Cherry Blossom Trees Session 2 + GREEN SCREEN Learning

Session 2 Work:
- Added cherry blossom tree PNG sprites (multiple attempts)
- Implemented random tree growth (0.3x - 0.7x scale)
- Increased scattered trees (15  50 across map)
- Wider tree distribution (10-90 range)

 Green Screen Experiments:
- Attempted AI-generated PNG with green screen (#00FF00)
- Implemented green chroma-key removal in PreloadScene
- Multiple iterations (normal  ultra  nuclear green removal)
- Conclusion: AI green screen unreliable, reverted to procedural

 Final Solution:
- Disabled PNG sprite rendering
- Using 100% procedural cherry blossom trees (pink triangles)
- Random growth scaling for variety
- 50+ trees scattered across entire map

 Documentation:
- Updated DNEVNIK.md with Session 2
- Added GREEN SCREEN RULE for future AI image generation
- Documented lessons learned

 Key Lessons:
- AI transparency/green screen NOT reliable
- Procedural graphics > problematic PNGs
- Hollywood uses green screen, but AI can't do it consistently
- Always have fallback plan!

Session: 1h (22:30-23:20)
Date: 14.12.2024
This commit is contained in:
2025-12-14 23:21:36 +01:00
parent a4d2d137ec
commit c5d6c01305
6 changed files with 117 additions and 14 deletions

View File

@@ -314,6 +314,18 @@ class Flat2DTerrainSystem {
}
createTree(x, y) {
// 🌸 PNG DISABLED - procedural is more reliable!
// if (this.scene.textures.exists('cesnjevo_drevo')) {
// const tree = this.scene.add.image(x, y, 'cesnjevo_drevo');
// const growthScale = Phaser.Math.FloatBetween(0.3, 0.7);
// tree.setScale(growthScale);
// tree.setOrigin(0.5, 0.9);
// const shadow = this.scene.add.ellipse(x, y + 10, 20 * growthScale, 6, 0x000000, 0.15);
// shadow.setDepth(tree.depth - 1);
// return tree;
// }
// PROCEDURAL CHERRY BLOSSOM (RELIABLE!)
const graphics = this.scene.add.graphics();
// DROP SHADOW (2D depth!) 🎨