Files
novafarma/GAMESCENE_STATUS_REPORT.md
David Kotnik 98915de352 🎮 C) GAMESCENE ANALYSIS COMPLETE!
Created comprehensive GameScene status report:
- Analyzed 2,392 lines of code
- Identified 5 major issues
- Provided 3 priority fixes
- Recommended long-term improvements

KEY FINDINGS:
 World size mismatch (100x100 terrain vs 500x500 camera)
 Too many systems loaded at startup (30+)
 Auto-unlimited resources (breaks gameplay)
 Tiled map camera bounds not updated
 Performance concerns

QUICK FIXES READY:
 Fix world size consistency
 Disable auto-resources (or make cheat code)
 Update Tiled camera bounds

See GAMESCENE_STATUS_REPORT.md for full analysis! 📊
2026-01-03 22:28:30 +01:00

5.7 KiB

🎮 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!)

- 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

// 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:

// 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

// 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:

// 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

// Orchards, fences, trees, flowers all created at startup
// DISABLED in code but still present

SOLUTION: Already disabled! Good!


5. UNLIMITED RESOURCES AUTO-GIVEN

// 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

// 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

// 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

// 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}`);
}

1. Split Into Multiple Scenes

// 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

// 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

// 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? 🔧