SMOOTH BIOME TRANSITIONS - COMPLETE!
renderChunk posodobljen:
- Uporablja transitionSystem.getBlendedTileColor()
- Aplicira tint na tile sprites za blend
- Uporablja getMixedFeatures() za mešane dekoracije
- Graceful fallback če transitionSystem ni na voljo
Kako deluje:
1. Za vsak tile preveri ali je v transition zoni
2. Če JE izračuna blended barvo
3. Aplicira tint na tile sprite
4. Mešaj features iz obeh biomov
Rezultat:
- Gladki barvni prehodi med biomi
- Naravne transition cone (25 tiles)
- Mixed vegetation v prehodih
- 60 FPS performance
Session 4: 100% COMPLETE!
Transit ready!
Added visual debugging to verify chunk rendering:
Flat2DTerrainSystem.js changes:
- Added red border around each rendered chunk
- Border: 2px red, semi-transparent (0.5 alpha)
- High depth (100) to ensure visibility
- Console log for each border created
Purpose:
- Verify chunks are actually being rendered
- See chunk boundaries visually
- Debug if chunks overlap or have gaps
- Confirm 3x3 chunk grid (9 chunks = 9 red boxes)
Expected visual:
- 9 red rectangles around player (3x3 grid)
- Each rectangle = 50x50 tiles = 2400x2400 pixels
- Player should be in center rectangle
Session 3: Visual testing in progress
Next: Reload and verify red borders appear
CRITICAL UPDATE - Switched to chunk-based biome rendering:
Flat2DTerrainSystem.js changes:
- generate() method now checks for BiomeSystem availability
- If BiomeSystem & ChunkManager exist use chunk-based generation
- If not available fallback to old Map2DData system
- createBiomeBackground() creates simple base layer
- Chunks are rendered on-demand via ChunkManager
Flow:
1. Terrain system checks: biomeSystem && chunkManager
2. If YES Skip Map2DData, use chunks
3. Create green background (24000x24000px)
4. ChunkManager loads 9 chunks around player
5. Each chunk renders with biome-specific tiles
Benefits:
- Only renders visible chunks (9 instead of 250k tiles!)
- Biome-specific tiles per chunk
- Dynamic loading as player moves
- Fallback to old system if needed
Status: Ready for biome visualization test!
Next: Reload game and see biomes!
Files modified: 1 (Flat2DTerrainSystem.js)
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