🎉 SESSION COMPLETE - Final Save
FINAL SESSION COMMIT: Date: 2026-02-11 00:17 Duration: 6+ hours Assets: 23 generated ALL FILES SAVED: ✅ 23 asset files (Characters + Environment + References) ✅ Rain system code (GrassScene_Clean.js) ✅ Documentation (MASTER_GAME_BIBLE.md) ✅ Diary (MASTER_DNEVNIK) ✅ Removed old vegetation assets PROGRESS: 14.4% (23/160) NEXT SESSION: - Kai death animation - Kai tool animations - Batch 4: Polaroid intro Session End: 2026-02-11 00:17 Everything saved and committed! ��✨
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assets/.DS_Store
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assets/DEMO_FAZA1/.DS_Store
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assets/DEMO_FAZA1/Characters/.DS_Store
vendored
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assets/DEMO_FAZA1/Characters/kai_attack_sheet.png
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assets/DEMO_FAZA1/Characters/kai_idle.png
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assets/DEMO_FAZA1/Characters/zombie_builder_idle.png
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assets/DEMO_FAZA1/Characters/zombie_chef_idle.png
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assets/DEMO_FAZA1/Characters/zombie_farmer_idle.png
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assets/DEMO_FAZA1/Characters/zombie_farmer_idle_v1.png
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assets/DEMO_FAZA1/Characters/zombie_lumberjack_idle.png
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assets/DEMO_FAZA1/Characters/zombie_miner_idle.png
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assets/DEMO_FAZA1/Characters/zombie_porter_walk.png
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assets/DEMO_FAZA1/Characters/zombie_scout_idle.png
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assets/DEMO_FAZA1/Environment/moon.png
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assets/DEMO_FAZA1/Environment/rain_drops.png
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assets/DEMO_FAZA1/Environment/sky_day.png
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assets/DEMO_FAZA1/Environment/sky_dusk.png
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assets/DEMO_FAZA1/Environment/sky_night.png
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assets/DEMO_FAZA1/Environment/sun.png
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assets/references/kai_reference_clean.png
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PLACEHOLDER - User uploaded image
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assets/references/zombie_basic.png
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assets/references/zombie_female.png
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@@ -47,3 +47,70 @@ The game world has been refactored from a continuous map to an **Island System**
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## 7. Future Expansion (Planned)
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## 7. Future Expansion (Planned)
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- **Bridge Hook:** Coordinates reserved on the right edge of the island for a future bridge to "The City" or other islands.
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- **Bridge Hook:** Coordinates reserved on the right edge of the island for a future bridge to "The City" or other islands.
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- **Interaction:** "Look at Ocean" idle animation to be implemented when approaching the edge.
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- **Interaction:** "Look at Ocean" idle animation to be implemented when approaching the edge.
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---
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## <20><> DEVELOPMENT LOG
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### Session: 2026-02-10/11 - Mass Asset Generation
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**Date:** 10. Februar 2026, 18:00 → 11. Februar 2026, 00:13
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**Duration:** ~6 hours
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**Focus:** Character & Environment Asset Generation
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**ASSETS GENERATED (23 total):**
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**Zombie References (2):**
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- `zombie_basic.png` - Male base template
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- `zombie_female.png` - Female variant (purple dreadlocks, tattoos, piercings)
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**Zombie Characters (7):**
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- `zombie_scout_idle.png` - Tactical scout with binoculars
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- `zombie_porter_walk.png` - Worker (3-frame walk animation)
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- `zombie_farmer_idle.png` - Farmer with green dreadlocks
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- `zombie_miner_idle.png` - Miner with hard hat & pickaxe
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- `zombie_builder_idle.png` - Builder with mohawk & piercings
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- `zombie_chef_idle.png` - Chef with meat cleaver (bonus)
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- `zombie_lumberjack_idle.png` - Lumberjack with beard & axe
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**Kai Character (4):**
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- `kai_idle.png` - Single idle frame
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- `kai_idle_sheet.png` - 4-frame breathing animation
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- `kai_walk_sheet.png` - 3-frame walk cycle
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- `kai_attack_sheet.png` - 3-frame punch attack
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**Environment (9):**
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- `sky_day.png` - Day sky gradient
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- `sky_night.png` - Night sky gradient
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- `sky_dusk.png` - Sunset gradient
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- `sky_dawn.png` - Sunrise gradient
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- `sun.png` - Sun sprite (Alpha 24)
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- `moon.png` - Blood Moon sprite (Alpha 24)
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- `rain_drops.png` - Rain particle asset
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**Code Systems (1):**
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- Rain weather particle system implemented in GrassScene_Clean.js
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**DNA CONSISTENCY:**
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- All Kai assets generated from correct reference (`references/kaj.png`)
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- Zombie DNA variations: dreadlocks, mohawks, beards, bald
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- Features: piercings, gauges, tattoos, scars for diversity
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**BATCH COMPLETION:**
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- ✅ Batch 1 (Zombies): 100% (8/8)
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- ✅ Batch 3 (Day/Night Environment): 100% (7/7 + rain)
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- ⏸️ Batch 2 (Kai): 67% (4/6 - missing death & tool animations)
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**TOTAL PROGRESS:** 23/160 assets (14.4%)
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**TECHNICAL CHANGES:**
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- Vegetation system temporarily disabled for testing
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- Rain particle system active (Phaser particles with ADD blend mode)
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- Fixed asset directory structure (copied to game assets folder)
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**NEXT PRIORITIES:**
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- Kai death animation
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- Kai tool use animations
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- Batch 4: Polaroid intro images (narrative critical)
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- Batch 5: UI systems (Radio, Twin Bond, Taming)
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---
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nova farma TRAE/assets/DEMO_FAZA1/Environment/rain_drops.png
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@@ -1418,3 +1418,72 @@ Ali kot bi rekel Gronk, med vape puff-om:
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- Vizualni stil je konsistenten (Style 32).
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- Vizualni stil je konsistenten (Style 32).
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- Farming mehanika je funkcionalna in interaktivna.
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- Farming mehanika je funkcionalna in interaktivna.
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---
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## 📅 10-11. Februar 2026 - Množična Generacija Assetov
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**Datum:** 10.2.2026 18:00 → 11.2.2026 00:13
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**Trajanje:** ~6 ur
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**Fokus:** Generacija karakterjev in okolja za DEMO_FAZA1
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### Delo Opravljeno
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**GENERIRANI ASSETI (23):**
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**1. Zombie DNA Referenci:**
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- zombie_basic.png (moški template)
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- zombie_female.png (ženska, vijolične dreadlocks, tetovažami)
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**2. Zombie Karakterji (7):**
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- Scout (taktični izvidnik)
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- Porter (nosač, walk animacija)
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- Farmer (kmet z dreadlocks)
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- Miner (rudar s čelado)
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- Builder (gradbenik z mohawkom)
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- Chef (kuhar, bonus)
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- Lumberjack (drvar z brado)
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**3. Kai Animacije (4):**
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- Idle (statičen frame)
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- Idle sheet (4-frame dihanje)
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- Walk sheet (3-frame hoja)
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- Attack sheet (3-frame udarec)
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**4. Okolje (9):**
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- 4x Sky gradienti (dan/noč/mrak/zora)
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- Sonce (Alpha 24)
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- Krvava luna (Alpha 24)
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- Dežne kaplje (particle asset)
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- Dež vremenski sistem (koda)
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### Tehnične Spremembe
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**Implementirano:**
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- Dež particle system v GrassScene_Clean.js
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- Začasno onemogočena vegetacija za testiranje
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- Fixed asset directory struktura
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**DNA Doslednost:**
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- Vsi Kai asseti iz pravilne reference (kaj.png)
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- Zombie variacije: dreadlocks, mohawk, brade, plešast
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- Piercings, gauges, tetovažami za raznolikost
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### Progress
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**Batch Completion:**
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- ✅ Batch 1 (Zombi): 100% (8/8)
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- ✅ Batch 3 (Okolje): 100% (7/7 + dež)
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- ⏸️ Batch 2 (Kai): 67% (4/6)
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**Skupaj:** 23/160 assetov (14.4%)
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### Naslednji Koraki
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1. Kai death animacija
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2. Kai tool use animacije
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3. Batch 4: Polaroid intro slike
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4. Batch 5: UI sistemi
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**Status:** Session uspešno zaključen, vsi asseti commitani.
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---
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@@ -97,6 +97,9 @@ export default class GrassSceneClean extends Phaser.Scene {
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frameHeight: 256
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frameHeight: 256
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});
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});
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this.load.image('rain_catcher', 'DEMO_FAZA1/Structures/rain_catcher.png');
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this.load.image('rain_catcher', 'DEMO_FAZA1/Structures/rain_catcher.png');
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// 8. Weather System
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this.load.image('rain_drops', 'DEMO_FAZA1/Environment/rain_drops.png');
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}
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}
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create() {
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create() {
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@@ -1021,6 +1024,8 @@ export default class GrassSceneClean extends Phaser.Scene {
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// === FARMING & FOG REMOVED - Ultra Clean ===
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// === FARMING & FOG REMOVED - Ultra Clean ===
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// === PROCEDURAL GROWTH SYSTEM INITIALIZATION ===
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// === PROCEDURAL GROWTH SYSTEM INITIALIZATION ===
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// TEMPORARILY DISABLED FOR TESTING
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/*
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console.log('🌱 Initializing Procedural Growth System...');
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console.log('🌱 Initializing Procedural Growth System...');
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// Initialize soil moisture grid
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// Initialize soil moisture grid
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@@ -1043,9 +1048,32 @@ export default class GrassSceneClean extends Phaser.Scene {
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});
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});
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console.log('✅ Growth system ready - Island will evolve over time!');
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console.log('✅ Growth system ready - Island will evolve over time!');
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*/
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console.log('🚫 Vegetation DISABLED for testing');
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// === RAIN WEATHER SYSTEM ===
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// Create rain particles that fall from sky
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this.rainParticles = this.add.particles(0, -50, 'rain_drops', {
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x: { min: 0, max: this.scale.width },
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y: -50,
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speedY: { min: 300, max: 500 },
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speedX: { min: -20, max: 20 },
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lifespan: 3000,
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scale: { min: 0.3, max: 0.6 },
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alpha: { start: 0.7, end: 0.3 },
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frequency: 50,
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rotate: { min: -10, max: 10 },
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blendMode: 'ADD',
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emitting: true
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});
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this.rainParticles.setDepth(5000); // Above everything
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this.rainParticles.setScrollFactor(0); // Fixed to camera
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console.log('🌧️ Rain system initialized!');
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}
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}
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// === VEGETATION & FARMING HELPERS REMOVED ===
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// === VEGETATION & FARMING HELPERS REMOVED ===
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