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@@ -208,14 +208,19 @@ class GameScene extends Phaser.Scene {
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this.signposts = [];
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// Path markers (using fence sprites as signposts)
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const pathMarkers = [
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{ x: 35, y: 35, label: '→ City' },
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{ x: 50, y: 50, label: '← Farm' },
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];
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// ONLY if terrainSystem was successfully initialized
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if (this.terrainSystem) {
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const pathMarkers = [
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{ x: 35, y: 35, label: '→ City' },
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{ x: 50, y: 50, label: '← Farm' },
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];
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for (const marker of pathMarkers) {
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this.terrainSystem.addDecoration(marker.x, marker.y, 'fence');
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this.signposts.push({ gridX: marker.x, gridY: marker.y, label: marker.label });
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for (const marker of pathMarkers) {
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this.terrainSystem.addDecoration(marker.x, marker.y, 'fence');
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this.signposts.push({ gridX: marker.x, gridY: marker.y, label: marker.label });
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}
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} else {
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console.warn('⚠️ TerrainSystem not initialized - skipping signposts');
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}
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// Kamera sledi igralcu z gladko interpolacijo (lerp 0.1)
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@@ -280,8 +285,8 @@ class GameScene extends Phaser.Scene {
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// Initialize Save System
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this.saveSystem = new SaveSystem(this);
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// Auto-load if available
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this.saveSystem.loadGame();
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// Auto-load if available (DISABLED in SaveSystem!)
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this.saveSystem.loadGame(); // Vrne false - ne naloži save-a!
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// Debug Text
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this.add.text(10, 10, 'NovaFarma Alpha v0.6', { font: '16px monospace', fill: '#ffffff' })
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@@ -738,11 +743,11 @@ class GameScene extends Phaser.Scene {
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if (this.terrainSystem.decorationsMap.has(key)) {
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this.terrainSystem.removeDecoration(x, y);
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}
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// Make it grass or dirt - USE CORRECT TERRAIN TYPE OBJECT
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// Make it DIRT for farming
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if (this.terrainSystem.tiles[y] && this.terrainSystem.tiles[y][x]) {
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this.terrainSystem.tiles[y][x].type = this.terrainSystem.terrainTypes.GRASS_FULL;
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this.terrainSystem.tiles[y][x].type = 'dirt';
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if (this.terrainSystem.tiles[y][x].sprite) {
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this.terrainSystem.tiles[y][x].sprite.setTexture('grass');
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this.terrainSystem.tiles[y][x].sprite.setTexture('dirt');
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this.terrainSystem.tiles[y][x].sprite.setTint(0xffffff); // Clear tint
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}
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}
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