Files
novafarma/src/scenes/PreloadScene.js
David Kotnik 7264ec6fc0 feat: complete Style 32 overhaul & Tiled integration fix
- Enforced 'Style 32 - Dark Chibi Vector' for all ground assets.
- Fixed critical Prologue-to-Game crash (function renaming).
- Implemented Tiled JSON/TMX auto-conversion.
- Updated Asset Manager to visualize 1800+ assets.
- Cleaned up project structure (new assets/grounds folder).
- Auto-Ground logic added to GameScene.js.
2026-01-11 20:08:56 +01:00

690 lines
25 KiB
JavaScript

// Preload Scene - Nalaganje assetov
class PreloadScene extends Phaser.Scene {
constructor() {
super({ key: 'PreloadScene' });
}
preload() {
console.log('⏳ PreloadScene: Loading MINIMAL assets for DEMO...');
this.createLoadingBar();
// 🛠️ Asset Fix: Create placeholder for missing particles
// This prevents crash in WaterPhysicsSystem if 'particle_white' is used before load
if (!this.textures.exists('particle_white')) {
const g = this.make.graphics({ x: 0, y: 0, add: false });
g.fillStyle(0xffffff, 1);
g.fillCircle(4, 4, 4);
g.generateTexture('particle_white', 8, 8);
}
// ═══════════════════════════════════════════════════════════════
// 🎵 AUDIO PRELOAD - Cinematic Voices
// ═══════════════════════════════════════════════════════════════
this.preloadAudio();
// ═══════════════════════════════════════════════════════════════
// 🌍 LOCALIZATION
// ═══════════════════════════════════════════════════════════════
this.load.json('localization', 'assets/localization.json');
// ═══════════════════════════════════════════════════════════════
// 🎨 CHARACTER SPRITES - Demo Characters
// ═══════════════════════════════════════════════════════════════
this.preloadCharacterSprites();
// ═══════════════════════════════════════════════════════════════
// 🎮 DEMO MODE - ALL OLD ASSETS DISABLED!
// ═══════════════════════════════════════════════════════════════
// DemoSceneEnhanced has its own preload() - ne rabimo ničesar!
// This PreloadScene samo pokazuje loading bar in gre v DemoSceneEnhanced
console.log('✅ Minimal preload complete - DemoSceneEnhanced will load its own assets!');
}
preloadCharacterSprites() {
console.log('🎨 Preloading ALL ASSETS from AssetManifest...');
// Dynamic import logic (requires module system, but we'll use direct reference if global or shim)
// Since we are in Setup phase, we assume AssetManifest is loaded via script tag or bundler
// Check if AssetManifest exists globally or we need to rely on the file we created
// For this environment, we'll manually iterate the data structure if it's not imported.
// But since we just created src/AssetManifest.js, let's try to assume it's available.
// NOTE: In standard Phaser/Webpack, we would import { AssetManifest } from '../AssetManifest'.
// Here we will inject logic to load it. For now, let's assume we can fetch it or it's hardcoded.
// Load Manifest Images
// Since we are using script tags in index.html, window.AssetManifest is already available!
if (window.AssetManifest) {
const manifest = window.AssetManifest;
console.log(`📦 Loading Asset Manifest (Phased)...`);
// Iterate over phases (farm, basement_mine, etc.)
if (manifest.phases) {
Object.keys(manifest.phases).forEach(phaseName => {
console.log(`Phase: ${phaseName} - ${manifest.phases[phaseName].length} items`);
manifest.phases[phaseName].forEach(img => {
this.loadImageSafe(img.key, img.path);
});
});
}
// Iterate over spritesheets
if (manifest.spritesheets) {
manifest.spritesheets.forEach(sheet => {
this.load.spritesheet(sheet.key, sheet.path, sheet.frameConfig);
});
}
console.log('✅ AssetManifest Queue Complete');
// 🗺️ LOAD MAP
this.load.tilemapTiledJSON('NovaFarma', 'assets/maps/NovaFarma.json');
console.log('🗺️ Preloading NovaFarma.json map...');
} else {
console.error('❌ Critical: window.AssetManifest not found! Check index.html imports.');
}
}
loadImageSafe(key, path) {
try {
this.load.image(key, path);
} catch (error) {
console.warn(`⚠️ Image skipped: ${key}`);
}
}
preloadAudio() {
console.log('🎵 Preloading audio assets...');
const basePath = 'assets/audio/voices/';
// 🎬 INTRO CUTSCENE VOICES (NEW!)
this.loadAudioSafe('intro_flyover', 'assets/audio/voiceover/intro/01_narrator_flyover.mp3');
this.loadAudioSafe('intro_awakening', 'assets/audio/voiceover/intro/02_kai_awakening.mp3');
this.loadAudioSafe('intro_truth_1', 'assets/audio/voiceover/intro/03_kai_truth_part1.mp3');
this.loadAudioSafe('intro_truth_2', 'assets/audio/voiceover/intro/04_kai_truth_part2.mp3');
// Narrator (cinematic)
this.loadAudioSafe('narrator_intro', basePath + 'narrator/intro_cutscene.mp3');
this.loadAudioSafe('narrator_memory', basePath + 'narrator/kai_memory_ana.mp3');
this.loadAudioSafe('narrator_discovery', basePath + 'narrator/discovery_church.mp3');
// Kai voices
this.loadAudioSafe('kai_voice_1', basePath + 'kai/kai_01.mp3');
this.loadAudioSafe('kai_voice_2', basePath + 'kai/kai_02.mp3');
this.loadAudioSafe('kai_voice_3', basePath + 'kai/kai_03.mp3');
this.loadAudioSafe('kai_voice_4', basePath + 'kai/kai_04.mp3');
this.loadAudioSafe('kai_voice_5', basePath + 'kai/kai_05.mp3');
// Ana voices
this.loadAudioSafe('ana_voice_1', basePath + 'ana/ana_01.mp3');
this.loadAudioSafe('ana_voice_2', basePath + 'ana/ana_02.mp3');
this.loadAudioSafe('ana_voice_3', basePath + 'ana/ana_03.mp3');
this.loadAudioSafe('ana_voice_4', basePath + 'ana/ana_04.mp3');
console.log('🎵 Audio preload queued');
}
loadAudioSafe(key, path) {
try {
this.load.audio(key, path);
} catch (error) {
console.warn(`⚠️ Audio skipped: ${key}`);
}
}
createAnimations() {
if (this.anims.exists('protagonist_walk')) return;
// Zombie animations (only if texture exists)
if (this.textures.exists('zombie_walk')) {
this.anims.create({
key: 'zombie_walk_anim',
frames: this.anims.generateFrameNumbers('zombie_walk', { start: 0, end: 5 }),
frameRate: 8,
repeat: -1
});
} else {
console.warn('⚠️ Texture "zombie_walk" not found - skipping animation');
}
this.anims.create({
key: 'zombie_worker_walk',
frames: this.anims.generateFrameNumbers('zombie_worker', { start: 0, end: 5 }),
frameRate: 8,
repeat: -1
});
// KRVAVA ŽETEV: Protagonist 4-directional walking animations
// Row 1: DOWN (frames 0-3)
this.anims.create({
key: 'protagonist_walk_down',
frames: this.anims.generateFrameNumbers('player_protagonist', { start: 0, end: 3 }),
frameRate: 8,
repeat: -1
});
// Row 2: LEFT (frames 4-7)
this.anims.create({
key: 'protagonist_walk_left',
frames: this.anims.generateFrameNumbers('player_protagonist', { start: 4, end: 7 }),
frameRate: 8,
repeat: -1
});
// Row 3: RIGHT (frames 8-11)
this.anims.create({
key: 'protagonist_walk_right',
frames: this.anims.generateFrameNumbers('player_protagonist', { start: 8, end: 11 }),
frameRate: 8,
repeat: -1
});
// Row 4: UP (frames 12-15)
this.anims.create({
key: 'protagonist_walk_up',
frames: this.anims.generateFrameNumbers('player_protagonist', { start: 12, end: 15 }),
frameRate: 8,
repeat: -1
});
// IDLE: Use first frame of each direction
this.anims.create({
key: 'protagonist_idle_down',
frames: [{ key: 'player_protagonist', frame: 0 }],
frameRate: 1
});
this.anims.create({
key: 'protagonist_idle_left',
frames: [{ key: 'player_protagonist', frame: 4 }],
frameRate: 1
});
this.anims.create({
key: 'protagonist_idle_right',
frames: [{ key: 'player_protagonist', frame: 8 }],
frameRate: 1
});
this.anims.create({
key: 'protagonist_idle_up',
frames: [{ key: 'player_protagonist', frame: 12 }],
frameRate: 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'
// 🌳 TREES REMOVED - already have transparent PNG!
// (green removal would delete green leaves!)
];
spritesToProcess.forEach(spriteKey => {
this.processSpriteTransparency(spriteKey);
});
// ULTRA AGGRESSIVE: Fence Post only
if (this.textures.exists('fence_post')) {
this.ultraRemoveBackground('fence_post');
}
// ULTRA REMOVED - new tree sprites already have transparency!
// if (this.textures.exists('cesnjevo_drevo')) {
// this.ultraRemoveBackground('cesnjevo_drevo');
// }
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;
// 🟢 GREEN REMOVAL - Only BRIGHT greens!
// Pink (255,105,180) has g=105 - MUST KEEP!
// Bright green (0,255,0) has g=255 - REMOVE!
const isGreen = (
g > 180 && // Only very bright green
g > r * 1.3 && // Green dominates red
g > b * 1.3 // Green dominates blue
);
if (isGreen) {
data[i + 3] = 0;
continue;
}
// 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(); // Ensure bg is destroyed here
console.log('✅ PreloadScene: Assets loaded!');
// 🌍 INITIALIZE LOCALIZATION
if (!window.i18n) {
try {
window.i18n = new LocalizationSystem();
const locData = this.cache.json.get('localization');
if (locData) {
window.i18n.setExternalData(locData);
console.log('🌍 Localization initialized with external data');
} else {
console.warn('⚠️ Localization JSON not found in cache');
}
} catch (e) {
console.error('❌ Localization init failed:', e);
}
}
window.gameState.currentScene = 'PreloadScene';
// ✅ Starting INTRO SEQUENCE (NEW! Jan 10, 2026)
this.time.delayedCall(500, () => {
console.log('🎬 Starting IntroScene (Cinematic Intro)...');
this.scene.start('IntroScene'); // ← NEW INTRO SEQUENCE
});
}
});
});
}
create() {
// The actual scene start logic has been moved to the 'load.on(complete)' callback
// to ensure all assets are fully loaded and the loading bar has faded out.
// This 'create' method now primarily serves as a placeholder or for any
// immediate setup that doesn't depend on asset loading completion.
}
processPlayerSpritesheet() {
const spriteKey = 'player_protagonist';
if (!this.textures.exists(spriteKey)) {
console.warn('⚠️ Player protagonist texture not found!');
return;
}
console.log('🎨 Processing player spritesheet transparency...');
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;
// ULTRA AGGRESSIVE: Remove ALL checkerboard patterns and gray backgrounds
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;
// 1. Remove PERFECT GRAY (checkerboard pattern: RGB 204,204,204 and 153,153,153)
if (r === g && g === b) {
if (r === 204 || r === 153 || r === 192 || r === 128 || (r >= 180 && r <= 210)) {
data[i + 3] = 0;
continue;
}
}
// 2. Remove ANY grayscale (R≈G≈B within 15 units)
const isGrayscale = Math.abs(r - g) < 15 && Math.abs(g - b) < 15 && Math.abs(r - b) < 15;
const brightness = (r + g + b) / 3;
if (isGrayscale && brightness > 100) {
data[i + 3] = 0;
continue;
}
// 3. Remove LIGHT backgrounds (brightness > 150)
if (brightness > 150) {
data[i + 3] = 0;
continue;
}
// 4. Keep ONLY colored pixels (character skin, clothing, hair)
// Character has: blue hoodie, brown pants, brown skin
const maxChannel = Math.max(r, g, b);
const minChannel = Math.min(r, g, b);
const saturation = maxChannel === 0 ? 0 : (maxChannel - minChannel) / maxChannel;
// If low saturation AND bright = background
if (saturation < 0.15 && brightness > 80) {
data[i + 3] = 0;
continue;
}
}
ctx.putImageData(imageData, 0, 0);
// Replace texture
this.textures.remove(spriteKey);
this.textures.addCanvas(spriteKey, canvas);
console.log('✅ Player spritesheet transparency processed!');
}
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;
// Different logic for different sprites
if (spriteKey === 'cesnjevo_drevo') {
// CHERRY BLOSSOM: Keep only PINK (flowers) and BROWN (trunk)
for (let i = 0; i < data.length; i += 4) {
const r = data[i];
const g = data[i + 1];
const b = data[i + 2];
// Pink detection: R > G, R > B, pinkish tones
const isPink = r > 100 && r > g && r > b && (r - g) > 30;
// Brown detection: R > G > B, warm earthy tones
const isBrown = r > g && g > b && r > 80 && r < 200;
// Keep pink OR brown, remove everything else
if (!isPink && !isBrown) {
data[i + 3] = 0; // Make transparent
}
}
} else {
// FALLBACK: Fence post logic (keep only brown)
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}`);
}
}