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