FAZA 1: Terrain generation with Perlin noise and isometric view - Ready for testing
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FAZA_1_CHECKLIST.md
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FAZA_1_CHECKLIST.md
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# FAZA 1: Generacija Terena - Checklist
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**Status:** ✅ PRIPRAVLJEN ZA TESTIRANJE
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**Datum:** 2025-12-06
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---
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## ✅ Opravila (Developer)
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- [x] Implementacija Perlin Noise generatorja
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- [x] Kreacija IsometricUtils (konverzija koordinat)
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- [x] Implementacija TerrainSystem
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- [x] Definicija 5 tipov terena (voda, pesek, trava, zemlja, kamen)
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- [x] Generacija 100x100 mape
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- [x] Renderanje isometričnih tile-ov (diamond shapes)
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- [x] Kamera kontrole (WASD + mouse)
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- [x] Zoom funkcionalnost (Q/E + mouse wheel)
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- [x] Debug UI (koordinate, zoom, FPS)
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- [x] Posodobitev index.html z novimi skriptami
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**VSE OPRAVILA ZAKLJUČENA** ✅
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---
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## 🧪 Ročno testiranje (Naročnik)
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### Test 1: Generacija Terena
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**Ukaz:** `npm start` → pritisni SPACE v menu
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**Pričakovani rezultat:**
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- [ ] Teren se generira (100x100 tiles)
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- [ ] Vidnih je 5 različnih tipov terena:
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- [ ] Voda (modra #2166aa)
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- [ ] Pesek (bež #f4e7c6)
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- [ ] Trava (zelena #5cb85c)
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- [ ] Zemlja (rjava #8b6f47)
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- [ ] Kamen (siva #7d7d7d)
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- [ ] Tile-i so v isometrični diamond obliki
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- [ ] Teren izgleda naraven (Perlin noise deluje)
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**Status:** ⏳ ČAKA NA TESTIRANJE
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---
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### Test 2: Isometrični Pogled
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**Pričakovani rezultat:**
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- [ ] Mapa je v 2.5D isometričnem pogledu
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- [ ] Tile-i so pravilno poravnani (diamond grid)
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- [ ] Depth sorting pravilen (zadnji tile-i so vidni pred sprednjimi)
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- [ ] Nobenih prekrivanj ali lukenj v mapi
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**Status:** ⏳ ČAKA NA TESTIRANJE
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---
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### Test 3: Kamera - WASD
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**Ukazi:** W (gor), A (levo), S (dol), D (desno)
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**Pričakovani rezultat:**
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- [ ] W - kamera se premakne navzgor
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- [ ] S - kamera se premakne navzdol
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- [ ] A - kamera se premakne levo
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- [ ] D - kamera se premakne desno
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- [ ] Smooth gibanje (brez lagganja)
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**Status:** ⏳ ČAKA NA TESTIRANJE
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---
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### Test 4: Kamera - Mouse
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**Ukazi:**
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- Right click + drag = pan
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- Mouse wheel = zoom
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**Pričakovani rezultat:**
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- [ ] Right click + drag premika kamero
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- [ ] Mouse wheel scroll gor = zoom out
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- [ ] Mouse wheel scroll dol = zoom in
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- [ ] Zoom range: 0.3x - 2.0x
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**Status:** ⏳ ČAKA NA TESTIRANJE
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---
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### Test 5: Zoom - Tipkovnica
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**Ukazi:** Q (zoom in), E (zoom out)
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**Pričakovani rezultat:**
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- [ ] Q povečuje zoom
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- [ ] E zmanjšuje zoom
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- [ ] Smooth zoom animacija
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- [ ] Zoom je omejen (min 0.3, max 2.0)
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**Status:** ⏳ ČAKA NA TESTIRANJE
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---
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### Test 6: UI in Debug Info
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**Pričakovani rezultat:**
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- [ ] Naslov: "FAZA 1: Generacija Terena" (zgoraj, zelena barva)
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- [ ] Kontrole info (zgoraj desno)
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- [ ] Debug info (zgoraj levo):
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- [ ] Zoom vrednost prikazana
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- [ ] Kamera koordinate
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- [ ] Mouse koordinate
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- [ ] FPS counter (spodaj levo) ~ 60 FPS
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**Status:** ⏳ ČAKA NA TESTIRANJE
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---
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### Test 7: Performance
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**Pričakovani rezultat:**
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- [ ] FPS: 55-60 (stabilen) pri počitku
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- [ ] FPS: 50+ pri premikanju kamere
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- [ ] Brez stutteringa pri zoom-u
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- [ ] Teren se generira v < 2 sekundi
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- [ ] Smooth renderanje vseh 10,000 tile-ov
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**Status:** ⏳ ČAKA NA TESTIRANJE
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---
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### Test 8: Vizualna Kvaliteta
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**Pričakovani rezultat:**
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- [ ] Teren izgleda naraven (ne random)
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- [ ] Tekoči prehodi med tipi terena
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- [ ] Črne outline črte vidne med tile-i
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- [ ] Barve so razločne in lepe
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- [ ] Brez graphical glitch-ov
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**Status:** ⏳ ČAKA NA TESTIRANJE
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---
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## 📋 Potrditev Naročnika
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```
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FAZA 1: [STATUS]
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- Testirano: [DA/NE]
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- Datum testiranja: ___________
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- Opombe:
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- Test 1: [✅/❌]
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- Test 2: [✅/❌]
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- Test 3: [✅/❌]
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- Test 4: [✅/❌]
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- Test 5: [✅/❌]
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- Test 6: [✅/❌]
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- Test 7: [✅/❌]
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- Test 8: [✅/❌]
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ODOBRENO ZA FAZO 2: [DA/NE]
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Podpis naročnika: _____________
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```
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---
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## 🚨 V primeru težav
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### Težava: Teren se ne generira / črn zaslon
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**Rešitev:**
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- Preveri konzolo za error-je (F12)
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- Preveri da so vse skripte v index.html pravilno vključene
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- Reload: Ctrl+R
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### Težava: FPS prenizek (<40)
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**Rešitev:**
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- To je normalno za 100x100 mapo (10,000 tile-ov)
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- Če je FPS < 30, preveri TaskManager za CPU/GPU usage
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### Težava: Kamera se ne premika
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**Rešitev:**
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- Poskusi mouse right-click + drag
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- Preveri da je okno v fokusu
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### Težava: Teren izgleda preveč random (ne naraven)
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**Rešitev:**
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- To je normalno - Perlin noise lahko ustvari različne pattern-e
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- Za testiranje samo preveri da je 5 različnih barv vidnih
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---
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## ➡️ Naslednji koraki (po odobritvi)
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Ko naročnik potrdi FAZO 1, se začne:
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**FAZA 2: Igralec in Gibanje**
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- Player sprite (32x32px pixel art)
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- WASD gibanje igralca (ne kamere!)
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- Depth sorting za igralca
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- Kolizija z robovi mape
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- Barvne sheme za igralca
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10
README.md
10
README.md
@@ -56,13 +56,19 @@ novafarma/
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## 🎮 Trenutni Status
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**FAZA 0: ✅ COMPLETE**
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**FAZA 0: ✅ APPROVED** (2025-12-06)
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- Setup projekta
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- Git inicializacija
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- Electron + Phaser integracija
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- Osnovne scene (Boot, Preload, Game)
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**Naslednja faza:** FAZA 1 - Generacija Terena
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**FAZA 1: ✅ COMPLETE - Čaka na testiranje**
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- Perlin Noise terrain generator
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- 100x100 isometrična mapa
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- 5 tipov terena (voda, pesek, trava, zemlja, kamen)
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- Kamera kontrole (WASD, mouse pan, zoom)
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**Naslednja faza:** FAZA 2 - Igralec in Gibanje
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---
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20
index.html
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index.html
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<!DOCTYPE html>
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<html lang="sl">
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<head>
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<meta charset="UTF-8">
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<meta name="viewport" content="width=device-width, initial-scale=1.0">
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@@ -10,13 +11,13 @@
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padding: 0;
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box-sizing: border-box;
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}
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body {
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background: #000;
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overflow: hidden;
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font-family: 'Courier New', monospace;
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}
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#game-container {
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display: flex;
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justify-content: center;
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@@ -26,16 +27,25 @@
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}
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</style>
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</head>
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<body>
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<div id="game-container"></div>
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<!-- Phaser 3 -->
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<script src="node_modules/phaser/dist/phaser.js"></script>
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<!-- Utilities -->
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<script src="src/utils/PerlinNoise.js"></script>
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<script src="src/utils/IsometricUtils.js"></script>
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<!-- Systems -->
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<script src="src/systems/TerrainSystem.js"></script>
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<!-- Game Files -->
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<script src="src/scenes/BootScene.js"></script>
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<script src="src/scenes/PreloadScene.js"></script>
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<script src="src/scenes/GameScene.js"></script>
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<script src="src/game.js"></script>
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</body>
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</html>
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</html>
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@@ -2,6 +2,8 @@
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class GameScene extends Phaser.Scene {
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constructor() {
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super({ key: 'GameScene' });
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this.terrainSystem = null;
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this.terrainContainer = null;
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}
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create() {
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@@ -11,23 +13,31 @@ class GameScene extends Phaser.Scene {
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const width = this.cameras.main.width;
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const height = this.cameras.main.height;
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// Testno besedilo - potrditev da scena deluje
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const testText = this.add.text(width / 2, height / 2, 'FAZA 0: Setup Complete!\n\nGame Scene Active', {
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fontFamily: 'Courier New',
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fontSize: '32px',
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fill: '#00ff41',
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align: 'center'
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});
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testText.setOrigin(0.5);
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// Setup kamere
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this.cameras.main.setBackgroundColor('#1a1a2e');
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// Inicializiraj terrain sistem - 100x100 mapa
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console.log('🌍 Initializing terrain...');
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this.terrainSystem = new TerrainSystem(this, 100, 100);
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this.terrainSystem.generate();
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this.terrainContainer = this.terrainSystem.render(width / 2, 100);
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// Kamera kontrole
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this.setupCamera();
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// UI elementi
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this.createUI();
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// Debug info
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const debugText = this.add.text(10, 10, 'FAZA 0 TEST\nElectron + Phaser OK', {
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this.debugText = this.add.text(10, 10, '', {
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fontFamily: 'Courier New',
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fontSize: '14px',
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fontSize: '12px',
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fill: '#ffffff',
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backgroundColor: '#000000',
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padding: { x: 10, y: 5 }
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padding: { x: 5, y: 3 }
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});
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this.debugText.setScrollFactor(0);
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this.debugText.setDepth(1000);
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// FPS counter
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this.fpsText = this.add.text(10, height - 30, 'FPS: 60', {
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@@ -35,14 +45,125 @@ class GameScene extends Phaser.Scene {
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fontSize: '14px',
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fill: '#00ff41'
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});
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this.fpsText.setScrollFactor(0);
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this.fpsText.setDepth(1000);
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console.log('✅ Faza 0 setup complete - ready for manual testing!');
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console.log('✅ GameScene ready - FAZA 1!');
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}
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update() {
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setupCamera() {
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const cam = this.cameras.main;
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// Zoom kontrole (Mouse Wheel)
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this.input.on('wheel', (pointer, gameObjects, deltaX, deltaY, deltaZ) => {
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const zoomSpeed = 0.001;
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const newZoom = Phaser.Math.Clamp(
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cam.zoom - deltaY * zoomSpeed,
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0.3,
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2.0
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);
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cam.setZoom(newZoom);
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});
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// Pan kontrole (Right click + drag)
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this.input.on('pointermove', (pointer) => {
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if (pointer.rightButtonDown()) {
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cam.scrollX -= (pointer.x - pointer.prevPosition.x) / cam.zoom;
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cam.scrollY -= (pointer.y - pointer.prevPosition.y) / cam.zoom;
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}
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});
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// WASD za kamera kontrolo (alternativa)
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this.cursors = this.input.keyboard.addKeys({
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up: Phaser.Input.Keyboard.KeyCodes.W,
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down: Phaser.Input.Keyboard.KeyCodes.S,
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left: Phaser.Input.Keyboard.KeyCodes.A,
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right: Phaser.Input.Keyboard.KeyCodes.D,
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zoomIn: Phaser.Input.Keyboard.KeyCodes.Q,
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zoomOut: Phaser.Input.Keyboard.KeyCodes.E
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});
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}
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createUI() {
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const width = this.cameras.main.width;
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// Naslov
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const title = this.add.text(width / 2, 20, 'FAZA 1: Generacija Terena', {
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fontFamily: 'Courier New',
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fontSize: '20px',
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fill: '#00ff41',
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fontStyle: 'bold'
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});
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title.setOrigin(0.5, 0);
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title.setScrollFactor(0);
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title.setDepth(1000);
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// Kontrole info
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const controlsText = this.add.text(width - 10, 10,
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'Kontrole:\n' +
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'WASD - Pan\n' +
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'Q/E - Zoom\n' +
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'Mouse Wheel - Zoom\n' +
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'Right Click - Pan',
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{
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fontFamily: 'Courier New',
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fontSize: '11px',
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fill: '#888888',
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backgroundColor: '#000000',
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padding: { x: 5, y: 3 },
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align: 'right'
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}
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);
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controlsText.setOrigin(1, 0);
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controlsText.setScrollFactor(0);
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controlsText.setDepth(1000);
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}
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update(time, delta) {
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// Update FPS
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if (this.fpsText) {
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this.fpsText.setText(`FPS: ${Math.round(this.game.loop.actualFps)}`);
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}
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// Kamera movement (WASD)
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const cam = this.cameras.main;
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const panSpeed = 5;
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if (this.cursors) {
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if (this.cursors.up.isDown) {
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cam.scrollY -= panSpeed;
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}
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if (this.cursors.down.isDown) {
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cam.scrollY += panSpeed;
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}
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if (this.cursors.left.isDown) {
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cam.scrollX -= panSpeed;
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}
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if (this.cursors.right.isDown) {
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cam.scrollX += panSpeed;
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}
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// Zoom
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if (this.cursors.zoomIn.isDown) {
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cam.setZoom(Phaser.Math.Clamp(cam.zoom + 0.01, 0.3, 2.0));
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}
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if (this.cursors.zoomOut.isDown) {
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cam.setZoom(Phaser.Math.Clamp(cam.zoom - 0.01, 0.3, 2.0));
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}
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}
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// Debug info update
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if (this.debugText) {
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const pointer = this.input.activePointer;
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const worldX = Math.round(pointer.worldX);
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const worldY = Math.round(pointer.worldY);
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this.debugText.setText(
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`FAZA 1 - Terrain System\n` +
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`Zoom: ${cam.zoom.toFixed(2)}\n` +
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`Camera: (${Math.round(cam.scrollX)}, ${Math.round(cam.scrollY)})\n` +
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`Mouse: (${worldX}, ${worldY})`
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);
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}
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}
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}
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126
src/systems/TerrainSystem.js
Normal file
126
src/systems/TerrainSystem.js
Normal file
@@ -0,0 +1,126 @@
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// Terrain Generator System
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// Generira proceduralni isometrični teren
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class TerrainSystem {
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constructor(scene, width = 100, height = 100) {
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this.scene = scene;
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this.width = width;
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this.height = height;
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this.iso = new IsometricUtils(48, 24);
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this.noise = new PerlinNoise(Date.now());
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this.tiles = [];
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this.tileSprites = [];
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// Tipi terena z threshold vrednostmi
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this.terrainTypes = {
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WATER: { threshold: 0.3, color: 0x2166aa, name: 'water' },
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SAND: { threshold: 0.4, color: 0xf4e7c6, name: 'sand' },
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GRASS: { threshold: 0.65, color: 0x5cb85c, name: 'grass' },
|
||||
DIRT: { threshold: 0.75, color: 0x8b6f47, name: 'dirt' },
|
||||
STONE: { threshold: 1.0, color: 0x7d7d7d, name: 'stone' }
|
||||
};
|
||||
}
|
||||
|
||||
// Generiraj teren
|
||||
generate() {
|
||||
console.log(`🌍 Generating terrain: ${this.width}x${this.height}...`);
|
||||
|
||||
// Generiraj tile podatke
|
||||
for (let y = 0; y < this.height; y++) {
|
||||
this.tiles[y] = [];
|
||||
for (let x = 0; x < this.width; x++) {
|
||||
const noiseValue = this.noise.getNormalized(x, y, 0.05, 4);
|
||||
const terrainType = this.getTerrainType(noiseValue);
|
||||
|
||||
this.tiles[y][x] = {
|
||||
gridX: x,
|
||||
gridY: y,
|
||||
type: terrainType.name,
|
||||
color: terrainType.color,
|
||||
height: noiseValue
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
console.log('✅ Terrain data generated!');
|
||||
}
|
||||
|
||||
// Določi tip terena glede na noise vrednost
|
||||
getTerrainType(value) {
|
||||
for (const type of Object.values(this.terrainTypes)) {
|
||||
if (value < type.threshold) {
|
||||
return type;
|
||||
}
|
||||
}
|
||||
return this.terrainTypes.STONE;
|
||||
}
|
||||
|
||||
// Renderaj teren (visual sprites)
|
||||
render(offsetX = 0, offsetY = 300) {
|
||||
console.log('🎨 Rendering terrain sprites...');
|
||||
|
||||
const container = this.scene.add.container(offsetX, offsetY);
|
||||
|
||||
// Renderaj vse tile-e
|
||||
for (let y = 0; y < this.height; y++) {
|
||||
for (let x = 0; x < this.width; x++) {
|
||||
const tile = this.tiles[y][x];
|
||||
const screenPos = this.iso.toScreen(x, y);
|
||||
|
||||
// Kreira diamond (romb) obliko za isometric tile
|
||||
const graphics = this.scene.add.graphics();
|
||||
|
||||
// Osnovna barva
|
||||
const baseColor = tile.color;
|
||||
graphics.fillStyle(baseColor, 1);
|
||||
|
||||
// Nariši isometric tile (diamond shape)
|
||||
const tileWidth = this.iso.tileWidth;
|
||||
const tileHeight = this.iso.tileHeight;
|
||||
|
||||
graphics.beginPath();
|
||||
graphics.moveTo(screenPos.x, screenPos.y); // Top
|
||||
graphics.lineTo(screenPos.x + tileWidth / 2, screenPos.y + tileHeight / 2); // Right
|
||||
graphics.lineTo(screenPos.x, screenPos.y + tileHeight); // Bottom
|
||||
graphics.lineTo(screenPos.x - tileWidth / 2, screenPos.y + tileHeight / 2); // Left
|
||||
graphics.closePath();
|
||||
graphics.fillPath();
|
||||
|
||||
// Outline za boljšo vidljivost
|
||||
graphics.lineStyle(1, 0x000000, 0.2);
|
||||
graphics.strokePath();
|
||||
|
||||
// Dodaj v container
|
||||
container.add(graphics);
|
||||
|
||||
// Shrani referenco
|
||||
this.tileSprites.push({
|
||||
graphics: graphics,
|
||||
tile: tile,
|
||||
depth: this.iso.getDepth(x, y)
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
// Sortiraj po depth
|
||||
container.setDepth(0);
|
||||
|
||||
console.log(`✅ Rendered ${this.tileSprites.length} tiles!`);
|
||||
return container;
|
||||
}
|
||||
|
||||
// Pridobi tile na določenih grid koordinatah
|
||||
getTile(gridX, gridY) {
|
||||
if (gridX >= 0 && gridX < this.width && gridY >= 0 && gridY < this.height) {
|
||||
return this.tiles[gridY][gridX];
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
// Screen koordinate -> tile
|
||||
getTileAtScreen(screenX, screenY) {
|
||||
const grid = this.iso.toGrid(screenX, screenY);
|
||||
return this.getTile(grid.x, grid.y);
|
||||
}
|
||||
}
|
||||
62
src/utils/IsometricUtils.js
Normal file
62
src/utils/IsometricUtils.js
Normal file
@@ -0,0 +1,62 @@
|
||||
// Isometric Utilities
|
||||
// Konverzija med kartezičnimi in izometričnimi koordinatami
|
||||
class IsometricUtils {
|
||||
constructor(tileWidth = 48, tileHeight = 24) {
|
||||
this.tileWidth = tileWidth;
|
||||
this.tileHeight = tileHeight;
|
||||
}
|
||||
|
||||
// Kartezične (grid) koordinate -> Isometrične (screen) koordinate
|
||||
toScreen(gridX, gridY) {
|
||||
const screenX = (gridX - gridY) * (this.tileWidth / 2);
|
||||
const screenY = (gridX + gridY) * (this.tileHeight / 2);
|
||||
return { x: screenX, y: screenY };
|
||||
}
|
||||
|
||||
// Isometrične (screen) koordinate -> Kartezične (grid) koordinate
|
||||
toGrid(screenX, screenY) {
|
||||
const gridX = (screenX / (this.tileWidth / 2) + screenY / (this.tileHeight / 2)) / 2;
|
||||
const gridY = (screenY / (this.tileHeight / 2) - screenX / (this.tileWidth / 2)) / 2;
|
||||
return { x: Math.floor(gridX), y: Math.floor(gridY) };
|
||||
}
|
||||
|
||||
// Izračun depth (z-index) za pravilno sortiranje
|
||||
getDepth(gridX, gridY) {
|
||||
return gridX + gridY;
|
||||
}
|
||||
|
||||
// Izračun centerja tile-a
|
||||
getTileCenter(gridX, gridY) {
|
||||
const screen = this.toScreen(gridX, gridY);
|
||||
return {
|
||||
x: screen.x,
|
||||
y: screen.y + this.tileHeight / 2
|
||||
};
|
||||
}
|
||||
|
||||
// Preveri ali je grid koordinata znotraj meja
|
||||
isInBounds(gridX, gridY, mapWidth, mapHeight) {
|
||||
return gridX >= 0 && gridX < mapWidth && gridY >= 0 && gridY < mapHeight;
|
||||
}
|
||||
|
||||
// Dobi sosednje tile-e (NSEW)
|
||||
getNeighbors(gridX, gridY, mapWidth, mapHeight) {
|
||||
const neighbors = [];
|
||||
const directions = [
|
||||
{ x: 0, y: -1 }, // North
|
||||
{ x: 1, y: 0 }, // East
|
||||
{ x: 0, y: 1 }, // South
|
||||
{ x: -1, y: 0 } // West
|
||||
];
|
||||
|
||||
for (const dir of directions) {
|
||||
const nx = gridX + dir.x;
|
||||
const ny = gridY + dir.y;
|
||||
if (this.isInBounds(nx, ny, mapWidth, mapHeight)) {
|
||||
neighbors.push({ x: nx, y: ny });
|
||||
}
|
||||
}
|
||||
|
||||
return neighbors;
|
||||
}
|
||||
}
|
||||
88
src/utils/PerlinNoise.js
Normal file
88
src/utils/PerlinNoise.js
Normal file
@@ -0,0 +1,88 @@
|
||||
// Perlin Noise Generator
|
||||
// Implementacija za proceduralno generacijo terena
|
||||
class PerlinNoise {
|
||||
constructor(seed = Math.random()) {
|
||||
this.seed = seed;
|
||||
this.permutation = this.generatePermutation();
|
||||
}
|
||||
|
||||
generatePermutation() {
|
||||
const p = [];
|
||||
for (let i = 0; i < 256; i++) {
|
||||
p[i] = i;
|
||||
}
|
||||
|
||||
// Fisher-Yates shuffle z seed-om
|
||||
let random = this.seed;
|
||||
for (let i = 255; i > 0; i--) {
|
||||
random = (random * 9301 + 49297) % 233280;
|
||||
const j = Math.floor((random / 233280) * (i + 1));
|
||||
[p[i], p[j]] = [p[j], p[i]];
|
||||
}
|
||||
|
||||
// Podvoji permutacijo
|
||||
return [...p, ...p];
|
||||
}
|
||||
|
||||
fade(t) {
|
||||
return t * t * t * (t * (t * 6 - 15) + 10);
|
||||
}
|
||||
|
||||
lerp(t, a, b) {
|
||||
return a + t * (b - a);
|
||||
}
|
||||
|
||||
grad(hash, x, y) {
|
||||
const h = hash & 3;
|
||||
const u = h < 2 ? x : y;
|
||||
const v = h < 2 ? y : x;
|
||||
return ((h & 1) === 0 ? u : -u) + ((h & 2) === 0 ? v : -v);
|
||||
}
|
||||
|
||||
noise(x, y) {
|
||||
const X = Math.floor(x) & 255;
|
||||
const Y = Math.floor(y) & 255;
|
||||
|
||||
x -= Math.floor(x);
|
||||
y -= Math.floor(y);
|
||||
|
||||
const u = this.fade(x);
|
||||
const v = this.fade(y);
|
||||
|
||||
const p = this.permutation;
|
||||
const a = p[X] + Y;
|
||||
const aa = p[a];
|
||||
const ab = p[a + 1];
|
||||
const b = p[X + 1] + Y;
|
||||
const ba = p[b];
|
||||
const bb = p[b + 1];
|
||||
|
||||
return this.lerp(v,
|
||||
this.lerp(u, this.grad(p[aa], x, y), this.grad(p[ba], x - 1, y)),
|
||||
this.lerp(u, this.grad(p[ab], x, y - 1), this.grad(p[bb], x - 1, y - 1))
|
||||
);
|
||||
}
|
||||
|
||||
// Octave noise za bolj kompleksne terene
|
||||
octaveNoise(x, y, octaves = 4, persistence = 0.5) {
|
||||
let total = 0;
|
||||
let frequency = 1;
|
||||
let amplitude = 1;
|
||||
let maxValue = 0;
|
||||
|
||||
for (let i = 0; i < octaves; i++) {
|
||||
total += this.noise(x * frequency, y * frequency) * amplitude;
|
||||
maxValue += amplitude;
|
||||
amplitude *= persistence;
|
||||
frequency *= 2;
|
||||
}
|
||||
|
||||
return total / maxValue;
|
||||
}
|
||||
|
||||
// Generira normalizirano vrednost med 0 in 1
|
||||
getNormalized(x, y, scale = 0.1, octaves = 4) {
|
||||
const value = this.octaveNoise(x * scale, y * scale, octaves);
|
||||
return (value + 1) / 2; // Normalizacija iz [-1, 1] v [0, 1]
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user