- NEW: Flat2DTerrainSystem.js (375 lines) - NEW: map2d_data.js procedural map (221 lines) - MODIFIED: GameScene async create, 2D terrain integration - MODIFIED: Player.js flat 2D positioning - MODIFIED: game.js disabled pixelArt for smooth rendering - FIXED: 15+ bugs (updateCulling, isometric conversions, grid lines) - ADDED: Phase 28 to TASKS.md - DOCS: DNEVNIK.md session summary Result: Working flat 2D game with Stardew Valley style! Time: 5.5 hours
212 lines
7.3 KiB
JavaScript
212 lines
7.3 KiB
JavaScript
// 2D Flat Map Data - Generated to match reference images
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// Map size: 100x100 tiles (48x48px each = 4800x4800px world)
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// Style: Stardew Valley smooth 2D top-down
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const Map2DData = {
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width: 100,
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height: 100,
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tileSize: 48,
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// Tile type IDs
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tileTypes: {
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GRASS: 0,
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GRASS_FLOWERS: 1,
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DIRT: 2,
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DIRT_EDGE: 3,
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WATER: 4,
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WATER_EDGE: 5,
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STONE: 6,
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TREE: 7,
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FLOWER_RED: 8,
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FLOWER_YELLOW: 9,
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FLOWER_BLUE: 10,
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LILY_PAD: 11,
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BUSH: 12
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},
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// Map layout - CLEAN MINIMAL DESIGN!
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generateMap: function () {
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const map = [];
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// Initialize with CLEAN grass (very few flowers)
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for (let y = 0; y < this.height; y++) {
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map[y] = [];
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for (let x = 0; x < this.width; x++) {
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// Mostly clean grass
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map[y][x] = {
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base: Math.random() < 0.03 ? this.tileTypes.GRASS_FLOWERS : this.tileTypes.GRASS,
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decoration: null,
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walkable: true
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};
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}
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}
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// Add ONE pond (center)
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this.addPond(map, 50, 50, 12, 10);
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// MINIMAL trees - just 4 small clusters
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this.addTreeCluster(map, 20, 20, 2);
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this.addTreeCluster(map, 80, 20, 2);
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this.addTreeCluster(map, 20, 80, 2);
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this.addTreeCluster(map, 80, 80, 2);
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// Very few flowers
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this.addFlowers(map, 10);
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// NO paths - keep it clean!
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// NO bushes - too busy!
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return map;
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},
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addPond: function (map, centerX, centerY, width, height) {
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// Organic pond shape (not perfect rectangle)
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for (let y = -height / 2; y < height / 2; y++) {
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for (let x = -width / 2; x < width / 2; x++) {
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const dx = x / (width / 2);
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const dy = y / (height / 2);
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const dist = Math.sqrt(dx * dx + dy * dy);
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// Create organic edge
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const noise = Math.sin(x * 0.5) * 0.2 + Math.cos(y * 0.3) * 0.2;
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if (dist < 1.0 + noise) {
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const tileX = Math.floor(centerX + x);
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const tileY = Math.floor(centerY + y);
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if (tileX >= 0 && tileX < this.width && tileY >= 0 && tileY < this.height) {
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// Check if edge or center
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if (dist > 0.85 + noise) {
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map[tileY][tileX].base = this.tileTypes.WATER_EDGE;
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} else {
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map[tileY][tileX].base = this.tileTypes.WATER;
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}
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map[tileY][tileX].walkable = false;
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}
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}
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}
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}
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// Add lily pads (3-5 random positions in pond)
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for (let i = 0; i < 4; i++) {
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const angle = (Math.PI * 2 * i) / 4 + Math.random() * 0.5;
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const radius = (width / 2) * (0.4 + Math.random() * 0.3);
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const lx = Math.floor(centerX + Math.cos(angle) * radius);
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const ly = Math.floor(centerY + Math.sin(angle) * radius);
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if (lx >= 0 && lx < this.width && ly >= 0 && ly < this.height) {
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if (map[ly][lx].base === this.tileTypes.WATER) {
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map[ly][lx].decoration = this.tileTypes.LILY_PAD;
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}
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}
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}
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},
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addWindingPath: function (map, startX, startY, endX, endY) {
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const steps = 50;
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const pathWidth = 2 + Math.floor(Math.random() * 2); // 2-3 tiles wide
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for (let i = 0; i <= steps; i++) {
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const t = i / steps;
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// Cubic curve for natural winding
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const x = startX + (endX - startX) * t + Math.sin(t * Math.PI * 3) * 8;
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const y = startY + (endY - startY) * t + Math.cos(t * Math.PI * 2) * 6;
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// Draw path with width
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for (let py = -pathWidth; py <= pathWidth; py++) {
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for (let px = -pathWidth; px <= pathWidth; px++) {
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const dist = Math.sqrt(px * px + py * py);
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if (dist <= pathWidth) {
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const tileX = Math.floor(x + px);
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const tileY = Math.floor(y + py);
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if (tileX >= 0 && tileX < this.width && tileY >= 0 && tileY < this.height) {
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if (map[tileY][tileX].base !== this.tileTypes.WATER) {
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if (dist > pathWidth - 0.5) {
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map[tileY][tileX].base = this.tileTypes.DIRT_EDGE;
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} else {
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map[tileY][tileX].base = this.tileTypes.DIRT;
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}
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}
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}
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}
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}
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}
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}
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},
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addPuddlesAlongPaths: function (map, count) {
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let placed = 0;
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let attempts = 0;
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while (placed < count && attempts < count * 10) {
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const x = Math.floor(Math.random() * this.width);
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const y = Math.floor(Math.random() * this.height);
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// Check if near path edge
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if (map[y][x].base === this.tileTypes.DIRT_EDGE ||
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map[y][x].base === this.tileTypes.DIRT) {
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// Small puddle (already have sprite!)
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map[y][x].decoration = 'puddle';
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placed++;
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}
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attempts++;
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}
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},
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addTreeCluster: function (map, centerX, centerY, count) {
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for (let i = 0; i < count; i++) {
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const angle = (Math.PI * 2 * i) / count + Math.random() * 0.5;
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const radius = 2 + Math.random() * 3;
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const tx = Math.floor(centerX + Math.cos(angle) * radius);
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const ty = Math.floor(centerY + Math.sin(angle) * radius);
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if (tx >= 0 && tx < this.width && ty >= 0 && ty < this.height) {
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if (map[ty][tx].walkable && map[ty][tx].base === this.tileTypes.GRASS) {
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map[ty][tx].decoration = this.tileTypes.TREE;
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map[ty][tx].walkable = false;
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}
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}
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}
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},
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addFlowers: function (map, count) {
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const flowerTypes = [
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this.tileTypes.FLOWER_RED,
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this.tileTypes.FLOWER_YELLOW,
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this.tileTypes.FLOWER_BLUE
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];
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for (let i = 0; i < count; i++) {
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const x = Math.floor(Math.random() * this.width);
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const y = Math.floor(Math.random() * this.height);
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if (map[y][x].base === this.tileTypes.GRASS &&
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!map[y][x].decoration &&
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map[y][x].walkable) {
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map[y][x].decoration = flowerTypes[Math.floor(Math.random() * flowerTypes.length)];
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}
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}
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},
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addBushes: function (map, count) {
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for (let i = 0; i < count; i++) {
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const x = Math.floor(Math.random() * this.width);
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const y = Math.floor(Math.random() * this.height);
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if (map[y][x].base === this.tileTypes.GRASS &&
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!map[y][x].decoration &&
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map[y][x].walkable) {
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map[y][x].decoration = this.tileTypes.BUSH;
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map[y][x].walkable = false;
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}
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}
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}
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};
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// Export for use
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if (typeof module !== 'undefined' && module.exports) {
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module.exports = Map2DData;
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}
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