165 lines
5.5 KiB
JavaScript
165 lines
5.5 KiB
JavaScript
export default class GrassScene extends Phaser.Scene {
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constructor() {
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super({ key: 'GrassScene' });
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this.baseTime = 12; // Start at 12:00
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this.timeSpeed = 0.5;
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}
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preload() {
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console.log("🌿 Loading Clean Assets...");
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// 1. PATHS (Absolute from server root)
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const PATHS = {
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ground: '/assets/DEMO_FAZA1/Ground/',
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veg: '/assets/DEMO_FAZA1/Vegetation/'
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};
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// 2. LOAD ASSETS
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// Ground
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this.load.image('ground_base', PATHS.ground + 'tla_trava_tekstura.png');
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// Vegetation - Grass
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this.load.image('grass_tuft', PATHS.veg + 'trava_sop.png');
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this.load.image('grass_tall', PATHS.veg + 'visoka_trava.png');
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// Vegetation - Trees (All phases)
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this.load.image('tree_f1', PATHS.veg + 'drevo_faza_1.png'); // Kalcek
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this.load.image('tree_f2', PATHS.veg + 'drevo_faza_2.png'); // Mlado
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this.load.image('tree_small', PATHS.veg + 'drevo_majhno.png');
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this.load.image('tree_medium', PATHS.veg + 'drevo_srednje.png');
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this.load.image('tree_large', PATHS.veg + 'drevo_veliko.png'); // Hero
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// Error handling
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this.load.on('loaderror', (file) => {
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console.error('FAILED TO LOAD:', file.src);
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});
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}
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create() {
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const { width, height } = this.scale;
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// 1. BACKGROUND (Tiling Sprite - Base Layer)
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this.ground = this.add.tileSprite(0, 0, width, height, 'ground_base')
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.setOrigin(0, 0);
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// 2. VEGETATION GROUPS
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this.grasses = [];
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this.trees = [];
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// 3. GENERATE WORLD
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this.generateGrass(width, height);
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this.generateTrees(width, height);
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// 4. DAY/NIGHT OVERLAY
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this.dayNightOverlay = this.add.rectangle(0, 0, width, height, 0x000000, 0)
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.setOrigin(0, 0)
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.setDepth(9000); // Top layer
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// 5. UI INFO
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this.infoText = this.add.text(20, 20, 'Time: 12:00', {
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fontFamily: 'monospace', fontSize: '24px', fill: '#ffffff', stroke: '#000000', strokeThickness: 4
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}).setDepth(10000);
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}
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generateGrass(w, h) {
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// A) Small Tufts (Decoration) - High Density
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// "Naključno razporedi trava_sop.png za vizualno gostoto"
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for (let i = 0; i < 150; i++) {
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let x = Phaser.Math.Between(0, w);
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let y = Phaser.Math.Between(0, h);
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let tuft = this.add.image(x, y, 'grass_tuft');
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tuft.setScale(0.3 + Math.random() * 0.2); // Random size
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tuft.setAlpha(0.9);
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tuft.setDepth(y); // Simple Y-sort
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}
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// B) Tall Grass (Interactive) - Medium Density
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// "Postavi visoka_trava.png ... dodaj nežen sinusni efekt"
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for (let i = 0; i < 40; i++) {
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let x = Phaser.Math.Between(50, w - 50);
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let y = Phaser.Math.Between(50, h - 50);
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let grass = this.add.image(x, y, 'grass_tall');
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grass.setScale(0.4);
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grass.setOrigin(0.5, 1); // Pivot at bottom
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grass.setDepth(y);
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// Custom properties for wind animation
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grass.swaySpeed = 0.002 + Math.random() * 0.001;
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grass.swayOffset = Math.random() * 100;
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this.grasses.push(grass);
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}
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}
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generateTrees(w, h) {
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const treeTypes = ['tree_f1', 'tree_f2', 'tree_small', 'tree_medium', 'tree_large'];
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for (let i = 0; i < 12; i++) {
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let x = Phaser.Math.Between(50, w - 50);
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let y = Phaser.Math.Between(50, h - 50);
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// Randomly pick a growth stage
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let type = Phaser.Math.RND.pick(treeTypes);
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let tree = this.add.image(x, y, type);
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tree.setOrigin(0.5, 0.9); // Pivot near bottom
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tree.setDepth(y); // Sort by Y
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// Scale adjustments to look good
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if (type === 'tree_large') tree.setScale(0.8);
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else if (type === 'tree_medium') tree.setScale(0.7);
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else tree.setScale(0.6);
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// Subtle sway for trees too
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tree.swaySpeed = 0.0005 + Math.random() * 0.0005;
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tree.swayOffset = Math.random() * 100;
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this.trees.push(tree);
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}
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}
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update(time, delta) {
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// 1. WIND ANIMATION
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// "Dodaj nežen sinusni efekt za plapolanje"
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this.grasses.forEach(g => {
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g.rotation = Math.sin((time * g.swaySpeed) + g.swayOffset) * 0.15; // Stronger sway for grass
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});
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this.trees.forEach(t => {
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t.rotation = Math.sin((time * t.swaySpeed) + t.swayOffset) * 0.02; // Very subtle for trees
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});
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// 2. DAY/NIGHT CYCLE
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this.baseTime += (delta * 0.001 * this.timeSpeed);
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if (this.baseTime >= 24) this.baseTime = 0;
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this.updateLighting(this.baseTime);
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// Update UI
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let hour = Math.floor(this.baseTime);
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let minute = Math.floor((this.baseTime % 1) * 60).toString().padStart(2, '0');
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this.infoText.setText(`Time: ${hour}:${minute}`);
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}
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updateLighting(hour) {
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let alpha = 0;
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let color = 0x000000;
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// Simple Day/Night Logic
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if (hour >= 20 || hour < 5) {
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alpha = 0.7; // Night
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color = 0x000022;
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} else if (hour >= 5 && hour < 8) {
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alpha = 0.3; // Dawn
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color = 0xFF4500;
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} else if (hour >= 18 && hour < 20) {
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alpha = 0.4; // Dusk
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color = 0xFF4500;
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} else {
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alpha = 0; // Day
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}
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this.dayNightOverlay.setFillStyle(color, alpha);
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}
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}
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