Files
novafarma/docs/2D_CONVERSION_LOG.md
NovaFarma Dev 17e988f96f feat: Tiled Map Editor setup and initial farm map design
- Installed and configured Tiled Map Editor
- Created 4 tilesets (grass, water, dirt, decorations)
- Generated farm_2d.tmx (100x100 orthogonal map)
- Created 4 render layers (Ground, Paths, Decorations, DecorationsTall)
- Painted grass base layer across entire map
- Added dirt path network
- Placed decorative elements (trees, flowers, rocks)
- Recovered and fixed tileset PNG images
- Updated 2D_CONVERSION_LOG.md with Phase 5 completion (85% done)

Next: Export to JSON and integrate into Phaser game
2025-12-17 19:11:29 +01:00

10 KiB

🚀 ISOMETRIC → FLAT 2D CONVERSION - EXECUTION LOG

Date: 2025-12-14 16:26
Duration: 4-6 hours
Goal: Complete conversion to Stardew Valley flat 2D style


PHASE 1: TILESET CREATION (COMPLETE)

Generated Tiles:

  1. Grass Tileset

    • File: tileset_grass_smooth_1765725973241.png
    • Size: 4x4 grid of 48x48px tiles
    • Style: Vibrant green with variation
    • Features: Dark spots, light highlights, flower dots
  2. Dirt Path Tileset

    • File: tileset_dirt_path_1765726007522.png
    • Size: 3x3 grid of 48x48px tiles
    • Style: Brown earth paths
    • Features: Straight, corners, transitions
  3. Water/Pond Tileset

    • File: tileset_water_pond_1765726036437.png
    • Size: 4x4 grid of 48x48px tiles
    • Style: Dark blue-teal water
    • Features: Center, edges, lily pads, borders

Status: Tilesets ready for use!


📋 PHASE 2: TILED MAP EDITOR SETUP (30min)

Steps:

2.1: Install Tiled (10min)

2.2: Create New Tileset (10min)

  • File → New → New Tileset
  • Import grass tileset image
  • Set tile size: 48x48px
  • Name: "grass_tiles"
  • Repeat for dirt and water

2.3: Create New Map (10min)

  • File → New → New Map
  • Orientation: Orthogonal (NOT Isometric!)
  • Tile layer format: CSV
  • Tile size: 48x48px
  • Map size: 100x100 tiles
  • Save as: assets/maps/farm_2d.tmx

🎨 PHASE 3: MAP DESIGN (1.5h)

Layer Structure:

Layer 5: Decorations Top   - Trees, flowers (above player)
Layer 4: Objects           - Player spawn, interactions
Layer 3: Decorations       - Flowers, small objects
Layer 2: Paths & Water     - Dirt paths, pond
Layer 1: Ground            - Grass base

Design Tasks:

3.1: Base Grass Layer (15min)

  • Select grass tiles
  • Fill entire 100x100 map
  • Add grass variations
  • Create natural look

3.2: Dirt Paths (30min)

  • Draw main path network
  • Use corner tiles for curves
  • Create organic winding paths
  • Match reference image style

3.3: Pond Creation (30min)

  • Draw pond shape (organic, not square!)
  • Use water center tiles
  • Add stone/grass edge tiles
  • Place lily pads (3-5)
  • Add pink flowers on lily pads
  • Optional: Add koi fish tile

3.4: Decorations (15min)

  • Place trees (round crowns)
  • Add colorful flowers
  • Small bushes
  • Match reference density

🔧 PHASE 4: PHASER INTEGRATION (1h)

4.1: Copy Tileset Files (5min)

# Copy generated tilesets to assets
Copy tileset_grass_smooth.png → assets/tilesets/grass.png
Copy tileset_dirt_path.png → assets/tilesets/dirt.png
Copy tileset_water_pond.png → assets/tilesets/water.png

4.2: Export from Tiled (5min)

File → Export As → JSON
Save to: assets/maps/farm_2d.json

4.3: Load in PreloadScene (10min)

// src/scenes/PreloadScene.js

preload() {
    // ... existing code ...
    
    // 🗺️ TILED MAP - 2D Flat
    this.load.image('tiles_grass', 'assets/tilesets/grass.png');
    this.load.image('tiles_dirt', 'assets/tilesets/dirt.png');
    this.load.image('tiles_water', 'assets/tilesets/water.png');
    this.load.tilemapTiledJSON('farm_map', 'assets/maps/farm_2d.json');
}

4.4: Replace TerrainSystem (40min)

// src/scenes/GameScene.js

create() {
    // ❌ OLD: Procedural isometric terrain
    // this.terrainSystem = new TerrainSystem(this, ...);
    
    // ✅ NEW: Tiled 2D flat map
    this.map = this.make.tilemap({ key: 'farm_map' });
    
    // Add tilesets
    const grassTiles = this.map.addTilesetImage('grass_tiles', 'tiles_grass');
    const dirtTiles = this.map.addTilesetImage('dirt_tiles', 'tiles_dirt');
    const waterTiles = this.map.addTilesetImage('water_tiles', 'tiles_water');
    
    // Create layers (order matters for rendering!)
    this.groundLayer = this.map.createLayer('Ground', [grassTiles], 0, 0);
    this.pathsLayer = this.map.createLayer('Paths', [dirtTiles, waterTiles], 0, 0);
    this.decorLayer = this.map.createLayer('Decorations', [grassTiles, waterTiles], 0, 0);
    
    // Set collisions (water is solid)
    this.pathsLayer.setCollisionByProperty({ collides: true });
    
    // Camera bounds (flat 2D - simple!)
    const mapWidth = this.map.widthInPixels;
    const mapHeight = this.map.heightInPixels;
    this.cameras.main.setBounds(0, 0, mapWidth, mapHeight);
    
    console.log('🗺️ 2D Flat map loaded!');
}

🎮 PHASE 5: PLAYER & CAMERA UPDATE (30min)

5.1: Update Player Position (15min)

// src/entities/Player.js

updatePosition() {
    // ❌ OLD: Isometric conversion
    // const screenPos = this.iso.toScreen(this.gridX, this.gridY);
    
    // ✅ NEW: Direct 2D position
    const tileSize = 48;
    this.sprite.x = (this.gridX * tileSize) + (tileSize / 2); // Center
    this.sprite.y = (this.gridY * tileSize) + (tileSize / 2);
}

5.2: Update Movement (10min)

// Movement is same, but collision check changes:

// Check tile collision
if (this.scene.pathsLayer) {
    const worldX = targetX * 48 + 24;
    const worldY = targetY * 48 + 24;
    const tile = this.scene.pathsLayer.getTileAtWorldXY(worldX, worldY);
    
    if (tile && tile.properties.collides) {
        // Can't move - water!
        return;
    }
}

5.3: Camera Setup (5min)

// GameScene.js - setupCamera()

setupCamera() {
    const cam = this.cameras.main;
    
    // Simple 2D bounds
    if (this.map) {
        cam.setBounds(0, 0, this.map.widthInPixels, this.map.heightInPixels);
    }
    
    // Follow player
    if (this.player && this.player.sprite) {
        cam.startFollow(this.player.sprite, true, 0.1, 0.1);
    }
    
    // Zoom for 2D
    cam.setZoom(1.2); // Slight zoom for better view
}

PHASE 6: TESTING & POLISH (30min)

Test Checklist:

  • Map loads correctly
  • All tiles render
  • Pond looks beautiful
  • Paths are smooth
  • Player spawns at correct position
  • Player can move
  • Camera follows player
  • Collision works (can't walk on water)
  • Performance is good (60 FPS)
  • Visual style matches reference

Polish Tasks:

  • Adjust pond lily pads
  • Fine-tune path curves
  • Add more decorative elements
  • Ensure grass variation
  • Check overall composition

🎉 UPDATE - 14.12.2025 21:35 - COMPLETE SUCCESS!

Phase 2 & 3: Integration + Map Refinement - DONE!

Quick path taken (1.5 hours instead of 4+ hours):

Phase 2: Tileset Integration (40 min)

  • Generated 4 beautiful PNG tilesets (grass, water, dirt, decorations)
  • Integrated into PreloadScene.js
  • Updated Flat2DTerrainSystem.js for procedural textures with PNG-matching colors
  • Fixed gray terrain bug

Phase 3: Rendering System Overhaul (50 min)

  • Problem: Checkered transparency pattern + grid lines
  • Solution: Complete rendering redesign using TileSprite
  • Result: Seamless grass background, NO transparency issues!

Final rendering method:

// TileSprite for seamless grass background
const grassBG = this.scene.add.tileSprite(0, 0, mapWidth, mapHeight, 'tile2d_grass');

// Individual sprites for water/dirt overlays
// Container for decorations

Map Design Improvements

  • More trees: 12 forest clusters + 15 scattered trees
  • Larger organic pond: 18x14 tiles
  • Removed paths: Clean grass-only aesthetic
  • Smaller puddles: 0.3 scale (60% smaller)
  • Black background: Changed from gray (#1a1a2e → #000000)

User Feedback Integration

  • Fixed checkered pattern (3 iterations)
  • Made puddles smaller
  • Made paths narrower (then removed entirely)
  • Changed background color
  • Clean, minimal aesthetic achieved

Result: Game looks SUPER! 🎨

Files Modified:

  • src/scenes/PreloadScene.js (added tileset loading)
  • src/systems/Flat2DTerrainSystem.js (complete rendering rewrite)
  • data/map2d_data.js (removed paths, adjusted decorations)
  • src/game.js (background color fix)

Files Created:

  • assets/tilesets/tileset_grass_clean.png (623 KB)
  • assets/tilesets/tileset_water_pond.png (492 KB)
  • assets/tilesets/tileset_dirt_paths.png (532 KB)
  • assets/tilesets/tileset_decorations.png (531 KB)

📊 PROGRESS TRACKER

✅ Phase 1: Tileset Creation      100%  (30min) DONE - 14.12.2025 20:30
✅ Phase 2: Integration (Fast)    100%  (40min) DONE - 14.12.2025 20:45
✅ Phase 3: Rendering Fixes       100%  (50min) DONE - 14.12.2025 21:35
✅ Phase 4: Map Refinement        100%  (25min) DONE - 14.12.2025 22:00
   - Removed paths (clean grass)
   - Made pond perfectly circular
   - Optimized decorations
✅ Day/Night Cycle                100%  ALREADY EXISTS!
   - WeatherSystem.js has full implementation
   - 4 phases: dawn, day, dusk, night
   - Automatic color overlays
✅ Phase 5: Tiled Map Setup       100%  (90min) DONE - 17.12.2025 19:06
   - Installed Tiled Map Editor
   - Created 4 tilesets (grass, water, dirt, decorations)
   - Created 100x100 orthogonal map (farm_2d.tmx)
   - Created 4 layers (Ground, Paths, Decorations, DecorationsTall)
   - Painted grass base layer
   - Added dirt path
   - Added decorative trees, flowers, rocks
⏳ Phase 6: Water & Polish          0%  (optional - future)
   - Add pond/water features
   - More path networks
   - Fine-tune decorations
⏳ Phase 7: Phaser Integration      0%  (next - import JSON to game)

TOTAL:                           85%   (4hr) IN PROGRESS! 🚀

Status: Tiled map created! Next: Export to JSON and integrate into Phaser game!



🎯 NEXT IMMEDIATE STEPS

RIGHT NOW:

  1. Install Tiled Map Editor
  2. Create new map project
  3. Import generated tilesets
  4. Start designing map!

Guide: Follow docs/TILED_MAP_GUIDE.md for detailed instructions


💡 TIPS FOR MAP DESIGN

Beautiful Pond:

  • Irregular organic shape (NOT square!)
  • 10-15 tiles in size
  • Dark center, light edges
  • 3-5 lily pads with flowers
  • Stone border on one side
  • Grass transition on other sides

Natural Paths:

  • Curved, winding (NOT straight!)
  • Vary width (2-4 tiles)
  • Connect key areas
  • Leave puddles on sides
  • Organic edges

Tree Placement:

  • Clusters of 2-3 trees
  • Leave open spaces
  • Near pond edges
  • Along path sides
  • Natural distribution

🚀 LET'S GO!

Next action: Install Tiled and start Phase 2! 💪

Estimated completion: ~4-5 hours from now


Conversion started: 2025-12-14 16:26 Target completion: 2025-12-14 20:30