// Terrain Generator System // Generira proceduralni isometrični teren in skrbi za optimizacijo (Culling, Object Pooling) class TerrainSystem { constructor(scene, width = 100, height = 100) { this.scene = scene; this.width = width; this.height = height; this.iso = new IsometricUtils(48, 24); this.noise = new PerlinNoise(Date.now()); this.tiles = []; this.decorations = []; // Array za save/load compat this.decorationsMap = new Map(); // Fast lookup key->decor this.cropsMap = new Map(); // Store dynamic crops separately // Render state monitoring this.visibleTiles = new Map(); // Key: "x,y", Value: Sprite this.visibleDecorations = new Map(); // Key: "x,y", Value: Sprite this.visibleCrops = new Map(); // Key: "x,y", Value: Sprite this.offsetX = 0; this.offsetY = 0; // Culling optimization this.lastCullX = -9999; this.lastCullY = -9999; // Object Pools this.tilePool = new ObjectPool( () => { const sprite = this.scene.add.image(0, 0, 'tile_grass'); sprite.setOrigin(0.5, 0); // Isometrični tiles imajo origin zgoraj/center ali po potrebi return sprite; }, (sprite) => { sprite.setVisible(true); sprite.setAlpha(1); sprite.clearTint(); } ); this.decorationPool = new ObjectPool( () => { const sprite = this.scene.add.sprite(0, 0, 'flower'); sprite.setOrigin(0.5, 1); return sprite; }, (sprite) => { sprite.setVisible(true); sprite.setAlpha(1); sprite.clearTint(); // Reset damage tint } ); this.cropPool = new ObjectPool( () => { const sprite = this.scene.add.sprite(0, 0, 'crop_stage_1'); // Default texture logic needed sprite.setOrigin(0.5, 1); return sprite; }, (sprite) => { sprite.setVisible(true); sprite.setAlpha(1); } ); // Tipi terena z threshold vrednostmi + Y-LAYER STACKING this.terrainTypes = { WATER: { threshold: 0.3, color: 0x2166aa, name: 'water', texture: 'tile_water', yLayer: -1 }, SAND: { threshold: 0.4, color: 0xf4e7c6, name: 'sand', texture: 'tile_sand', yLayer: 0 }, // Y-LAYER GRASS VARIANTS (A, B, C systém) GRASS_FULL: { threshold: 0.50, color: 0x5cb85c, name: 'grass_full', texture: 'tile_grass_full', yLayer: 0 }, // A: Full grass GRASS_TOP: { threshold: 0.60, color: 0x5cb85c, name: 'grass_top', texture: 'tile_grass_top', yLayer: 1 }, // B: Grass top, dirt sides DIRT: { threshold: 0.75, color: 0x8b6f47, name: 'dirt', texture: 'tile_dirt', yLayer: 2 }, // C: Full dirt STONE: { threshold: 1.0, color: 0x7d7d7d, name: 'stone', texture: 'tile_stone', yLayer: 3 }, PATH: { threshold: 999, color: 0x9b7653, name: 'path', texture: 'tile_path', yLayer: 0 }, // Pot/Road FARMLAND: { threshold: 999, color: 0x4a3c2a, name: 'farmland', texture: 'tile_farmland', yLayer: 0 } }; } // Helper da dobi terrain type glede na elevation (Y-layer) getTerrainTypeByElevation(noiseValue, elevation) { // Osnovni terrain type iz noise let baseType = this.getTerrainType(noiseValue); // Če je grass, določi Y-layer variant glede na elevation if (baseType.name.includes('grass') || baseType === this.terrainTypes.GRASS_FULL || baseType === this.terrainTypes.GRASS_TOP) { if (elevation > 0.7) { return this.terrainTypes.GRASS_FULL; // A: Najvišja plast (full grass) } else if (elevation > 0.4) { return this.terrainTypes.GRASS_TOP; // B: Srednja (grass top, dirt sides) } else { return this.terrainTypes.DIRT; // C: Nizka (full dirt) } } return baseType; } // Helper za določanje tipa terena glede na noise vrednost getTerrainType(value) { if (value < this.terrainTypes.WATER.threshold) return this.terrainTypes.WATER; if (value < this.terrainTypes.SAND.threshold) return this.terrainTypes.SAND; if (value < this.terrainTypes.GRASS_FULL.threshold) return this.terrainTypes.GRASS_FULL; // Fallback grass if (value < this.terrainTypes.GRASS_TOP.threshold) return this.terrainTypes.GRASS_TOP; if (value < this.terrainTypes.DIRT.threshold) return this.terrainTypes.DIRT; return this.terrainTypes.STONE; } getTile(x, y) { if (x >= 0 && x < this.width && y >= 0 && y < this.height) { return this.tiles[y][x]; } return null; } // Generiraj teksture za tiles (da ne uporabljamo Počasnih Graphics objektov) createTileTextures() { console.log('🎨 Creating tile textures...'); for (const type of Object.values(this.terrainTypes)) { const key = `tile_${type.name}`; if (this.scene.textures.exists(key)) continue; // Check for custom grass tile if (type.name === 'grass' && this.scene.textures.exists('grass_tile')) { this.scene.textures.addImage(key, this.scene.textures.get('grass_tile').getSourceImage()); type.texture = key; continue; // Skip procedural generation } const tileW = this.iso.tileWidth; const tileH = this.iso.tileHeight; const thickness = 8; // Minimal thickness - nearly 2D const graphics = this.scene.make.graphics({ x: 0, y: 0, add: false }); // Helper for colors const baseColor = Phaser.Display.Color.IntegerToColor(type.color); let darkColor, darkerColor; // Y-LAYER STACKING: Different side colors based on layer if (type.name === 'grass_full') { // A: Full Grass Block - všechno zeleno darkColor = 0x5cb85c; // Green (lighter) darkerColor = 0x4a9d3f; // Green (darker) } else if (type.name === 'grass_top') { // B: Grass Top - zgoraj zeleno, stranice zemlja darkColor = 0x8b6f47; // Dirt color (brown) darkerColor = 0x5d4a2e; // Darker Dirt } else if (type.name === 'dirt') { // C: Full Dirt - vse rjavo darkColor = 0x8b6f47; // Dirt darkerColor = 0x654321; // Darker Dirt } else { // Standard block: Darken base color significantly darkColor = Phaser.Display.Color.IntegerToColor(type.color).darken(30).color; darkerColor = Phaser.Display.Color.IntegerToColor(type.color).darken(50).color; } // 1. Draw LEFT Side (Darker) - Minecraft volumetric effect graphics.fillStyle(darkColor, 1); graphics.beginPath(); graphics.moveTo(0, tileH / 2); // Left Corner graphics.lineTo(tileW / 2, tileH); // Bottom Corner graphics.lineTo(tileW / 2, tileH + thickness); // Bottom Corner (Lowered) graphics.lineTo(0, tileH / 2 + thickness); // Left Corner (Lowered) graphics.closePath(); graphics.fillPath(); // 2. Draw RIGHT Side (Darkest) - Strong shadow graphics.fillStyle(darkerColor, 1); graphics.beginPath(); graphics.moveTo(tileW / 2, tileH); // Bottom Corner graphics.lineTo(tileW, tileH / 2); // Right Corner graphics.lineTo(tileW, tileH / 2 + thickness); // Right Corner (Lowered) graphics.lineTo(tileW / 2, tileH + thickness); // Bottom Corner (Lowered) graphics.closePath(); graphics.fillPath(); // 3. Draw TOP Surface (bright) graphics.fillStyle(type.color, 1); graphics.beginPath(); graphics.moveTo(tileW / 2, 0); // Top graphics.lineTo(tileW, tileH / 2); // Right graphics.lineTo(tileW / 2, tileH); // Bottom graphics.lineTo(0, tileH / 2); // Left graphics.closePath(); graphics.fillPath(); // Generate texture graphics.generateTexture(key, tileW, tileH + thickness); graphics.destroy(); // Update texture name in type def type.texture = key; } } createGravestoneSprite() { const canvas = document.createElement('canvas'); const size = 32; canvas.width = size; canvas.height = size; const ctx = canvas.getContext('2d', { willReadFrequently: true }); if (this.scene.textures.exists('objects_pack')) { const sourceTexture = this.scene.textures.get('objects_pack'); const sourceImg = sourceTexture.getSourceImage(); const sourceX = 240; const sourceY = 160; ctx.drawImage(sourceImg, sourceX, sourceY, size, size, 0, 0, size, size); this.scene.textures.addCanvas('gravestone', canvas); console.log('✅ Gravestone sprite extracted!'); } } // Generiraj teren (data only) generate() { console.log(`🌍 Generating terrain data: ${this.width}x${this.height}...`); // Zagotovi teksture this.createTileTextures(); if (!this.scene.textures.exists('flower')) TextureGenerator.createFlowerSprite(this.scene, 'flower'); if (this.scene.textures.exists('stone_sprite')) { if (!this.scene.textures.exists('bush')) this.scene.textures.addImage('bush', this.scene.textures.get('stone_sprite').getSourceImage()); } else if (!this.scene.textures.exists('bush')) { TextureGenerator.createBushSprite(this.scene, 'bush'); } if (this.scene.textures.exists('tree_sprite')) { if (!this.scene.textures.exists('tree')) this.scene.textures.addImage('tree', this.scene.textures.get('tree_sprite').getSourceImage()); } else if (!this.scene.textures.exists('tree')) { TextureGenerator.createTreeSprite(this.scene, 'tree'); } if (this.scene.textures.exists('objects_pack') && !this.scene.textures.exists('gravestone')) { this.createGravestoneSprite(); } for (let i = 1; i <= 4; i++) { if (!this.scene.textures.exists(`crop_stage_${i}`)) TextureGenerator.createCropSprite(this.scene, `crop_stage_${i}`, i); } this.decorationsMap.clear(); this.decorations = []; this.cropsMap.clear(); for (let y = 0; y < this.height; y++) { this.tiles[y] = []; for (let x = 0; x < this.width; x++) { const noiseValue = this.noise.getNormalized(x, y, 0.05, 4); let elevation = this.noise.getNormalized(x, y, 0.03, 3); let terrainType = this.getTerrainTypeByElevation(noiseValue, elevation); const pathNoise = this.noise.getNormalized(x, y, 0.08, 2); if (pathNoise > 0.48 && pathNoise < 0.52 && noiseValue > 0.35) { terrainType = this.terrainTypes.PATH; } const edgeDistance = 2; const isNearEdge = x < edgeDistance || x >= this.width - edgeDistance || y < edgeDistance || y >= this.height - edgeDistance; const isEdge = x === 0 || x === this.width - 1 || y === 0 || y === this.height - 1; if (isEdge) terrainType = this.terrainTypes.STONE; if (isEdge) elevation = 0; else if (isNearEdge) elevation = Math.max(0, elevation - 0.2); this.tiles[y][x] = { gridX: x, gridY: y, type: terrainType.name, texture: terrainType.texture, height: noiseValue, elevation: elevation, yLayer: terrainType.yLayer, hasDecoration: false, hasCrop: false }; if (x > 5 && x < this.width - 5 && y > 5 && y < this.height - 5) { let decorType = null; let maxHp = 1; let scale = 1.0; if (terrainType.name.includes('grass')) { const rand = Math.random(); if (elevation > 0.6 && rand < 0.05) { decorType = 'bush'; maxHp = 5; } else if (rand < 0.025) { decorType = 'tree'; maxHp = 5; const sizeRand = Math.random(); if (sizeRand < 0.2) scale = 0.25; else if (sizeRand < 0.8) scale = 0.6 + Math.random() * 0.2; else scale = 1.0; } else if (rand < 0.03) { decorType = 'gravestone'; maxHp = 10; } else if (rand < 0.08) { decorType = 'flower'; maxHp = 1; } } else if (terrainType.name === 'dirt' && Math.random() < 0.02) { decorType = 'bush'; maxHp = 3; } if (decorType) { const key = `${x},${y}`; const decorData = { gridX: x, gridY: y, type: decorType, id: key, maxHp: maxHp, hp: maxHp, scale: scale }; this.decorations.push(decorData); this.decorationsMap.set(key, decorData); this.tiles[y][x].hasDecoration = true; } } } } console.log('✅ Terrain and decorations generated!'); } damageDecoration(x, y, amount) { const key = `${x},${y}`; const decor = this.decorationsMap.get(key); if (!decor) return false; decor.hp -= amount; if (this.visibleDecorations.has(key)) { const sprite = this.visibleDecorations.get(key); sprite.setTint(0xff0000); this.scene.time.delayedCall(100, () => sprite.clearTint()); this.scene.tweens.add({ targets: sprite, x: sprite.x + 2, duration: 50, yoyo: true, repeat: 1 }); } if (decor.hp <= 0) { this.removeDecoration(x, y); return 'destroyed'; } return 'hit'; } removeDecoration(x, y) { const key = `${x},${y}`; const decor = this.decorationsMap.get(key); if (!decor) return; if (this.visibleDecorations.has(key)) { const sprite = this.visibleDecorations.get(key); sprite.setVisible(false); this.decorationPool.release(sprite); this.visibleDecorations.delete(key); } this.decorationsMap.delete(key); const index = this.decorations.indexOf(decor); if (index > -1) this.decorations.splice(index, 1); if (this.tiles[y] && this.tiles[y][x]) this.tiles[y][x].hasDecoration = false; return decor.type; } placeStructure(x, y, structureType) { if (this.decorationsMap.has(`${x},${y}`)) return false; const decorData = { gridX: x, gridY: y, type: structureType, id: `${x},${y}`, maxHp: 5, hp: 5 }; this.decorations.push(decorData); this.decorationsMap.set(decorData.id, decorData); const tile = this.getTile(x, y); if (tile) tile.hasDecoration = true; this.lastCullX = -9999; return true; } setTileType(x, y, typeName) { if (!this.tiles[y] || !this.tiles[y][x]) return; const typeDef = Object.values(this.terrainTypes).find(t => t.name === typeName); if (!typeDef) return; this.tiles[y][x].type = typeName; this.tiles[y][x].texture = typeDef.texture; const key = `${x},${y}`; if (this.visibleTiles.has(key)) { const sprite = this.visibleTiles.get(key); sprite.setTexture(typeDef.texture); } } addCrop(x, y, cropData) { const key = `${x},${y}`; this.cropsMap.set(key, cropData); this.tiles[y][x].hasCrop = true; this.lastCullX = -9999; } removeCrop(x, y) { const key = `${x},${y}`; if (this.cropsMap.has(key)) { if (this.visibleCrops.has(key)) { const sprite = this.visibleCrops.get(key); sprite.setVisible(false); this.cropPool.release(sprite); this.visibleCrops.delete(key); } this.cropsMap.delete(key); this.tiles[y][x].hasCrop = false; } } updateCropVisual(x, y, stage) { const key = `${x},${y}`; if (this.visibleCrops.has(key)) { const sprite = this.visibleCrops.get(key); sprite.setTexture(`crop_stage_${stage}`); } } init(offsetX, offsetY) { this.offsetX = offsetX; this.offsetY = offsetY; } updateCulling(camera) { // Simple Culling const view = camera.worldView; let buffer = 200; if (this.scene.settings && this.scene.settings.viewDistance === 'LOW') buffer = 50; const left = view.x - buffer - this.offsetX; const top = view.y - buffer - this.offsetY; const right = view.x + view.width + buffer - this.offsetX; const bottom = view.y + view.height + buffer - this.offsetY; const p1 = this.iso.toGrid(left, top); const p2 = this.iso.toGrid(right, top); const p3 = this.iso.toGrid(left, bottom); const p4 = this.iso.toGrid(right, bottom); const minGridX = Math.floor(Math.min(p1.x, p2.x, p3.x, p4.x)); const maxGridX = Math.ceil(Math.max(p1.x, p2.x, p3.x, p4.x)); const minGridY = Math.floor(Math.min(p1.y, p2.y, p3.y, p4.y)); const maxGridY = Math.ceil(Math.max(p1.y, p2.y, p3.y, p4.y)); const startX = Math.max(0, minGridX); const endX = Math.min(this.width, maxGridX); const startY = Math.max(0, minGridY); const endY = Math.min(this.height, maxGridY); const neededKeys = new Set(); const neededDecorKeys = new Set(); const neededCropKeys = new Set(); for (let y = startY; y < endY; y++) { for (let x = startX; x < endX; x++) { // TILES const key = `${x},${y}`; neededKeys.add(key); if (!this.visibleTiles.has(key)) { const tile = this.tiles[y][x]; const screenPos = this.iso.toScreen(x, y); const sprite = this.tilePool.get(); sprite.setPosition(screenPos.x + this.offsetX, screenPos.y + this.offsetY); sprite.setTexture(tile.texture); sprite.setDepth(this.iso.getDepth(x, y)); this.visibleTiles.set(key, sprite); } // DECORATIONS const decor = this.decorationsMap.get(key); if (decor) { neededDecorKeys.add(key); if (!this.visibleDecorations.has(key)) { const sprite = this.decorationPool.get(); const screenPos = this.iso.toScreen(x, y); sprite.setPosition(screenPos.x + this.offsetX, screenPos.y + this.offsetY); // Fix for house sprite if (decor.type.includes('house_sprite') || decor.type.includes('market_sprite')) { sprite.setTexture(decor.type); sprite.setScale(decor.scale || 1.0); } else { sprite.setTexture(decor.type); sprite.setScale(decor.scale || 1); } // Origin adjusted for buildings if (decor.type.includes('house') || decor.type.includes('market')) { sprite.setOrigin(0.5, 0.8); // Adjusted origin for buildings } else { sprite.setOrigin(0.5, 1); } sprite.setDepth(this.iso.getDepth(x, y) + 1); // Above tile this.visibleDecorations.set(key, sprite); } } // CROPS const crop = this.cropsMap.get(key); if (crop) { neededCropKeys.add(key); if (!this.visibleCrops.has(key)) { const sprite = this.cropPool.get(); const screenPos = this.iso.toScreen(x, y); sprite.setPosition(screenPos.x + this.offsetX, screenPos.y + this.offsetY); sprite.setTexture(`crop_stage_${crop.stage}`); sprite.setDepth(this.iso.getDepth(x, y) + 0.5); this.visibleCrops.set(key, sprite); } } } } // Cleanup tiles for (const [key, sprite] of this.visibleTiles) { if (!neededKeys.has(key)) { sprite.setVisible(false); this.tilePool.release(sprite); this.visibleTiles.delete(key); } } // Cleanup decorations for (const [key, sprite] of this.visibleDecorations) { if (!neededDecorKeys.has(key)) { sprite.setVisible(false); this.decorationPool.release(sprite); this.visibleDecorations.delete(key); } } // Cleanup crops for (const [key, sprite] of this.visibleCrops) { if (!neededCropKeys.has(key)) { sprite.setVisible(false); this.cropPool.release(sprite); this.visibleCrops.delete(key); } } } }