Files
novafarma/src/scenes/PreloadScene.js
2025-12-12 13:40:51 +01:00

506 lines
18 KiB
JavaScript

// Preload Scene - Nalaganje assetov
class PreloadScene extends Phaser.Scene {
constructor() {
super({ key: 'PreloadScene' });
}
preload() {
console.log('⏳ PreloadScene: Loading assets...');
this.createLoadingBar();
// Load ALL custom sprites
this.load.image('player_sprite', 'assets/player_sprite.png');
this.load.image('zombie_sprite', 'assets/zombie_sprite.png');
this.load.image('merchant_sprite', 'assets/merchant_sprite.png');
this.load.image('house_sprite', 'assets/house_sprite.png');
this.load.image('stone_sprite', 'assets/stone_sprite.png');
this.load.image('tree_sprite', 'assets/tree_sprite.png');
this.load.image('grass_sprite', 'assets/grass_sprite.png');
this.load.image('grass_tile', 'assets/grass_tile.png');
this.load.image('leaf_sprite', 'assets/leaf_sprite.png');
this.load.image('wheat_sprite', 'assets/wheat_sprite.png');
this.load.image('stone_texture', 'assets/stone_texture.png');
// New asset packs
this.load.image('objects_pack', 'assets/objects_pack.png');
this.load.image('walls_pack', 'assets/walls_pack.png');
this.load.image('ground_tiles', 'assets/ground_tiles.png');
this.load.image('objects_pack2', 'assets/objects_pack2.png');
this.load.image('trees_vegetation', 'assets/trees_vegetation.png');
// User-uploaded pixel art assets (original)
this.load.image('flowers', 'assets/flowers.png');
this.load.image('tree_green', 'assets/tree_green.png');
this.load.image('tree_blue', 'assets/tree_blue.png');
this.load.image('tree_dead', 'assets/tree_dead.png');
this.load.image('rock_asset', 'assets/rock_asset.png');
// FINAL TREES (User Uploaded)
this.load.image('tree_green_final', 'assets/tree_green_final.png');
this.load.image('tree_blue_final', 'assets/tree_blue_final.png');
this.load.image('tree_dead_final', 'assets/tree_dead_final.png');
// STARDEW VALLEY FOREST TREES (NEW!)
this.load.image('tree_purple', 'assets/tree_purple.png');
this.load.image('tree_apple', 'assets/tree_apple.png');
this.load.image('tree_pear', 'assets/tree_pear.png');
this.load.image('tree_cherry', 'assets/tree_cherry.png');
this.load.image('tree_sapling', 'assets/tree_green_final.png'); // Reuse green as sapling
// NEW transparent tree/rock assets
this.load.image('tree_blue_new', 'assets/tree_blue_new.png'); // Keep for backup
this.load.image('tree_green_new', 'assets/tree_green_new.png');
this.load.image('rock_1', 'assets/rock_1.png');
this.load.image('rock_2', 'assets/rock_2.png');
this.load.image('rock_small', 'assets/rock_small.png');
this.load.image('tree_dead_new', 'assets/tree_dead_new.png');
this.load.image('flowers_new', 'assets/flowers_new.png');
this.load.image('merchant_new', 'assets/merchant_new.png');
this.load.image('elite_zombie', 'assets/elite_zombie.png');
// Fence old for abandoned houses
this.load.image('fence_old', 'assets/fence_isometric.png'); // Reuse fence for old houses
// AI-Generated NPC Sprites (with cache-busting)
const cacheBust = Date.now();
this.load.image('cow', `assets/cow.png?v=${cacheBust}`);
this.load.image('chicken', `assets/chicken.png?v=${cacheBust}`);
this.load.image('troll', `assets/troll.png?v=${cacheBust}`);
this.load.image('elf', `assets/elf.png?v=${cacheBust}`);
this.load.image('villager', `assets/villager.png?v=${cacheBust}`);
this.load.image('cow_mutant', `assets/cow_mutant.png?v=${cacheBust}`);
this.load.image('hill_sprite', 'assets/hill_sprite.png');
this.load.image('fence', 'assets/fence.png');
this.load.image('gravestone', 'assets/gravestone.png');
// City content assets
this.load.image('chest', 'assets/chest.png');
this.load.image('spawner', 'assets/spawner.png');
this.load.image('signpost_city', 'assets/signpost_city.png');
this.load.image('signpost_farm', 'assets/signpost_farm.png');
this.load.image('signpost_both', 'assets/signpost_both.png');
this.load.image('city_wall', 'assets/city_wall.png');
this.load.image('road_tile', 'assets/road_tile.png');
this.load.image('farm_zone', 'assets/farm_zone.png');
this.load.image('fence_full', 'assets/fence_full.png');
this.load.image('wall_damaged', 'assets/wall_damaged.png');
// Voxel stil asset-i (2.5D)
this.load.image('tree_voxel_green', 'assets/tree_voxel_green.png');
this.load.image('tree_voxel_blue', 'assets/tree_voxel_blue.png');
this.load.image('tree_voxel_dead', 'assets/tree_voxel_dead.png');
this.load.image('rock_voxel', 'assets/rock_voxel.png');
// NEW ISOMETRIC 2.5D ASSETS (Stardew Valley style)
// Buildings & Structures
this.load.image('barn_isometric', 'assets/barn_isometric.png');
this.load.image('farmhouse_isometric', 'assets/farmhouse_isometric.png');
this.load.image('fence_isometric', 'assets/fence_isometric.png');
this.load.image('bridge_isometric', 'assets/bridge_isometric.png');
this.load.image('blacksmith_workshop', 'assets/blacksmith_workshop.png');
this.load.image('ruins_building', 'assets/ruins_building.png');
// Farm & Crops
this.load.image('soil_tilled', 'assets/soil_tilled.png');
this.load.image('carrots_stages', 'assets/carrots_stages.png');
this.load.image('flowers_pink_isometric', 'assets/flowers_pink_isometric.png');
// Characters - SPRITESHEETS (6 frames @ 64x64 each)
this.load.spritesheet('player_dreadlocks', 'assets/player_dreadlocks.png', {
frameWidth: 64,
frameHeight: 64
});
this.load.spritesheet('zombie_worker', 'assets/zombie_worker.png', {
frameWidth: 64,
frameHeight: 64
});
this.load.image('grave_zombie', 'assets/grave_zombie.png');
// Fence pieces (separate parts)
this.load.image('fence_post', 'assets/fence_post.png');
this.load.image('fence_horizontal', 'assets/fence_horizontal.png');
this.load.image('fence_vertical', 'assets/fence_vertical.png');
this.load.image('fence_corner', 'assets/fence_corner.png');
// Water frames are generated procedurally in TerrainSystem.createWaterFrames()
// No need to load external files
// Wait for load completion then process transparency
this.load.once('complete', () => {
this.processAllTransparency();
this.createAnimations();
});
// New Processed Animations (Standardized 64x64 strips)
this.load.spritesheet('player_walk', 'assets/sprites/player_walk_strip.png', { frameWidth: 64, frameHeight: 64 });
this.load.spritesheet('zombie_walk', 'assets/sprites/zombie_walk_strip.png', { frameWidth: 64, frameHeight: 64 });
}
createAnimations() {
if (this.anims.exists('player_walk_anim')) return;
// Old animations
this.anims.create({
key: 'player_walk_anim',
frames: this.anims.generateFrameNumbers('player_walk', { start: 0, end: 5 }),
frameRate: 12,
repeat: -1
});
this.anims.create({
key: 'zombie_walk_anim',
frames: this.anims.generateFrameNumbers('zombie_walk', { start: 0, end: 5 }),
frameRate: 8,
repeat: -1
});
// NEW: Isometric character animations (6 frames)
this.anims.create({
key: 'player_dreadlocks_walk',
frames: this.anims.generateFrameNumbers('player_dreadlocks', { start: 0, end: 5 }),
frameRate: 10,
repeat: -1
});
this.anims.create({
key: 'zombie_worker_walk',
frames: this.anims.generateFrameNumbers('zombie_worker', { start: 0, end: 5 }),
frameRate: 8,
repeat: -1
});
console.log('🎞️ Animations created!');
}
processAllTransparency() {
// Process ALL sprites to remove backgrounds
const spritesToProcess = [
'player_sprite',
'zombie_sprite',
'merchant_sprite',
'house_sprite',
'stone_sprite',
'tree_sprite',
'grass_sprite',
'leaf_sprite',
'wheat_sprite',
'stone_texture',
// New pixel art assets
'flowers',
'tree_green',
'tree_blue',
'tree_dead',
'rock_asset',
// FINAL TREES
'tree_green_final',
'tree_blue_final',
'tree_dead_final',
// STARDEW VALLEY FOREST TREES
'tree_purple',
'tree_apple',
'tree_pear',
'tree_cherry',
'tree_sapling',
// NEW transparent assets
'tree_blue_new',
'tree_green_new',
'rock_1',
'rock_2',
'rock_small',
'merchant_new',
'elite_zombie',
'tree_dead_new',
'flowers_new',
'hill_sprite',
'fence',
'fence_old',
'gravestone',
// City content
'chest',
'spawner',
'signpost_city',
'signpost_farm',
'signpost_both',
// Voxel stil
'tree_voxel_green',
'tree_voxel_blue',
'tree_voxel_dead',
'rock_voxel',
// NEW ISOMETRIC 2.5D ASSETS - Remove transparency
'barn_isometric',
'farmhouse_isometric',
'fence_isometric',
'bridge_isometric',
'blacksmith_workshop',
'ruins_building',
'soil_tilled',
'carrots_stages',
'flowers_pink_isometric',
// NOTE: player_dreadlocks and zombie_worker are SPRITESHEETS - don't process!
'grave_zombie',
// NEW FENCE PIECES
'fence_post',
'fence_horizontal',
'fence_vertical',
'fence_corner',
// ANIMALS & NPCs
'chicken',
'cow',
'cow_mutant',
'elf',
'troll',
'villager',
'npc_merchant',
'npc_zombie',
// STRUCTURES
'structure_house',
'wall_damaged',
'city_wall',
// MISC OBJECTS
'wheat_sprite',
'grass_sprite',
'leaf_sprite',
'stone_sprite'
];
spritesToProcess.forEach(spriteKey => {
this.processSpriteTransparency(spriteKey);
});
// ULTRA AGGRESSIVE: Fence Post only
if (this.textures.exists('fence_post')) {
this.ultraRemoveBackground('fence_post');
}
console.log('✅ All sprites transparency processed!');
}
processSpriteTransparency(spriteKey) {
if (!this.textures.exists(spriteKey)) return;
const texture = this.textures.get(spriteKey);
const source = texture.getSourceImage();
// Create canvas to process image
const canvas = document.createElement('canvas');
canvas.width = source.width;
canvas.height = source.height;
const ctx = canvas.getContext('2d', { willReadFrequently: true });
// Draw original image
ctx.drawImage(source, 0, 0);
// Get image data
const imageData = ctx.getImageData(0, 0, canvas.width, canvas.height);
const data = imageData.data;
// Remove backgrounds - ULTRA AGGRESSIVE MODE!
for (let i = 0; i < data.length; i += 4) {
const r = data[i];
const g = data[i + 1];
const b = data[i + 2];
const a = data[i + 3];
// Skip if already transparent
if (a === 0) continue;
const brightness = (r + g + b) / 3;
// 1. Remove ALL grayscale colors (ANY shade of gray)
const isGrayscale = Math.abs(r - g) < 20 && Math.abs(g - b) < 20 && Math.abs(r - b) < 20;
if (isGrayscale && brightness > 80) {
data[i + 3] = 0; // Make transparent
continue;
}
// 2. Remove ALL light/bright backgrounds (AI-generated sprites)
if (brightness > 150) {
data[i + 3] = 0; // Make transparent
continue;
}
// 3. Remove PURE WHITE
if (r > 240 && g > 240 && b > 240) {
data[i + 3] = 0;
continue;
}
// 4. Remove OFF-WHITE / CREAM / BEIGE
if (brightness > 200 && Math.abs(r - g) < 30 && Math.abs(g - b) < 30) {
data[i + 3] = 0;
continue;
}
// 5. Remove PASTEL colors (low saturation, high brightness)
const maxRGB = Math.max(r, g, b);
const minRGB = Math.min(r, g, b);
const saturation = maxRGB === 0 ? 0 : (maxRGB - minRGB) / maxRGB;
if (saturation < 0.3 && brightness > 120) {
data[i + 3] = 0; // Remove low-saturation backgrounds
continue;
}
// Special: Remove brown/tan backgrounds (merchant sprite)
if (spriteKey === 'merchant_sprite') {
// Brown detection: R > G > B, warm tones
const isBrown = r > 100 && r > g && g > b && (r - b) > 40;
if (isBrown) {
data[i + 3] = 0;
}
}
}
// Put processed data back
ctx.putImageData(imageData, 0, 0);
// Create new texture from processed canvas
this.textures.remove(spriteKey);
this.textures.addCanvas(spriteKey, canvas);
}
createLoadingBar() {
const width = this.cameras.main.width;
const height = this.cameras.main.height;
// Warm background (Stardew Valley style)
const bg = this.add.graphics();
bg.fillStyle(0x2d1b00, 1);
bg.fillRect(0, 0, width, height);
// Simple "LOADING" text
const title = this.add.text(width / 2, height / 2 - 80, 'LOADING', {
fontFamily: 'Georgia, serif',
fontSize: '36px',
fontStyle: 'bold',
fill: '#f4e4c1',
stroke: '#2d1b00',
strokeThickness: 4
}).setOrigin(0.5);
// Progress Bar container (wooden style)
const barWidth = 400;
const barHeight = 30;
const barX = width / 2 - barWidth / 2;
const barY = height / 2;
const progressBox = this.add.graphics();
progressBox.fillStyle(0x4a3520, 0.9);
progressBox.fillRoundedRect(barX, barY, barWidth, barHeight, 5);
progressBox.lineStyle(3, 0xd4a574, 1);
progressBox.strokeRoundedRect(barX, barY, barWidth, barHeight, 5);
const progressBar = this.add.graphics();
// Zombie sprite walking on the bar
const zombie = this.add.text(barX, barY + barHeight / 2, '🧟', {
fontSize: '32px'
}).setOrigin(0.5);
// Percentage text
const percentText = this.add.text(width / 2, barY + barHeight / 2, '0%', {
font: '16px Georgia',
fill: '#f4e4c1',
fontStyle: 'bold'
}).setOrigin(0.5);
this.load.on('progress', (value) => {
percentText.setText(parseInt(value * 100) + '%');
progressBar.clear();
progressBar.fillStyle(0x6b4423, 1);
// Smooth fill
const w = (barWidth - 10) * value;
if (w > 0) {
progressBar.fillRoundedRect(barX + 5, barY + 5, w, barHeight - 10, 2);
}
// Move zombie along the bar (moderate speed)
const zombieX = barX + (barWidth * value);
zombie.setX(zombieX);
// Gentle bounce animation
const bounce = Math.sin(value * 20) * 3;
zombie.setY(barY + barHeight / 2 + bounce);
});
this.load.on('complete', () => {
// Fade out animation
this.tweens.add({
targets: [progressBar, progressBox, percentText, title, zombie, bg],
alpha: 0,
duration: 800,
onComplete: () => {
progressBar.destroy();
progressBox.destroy();
percentText.destroy();
title.destroy();
zombie.destroy();
bg.destroy();
}
});
});
}
create() {
console.log('✅ PreloadScene: Assets loaded!');
window.gameState.currentScene = 'PreloadScene';
// Go directly to main menu (StoryScene)
this.time.delayedCall(500, () => {
console.log('🎮 Starting StoryScene...');
this.scene.start('StoryScene');
});
}
ultraRemoveBackground(spriteKey) {
if (!this.textures.exists(spriteKey)) return;
const texture = this.textures.get(spriteKey);
const source = texture.getSourceImage();
const canvas = document.createElement('canvas');
canvas.width = source.width;
canvas.height = source.height;
const ctx = canvas.getContext('2d', { willReadFrequently: true });
ctx.drawImage(source, 0, 0);
const imageData = ctx.getImageData(0, 0, canvas.width, canvas.height);
const data = imageData.data;
// Remove EVERYTHING except brown wood colors
for (let i = 0; i < data.length; i += 4) {
const r = data[i];
const g = data[i + 1];
const b = data[i + 2];
// Keep only brown/wood colors: R > G > B and R is dominant
const isBrown = r > g && g > b && r > 80 && r < 200;
if (!isBrown) {
data[i + 3] = 0; // Make transparent
}
}
ctx.putImageData(imageData, 0, 0);
// Remove old texture and create new one from canvas
this.textures.remove(spriteKey);
this.textures.addCanvas(spriteKey, canvas);
console.log(`🔥 ULTRA removed background from ${spriteKey}`);
}
}