344fbc307d
Session 3: Tree Variety System Complete
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TREE VARIETIES IMPLEMENTED:
- Added 5 tree types: Cherry, Oak, Pine, Dead, Apple
- AI-generated PNG sprites with transparent backgrounds
- Random tree selection for natural diversity
- Growth scaling (0.4-0.6x for variety)
VISUAL IMPROVEMENTS:
- 2.5D depth sorting (Y-position based)
- Proper shadows matching tree size
- Layered rendering for perspective
TRANSPARENCY FIXES:
- Disabled automatic sprite processing
- User manually removed green screen backgrounds
- Fixed pink/red color preservation
- Trees now render with proper transparency
TREE DISTRIBUTION:
- Reduced from ~78 to 10 trees (87% reduction)
- Removed corner forest clusters (too crowded)
- Sparse scattered placement across 100x100 map
- Wider spacing (8-15 tiles apart)
- Small tree sizes (0.35-0.7x scale, ~50% reduction)
TECHNICAL CHANGES:
- PreloadScene: Added tree sprite loading
- PreloadScene: Disabled processAllTransparency()
- Flat2DTerrainSystem: PNG sprite rendering with fallback
- map2d_data.js: Sparse tree generation
- Green removal threshold: g > 180 (preserves pink/red)
FILES MODIFIED:
- src/scenes/PreloadScene.js
- src/systems/Flat2DTerrainSystem.js
- data/map2d_data.js
- assets/sprites/tree_*.png (5 new sprites)
- docs/DNEVNIK.md (updated with user availability)
Session: 1.5h (23:28-00:48)
Date: 14-15.12.2024
2025-12-15 00:49:06 +01:00
c5d6c01305
Cherry Blossom Trees Session 2 + GREEN SCREEN Learning
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Session 2 Work:
- Added cherry blossom tree PNG sprites (multiple attempts)
- Implemented random tree growth (0.3x - 0.7x scale)
- Increased scattered trees (15 50 across map)
- Wider tree distribution (10-90 range)
Green Screen Experiments:
- Attempted AI-generated PNG with green screen (#00FF00)
- Implemented green chroma-key removal in PreloadScene
- Multiple iterations (normal ultra nuclear green removal)
- Conclusion: AI green screen unreliable, reverted to procedural
Final Solution:
- Disabled PNG sprite rendering
- Using 100% procedural cherry blossom trees (pink triangles)
- Random growth scaling for variety
- 50+ trees scattered across entire map
Documentation:
- Updated DNEVNIK.md with Session 2
- Added GREEN SCREEN RULE for future AI image generation
- Documented lessons learned
Key Lessons:
- AI transparency/green screen NOT reliable
- Procedural graphics > problematic PNGs
- Hollywood uses green screen, but AI can't do it consistently
- Always have fallback plan!
Session: 1h (22:30-23:20)
Date: 14.12.2024
2025-12-14 23:21:36 +01:00
a4d2d137ec
Tiled Map Editor Exploration + Bug Fixes
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Tiled Setup:
- Installed Tiled v1.11.2 (winget)
- Created workflow documentation (.agent/workflows/tiled-map-setup.md)
- Generated demo Tiled map files (farm_map.tmx, .json, .tsx)
- Created TILED_INTEGRATION_STATUS.md documentation
Bug Fixes:
- SaveSystem.js: Fixed compatibility with Flat2DTerrainSystem
- InteractionSystem.js: Added null checks for terrainSystem
- PreloadScene.js: Tiled asset loading (currently not used)
Documentation:
- Created DNEVNIK.md (development diary)
- Updated QUICK_TASK_REFERENCE.md with recent work
Note: Tiled integration incomplete (tileset size issues)
- Reverted to procedural Flat2DTerrainSystem (working)
- Future work: Create proper 192x192 tileset PNGs
Session: 2h (20:00-22:00)
Date: 14.12.2024
2025-12-14 22:55:29 +01:00
80bddf5d61
feat: Complete 2D Visual Overhaul - Isometric to Flat Top-Down
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- NEW: Flat2DTerrainSystem.js (375 lines)
- NEW: map2d_data.js procedural map (221 lines)
- MODIFIED: GameScene async create, 2D terrain integration
- MODIFIED: Player.js flat 2D positioning
- MODIFIED: game.js disabled pixelArt for smooth rendering
- FIXED: 15+ bugs (updateCulling, isometric conversions, grid lines)
- ADDED: Phase 28 to TASKS.md
- DOCS: DNEVNIK.md session summary
Result: Working flat 2D game with Stardew Valley style!
Time: 5.5 hours
2025-12-14 17:12:40 +01:00
0131f1490f
carakter
2025-12-14 12:21:17 +01:00
abb9af9063
charakter
2025-12-13 04:34:11 +01:00
6c583a6576
posodobitve
2025-12-12 13:40:51 +01:00
e15b429e75
svet
2025-12-12 00:13:55 +01:00
8b37814bd8
updejt
2025-12-11 20:41:00 +01:00
6e998d516d
posodobitev
2025-12-11 19:36:08 +01:00
abc536fea1
popraven novi npc
2025-12-08 17:09:52 +01:00
9c61c3b56d
popravki
2025-12-08 01:00:56 +01:00
7834aee111
mesano
2025-12-08 00:18:56 +01:00
22e7b1a6d2
novi trgovc
2025-12-07 23:21:12 +01:00
6b8f9aee66
dreva in kamni top
2025-12-07 22:32:45 +01:00
974141c08c
mapa
2025-12-07 21:31:44 +01:00
03a9cd46a2
stanje 4am
2025-12-07 04:19:57 +01:00
9eb57ed117
FAZA 17: 2.5D Minecraft-Style Terrain + Y-Layer Stacking + Custom Sprites
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COMPLETED FEATURES:
Custom Sprite Integration:
- Player, Zombie, Merchant sprites (0.2 scale)
- 11 custom sprites + 5 asset packs loaded
- Auto-transparency processing (white/brown removal)
- Gravestone system with atlas extraction
2.5D Minecraft-Style Terrain:
- Volumetric blocks with 25px thickness
- Strong left/right side shading (30%/50% darker)
- Minecraft-style texture patterns (grass, dirt, stone)
- Crisp black outlines for definition
Y-Layer Stacking System:
- GRASS_FULL: All green (elevation > 0.7)
- GRASS_TOP: Green top + brown sides (elevation 0.4-0.7)
- DIRT: All brown (elevation < 0.4)
- Dynamic terrain depth based on height
Floating Island World Edge:
- Stone cliff walls at map borders
- 2-tile transition zone
- Elevation flattening for cliff drop-off effect
- 100x100 world with defined boundaries
Performance & Polish:
- Canvas renderer for pixel-perfect sharpness
- CSS image-rendering: crisp-edges
- willReadFrequently optimization
- No Canvas2D warnings
Technical:
- 3D volumetric trees and rocks
- Hybrid rendering (2.5D terrain + 2D characters)
- Procedural texture generation
- Y-layer aware terrain type selection
2025-12-07 01:44:16 +01:00