- 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
10 KiB
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:
-
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
- File:
-
Dirt Path Tileset ✅
- File:
tileset_dirt_path_1765726007522.png - Size: 3x3 grid of 48x48px tiles
- Style: Brown earth paths
- Features: Straight, corners, transitions
- File:
-
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
- File:
Status: ✅ Tilesets ready for use!
📋 PHASE 2: TILED MAP EDITOR SETUP (30min)
Steps:
2.1: Install Tiled (10min)
- Download: https://www.mapeditor.org/
- Install application
- Launch Tiled
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:
- Install Tiled Map Editor
- Create new map project
- Import generated tilesets
- 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