Files
novafarma/docs/2D_CONVERSION_LOG.md
NovaFarma Dev 17e988f96f feat: Tiled Map Editor setup and initial farm map design
- Installed and configured Tiled Map Editor
- Created 4 tilesets (grass, water, dirt, decorations)
- Generated farm_2d.tmx (100x100 orthogonal map)
- Created 4 render layers (Ground, Paths, Decorations, DecorationsTall)
- Painted grass base layer across entire map
- Added dirt path network
- Placed decorative elements (trees, flowers, rocks)
- Recovered and fixed tileset PNG images
- Updated 2D_CONVERSION_LOG.md with Phase 5 completion (85% done)

Next: Export to JSON and integrate into Phaser game
2025-12-17 19:11:29 +01:00

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Markdown

# 🚀 ISOMETRIC → FLAT 2D CONVERSION - EXECUTION LOG
**Date:** 2025-12-14 16:26
**Duration:** 4-6 hours
**Goal:** Complete conversion to Stardew Valley flat 2D style
---
## ✅ PHASE 1: TILESET CREATION (COMPLETE)
### Generated Tiles:
1. **Grass Tileset**
- File: `tileset_grass_smooth_1765725973241.png`
- Size: 4x4 grid of 48x48px tiles
- Style: Vibrant green with variation
- Features: Dark spots, light highlights, flower dots
2. **Dirt Path Tileset**
- File: `tileset_dirt_path_1765726007522.png`
- Size: 3x3 grid of 48x48px tiles
- Style: Brown earth paths
- Features: Straight, corners, transitions
3. **Water/Pond Tileset**
- File: `tileset_water_pond_1765726036437.png`
- Size: 4x4 grid of 48x48px tiles
- Style: Dark blue-teal water
- Features: Center, edges, lily pads, borders
**Status:** ✅ Tilesets ready for use!
---
## 📋 PHASE 2: TILED MAP EDITOR SETUP (30min)
### Steps:
#### 2.1: Install Tiled (10min)
- [ ] Download: https://www.mapeditor.org/
- [ ] Install application
- [ ] Launch Tiled
#### 2.2: Create New Tileset (10min)
- [ ] File → New → New Tileset
- [ ] Import grass tileset image
- [ ] Set tile size: 48x48px
- [ ] Name: "grass_tiles"
- [ ] Repeat for dirt and water
#### 2.3: Create New Map (10min)
- [ ] File → New → New Map
- [ ] Orientation: **Orthogonal** (NOT Isometric!)
- [ ] Tile layer format: CSV
- [ ] Tile size: 48x48px
- [ ] Map size: 100x100 tiles
- [ ] Save as: `assets/maps/farm_2d.tmx`
---
## 🎨 PHASE 3: MAP DESIGN (1.5h)
### Layer Structure:
```
Layer 5: Decorations Top - Trees, flowers (above player)
Layer 4: Objects - Player spawn, interactions
Layer 3: Decorations - Flowers, small objects
Layer 2: Paths & Water - Dirt paths, pond
Layer 1: Ground - Grass base
```
### Design Tasks:
#### 3.1: Base Grass Layer (15min)
- [ ] Select grass tiles
- [ ] Fill entire 100x100 map
- [ ] Add grass variations
- [ ] Create natural look
#### 3.2: Dirt Paths (30min)
- [ ] Draw main path network
- [ ] Use corner tiles for curves
- [ ] Create organic winding paths
- [ ] Match reference image style
#### 3.3: Pond Creation (30min)
- [ ] Draw pond shape (organic, not square!)
- [ ] Use water center tiles
- [ ] Add stone/grass edge tiles
- [ ] Place lily pads (3-5)
- [ ] Add pink flowers on lily pads
- [ ] Optional: Add koi fish tile
#### 3.4: Decorations (15min)
- [ ] Place trees (round crowns)
- [ ] Add colorful flowers
- [ ] Small bushes
- [ ] Match reference density
---
## 🔧 PHASE 4: PHASER INTEGRATION (1h)
### 4.1: Copy Tileset Files (5min)
```bash
# Copy generated tilesets to assets
Copy tileset_grass_smooth.png → assets/tilesets/grass.png
Copy tileset_dirt_path.png → assets/tilesets/dirt.png
Copy tileset_water_pond.png → assets/tilesets/water.png
```
### 4.2: Export from Tiled (5min)
```
File → Export As → JSON
Save to: assets/maps/farm_2d.json
```
### 4.3: Load in PreloadScene (10min)
```javascript
// src/scenes/PreloadScene.js
preload() {
// ... existing code ...
// 🗺️ TILED MAP - 2D Flat
this.load.image('tiles_grass', 'assets/tilesets/grass.png');
this.load.image('tiles_dirt', 'assets/tilesets/dirt.png');
this.load.image('tiles_water', 'assets/tilesets/water.png');
this.load.tilemapTiledJSON('farm_map', 'assets/maps/farm_2d.json');
}
```
### 4.4: Replace TerrainSystem (40min)
```javascript
// src/scenes/GameScene.js
create() {
// ❌ OLD: Procedural isometric terrain
// this.terrainSystem = new TerrainSystem(this, ...);
// ✅ NEW: Tiled 2D flat map
this.map = this.make.tilemap({ key: 'farm_map' });
// Add tilesets
const grassTiles = this.map.addTilesetImage('grass_tiles', 'tiles_grass');
const dirtTiles = this.map.addTilesetImage('dirt_tiles', 'tiles_dirt');
const waterTiles = this.map.addTilesetImage('water_tiles', 'tiles_water');
// Create layers (order matters for rendering!)
this.groundLayer = this.map.createLayer('Ground', [grassTiles], 0, 0);
this.pathsLayer = this.map.createLayer('Paths', [dirtTiles, waterTiles], 0, 0);
this.decorLayer = this.map.createLayer('Decorations', [grassTiles, waterTiles], 0, 0);
// Set collisions (water is solid)
this.pathsLayer.setCollisionByProperty({ collides: true });
// Camera bounds (flat 2D - simple!)
const mapWidth = this.map.widthInPixels;
const mapHeight = this.map.heightInPixels;
this.cameras.main.setBounds(0, 0, mapWidth, mapHeight);
console.log('🗺️ 2D Flat map loaded!');
}
```
---
## 🎮 PHASE 5: PLAYER & CAMERA UPDATE (30min)
### 5.1: Update Player Position (15min)
```javascript
// src/entities/Player.js
updatePosition() {
// ❌ OLD: Isometric conversion
// const screenPos = this.iso.toScreen(this.gridX, this.gridY);
// ✅ NEW: Direct 2D position
const tileSize = 48;
this.sprite.x = (this.gridX * tileSize) + (tileSize / 2); // Center
this.sprite.y = (this.gridY * tileSize) + (tileSize / 2);
}
```
### 5.2: Update Movement (10min)
```javascript
// Movement is same, but collision check changes:
// Check tile collision
if (this.scene.pathsLayer) {
const worldX = targetX * 48 + 24;
const worldY = targetY * 48 + 24;
const tile = this.scene.pathsLayer.getTileAtWorldXY(worldX, worldY);
if (tile && tile.properties.collides) {
// Can't move - water!
return;
}
}
```
### 5.3: Camera Setup (5min)
```javascript
// GameScene.js - setupCamera()
setupCamera() {
const cam = this.cameras.main;
// Simple 2D bounds
if (this.map) {
cam.setBounds(0, 0, this.map.widthInPixels, this.map.heightInPixels);
}
// Follow player
if (this.player && this.player.sprite) {
cam.startFollow(this.player.sprite, true, 0.1, 0.1);
}
// Zoom for 2D
cam.setZoom(1.2); // Slight zoom for better view
}
```
---
## ✅ PHASE 6: TESTING & POLISH (30min)
### Test Checklist:
- [ ] Map loads correctly
- [ ] All tiles render
- [ ] Pond looks beautiful
- [ ] Paths are smooth
- [ ] Player spawns at correct position
- [ ] Player can move
- [ ] Camera follows player
- [ ] Collision works (can't walk on water)
- [ ] Performance is good (60 FPS)
- [ ] Visual style matches reference
### Polish Tasks:
- [ ] Adjust pond lily pads
- [ ] Fine-tune path curves
- [ ] Add more decorative elements
- [ ] Ensure grass variation
- [ ] Check overall composition
---
## 🎉 **UPDATE - 14.12.2025 21:35 - COMPLETE SUCCESS!** ✅
### **Phase 2 & 3: Integration + Map Refinement - DONE!**
**Quick path taken (1.5 hours instead of 4+ hours):**
#### **✅ Phase 2: Tileset Integration (40 min)**
- Generated 4 beautiful PNG tilesets (grass, water, dirt, decorations)
- Integrated into PreloadScene.js
- Updated Flat2DTerrainSystem.js for procedural textures with PNG-matching colors
- Fixed gray terrain bug
#### **✅ Phase 3: Rendering System Overhaul (50 min)**
- **Problem:** Checkered transparency pattern + grid lines
- **Solution:** Complete rendering redesign using TileSprite
- **Result:** Seamless grass background, NO transparency issues!
**Final rendering method:**
```javascript
// TileSprite for seamless grass background
const grassBG = this.scene.add.tileSprite(0, 0, mapWidth, mapHeight, 'tile2d_grass');
// Individual sprites for water/dirt overlays
// Container for decorations
```
#### **✅ Map Design Improvements**
- **More trees:** 12 forest clusters + 15 scattered trees
- **Larger organic pond:** 18x14 tiles
- **Removed paths:** Clean grass-only aesthetic
- **Smaller puddles:** 0.3 scale (60% smaller)
- **Black background:** Changed from gray (#1a1a2e#000000)
#### **✅ User Feedback Integration**
- Fixed checkered pattern (3 iterations)
- Made puddles smaller
- Made paths narrower (then removed entirely)
- Changed background color
- Clean, minimal aesthetic achieved
**Result:** Game looks **SUPER!** 🎨✨
**Files Modified:**
- `src/scenes/PreloadScene.js` (added tileset loading)
- `src/systems/Flat2DTerrainSystem.js` (complete rendering rewrite)
- `data/map2d_data.js` (removed paths, adjusted decorations)
- `src/game.js` (background color fix)
**Files Created:**
- `assets/tilesets/tileset_grass_clean.png` (623 KB)
- `assets/tilesets/tileset_water_pond.png` (492 KB)
- `assets/tilesets/tileset_dirt_paths.png` (532 KB)
- `assets/tilesets/tileset_decorations.png` (531 KB)
---
## 📊 PROGRESS TRACKER
```
✅ Phase 1: Tileset Creation 100% (30min) DONE - 14.12.2025 20:30
✅ Phase 2: Integration (Fast) 100% (40min) DONE - 14.12.2025 20:45
✅ Phase 3: Rendering Fixes 100% (50min) DONE - 14.12.2025 21:35
✅ Phase 4: Map Refinement 100% (25min) DONE - 14.12.2025 22:00
- Removed paths (clean grass)
- Made pond perfectly circular
- Optimized decorations
✅ Day/Night Cycle 100% ALREADY EXISTS!
- WeatherSystem.js has full implementation
- 4 phases: dawn, day, dusk, night
- Automatic color overlays
✅ Phase 5: Tiled Map Setup 100% (90min) DONE - 17.12.2025 19:06
- Installed Tiled Map Editor
- Created 4 tilesets (grass, water, dirt, decorations)
- Created 100x100 orthogonal map (farm_2d.tmx)
- Created 4 layers (Ground, Paths, Decorations, DecorationsTall)
- Painted grass base layer
- Added dirt path
- Added decorative trees, flowers, rocks
⏳ Phase 6: Water & Polish 0% (optional - future)
- Add pond/water features
- More path networks
- Fine-tune decorations
⏳ Phase 7: Phaser Integration 0% (next - import JSON to game)
TOTAL: 85% (4hr) IN PROGRESS! 🚀
```
**Status:** Tiled map created! Next: Export to JSON and integrate into Phaser game!
---
---
## 🎯 NEXT IMMEDIATE STEPS
**RIGHT NOW:**
1. Install Tiled Map Editor
2. Create new map project
3. Import generated tilesets
4. Start designing map!
**Guide:** Follow `docs/TILED_MAP_GUIDE.md` for detailed instructions
---
## 💡 TIPS FOR MAP DESIGN
### Beautiful Pond:
- Irregular organic shape (NOT square!)
- 10-15 tiles in size
- Dark center, light edges
- 3-5 lily pads with flowers
- Stone border on one side
- Grass transition on other sides
### Natural Paths:
- Curved, winding (NOT straight!)
- Vary width (2-4 tiles)
- Connect key areas
- Leave puddles on sides
- Organic edges
### Tree Placement:
- Clusters of 2-3 trees
- Leave open spaces
- Near pond edges
- Along path sides
- Natural distribution
---
## 🚀 LET'S GO!
**Next action:** Install Tiled and start Phase 2! 💪
**Estimated completion:** ~4-5 hours from now
---
*Conversion started: 2025-12-14 16:26*
*Target completion: 2025-12-14 20:30*