FIX: All crash null checks - farm init + roads + water animation ready to test
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@@ -87,21 +87,33 @@ class GameScene extends Phaser.Scene {
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console.log('🛣️ Building Roads...');
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// Horizontalna cesta od farme
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for (let x = 20; x <= 45; x++) {
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this.terrainSystem.tiles[22][x].type = 'pavement';
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this.terrainSystem.tiles[22][x].sprite.setTexture('dirt'); // Uporablj dirt kot "cesto"
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this.terrainSystem.tiles[22][x].sprite.setTint(0x808080); // Siva barva
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if (this.terrainSystem.tiles[22] && this.terrainSystem.tiles[22][x]) {
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this.terrainSystem.tiles[22][x].type = 'pavement';
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if (this.terrainSystem.tiles[22][x].sprite) {
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this.terrainSystem.tiles[22][x].sprite.setTexture('dirt');
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this.terrainSystem.tiles[22][x].sprite.setTint(0x808080);
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}
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}
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}
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// Vertikalna cesta do mesta
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for (let y = 22; y <= 65; y++) {
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this.terrainSystem.tiles[y][45].type = 'pavement';
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this.terrainSystem.tiles[y][45].sprite.setTexture('dirt');
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this.terrainSystem.tiles[y][45].sprite.setTint(0x808080);
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if (this.terrainSystem.tiles[y] && this.terrainSystem.tiles[y][45]) {
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this.terrainSystem.tiles[y][45].type = 'pavement';
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if (this.terrainSystem.tiles[y][45].sprite) {
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this.terrainSystem.tiles[y][45].sprite.setTexture('dirt');
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this.terrainSystem.tiles[y][45].sprite.setTint(0x808080);
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}
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}
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}
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// Horizontalna cesta do mesta
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for (let x = 45; x <= 65; x++) {
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this.terrainSystem.tiles[65][x].type = 'pavement';
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this.terrainSystem.tiles[65][x].sprite.setTexture('dirt');
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this.terrainSystem.tiles[65][x].sprite.setTint(0x808080);
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if (this.terrainSystem.tiles[65] && this.terrainSystem.tiles[65][x]) {
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this.terrainSystem.tiles[65][x].type = 'pavement';
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if (this.terrainSystem.tiles[65][x].sprite) {
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this.terrainSystem.tiles[65][x].sprite.setTexture('dirt');
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this.terrainSystem.tiles[65][x].sprite.setTint(0x808080);
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}
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}
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}
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// SIGNPOSTS - navigacijske table
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@@ -740,10 +752,12 @@ class GameScene extends Phaser.Scene {
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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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this.terrainSystem.tiles[y][x].type = this.terrainSystem.terrainTypes.GRASS_FULL;
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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.setTint(0xffffff); // Clear tint
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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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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.setTint(0xffffff); // Clear tint
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}
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}
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}
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}
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