// --- Global Error Handler ---
class ErrorHandler {
static init() {
window.onerror = (message, source, lineno, colno, error) => {
ErrorHandler.showError(message, source, lineno, colno, error);
return false;
};
window.addEventListener('unhandledrejection', (event) => {
ErrorHandler.showError('Unhandled Promise Rejection', '', 0, 0, event.reason);
});
console.log('🛡️ Global Error Handler Initialized');
}
static showError(message, source, lineno, colno, error) {
console.error('🔥 CRITICAL ERROR:', message);
if (document.getElementById('error-overlay')) return;
const div = document.createElement('div');
div.id = 'error-overlay';
div.style.cssText = 'position:fixed;top:0;left:0;width:100%;height:100%;background:rgba(20,0,0,0.95);color:#ffaaaa;z-index:999999;display:flex;flex-direction:column;justify-content:center;align-items:center;font-family:monospace;padding:20px;text-align:center;';
const stack = error && error.stack ? error.stack : '';
div.innerHTML = `
☠️ OOPS! GAME CRASHED ☠️
${message}
${source}:${lineno}:${colno}
${stack}
`;
document.body.appendChild(div);
}
}
ErrorHandler.init();
// Phaser Game Configuration
const config = {
type: Phaser.CANVAS, // Canvas renderer za pixel-perfect ostrino
width: 1024, // Larger viewport for better view
height: 768, // 4:3 aspect ratio
parent: 'game-container',
backgroundColor: '#000000', // Black background (not gray!)
pixelArt: false, // 🎨 SMOOTH 2D (was: true)
antialias: true, // 🎨 SMOOTH edges (was: false)
roundPixels: false, // 🎨 SMOOTH positioning (was: true)
render: {
pixelArt: false, // 🎨 SMOOTH 2D
antialias: true, // 🎨 SMOOTH edges
roundPixels: false, // 🎨 SMOOTH positioning
transparent: false,
clearBeforeRender: true,
powerPreference: 'high-performance',
premultipliedAlpha: true,
failIfMajorPerformanceCaveat: false,
// 🎨 LINEAR filtering for smooth tiles
mipmapFilter: 'NEAREST',
batchSize: 4096
},
physics: {
default: 'arcade',
arcade: {
gravity: { y: 0 },
debug: false
}
},
scene: [BootScene, PreloadScene, TiledTestScene, StoryScene, GameScene, UIScene],
scale: {
mode: Phaser.Scale.FIT,
autoCenter: Phaser.Scale.CENTER_BOTH
},
input: {
gamepad: true
},
fps: {
target: 60,
forceSetTimeOut: false
}
};
// Initialize game
const game = new Phaser.Game(config);
// Global game state
window.gameState = {
currentScene: null,
debugMode: true
};
// God mode disabled by default (can be enabled via console)
window.godMode = false;
console.log('💀 Mrtva Dolina initialized!');