Added visual debugging to verify chunk rendering: Flat2DTerrainSystem.js changes: - Added red border around each rendered chunk - Border: 2px red, semi-transparent (0.5 alpha) - High depth (100) to ensure visibility - Console log for each border created Purpose: - Verify chunks are actually being rendered - See chunk boundaries visually - Debug if chunks overlap or have gaps - Confirm 3x3 chunk grid (9 chunks = 9 red boxes) Expected visual: - 9 red rectangles around player (3x3 grid) - Each rectangle = 50x50 tiles = 2400x2400 pixels - Player should be in center rectangle Session 3: Visual testing in progress Next: Reload and verify red borders appear
980 lines
34 KiB
JavaScript
980 lines
34 KiB
JavaScript
// Flat2DTerrainSystem - Complete 2D top-down tile rendering
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// Replaces isometric TerrainSystem for Stardew Valley style
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class Flat2DTerrainSystem {
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constructor(scene) {
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this.scene = scene;
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this.tileSize = 48;
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this.width = 500; // 🌍 PHASE 28: Expanded to 500x500!
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this.height = 500;
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// Tile map data
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this.tiles = [];
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// Rendering containers
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this.groundLayer = null;
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this.pathsLayer = null;
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this.decorLayer = null;
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// Decoration tracking (for interaction system)
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this.decorationsMap = new Map();
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// Textures ready flag
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this.texturesReady = false;
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// 🌍 PHASE 28: Biome support
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this.biomeSystem = null; // Will be set by GameScene
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this.chunkManager = null; // Will be set by GameScene
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console.log('🎨 Flat2DTerrainSystem initialized (500x500 world)');
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}
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async generate() {
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console.log('🗺️ Generating flat 2D map...');
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// Create textures first
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this.createTileTextures();
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// 🌍 PHASE 28: Use BiomeSystem if available
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if (this.biomeSystem && this.chunkManager) {
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console.log('🌍 Using BiomeSystem for chunk-based terrain generation');
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// Biome-based generation will happen via ChunkManager
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// No need to generate full map here!
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// Create simple grass background as fallback
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this.createBiomeBackground();
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} else {
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// Fallback to old Map2DData system
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console.log('📊 Using Map2DData for terrain generation (fallback)');
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// Load map data
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if (typeof Map2DData !== 'undefined') {
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this.tiles = Map2DData.generateMap();
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console.log('✅ Map data generated:', this.tiles.length, 'rows');
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} else {
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console.error('❌ Map2DData not loaded!');
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this.createFallbackMap();
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}
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// Render the old-style map
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this.renderMap();
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}
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console.log('✅ Flat 2D map ready!');
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}
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// 🌍 PHASE 28: Create simple biome-aware background
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createBiomeBackground() {
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const size = this.tileSize;
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const mapWidth = this.width * size;
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const mapHeight = this.height * size;
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console.log('🎨 Creating biome-aware background...');
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// Create solid background (will be covered by chunks)
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const background = this.scene.add.rectangle(0, 0, mapWidth, mapHeight, 0x3CB371);
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background.setOrigin(0, 0);
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background.setDepth(0);
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// Create containers for chunks
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this.pathsLayer = this.scene.add.container(0, 0);
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this.pathsLayer.setDepth(2);
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this.decorLayer = this.scene.add.container(0, 0);
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this.decorLayer.setDepth(3);
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this.groundLayer = background;
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console.log('✅ Biome background created, ready for chunks');
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}
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createTileTextures() {
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// 🎨 Create SOLID, OPAQUE tiles (no transparency!)
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const graphics = this.scene.make.graphics({ x: 0, y: 0, add: false });
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const size = this.tileSize;
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// Check if PNG tilesets are loaded
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const hasGrass = this.scene.textures.exists('tileset_grass');
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const hasWater = this.scene.textures.exists('tileset_water');
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const hasDirt = this.scene.textures.exists('tileset_dirt');
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if (hasGrass && hasWater && hasDirt) {
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console.log('✅ PNG Tilesets found! Creating beautiful tiles...');
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// 🌍 PHASE 28: Create BIOME-SPECIFIC GRASS TILES
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// GRASSLAND - SUPER VIBRANT GREEN! 🌿
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graphics.clear();
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graphics.fillStyle(0x3CB371, 1.0); // Medium sea green
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graphics.fillRect(0, 0, size, size);
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// Darker spots for contrast
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for (let i = 0; i < 20; i++) {
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graphics.fillStyle(0x2E8B57, 0.5);
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graphics.fillCircle(Math.random() * size, Math.random() * size, 2 + Math.random() * 4);
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}
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// Lighter highlights
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for (let i = 0; i < 15; i++) {
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graphics.fillStyle(0x90EE90, 0.4);
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graphics.fillCircle(Math.random() * size, Math.random() * size, 1.5);
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}
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graphics.generateTexture('tile2d_grass', size, size);
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// FOREST BIOME - DARK GREEN
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graphics.clear();
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graphics.fillStyle(0x2d5016, 1.0); // Dark green
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graphics.fillRect(0, 0, size, size);
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for (let i = 0; i < 25; i++) {
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graphics.fillStyle(0x1a3010, 0.4);
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graphics.fillCircle(Math.random() * size, Math.random() * size, 3);
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}
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graphics.generateTexture('tile2d_forest', size, size);
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// DESERT BIOME - TAN/SAND
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graphics.clear();
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graphics.fillStyle(0xd4c4a1, 1.0); // Sand color
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graphics.fillRect(0, 0, size, size);
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for (let i = 0; i < 20; i++) {
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graphics.fillStyle(0xc4b491, 0.3);
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graphics.fillCircle(Math.random() * size, Math.random() * size, 4);
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}
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graphics.generateTexture('tile2d_desert', size, size);
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// MOUNTAIN BIOME - GRAY STONE
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graphics.clear();
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graphics.fillStyle(0x808080, 1.0); // Gray
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graphics.fillRect(0, 0, size, size);
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for (let i = 0; i < 30; i++) {
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graphics.fillStyle(0x606060, 0.5);
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graphics.fillCircle(Math.random() * size, Math.random() * size, 2 + Math.random() * 3);
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}
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graphics.generateTexture('tile2d_mountain', size, size);
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// SWAMP BIOME - DARK GREEN/BROWN
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graphics.clear();
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graphics.fillStyle(0x3d5a3d, 1.0); // Murky green
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graphics.fillRect(0, 0, size, size);
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for (let i = 0; i < 20; i++) {
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graphics.fillStyle(0x2d4a2d, 0.6);
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graphics.fillCircle(Math.random() * size, Math.random() * size, 3 + Math.random() * 4);
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}
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graphics.generateTexture('tile2d_swamp', size, size);
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// GRASS WITH FLOWERS (VIBRANT!)
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graphics.clear();
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graphics.fillStyle(0x3CB371, 1.0);
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graphics.fillRect(0, 0, size, size);
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for (let i = 0; i < 12; i++) {
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graphics.fillStyle(0x2E8B57, 0.3);
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graphics.fillCircle(Math.random() * size, Math.random() * size, 2);
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}
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// BRIGHT colorful flowers!
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const flowerColors = [0xFF1493, 0xFFD700, 0x00BFFF, 0xFF69B4];
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for (let i = 0; i < 4; i++) {
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graphics.fillStyle(flowerColors[Math.floor(Math.random() * 4)], 1.0);
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graphics.fillCircle(Math.random() * size, Math.random() * size, 3);
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}
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graphics.generateTexture('tile2d_grass_flowers', size, size);
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// DIRT - RICH BROWN! 🟤
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graphics.clear();
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graphics.fillStyle(0x8B4513, 1.0); // Saddle brown
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graphics.fillRect(0, 0, size, size);
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for (let i = 0; i < 25; i++) {
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graphics.fillStyle(0x654321, 0.5);
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graphics.fillCircle(Math.random() * size, Math.random() * size, 3 + Math.random() * 5);
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}
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for (let i = 0; i < 15; i++) {
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graphics.fillStyle(0xA0826D, 0.4);
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graphics.fillCircle(Math.random() * size, Math.random() * size, 2);
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}
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graphics.generateTexture('tile2d_dirt', size, size);
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graphics.clear();
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graphics.fillStyle(0x8b4513, 1.0);
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graphics.fillRect(0, 0, size, size);
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graphics.fillStyle(0x3CB371, 0.3);
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graphics.fillRect(0, 0, size, size);
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graphics.generateTexture('tile2d_dirt_edge', size, size);
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// WATER - BRIGHT TEAL! 💧 (WITH OUTLINE!)
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graphics.clear();
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graphics.fillStyle(0x20B2AA, 1.0); // Light sea green - vibrant teal!
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graphics.fillRect(0, 0, size, size);
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// Dark outline border (2D style!)
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graphics.lineStyle(2, 0x006994, 0.8);
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graphics.strokeRect(1, 1, size - 2, size - 2);
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for (let i = 0; i < 10; i++) {
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graphics.fillStyle(0x008B8B, 0.4);
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graphics.fillCircle(Math.random() * size, Math.random() * size, 5 + Math.random() * 8);
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}
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for (let i = 0; i < 15; i++) {
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graphics.fillStyle(0x48D1CC, 0.5);
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graphics.fillCircle(Math.random() * size, Math.random() * size, 2);
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}
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for (let i = 0; i < 12; i++) {
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graphics.fillStyle(0xFFFFFF, 0.6);
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graphics.fillCircle(Math.random() * size, Math.random() * size, 1);
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}
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graphics.generateTexture('tile2d_water', size, size);
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graphics.clear();
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graphics.fillStyle(0x20B2AA, 1.0);
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graphics.fillRect(0, 0, size, size);
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graphics.fillStyle(0x48D1CC, 0.5);
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graphics.fillRect(0, 0, size, size);
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graphics.generateTexture('tile2d_water_edge', size, size);
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} else {
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console.warn('⚠️ PNG Tilesets not loaded! Using fallback colors');
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}
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// STONE (FULLY OPAQUE!)
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graphics.clear();
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graphics.fillStyle(0x808080, 1.0); // 100% opacity!
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graphics.fillRect(0, 0, size, size);
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for (let i = 0; i < 12; i++) {
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graphics.fillStyle(0x606060, 0.6);
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graphics.fillCircle(Math.random() * size, Math.random() * size, 2 + Math.random() * 3);
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}
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graphics.generateTexture('tile2d_stone', size, size);
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graphics.destroy();
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this.texturesReady = true;
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console.log('✅ Tile textures created - FULLY OPAQUE!');
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}
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extractTilesFromTileset(sourceKey, targetKey, tileX, tileY, tileSize) {
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// Extract a single tile from tileset PNG and create new texture
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if (!this.scene.textures.exists(sourceKey)) {
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console.warn(`⚠️ Tileset ${sourceKey} not found, using fallback`);
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return;
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}
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const source = this.scene.textures.get(sourceKey).getSourceImage();
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const canvas = document.createElement('canvas');
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canvas.width = tileSize;
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canvas.height = tileSize;
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const ctx = canvas.getContext('2d');
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// Draw specific tile from tileset
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ctx.drawImage(
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source,
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tileX * tileSize, tileY * tileSize, // Source position
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tileSize, tileSize, // Source size
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0, 0, // Dest position
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tileSize, tileSize // Dest size
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);
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// Create new texture from extracted tile
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this.scene.textures.addCanvas(targetKey, canvas);
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}
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renderMap() {
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// 🎨 SIMPLE & CLEAN: Use TileSprite for seamless background!
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const size = this.tileSize;
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const mapWidth = this.width * size;
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const mapHeight = this.height * size;
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console.log('🎨 Rendering seamless 2D map...');
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// Create solid grass background (NO TRANSPARENCY!)
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const grassBG = this.scene.add.tileSprite(0, 0, mapWidth, mapHeight, 'tile2d_grass');
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grassBG.setOrigin(0, 0);
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grassBG.setDepth(1);
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// Create containers for paths and decorations
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this.pathsLayer = this.scene.add.container(0, 0);
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this.pathsLayer.setDepth(2);
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this.decorLayer = this.scene.add.container(0, 0);
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this.decorLayer.setDepth(3);
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const graphics = this.scene.make.graphics({ x: 0, y: 0, add: false });
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// Array to store water sprites for animation
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this.waterSprites = [];
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// Render all tiles on top of grass background
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for (let y = 0; y < this.height; y++) {
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for (let x = 0; x < this.width; x++) {
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const tile = this.tiles[y][x];
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const worldX = x * size;
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const worldY = y * size;
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// WATER tiles - back to Image, animate with tint!
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if (tile.base === 4 || tile.base === 5) {
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const waterSprite = this.scene.add.image(worldX, worldY, 'tile2d_water');
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waterSprite.setOrigin(0, 0);
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waterSprite.setDisplaySize(size, size);
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this.pathsLayer.add(waterSprite);
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this.waterSprites.push(waterSprite); // Store for animation!
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}
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// DIRT PATH tiles
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else if (tile.base === 2 || tile.base === 3) {
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const dirtSprite = this.scene.add.image(worldX, worldY, 'tile2d_dirt');
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dirtSprite.setOrigin(0, 0);
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dirtSprite.setDisplaySize(size, size);
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// Edge blending
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if (tile.base === 3) {
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dirtSprite.setAlpha(0.8); // Blend with grass
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}
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this.pathsLayer.add(dirtSprite);
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}
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// DECORATIONS
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if (tile.decoration) {
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this.addDecoration(x, y, tile.decoration);
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}
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}
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}
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graphics.destroy();
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// Store reference
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this.groundLayer = grassBG;
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console.log('✅ Seamless map rendered (NO GRID!)');
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console.log(`🌊 Water tiles animated: ${this.waterSprites.length}`);
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}
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// 🌍 PHASE 28: Render a single chunk with biome support
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renderChunk(chunk) {
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if (!chunk || !this.biomeSystem) {
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console.warn('⚠️ Cannot render chunk: missing data or biomeSystem');
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return;
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}
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const size = this.tileSize;
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// Render ground tiles based on biome
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for (const tileData of chunk.tiles) {
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const { x, y, biome } = tileData;
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const worldX = x * size;
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const worldY = y * size;
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// Get biome-specific tile texture
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let tileTexture = 'tile2d_grass'; // Default
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if (biome === 'forest') {
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tileTexture = 'tile2d_forest';
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} else if (biome === 'desert') {
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tileTexture = 'tile2d_desert';
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} else if (biome === 'mountain') {
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tileTexture = 'tile2d_mountain';
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} else if (biome === 'swamp') {
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tileTexture = 'tile2d_swamp';
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}
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// Create tile sprite
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const tileSprite = this.scene.add.image(worldX, worldY, tileTexture);
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tileSprite.setOrigin(0, 0);
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tileSprite.setDisplaySize(size, size);
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tileSprite.setDepth(1);
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// Store in chunk for cleanup
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if (!chunk.sprites) chunk.sprites = [];
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chunk.sprites.push(tileSprite);
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// Apply biome features (trees, rocks, etc.)
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if (this.biomeSystem) {
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const features = this.biomeSystem.applyBiomeFeatures(x, y);
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features.forEach(feature => {
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this.addBiomeFeature(x, y, feature, chunk);
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});
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}
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}
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console.log(`✅ Chunk (${chunk.chunkX}, ${chunk.chunkY}) rendered with biomes`);
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// 🐛 DEBUG: Add visible border around chunk
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if (this.scene.add) {
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const chunkWorldX = chunk.chunkX * (this.chunkSize * size);
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const chunkWorldY = chunk.chunkY * (this.chunkSize * size);
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const chunkPixelSize = this.chunkSize * size;
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const border = this.scene.add.rectangle(
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chunkWorldX,
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chunkWorldY,
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chunkPixelSize,
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chunkPixelSize
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);
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border.setOrigin(0, 0);
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border.setStrokeStyle(2, 0xFF0000, 0.5); // Red semi-transparent border
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border.setDepth(100); // High depth to see it
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border.setFillStyle(0x000000, 0); // No fill
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if (!chunk.sprites) chunk.sprites = [];
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chunk.sprites.push(border);
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console.log(`🔲 Debug border added at (${chunkWorldX}, ${chunkWorldY})`);
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}
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}
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// Add biome-specific feature
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addBiomeFeature(gridX, gridY, feature, chunk) {
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const size = this.tileSize;
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const worldX = gridX * size + size / 2;
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const worldY = gridY * size + size / 2;
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let sprite;
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switch (feature.type) {
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case 'tree':
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sprite = this.createTree(worldX, worldY);
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break;
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case 'rock':
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sprite = this.createRock(worldX, worldY, feature.size);
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break;
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case 'bush':
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sprite = this.createBush(worldX, worldY);
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break;
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case 'cactus':
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sprite = this.createCactus(worldX, worldY);
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break;
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case 'deadTree':
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sprite = this.createDeadTree(worldX, worldY);
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break;
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case 'boulder':
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sprite = this.createBoulder(worldX, worldY);
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break;
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case 'mushroom':
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sprite = this.createMushroom(worldX, worldY);
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break;
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case 'vine':
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sprite = this.createVine(worldX, worldY);
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break;
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}
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if (sprite && chunk) {
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sprite.setDepth(10 + worldY);
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if (!chunk.sprites) chunk.sprites = [];
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chunk.sprites.push(sprite);
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}
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}
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// Simple rock creation
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createRock(x, y, size = 'small') {
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const graphics = this.scene.add.graphics();
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const rockSize = size === 'large' ? 15 : 8;
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graphics.fillStyle(0x808080);
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graphics.fillCircle(x, y, rockSize);
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graphics.fillStyle(0x606060, 0.6);
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graphics.fillCircle(x - 3, y - 3, rockSize * 0.6);
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return graphics;
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}
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// Boulder (large rock)
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createBoulder(x, y) {
|
|
const graphics = this.scene.add.graphics();
|
|
|
|
graphics.fillStyle(0x707070);
|
|
graphics.fillCircle(x, y, 20);
|
|
graphics.fillStyle(0x505050);
|
|
graphics.fillCircle(x - 5, y - 5, 12);
|
|
graphics.fillStyle(0x909090, 0.5);
|
|
graphics.fillCircle(x + 5, y + 5, 8);
|
|
|
|
return graphics;
|
|
}
|
|
|
|
// Cactus
|
|
createCactus(x, y) {
|
|
const graphics = this.scene.add.graphics();
|
|
|
|
// Main body
|
|
graphics.fillStyle(0x4a7c59);
|
|
graphics.fillRect(x - 5, y - 15, 10, 30);
|
|
|
|
// Arms
|
|
graphics.fillRect(x - 12, y - 8, 7, 10);
|
|
graphics.fillRect(x + 5, y - 5, 7, 10);
|
|
|
|
// Highlights
|
|
graphics.fillStyle(0x5a8c69, 0.6);
|
|
graphics.fillRect(x - 3, y - 12, 3, 24);
|
|
|
|
return graphics;
|
|
}
|
|
|
|
// Mushroom
|
|
createMushroom(x, y) {
|
|
const graphics = this.scene.add.graphics();
|
|
|
|
// Stem
|
|
graphics.fillStyle(0xeeeeee);
|
|
graphics.fillRect(x - 2, y, 4, 8);
|
|
|
|
// Cap
|
|
graphics.fillStyle(0xd63031);
|
|
graphics.fillCircle(x, y, 6);
|
|
|
|
// Spots
|
|
graphics.fillStyle(0xffffff);
|
|
graphics.fillCircle(x - 3, y - 1, 1.5);
|
|
graphics.fillCircle(x + 2, y + 1, 1.2);
|
|
|
|
return graphics;
|
|
}
|
|
|
|
// Vine (swamp feature)
|
|
createVine(x, y) {
|
|
const graphics = this.scene.add.graphics();
|
|
|
|
graphics.lineStyle(2, 0x2d4a2d);
|
|
graphics.beginPath();
|
|
graphics.moveTo(x, y - 10);
|
|
graphics.bezierCurveTo(
|
|
x + 5, y - 5,
|
|
x - 5, y + 5,
|
|
x, y + 10
|
|
);
|
|
graphics.strokePath();
|
|
|
|
return graphics;
|
|
}
|
|
|
|
getTileTexture(tileType) {
|
|
const types = Map2DData.tileTypes;
|
|
|
|
switch (tileType) {
|
|
case types.GRASS: return 'tile2d_grass';
|
|
case types.GRASS_FLOWERS: return 'tile2d_grass_flowers';
|
|
case types.DIRT: return 'tile2d_dirt';
|
|
case types.DIRT_EDGE: return 'tile2d_dirt_edge';
|
|
case types.WATER: return 'tile2d_water';
|
|
case types.WATER_EDGE: return 'tile2d_water_edge';
|
|
case types.STONE: return 'tile2d_stone';
|
|
default: return 'tile2d_grass';
|
|
}
|
|
}
|
|
|
|
addDecoration(gridX, gridY, decorType) {
|
|
const size = this.tileSize;
|
|
const worldX = gridX * size + size / 2;
|
|
const worldY = gridY * size + size / 2;
|
|
|
|
const types = Map2DData.tileTypes;
|
|
|
|
let sprite;
|
|
|
|
switch (decorType) {
|
|
case types.TREE:
|
|
sprite = this.createTree(worldX, worldY);
|
|
break;
|
|
case types.FLOWER_RED:
|
|
sprite = this.createFlower(worldX, worldY, 0xff6b6b);
|
|
break;
|
|
case types.FLOWER_YELLOW:
|
|
sprite = this.createFlower(worldX, worldY, 0xffd93d);
|
|
break;
|
|
case types.FLOWER_BLUE:
|
|
sprite = this.createFlower(worldX, worldY, 0x6bcbff);
|
|
break;
|
|
case types.LILY_PAD:
|
|
sprite = this.createLilyPad(worldX, worldY);
|
|
break;
|
|
case types.BUSH:
|
|
sprite = this.createBush(worldX, worldY);
|
|
break;
|
|
case 'puddle':
|
|
sprite = this.createPuddle(worldX, worldY);
|
|
break;
|
|
}
|
|
|
|
if (sprite) {
|
|
// 🎨 2.5D DEPTH SORTING - Y position = depth!
|
|
// Objects lower on screen appear in front
|
|
sprite.setDepth(10 + worldY);
|
|
this.decorLayer.add(sprite);
|
|
}
|
|
}
|
|
|
|
createTree(x, y) {
|
|
// 🌳 TREE VARIETY SYSTEM!
|
|
const treeTypes = ['cherry', 'oak', 'pine', 'dead', 'apple'];
|
|
const randomType = Phaser.Utils.Array.GetRandom(treeTypes);
|
|
|
|
switch (randomType) {
|
|
case 'oak': return this.createOakTree(x, y);
|
|
case 'pine': return this.createPineTree(x, y);
|
|
case 'dead': return this.createDeadTree(x, y);
|
|
case 'apple': return this.createAppleTree(x, y);
|
|
default: return this.createCherryTree(x, y);
|
|
}
|
|
}
|
|
|
|
createCherryTree(x, y) {
|
|
// 🌸 PNG SPRITE!
|
|
if (this.scene.textures.exists('tree_cherry')) {
|
|
const tree = this.scene.add.image(x, y, 'tree_cherry');
|
|
const scale = Phaser.Math.FloatBetween(0.4, 0.6); // SMALLER! (was 0.8-1.2)
|
|
tree.setScale(scale);
|
|
tree.setOrigin(0.5, 0.85);
|
|
|
|
// Shadow
|
|
const shadow = this.scene.add.ellipse(x, y + 15, 30 * scale, 10, 0x000000, 0.2);
|
|
shadow.setDepth(tree.depth - 1);
|
|
|
|
return tree;
|
|
}
|
|
|
|
// FALLBACK: Procedural
|
|
return this.createProceduralCherryTree(x, y);
|
|
}
|
|
|
|
createProceduralCherryTree(x, y) {
|
|
// Old procedural code (backup)
|
|
const graphics = this.scene.add.graphics();
|
|
const growthScale = Phaser.Math.FloatBetween(0.8, 1.4); // BIGGER!
|
|
|
|
const heightOffset = -20 * growthScale;
|
|
const crownSize = 30 * growthScale; // MUCH BIGGER!
|
|
|
|
// Shadow (ellipse on ground)
|
|
graphics.fillStyle(0x000000, 0.2);
|
|
graphics.fillEllipse(x, y + 30, 40 * growthScale, 12); // Bigger shadow
|
|
|
|
// Trunk (with shading for volume)
|
|
const trunkW = 12 * growthScale; // Thicker
|
|
const trunkH = 30 * growthScale; // Taller
|
|
|
|
// Dark side (right)
|
|
graphics.fillStyle(0x6D3F1A);
|
|
graphics.fillRect(x + trunkW / 4, y + 10 + heightOffset, trunkW / 2, trunkH);
|
|
|
|
// Light side (left)
|
|
graphics.fillStyle(0x8B5A2B);
|
|
graphics.fillRect(x - trunkW / 2, y + 10 + heightOffset, trunkW / 2, trunkH);
|
|
|
|
// CROWN - Layered circles for 2.5D!
|
|
const crownY = y - 10 * growthScale + heightOffset; // Higher crown
|
|
|
|
// Dark base (shadow underneath)
|
|
graphics.fillStyle(0xE75480);
|
|
graphics.fillCircle(x + 4 * growthScale, crownY + 4 * growthScale, crownSize);
|
|
|
|
// Main pink crown
|
|
graphics.fillStyle(0xFF69B4);
|
|
graphics.fillCircle(x, crownY, crownSize);
|
|
|
|
// Top highlight (light from top-left)
|
|
graphics.fillStyle(0xFFB6C1, 0.8);
|
|
graphics.fillCircle(x - 6 * growthScale, crownY - 6 * growthScale, crownSize * 0.6);
|
|
|
|
// Bright specular spot
|
|
graphics.fillStyle(0xFFFFFF, 0.5);
|
|
graphics.fillCircle(x - 8 * growthScale, crownY - 8 * growthScale, crownSize * 0.3);
|
|
|
|
return graphics;
|
|
}
|
|
|
|
createOakTree(x, y) {
|
|
// 🌲 PNG SPRITE!
|
|
if (this.scene.textures.exists('tree_oak')) {
|
|
const tree = this.scene.add.image(x, y, 'tree_oak');
|
|
const scale = Phaser.Math.FloatBetween(0.45, 0.65); // SMALLER!
|
|
tree.setScale(scale);
|
|
tree.setOrigin(0.5, 0.85);
|
|
const shadow = this.scene.add.ellipse(x, y + 15, 35 * scale, 12, 0x000000, 0.2);
|
|
shadow.setDepth(tree.depth - 1);
|
|
return tree;
|
|
}
|
|
|
|
// FALLBACK:
|
|
const graphics = this.scene.add.graphics();
|
|
const growthScale = Phaser.Math.FloatBetween(0.8, 1.4); // BIGGER!
|
|
|
|
// Shadow
|
|
graphics.fillStyle(0x000000, 0.15);
|
|
graphics.fillEllipse(x, y + 24, 25 * growthScale, 8);
|
|
|
|
// Thick trunk
|
|
graphics.fillStyle(0x654321);
|
|
graphics.fillRect(x - 5 * growthScale, y, 10 * growthScale, 24 * growthScale);
|
|
|
|
// Large round crown
|
|
graphics.fillStyle(0x228B22); // Forest green
|
|
graphics.fillCircle(x, y - 10 * growthScale, 18 * growthScale);
|
|
|
|
// Darker outline
|
|
graphics.lineStyle(2, 0x006400);
|
|
graphics.strokeCircle(x, y - 10 * growthScale, 18 * growthScale);
|
|
|
|
// Highlight
|
|
graphics.fillStyle(0x32CD32, 0.6);
|
|
graphics.fillCircle(x - 5 * growthScale, y - 15 * growthScale, 8 * growthScale);
|
|
|
|
return graphics;
|
|
}
|
|
|
|
createPineTree(x, y) {
|
|
// 🌲 PNG SPRITE!
|
|
if (this.scene.textures.exists('tree_pine')) {
|
|
const tree = this.scene.add.image(x, y, 'tree_pine');
|
|
const scale = Phaser.Math.FloatBetween(0.45, 0.7); // SMALLER!
|
|
tree.setScale(scale);
|
|
tree.setOrigin(0.5, 0.9); // Taller
|
|
const shadow = this.scene.add.ellipse(x, y + 20, 30 * scale, 10, 0x000000, 0.2);
|
|
shadow.setDepth(tree.depth - 1);
|
|
return tree;
|
|
}
|
|
|
|
// FALLBACK:
|
|
const graphics = this.scene.add.graphics();
|
|
const growthScale = Phaser.Math.FloatBetween(0.8, 1.5); // BIGGER (Pine taller)
|
|
|
|
// Shadow
|
|
graphics.fillStyle(0x000000, 0.15);
|
|
graphics.fillEllipse(x, y + 20, 15 * growthScale, 6);
|
|
|
|
// Trunk
|
|
graphics.fillStyle(0x8B4513);
|
|
graphics.fillRect(x - 3 * growthScale, y + 5, 6 * growthScale, 15 * growthScale);
|
|
|
|
// Stacked triangles (pine shape)
|
|
graphics.fillStyle(0x2F4F2F); // Dark green
|
|
|
|
// Bottom tier
|
|
graphics.fillTriangle(
|
|
x, y - 5 * growthScale,
|
|
x - 14 * growthScale, y + 10,
|
|
x + 14 * growthScale, y + 10
|
|
);
|
|
|
|
// Middle tier
|
|
graphics.fillTriangle(
|
|
x, y - 15 * growthScale,
|
|
x - 10 * growthScale, y,
|
|
x + 10 * growthScale, y
|
|
);
|
|
|
|
// Top tier
|
|
graphics.fillTriangle(
|
|
x, y - 25 * growthScale,
|
|
x - 7 * growthScale, y - 10 * growthScale,
|
|
x + 7 * growthScale, y - 10 * growthScale
|
|
);
|
|
|
|
return graphics;
|
|
}
|
|
|
|
createDeadTree(x, y) {
|
|
// 💀 PNG SPRITE!
|
|
if (this.scene.textures.exists('tree_dead')) {
|
|
const tree = this.scene.add.image(x, y, 'tree_dead');
|
|
const scale = Phaser.Math.FloatBetween(0.35, 0.55); // SMALLER!
|
|
tree.setScale(scale);
|
|
tree.setOrigin(0.5, 0.85);
|
|
const shadow = this.scene.add.ellipse(x, y + 18, 28 * scale, 10, 0x000000, 0.3);
|
|
shadow.setDepth(tree.depth - 1);
|
|
return tree;
|
|
}
|
|
|
|
// FALLBACK:
|
|
const graphics = this.scene.add.graphics();
|
|
const growthScale = Phaser.Math.FloatBetween(0.7, 1.2); // BIGGER!
|
|
|
|
// Shadow
|
|
graphics.fillStyle(0x000000, 0.2);
|
|
graphics.fillEllipse(x, y + 20, 18 * growthScale, 6);
|
|
|
|
// Dark trunk
|
|
graphics.fillStyle(0x3D3D3D);
|
|
graphics.fillRect(x - 4 * growthScale, y, 8 * growthScale, 22 * growthScale);
|
|
|
|
// Branches (bare)
|
|
graphics.lineStyle(3 * growthScale, 0x2D2D2D);
|
|
graphics.beginPath();
|
|
graphics.moveTo(x, y - 5 * growthScale);
|
|
graphics.lineTo(x - 10 * growthScale, y - 15 * growthScale);
|
|
graphics.moveTo(x, y - 8 * growthScale);
|
|
graphics.lineTo(x + 12 * growthScale, y - 12 * growthScale);
|
|
graphics.strokePath();
|
|
|
|
return graphics;
|
|
}
|
|
|
|
createAppleTree(x, y) {
|
|
// 🍎 PNG SPRITE!
|
|
if (this.scene.textures.exists('tree_apple')) {
|
|
const tree = this.scene.add.image(x, y, 'tree_apple');
|
|
const scale = Phaser.Math.FloatBetween(0.4, 0.6); // SMALLER!
|
|
tree.setScale(scale);
|
|
tree.setOrigin(0.5, 0.85);
|
|
const shadow = this.scene.add.ellipse(x, y + 16, 32 * scale, 11, 0x000000, 0.2);
|
|
shadow.setDepth(tree.depth - 1);
|
|
return tree;
|
|
}
|
|
|
|
// FALLBACK:
|
|
const graphics = this.scene.add.graphics();
|
|
const growthScale = Phaser.Math.FloatBetween(0.8, 1.3); // BIGGER!
|
|
|
|
// Shadow
|
|
graphics.fillStyle(0x000000, 0.15);
|
|
graphics.fillEllipse(x, y + 22, 22 * growthScale, 7);
|
|
|
|
// Trunk
|
|
graphics.fillStyle(0x8B4513);
|
|
graphics.fillRect(x - 4 * growthScale, y + 2, 8 * growthScale, 20 * growthScale);
|
|
|
|
// Green crown
|
|
graphics.fillStyle(0x3CB371); // Medium sea green
|
|
graphics.fillCircle(x, y - 8 * growthScale, 16 * growthScale);
|
|
|
|
// Apples (red circles)
|
|
graphics.fillStyle(0xFF0000);
|
|
const applePositions = [
|
|
{ x: -8, y: -12 }, { x: 5, y: -10 }, { x: -3, y: -5 },
|
|
{ x: 8, y: -8 }, { x: 0, y: -15 }
|
|
];
|
|
applePositions.forEach(pos => {
|
|
graphics.fillCircle(
|
|
x + pos.x * growthScale,
|
|
y + pos.y * growthScale,
|
|
3 * growthScale
|
|
);
|
|
});
|
|
|
|
return graphics;
|
|
}
|
|
|
|
createFlower(x, y, color) {
|
|
const graphics = this.scene.add.graphics();
|
|
|
|
// Petals
|
|
graphics.fillStyle(color);
|
|
for (let i = 0; i < 5; i++) {
|
|
const angle = (Math.PI * 2 * i) / 5;
|
|
const px = x + Math.cos(angle) * 3;
|
|
const py = y + Math.sin(angle) * 3;
|
|
graphics.fillCircle(px, py, 2);
|
|
}
|
|
|
|
// Center
|
|
graphics.fillStyle(0xFFEB3B);
|
|
graphics.fillCircle(x, y, 2);
|
|
|
|
return graphics;
|
|
}
|
|
|
|
createLilyPad(x, y) {
|
|
const graphics = this.scene.add.graphics();
|
|
|
|
// Lily pad (green circle)
|
|
graphics.fillStyle(0x4a8d2f);
|
|
graphics.fillCircle(x, y, 8);
|
|
|
|
// Pink flower
|
|
graphics.fillStyle(0xFF69B4);
|
|
for (let i = 0; i < 5; i++) {
|
|
const angle = (Math.PI * 2 * i) / 5;
|
|
const px = x + Math.cos(angle) * 3;
|
|
const py = y + Math.sin(angle) * 3;
|
|
graphics.fillCircle(px, py, 2);
|
|
}
|
|
graphics.fillStyle(0xFFD700);
|
|
graphics.fillCircle(x, y, 1.5);
|
|
|
|
return graphics;
|
|
}
|
|
|
|
createBush(x, y) {
|
|
const graphics = this.scene.add.graphics();
|
|
|
|
graphics.fillStyle(0x3a6b1f, 0.9);
|
|
graphics.fillCircle(x, y, 10);
|
|
graphics.fillCircle(x - 6, y + 2, 8);
|
|
graphics.fillCircle(x + 6, y + 2, 8);
|
|
|
|
graphics.fillStyle(0x4a8d2f, 0.7);
|
|
graphics.fillCircle(x, y - 3, 6);
|
|
|
|
return graphics;
|
|
}
|
|
|
|
createPuddle(x, y) {
|
|
// Use existing puddle sprite if available
|
|
if (this.scene.textures.exists('luza_sprite')) {
|
|
const sprite = this.scene.add.image(x, y, 'luza_sprite');
|
|
sprite.setScale(0.3); // SMALL puddles!
|
|
sprite.setAlpha(0.3); // More transparent
|
|
return sprite;
|
|
}
|
|
|
|
// Fallback - small ellipse
|
|
const graphics = this.scene.add.graphics();
|
|
graphics.fillStyle(0x4488bb, 0.4);
|
|
graphics.fillEllipse(x, y, 8, 5); // Smaller!
|
|
return graphics;
|
|
}
|
|
|
|
createFallbackMap() {
|
|
// Create simple fallback if Map2DData fails
|
|
for (let y = 0; y < this.height; y++) {
|
|
this.tiles[y] = [];
|
|
for (let x = 0; x < this.width; x++) {
|
|
this.tiles[y][x] = {
|
|
base: 0, // Grass
|
|
decoration: null,
|
|
walkable: true
|
|
};
|
|
}
|
|
}
|
|
}
|
|
|
|
getTile(x, y) {
|
|
if (x < 0 || x >= this.width || y < 0 || y >= this.height) {
|
|
return null;
|
|
}
|
|
// Safety check: ensure tiles array is initialized
|
|
if (!this.tiles || !this.tiles[y]) {
|
|
return null;
|
|
}
|
|
return this.tiles[y][x];
|
|
}
|
|
|
|
isWalkable(x, y) {
|
|
const tile = this.getTile(x, y);
|
|
return tile ? tile.walkable : false;
|
|
}
|
|
|
|
update(time, delta) {
|
|
// 🌊 ANIMATED WATER - shimmer effect with tint!
|
|
if (this.waterSprites && this.waterSprites.length > 0) {
|
|
this.waterSprites.forEach(sprite => {
|
|
if (sprite && sprite.active) {
|
|
// Wave shimmer using tint color
|
|
const wave = Math.sin(time * 0.002) * 0.15 + 0.85;
|
|
const tintValue = Math.floor(wave * 255);
|
|
sprite.setTint(
|
|
0x2A7FBC | (tintValue << 16) | (tintValue << 8) | tintValue
|
|
);
|
|
|
|
// Subtle alpha pulsing
|
|
sprite.setAlpha(0.95 + Math.sin(time * 0.001) * 0.05);
|
|
}
|
|
});
|
|
}
|
|
}
|
|
|
|
destroy() {
|
|
if (this.groundLayer) this.groundLayer.destroy();
|
|
if (this.pathsLayer) this.pathsLayer.destroy();
|
|
if (this.decorLayer) this.decorLayer.destroy();
|
|
}
|
|
}
|