SESSION END 23:40 - Complete visual overhaul. New folder structure (Ground/Veg/Env). Generated final assets (Style 32 Dark-Chibi). Implemented GrassScene_Clean.js with density logic. Scene PERFECT.

This commit is contained in:
2026-01-25 23:38:40 +01:00
parent c93603c5c6
commit d8f24f9588
39 changed files with 396 additions and 538 deletions

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@@ -1,4 +1,4 @@
import GrassScene from './scenes/GrassScene.js';
import GrassScene from './scenes/GrassScene_Clean.js';
const config = {
type: Phaser.AUTO,

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@@ -8,106 +8,153 @@ export default class GrassScene extends Phaser.Scene {
preload() {
console.log("🌿 Loading Environment assets...");
// Load assets from DEMO_FAZA1
this.load.image('ground_dead', 'assets/DEMO_FAZA1/tla_trava_tekstura.png');
this.load.image('grass_tall', 'assets/DEMO_FAZA1/visoka_trava.png');
this.load.image('grass_tuft', 'assets/DEMO_FAZA1/trava_sop.png');
// 1. DEFINICIJA POTI (ASSETS) - Absolute paths from server root
const ASSETS = {
ground: '/assets/DEMO_FAZA1/tla_trava_tekstura.png',
fog: '/assets/DEMO_FAZA1/megla_ozadje.png',
trees: {
faza1: '/assets/DEMO_FAZA1/drevo_faza_1.png',
faza2: '/assets/DEMO_FAZA1/drevo_faza_2.png',
small: '/assets/DEMO_FAZA1/drevo_majhno.png',
medium: '/assets/DEMO_FAZA1/drevo_srednje.png',
large: '/assets/DEMO_FAZA1/drevo_veliko.png',
dry: '/assets/DEMO_FAZA1/suho_drevo.png'
},
foliage: {
clump: '/assets/DEMO_FAZA1/trava_sop.png',
tall: '/assets/DEMO_FAZA1/visoka_trava.png'
}
};
// Trees (Growth Stages)
this.load.image('tree_small', 'assets/DEMO_FAZA1/drevo_majhno.png');
this.load.image('tree_medium', 'assets/DEMO_FAZA1/drevo_srednje.png');
this.load.image('tree_large', 'assets/DEMO_FAZA1/drevo_veliko.png');
this.load.image('tree_dead', 'assets/DEMO_FAZA1/suho_drevo.png');
this.paths = ASSETS; // Store for reference if needed
// Weather
this.load.image('fog', 'assets/DEMO_FAZA1/megla_ozadje.png');
// Load specific images
this.load.image('ground_dead', ASSETS.ground);
this.load.image('fog', ASSETS.fog);
// GLSL Wind Shader (Inline for simplicity)
this.windPipeline = null; // Will create in create()
// Trees
this.load.image('tree_faza1', ASSETS.trees.faza1);
this.load.image('tree_faza2', ASSETS.trees.faza2);
this.load.image('tree_small', ASSETS.trees.small);
this.load.image('tree_medium', ASSETS.trees.medium);
this.load.image('tree_large', ASSETS.trees.large);
this.load.image('tree_dead', ASSETS.trees.dry);
// Foliage
this.load.image('grass_tuft', ASSETS.foliage.clump);
this.load.image('grass_tall', ASSETS.foliage.tall);
// Add error handling for loading
this.load.on('loaderror', (file) => {
console.error('File failed to load:', file.src);
});
}
create() {
const { width, height } = this.scale;
// 1. DEAD GROUND (Tiling background)
// Uses the 'dead' texture as the base canvas
// 2. NALOGA: Implementiraj 'tla_trava_tekstura.png' kot ponavljajočo se podlago
this.ground = this.add.tileSprite(0, 0, width, height, 'ground_dead').setOrigin(0, 0);
// 2. VEGETATION GROUPS
// Vegetation Groups
this.trees = [];
this.grasses = [];
// 3. GENERATE WORLD (Procedural placement)
// Generate World
this.generateVegetation(width, height);
// 4. WEATHER LAYERS (Fog)
this.fog1 = this.add.tileSprite(0, 0, width, height, 'fog').setOrigin(0, 0).setAlpha(0.2).setBlendMode(Phaser.BlendModes.ADD);
this.fog2 = this.add.tileSprite(0, 0, width, height, 'fog').setOrigin(0, 0).setAlpha(0.15).setBlendMode(Phaser.BlendModes.ADD);
// 2. NALOGA: Dodaj 'megla_ozadje.png' kot zgornji sloj
this.fog1 = this.add.tileSprite(0, 0, width, height, 'fog')
.setOrigin(0, 0)
.setAlpha(0.3)
.setBlendMode(Phaser.BlendModes.ADD); // Light atmosphere
// 5. LIGHTING / DAY-NIGHT OVERLAY
this.fog2 = this.add.tileSprite(0, 0, width, height, 'fog')
.setOrigin(0, 0)
.setAlpha(0.2)
.setBlendMode(Phaser.BlendModes.ADD);
// Day/Night Overlay
this.dayNightOverlay = this.add.rectangle(0, 0, width, height, 0x000000, 0).setOrigin(0, 0).setDepth(1000);
// UI Info
this.infoText = this.add.text(10, 10, 'Time: 12:00', { font: '16px monospace', fill: '#fff' }).setDepth(2000);
this.infoText = this.add.text(20, 20, 'Time: 12:00', {
fontFamily: 'monospace',
fontSize: '18px',
fill: '#ffffff',
stroke: '#000000',
strokeThickness: 3
}).setDepth(2000);
}
// 2. NALOGA: Pripravi funkcijo 'spawnTree(x, y, type)'
spawnTree(x, y, type) {
// Map simplified names to texture keys if needed, or use direct keys
// Types: 'tree_faza1', 'tree_faza2', 'tree_small', 'tree_medium', 'tree_large', 'tree_dead'
let tree = this.add.image(x, y, type);
// Custom scale logic based on type could go here, for now standardized or specific per tree
if (type === 'tree_large') tree.setScale(0.8);
else if (type === 'tree_medium') tree.setScale(0.6);
else if (type === 'tree_small') tree.setScale(0.5);
else tree.setScale(0.7); // Default for others
tree.setDepth(y); // Y-Sort
tree.setOrigin(0.5, 0.95); // Pivot at bottom center
// Sway properties for update loop
tree.swaySpeed = 0.001 + (Math.random() * 0.001);
tree.swayOffset = Math.random() * 100;
this.trees.push(tree);
return tree;
}
generateVegetation(w, h) {
// Randomly place HIGH GRASS (for cutting/hiding)
// Place Gras (Foliage)
for (let i = 0; i < 50; i++) {
let x = Phaser.Math.Between(50, w - 50);
let y = Phaser.Math.Between(50, h - 50);
// Swaying tall grass
let grass = this.add.image(x, y, 'grass_tall');
grass.setScale(0.15 + (Math.random() * 0.1)); // Random size
grass.setDepth(y); // Y-sort
grass.setOrigin(0.5, 1); // Anchor at bottom
grass.setScale(0.15 + (Math.random() * 0.1));
grass.setDepth(y);
grass.setOrigin(0.5, 1);
grass.swaySpeed = 0.002 + (Math.random() * 0.002);
grass.swayOffset = Math.random() * 100;
this.grasses.push(grass);
}
// Randomly place TREES
for (let i = 0; i < 15; i++) {
// Place Trees using spawnTree
const treeTypes = ['tree_faza1', 'tree_faza2', 'tree_small', 'tree_medium', 'tree_large', 'tree_dead'];
for (let i = 0; i < 20; i++) {
let x = Phaser.Math.Between(50, w - 50);
let y = Phaser.Math.Between(50, h - 50);
let type = Phaser.Math.RND.pick(['tree_small', 'tree_medium', 'tree_large', 'tree_dead']);
let type = Phaser.Math.RND.pick(treeTypes);
let tree = this.add.image(x, y, type);
// Size adjustments based on type
if (type === 'tree_large') tree.setScale(0.8);
else if (type === 'tree_medium') tree.setScale(0.6);
else tree.setScale(0.5);
tree.setDepth(y);
tree.setOrigin(0.5, 0.95); // Anchor near bottom
tree.swaySpeed = 0.001 + (Math.random() * 0.001); // Slower sway for trees
tree.swayOffset = Math.random() * 100;
this.trees.push(tree);
this.spawnTree(x, y, type);
}
}
update(time, delta) {
// --- 1. WIND ANIMATION (Manual Vertex Sway Simulation) ---
// Since we aren't using a complex shader pipeline yet, we use rotation/skew
// Wind Animation
this.grasses.forEach(g => {
// Simple sway using Sine wave
g.rotation = Math.sin((time * g.swaySpeed) + g.swayOffset) * 0.1; // +/- 0.1 radians
g.rotation = Math.sin((time * g.swaySpeed) + g.swayOffset) * 0.1;
});
this.trees.forEach(t => {
// Trees sway less
t.rotation = Math.sin((time * t.swaySpeed) + t.swayOffset) * 0.03;
});
// --- 2. FOG MOVEMENT ---
// Fog Movement
this.fog1.tilePositionX += 0.5;
this.fog2.tilePositionX += 0.2;
this.fog2.tilePositionX += 0.2; // Parallax
this.fog2.tilePositionY += 0.1;
// --- 3. DAY/NIGHT CYCLE ---
this.baseTime += (delta * 0.001 * this.timeSpeed); // Simulated hours
// Day/Night Cycle
this.baseTime += (delta * 0.001 * this.timeSpeed);
if (this.baseTime >= 24) this.baseTime = 0;
this.updateLighting(this.baseTime);

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@@ -0,0 +1,164 @@
export default class GrassScene extends Phaser.Scene {
constructor() {
super({ key: 'GrassScene' });
this.baseTime = 12; // Start at 12:00
this.timeSpeed = 0.5;
}
preload() {
console.log("🌿 Loading Clean Assets...");
// 1. PATHS (Absolute from server root)
const PATHS = {
ground: '/assets/DEMO_FAZA1/Ground/',
veg: '/assets/DEMO_FAZA1/Vegetation/'
};
// 2. LOAD ASSETS
// Ground
this.load.image('ground_base', PATHS.ground + 'tla_trava_tekstura.png');
// Vegetation - Grass
this.load.image('grass_tuft', PATHS.veg + 'trava_sop.png');
this.load.image('grass_tall', PATHS.veg + 'visoka_trava.png');
// Vegetation - Trees (All phases)
this.load.image('tree_f1', PATHS.veg + 'drevo_faza_1.png'); // Kalcek
this.load.image('tree_f2', PATHS.veg + 'drevo_faza_2.png'); // Mlado
this.load.image('tree_small', PATHS.veg + 'drevo_majhno.png');
this.load.image('tree_medium', PATHS.veg + 'drevo_srednje.png');
this.load.image('tree_large', PATHS.veg + 'drevo_veliko.png'); // Hero
// Error handling
this.load.on('loaderror', (file) => {
console.error('FAILED TO LOAD:', file.src);
});
}
create() {
const { width, height } = this.scale;
// 1. BACKGROUND (Tiling Sprite - Base Layer)
this.ground = this.add.tileSprite(0, 0, width, height, 'ground_base')
.setOrigin(0, 0);
// 2. VEGETATION GROUPS
this.grasses = [];
this.trees = [];
// 3. GENERATE WORLD
this.generateGrass(width, height);
this.generateTrees(width, height);
// 4. DAY/NIGHT OVERLAY
this.dayNightOverlay = this.add.rectangle(0, 0, width, height, 0x000000, 0)
.setOrigin(0, 0)
.setDepth(9000); // Top layer
// 5. UI INFO
this.infoText = this.add.text(20, 20, 'Time: 12:00', {
fontFamily: 'monospace', fontSize: '24px', fill: '#ffffff', stroke: '#000000', strokeThickness: 4
}).setDepth(10000);
}
generateGrass(w, h) {
// A) Small Tufts (Decoration) - High Density
// "Naključno razporedi trava_sop.png za vizualno gostoto"
for (let i = 0; i < 150; i++) {
let x = Phaser.Math.Between(0, w);
let y = Phaser.Math.Between(0, h);
let tuft = this.add.image(x, y, 'grass_tuft');
tuft.setScale(0.3 + Math.random() * 0.2); // Random size
tuft.setAlpha(0.9);
tuft.setDepth(y); // Simple Y-sort
}
// B) Tall Grass (Interactive) - Medium Density
// "Postavi visoka_trava.png ... dodaj nežen sinusni efekt"
for (let i = 0; i < 40; i++) {
let x = Phaser.Math.Between(50, w - 50);
let y = Phaser.Math.Between(50, h - 50);
let grass = this.add.image(x, y, 'grass_tall');
grass.setScale(0.4);
grass.setOrigin(0.5, 1); // Pivot at bottom
grass.setDepth(y);
// Custom properties for wind animation
grass.swaySpeed = 0.002 + Math.random() * 0.001;
grass.swayOffset = Math.random() * 100;
this.grasses.push(grass);
}
}
generateTrees(w, h) {
const treeTypes = ['tree_f1', 'tree_f2', 'tree_small', 'tree_medium', 'tree_large'];
for (let i = 0; i < 12; i++) {
let x = Phaser.Math.Between(50, w - 50);
let y = Phaser.Math.Between(50, h - 50);
// Randomly pick a growth stage
let type = Phaser.Math.RND.pick(treeTypes);
let tree = this.add.image(x, y, type);
tree.setOrigin(0.5, 0.9); // Pivot near bottom
tree.setDepth(y); // Sort by Y
// Scale adjustments to look good
if (type === 'tree_large') tree.setScale(0.8);
else if (type === 'tree_medium') tree.setScale(0.7);
else tree.setScale(0.6);
// Subtle sway for trees too
tree.swaySpeed = 0.0005 + Math.random() * 0.0005;
tree.swayOffset = Math.random() * 100;
this.trees.push(tree);
}
}
update(time, delta) {
// 1. WIND ANIMATION
// "Dodaj nežen sinusni efekt za plapolanje"
this.grasses.forEach(g => {
g.rotation = Math.sin((time * g.swaySpeed) + g.swayOffset) * 0.15; // Stronger sway for grass
});
this.trees.forEach(t => {
t.rotation = Math.sin((time * t.swaySpeed) + t.swayOffset) * 0.02; // Very subtle for trees
});
// 2. DAY/NIGHT CYCLE
this.baseTime += (delta * 0.001 * this.timeSpeed);
if (this.baseTime >= 24) this.baseTime = 0;
this.updateLighting(this.baseTime);
// Update UI
let hour = Math.floor(this.baseTime);
let minute = Math.floor((this.baseTime % 1) * 60).toString().padStart(2, '0');
this.infoText.setText(`Time: ${hour}:${minute}`);
}
updateLighting(hour) {
let alpha = 0;
let color = 0x000000;
// Simple Day/Night Logic
if (hour >= 20 || hour < 5) {
alpha = 0.7; // Night
color = 0x000022;
} else if (hour >= 5 && hour < 8) {
alpha = 0.3; // Dawn
color = 0xFF4500;
} else if (hour >= 18 && hour < 20) {
alpha = 0.4; // Dusk
color = 0xFF4500;
} else {
alpha = 0; // Day
}
this.dayNightOverlay.setFillStyle(color, alpha);
}
}