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novafarma/docs/GAMESCENE_STATUS_REPORT.md
2026-01-20 01:05:17 +01:00

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# 🎮 GAMESCENE STATUS REPORT
**Analiza trenutnega stanja & rešitve**
---
## 📊 CURRENT STATUS
```
File: src/scenes/GameScene.js
Lines: 2,392 lines
Size: 97KB
Status: ✅ FUNCTIONAL but COMPLEX
```
---
## ⚠️ POTENTIAL ISSUES
### 1. **TOO MANY SYSTEMS** (30+ systems loaded!)
```javascript
- TerrainSystem (Flat2D)
- BiomeSystem (18 biomes)
- ChunkManager (500x500 world!)
- TransitionSystem
- RiverSystem
- LakeSystem
- StructureSystem
- NPCPopulationSystem
- BiomeEnemySystem
- QuestSystem
- MapRevealSystem
- FarmingSystem
- BuildSystem
- PathfindingSystem
- WeatherSystem
- LightingSystem
- ShadowSystem
- InventorySystem
- CraftingSystem
- StatsSystem
- TownRestorationSystem
- WorldEventSystem
- HybridSkillSystem
- OceanSystem
... and 10+ more!
```
**PROBLEM:** Too heavy for startup! 🐌
**SOLUTION:**
- Move to lazy loading (load only when needed)
- Split into separate scenes
- Use async initialization
---
### 2. **WORLD SIZE TOO BIG**
```javascript
// Line 76-77
this.worldWidth = 100;
this.worldHeight = 100;
// BUT THEN Line 711-713
const worldSize = 500 * 48; // 24000x24000 pixels!
this.cameras.main.setBounds(0, 0, worldSize, worldSize);
```
**PROBLEM:** Inconsistent world size! 100x100 terrain but 500x500 camera!
**SOLUTION:**
```javascript
// Option A: Small world (for performance)
this.worldWidth = 100;
this.worldHeight = 100;
const worldSize = 100 * 48; // 4800x4800 pixels
// Option B: Medium world (balanced)
this.worldWidth = 200;
this.worldHeight = 200;
const worldSize = 200 * 48; // 9600x9600 pixels
```
---
### 3. **TILED MAP LOADING CONFLICTS**
```javascript
// Line 168-248: Tiled map loader
// Line 250-258: Fallback procedural generation
// If Tiled map fails to load, game continues with procedural
// BUT camera bounds are set for 500x500 world!
```
**PROBLEM:** Tiled maps might be tiny (20x20) but camera expects huge world!
**SOLUTION:**
```javascript
// After Tiled map loads, update camera bounds to match:
if (this.tiledMapLoaded) {
const tiledWorldSize = map.width * map.tileWidth;
this.cameras.main.setBounds(0, 0, tiledWorldSize, tiledWorldSize);
this.physics.world.setBounds(0, 0, tiledWorldSize, tiledWorldSize);
}
```
---
### 4. **PERFORMANCE: Too Many Decorations**
```javascript
// Orchards, fences, trees, flowers all created at startup
// DISABLED in code but still present
```
**SOLUTION:** Already disabled! Good! ✅
---
### 5. **UNLIMITED RESOURCES AUTO-GIVEN**
```javascript
// Line 776-780
this.inventorySystem.addItem('wood', 999999);
this.inventorySystem.addItem('stone', 999999);
this.inventorySystem.gold = 999999;
```
**SOLUTION:** Comment out for normal gameplay, or make it a cheat code!
---
## 🔧 QUICK FIXES
### FIX 1: Consistent World Size
```javascript
// At line 76-77, change to:
this.worldWidth = 100;
this.worldHeight = 100;
// At line 711-713, change to:
const worldSize = this.worldWidth * 48; // Dynamic!
this.cameras.main.setBounds(0, 0, worldSize, worldSize);
this.physics.world.setBounds(0, 0, worldSize, worldSize);
```
### FIX 2: Disable Auto Unlimited Resources
```javascript
// Line 776-780, comment out:
// console.log('💎 Dodajam neomejene vire...');
// this.inventorySystem.addItem('wood', 999999);
// this.inventorySystem.addItem('stone', 999999);
// this.inventorySystem.gold = 999999;
// OR make it a cheat code:
this.input.keyboard.on('keydown-SHIFT-G', () => {
this.inventorySystem.addItem('wood', 999999);
this.inventorySystem.addItem('stone', 999999);
this.inventorySystem.gold = 999999;
console.log('💎 CHEAT: Unlimited resources!');
});
```
### FIX 3: Better Tiled Integration
```javascript
// After line 188-203, add bounds update:
if (this.tiledMapLoaded) {
// Update camera/physics bounds to match Tiled map
const tiledPixelWidth = map.widthInPixels;
const tiledPixelHeight = map.heightInPixels;
this.cameras.main.setBounds(0, 0, tiledPixelWidth, tiledPixelHeight);
this.physics.world.setBounds(0, 0, tiledPixelWidth, tiledPixelHeight);
console.log(`📷 Camera bounds updated for Tiled map: ${tiledPixelWidth}x${tiledPixelHeight}`);
}
```
---
## 🚀 RECOMMENDED IMPROVEMENTS
### 1. **Split Into Multiple Scenes**
```javascript
// Instead of one massive GameScene:
MainGameScene Core gameplay (player, camera, basic systems)
FarmingSubScene Farming systems only (lazy loaded)
BuildingSubScene Building systems only
CombatSubScene Enemy/combat systems only
WorldSubScene Biome/chunk/terrain generation
```
### 2. **Lazy System Loading**
```javascript
// Don't initialize ALL systems at startup
// Load only when needed:
async create() {
// CORE systems (always)
await this.initCore();
// OPTIONAL systems (lazy)
this.input.keyboard.on('keydown-C', async () => {
if (!this.craftingSystem) {
await this.initCrafting();
}
this.craftingUI.toggle();
});
}
```
### 3. **Performance Mode Toggle**
```javascript
// Let user choose performance vs features
const PERFORMANCE_MODE = {
POTATO: { biomes: 1, chunks: 10, systems: 5 },
LOW: { biomes: 5, chunks: 20, systems: 10 },
MEDIUM: { biomes: 12, chunks: 50, systems: 20 },
HIGH: { biomes: 18, chunks: 100, systems: 30 }
};
```
---
## ✅ WHAT'S ALREADY GOOD
✅ Tiled map integration (lines 168-248)
✅ Player spawn point detection
✅ Proper error handling
✅ Fallback to procedural generation
✅ Unused code is commented (not deleted)
✅ Good console logging for debugging
---
## 🎯 PRIORITY FIXES (Do These First!)
1. **Fix World Size Mismatch** (Quick, 2 lines)
2. **Disable Auto Unlimited Resources** (Comment 4 lines)
3. **Update Tiled Camera Bounds** (Add 5 lines)
Want me to apply these fixes? 🔧