Commit Graph

10 Commits

Author SHA1 Message Date
5762fd63a2 Replace NPCs with post-apocalyptic survivors (Jakob trader, Lyra mutant, Doctor, Scavenger, Military, Mechanic) 2025-12-18 16:03:23 +01:00
5f259351a6 Add fishing, crafting stations, currency, biome terrain, DLC collectibles (52+ sprite sheets) 2025-12-18 16:01:43 +01:00
935caed0dd Add complete post-apocalyptic assets: modern weapons, survivor gear, laboratories, medical supplies, city ruins, environment objects (46+ sprite sheets total) 2025-12-18 15:54:50 +01:00
a3720b3622 Add complete Krvava Zetev asset library - 29 sprite sheets (characters, zombies, animals, mutants, buildings, crops, DLC creatures) 2025-12-18 15:39:37 +01:00
344fbc307d Session 3: Tree Variety System Complete
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
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
80bddf5d61 feat: Complete 2D Visual Overhaul - Isometric to Flat Top-Down
- 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
03a9cd46a2 stanje 4am 2025-12-07 04:19:57 +01:00