DEBUG: Water animation troubleshooting - added debug logs to check tile generation and update loop

This commit is contained in:
2025-12-11 13:18:26 +01:00
parent e9866a1068
commit dae0f1810a

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@@ -339,7 +339,18 @@ class TerrainSystem {
} }
} }
console.log(`✅ World Init Complete. Loaded ${this.generatedChunks.size} chunks.`); console.log('✅ World Init Complete. Loaded ${this.generatedChunks.size} chunks.');
// DEBUG: Check how many water tiles were generated
let waterCount = 0;
for (let y = 0; y < this.height; y++) {
for (let x = 0; x < this.width; x++) {
if (this.tiles[y] && this.tiles[y][x] && this.tiles[y][x].type === 'water') {
waterCount++;
}
}
}
console.log(`🌊 DEBUG: Generated ${waterCount} water tiles in world`);
} }
generateChunk(cx, cy) { generateChunk(cx, cy) {
@@ -1076,6 +1087,9 @@ class TerrainSystem {
if (!this.waterCurrentFrame) this.waterCurrentFrame = 0; if (!this.waterCurrentFrame) this.waterCurrentFrame = 0;
this.waterCurrentFrame = (this.waterCurrentFrame + 1) % 4; // Cycle 0-3 this.waterCurrentFrame = (this.waterCurrentFrame + 1) % 4; // Cycle 0-3
// DEBUG
let waterTileCount = 0;
// Update vse visible water tiles s novim frame-om // Update vse visible water tiles s novim frame-om
this.visibleTiles.forEach((sprite, key) => { this.visibleTiles.forEach((sprite, key) => {
const coords = key.split(','); const coords = key.split(',');
@@ -1084,8 +1098,19 @@ class TerrainSystem {
if (this.tiles[y] && this.tiles[y][x] && this.tiles[y][x].type === 'water') { if (this.tiles[y] && this.tiles[y][x] && this.tiles[y][x].type === 'water') {
sprite.setTexture(`water_frame_${this.waterCurrentFrame}`); sprite.setTexture(`water_frame_${this.waterCurrentFrame}`);
waterTileCount++;
} }
}); });
// DEBUG LOG
if (waterTileCount > 0) {
console.log(`🌊 Water animation: frame ${this.waterCurrentFrame} updated ${waterTileCount} tiles`);
} else {
console.warn('⚠️ No water tiles found in visibleTiles!', {
visibleTilesCount: this.visibleTiles.size,
currentFrame: this.waterCurrentFrame
});
}
} }
} }
} }