and fixed assets dimensions (using sips)
This commit is contained in:
436
NEXT_STEPS.md
436
NEXT_STEPS.md
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# 🎯 NOVAFARMA - NEXT STEPS ACTION PLAN
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# 🗺️ **NASLEDNJI KORAKI: LEVEL DESIGN**
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**Date:** 2025-12-14
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**Current Status:** Water & Puddles Complete ✅
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David, Kai je nazaj (pot popravljena)!
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---
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Zdaj imaš delujoč sistem. **Kaj delamo naprej (Faza 1)?**
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## 📊 COMPLETED TODAY
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1. **Odpri LDtk in pritisni `CMD + R`** (da osvežiš Kaia).
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2. **Razširi Farmo:**
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- Zmanjšaj pogled (`-` in `+`).
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- Uporabi `Terrain_Control` in nariši večji otok s travo.
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- Nariši potok (Voda/Water) skozi farmo.
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- Nariši večjo njivo za koruzo in krompir.
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- ✅ Smooth 2D water (pond style)
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- ✅ Smooth puddle sprites
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- ✅ Rain impact detection
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- ✅ Ripple effects on water
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- ✅ Puddles spawn where rain lands
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- ✅ Grid lines removed
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- ✅ Art Style Guide created
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- ✅ Tiled Map Guide created
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3. **Dodaj Zgradbe (če želiš):**
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- Trenutno imamo le Kaija in Cannabis.
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- **Ali želiš, da dodam v LDtk še HIŠO in SKEDENJ kot Entities?**
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---
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## 🎯 NEXT DEVELOPMENT OPTIONS
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Choose one to implement next:
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---
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## OPTION 1: 🛠️ CRAFTING UI
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### Overview:
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Implement a complete crafting system with recipe management and inventory integration.
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### Features to Implement:
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1. **Crafting UI Panel**
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- Recipe list display
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- Ingredient requirements
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- Crafting button
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- Result preview
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- Category filtering
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2. **Recipe System**
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- Recipe definitions (JSON)
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- Unlock system
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- Crafting requirements check
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- Item production
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3. **Inventory Integration**
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- Check available materials
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- Consume ingredients
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- Add crafted items
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- Real-time updates
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### Technical Details:
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**Files to Create:**
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- `src/systems/CraftingSystem.js`
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- `src/ui/CraftingUI.js`
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- `data/recipes.json`
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**Example Recipe:**
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```json
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{
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"wooden_fence": {
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"name": "Wooden Fence",
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"category": "building",
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"ingredients": {
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"wood": 2,
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"stone": 1
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},
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"result": {
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"item": "fence",
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"quantity": 1
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},
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"unlocked": true
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}
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}
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```
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**UI Layout:**
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```
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┌─────────────────────┐
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│ CRAFTING │
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├─────────────────────┤
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│ [ Wood Fence ] x2W │ ← Recipe
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│ [ Stone Path ] x5S │
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│ [ Iron Tool ] 🔒 │ ← Locked
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├─────────────────────┤
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│ Materials: │
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│ Wood: 10/2 ✅ │
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│ Stone: 3/1 ✅ │
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│ │
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│ [ CRAFT ] │
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└─────────────────────┘
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```
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### Estimated Time: **2-3 hours**
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### Complexity: ⭐⭐⭐ (Medium)
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---
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## OPTION 2: 🎮 PLAYER CONTROLS
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### Overview:
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Polish player movement, animations, and input handling for smooth gameplay.
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### Features to Implement:
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1. **Movement Improvements**
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- Diagonal movement
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- Acceleration/deceleration
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- Sprint (Shift key)
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- Smooth turning
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2. **Animation Polish**
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- Walking animations (4 directions)
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- Idle animations
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- Action animations (digging, watering)
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- Transition smoothing
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3. **Input Handling**
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- Keyboard controls (WASD + Arrows)
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- Gamepad support
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- Mouse click movement
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- Input buffering
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### Technical Details:
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**Files to Modify:**
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- `src/entities/Player.js`
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- `src/scenes/GameScene.js`
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**Movement System:**
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```javascript
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update(delta) {
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// Acceleration-based movement
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const accel = this.sprinting ? 0.5 : 0.3;
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const maxSpeed = this.sprinting ? 200 : 100;
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// Smooth velocity changes
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this.velocity.x = Phaser.Math.Linear(
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this.velocity.x,
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this.targetVelocity.x,
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accel
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);
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// Animation based on direction
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if (this.velocity.y > 0) this.play('walk_down');
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else if (this.velocity.y < 0) this.play('walk_up');
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// ...
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}
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```
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**Controls:**
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- WASD / Arrow Keys - Movement
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- Shift - Sprint
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- E - Interact
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- Click - Move to point
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### Estimated Time: **2-3 hours**
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### Complexity: ⭐⭐⭐ (Medium)
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---
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## OPTION 3: 💾 SAVE/LOAD SYSTEM
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### Overview:
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Implement robust game state persistence with multiple save slots and auto-save.
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### Features to Implement:
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1. **Save System**
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- Save entire game state
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- Multiple slots (3-5)
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- Auto-save (every 5 min)
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- Save metadata (date, playtime)
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2. **Load System**
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- Load game state
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- Restore all systems
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- Error handling
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- Save slot preview
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3. **Save UI**
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- Save slot selection
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- Load screen
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- Delete saves
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- Save indicators
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### Technical Details:
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**Files to Create:**
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- `src/systems/SaveSystem.js`
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- `src/ui/SaveLoadUI.js`
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- `src/scenes/SaveLoadScene.js`
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**Save Data Structure:**
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```json
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{
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"version": "1.0.0",
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"timestamp": 1702560000,
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"playtime": 3600,
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"player": {
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"x": 50,
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"y": 50,
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"health": 100,
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"energy": 80
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},
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"inventory": {
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"items": {...}
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},
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"terrain": {
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"seed": "abc123",
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"modifications": [...]
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},
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"weather": {
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"current": "rain",
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"intensity": 1.0
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}
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}
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```
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**Storage:**
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```javascript
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// localStorage for web
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localStorage.setItem('novafarma_save_1', JSON.stringify(saveData));
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// IndexedDB for larger saves
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const db = await openDB('novafarma');
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await db.put('saves', saveData, 'slot_1');
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```
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### Estimated Time: **3-4 hours**
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### Complexity: ⭐⭐⭐⭐ (Medium-High)
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---
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## OPTION 4: 🗺️ TILED IMPLEMENTATION
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### Overview:
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Replace procedural generation with hand-crafted Tiled maps for precise level design.
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### Features to Implement:
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1. **Create Tileset**
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- Generate smooth 48x48 tiles
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- Grass, dirt, water, stone, etc.
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- Wang/Terrain tiles for transitions
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- Export as PNG + TSX
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2. **Build Map in Tiled**
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- Create 100x100 map
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- Paint terrain layers
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- Add decorations
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- Place spawn points
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- Export to JSON
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3. **Integrate with Phaser**
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- Load Tiled JSON
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- Create tile layers
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- Handle collisions
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- Spawn player
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- Replace TerrainSystem
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### Technical Details:
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**Files to Create:**
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- `assets/tilesets/smooth_tileset.png` (Tileset image)
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- `assets/tilesets/smooth_tileset.tsx` (Tiled tileset)
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- `assets/maps/world.tmx` (Tiled map source)
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- `assets/maps/world.json` (Exported JSON)
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**Integration:**
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```javascript
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// PreloadScene.js
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preload() {
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this.load.image('tileset', 'assets/tilesets/smooth_tileset.png');
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this.load.tilemapTiledJSON('world', 'assets/maps/world.json');
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}
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// GameScene.js
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create() {
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const map = this.make.tilemap({ key: 'world' });
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const tileset = map.addTilesetImage('smooth_tileset', 'tileset');
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this.groundLayer = map.createLayer('Ground', tileset, 0, 0);
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this.decorLayer = map.createLayer('Decorations', tileset, 0, 0);
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}
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```
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**Benefits:**
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- ✅ Precise level design
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- ✅ Smooth transitions (Wang Tiles)
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- ✅ Easy iteration
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- ✅ Professional workflow
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- ✅ No procedural bugs
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### Estimated Time: **4-6 hours**
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### Complexity: ⭐⭐⭐⭐⭐ (High)
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---
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## OPTION 5: ✨ CONTINUE POLISH
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### Overview:
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Enhance visual effects, animations, and overall game polish.
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### Features to Implement:
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1. **Weather Effects**
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- Enhanced rain particles
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- Snow system improvements
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- Wind effects
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- Weather transitions
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- Dynamic lighting
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2. **Enhanced Animations**
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- Water wave animations
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- Tree sway in wind
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- Grass movement
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- Particle effects polish
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- Smooth transitions
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3. **Additional Visuals**
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- Day/night cycle
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- Shadows
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- Lighting effects
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- Screen effects (fog, bloom)
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- UI animations
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### Technical Details:
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**Weather Enhancements:**
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```javascript
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// Enhanced rain
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this.rainEmitter.setConfig({
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quantity: { min: 5, max: 10 },
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speed: { min: 400, max: 800 },
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angle: { min: 260, max: 280 }, // Wind effect
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lifespan: 2000,
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gravityY: 600,
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bounce: 0.2 // Rain bounce
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});
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// Wind effect on trees
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this.tweens.add({
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targets: tree,
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angle: { from: -2, to: 2 },
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duration: 2000,
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yoyo: true,
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repeat: -1,
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ease: 'Sine.easeInOut'
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});
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```
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**Day/Night Cycle:**
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```javascript
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// Time-based tint
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const timeOfDay = (Date.now() % 86400000) / 86400000;
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const tintValue = Phaser.Math.Linear(0x666699, 0xffffff,
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Math.sin(timeOfDay * Math.PI * 2));
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this.cameras.main.setTint(tintValue);
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```
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### Estimated Time: **3-5 hours**
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### Complexity: ⭐⭐⭐⭐ (Medium-High)
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---
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## 📊 RECOMMENDATION MATRIX
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| Option | Impact | Complexity | Time | Fun Factor |
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|--------|--------|------------|------|------------|
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| 1. Crafting UI | ⭐⭐⭐⭐ | ⭐⭐⭐ | 2-3h | ⭐⭐⭐⭐ |
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| 2. Player Controls | ⭐⭐⭐ | ⭐⭐⭐ | 2-3h | ⭐⭐⭐⭐⭐ |
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| 3. Save/Load | ⭐⭐⭐⭐⭐ | ⭐⭐⭐⭐ | 3-4h | ⭐⭐⭐ |
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| 4. Tiled Maps | ⭐⭐⭐⭐⭐ | ⭐⭐⭐⭐⭐ | 4-6h | ⭐⭐⭐⭐ |
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| 5. Polish | ⭐⭐⭐⭐ | ⭐⭐⭐⭐ | 3-5h | ⭐⭐⭐⭐⭐ |
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---
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## 🎯 MY RECOMMENDATION
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**Best order for implementation:**
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1. **FIRST:** Option 2 (Player Controls) ⭐
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- Quick wins
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- Immediate feel improvement
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- Foundation for other features
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2. **SECOND:** Option 1 (Crafting UI)
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- Core gameplay mechanic
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- Uses existing inventory
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- High player engagement
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3. **THIRD:** Option 3 (Save/Load)
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- Essential for playability
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- Preserves player progress
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- Professional feature
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4. **FOURTH:** Option 4 (Tiled Maps)
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- Comprehensive redesign
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- Best done after core systems
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- Allows precise world building
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5. **FIFTH:** Option 5 (Polish)
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- Cherry on top
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- Makes everything shine
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- Final touches
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---
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## ❓ NEXT STEPS
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**Choose your path:**
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Type the option number (1-5) or combination:
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- Single: "Option 2"
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- Multiple: "Option 2, then 1, then 3"
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- All: "All in recommended order"
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**Or ask for more details:**
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- "Tell me more about Crafting UI"
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- "What exactly in Player Controls?"
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- "Show me Save/Load examples"
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---
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**Ready to implement your choice!** 🚀✨
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Povej, če gremo na **ZGRADBE** ali želiš prej še kaj drugega? 🚜
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Reference in New Issue
Block a user