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