stanje 4am
This commit is contained in:
@@ -18,6 +18,7 @@ class NPC {
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this.gridMoveTime = 300; // ms za premik (počasneje)
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// Stanje
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this.state = 'WANDER'; // WANDER, TAMED, FOLLOW
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this.isMoving = false;
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this.pauseTime = 0;
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this.maxPauseTime = 2000; // Pavza med premiki (2s)
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@@ -32,11 +33,51 @@ class NPC {
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this.pauseTime = Math.random() * this.maxPauseTime;
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}
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createSprite() {
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// Check for custom sprites first
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let texKey = `npc_${this.type}`;
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tame() {
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if (this.state === 'TAMED' || this.type !== 'zombie') return;
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if (this.type === 'zombie' && this.scene.textures.exists('zombie_sprite')) {
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this.state = 'TAMED';
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console.log('🧟❤️ Zombie TAMED!');
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// Visual Feedback
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const headX = this.sprite.x;
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const headY = this.sprite.y - 40;
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const heart = this.scene.add.text(headX, headY, '❤️', { fontSize: '20px' });
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heart.setOrigin(0.5);
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heart.setDepth(this.sprite.depth + 100);
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this.scene.tweens.add({
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targets: heart,
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y: headY - 30,
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alpha: 0,
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duration: 1500,
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onComplete: () => heart.destroy()
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});
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// Change color slightly to indicate friend
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this.sprite.setTint(0xAAFFAA);
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}
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toggleState() {
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if (this.state === 'WANDER') {
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this.tame();
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} else {
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// Maybe command to stay/follow?
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this.state = this.state === 'FOLLOW' ? 'STAY' : 'FOLLOW';
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console.log(`Command: ${this.state}`);
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}
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}
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createSprite() {
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let texKey = `npc_${this.type}`;
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let isAnimated = false;
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// Check for animated sprites first
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if (this.type === 'zombie' && this.scene.textures.exists('zombie_walk')) {
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texKey = 'zombie_walk';
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isAnimated = true;
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} else if (this.type === 'zombie' && this.scene.textures.exists('zombie_sprite')) {
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texKey = 'zombie_sprite';
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} else if (this.type === 'merchant' && this.scene.textures.exists('merchant_sprite')) {
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texKey = 'merchant_sprite';
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@@ -52,17 +93,72 @@ class NPC {
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texKey
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);
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this.sprite.setOrigin(0.5, 1);
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this.sprite.setScale(0.3); // Optimized for visibility
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if (isAnimated) {
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this.sprite.setScale(1.5);
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} else {
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this.sprite.setScale(0.3);
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}
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// Depth sorting
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this.updateDepth();
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}
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// ... loop update ...
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moveToGrid(targetX, targetY) {
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// Determine facing direction before moving
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const dx = targetX - this.gridX;
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const dy = targetY - this.gridY;
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const movingRight = (dx > 0) || (dy > 0);
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this.sprite.setFlipX(!movingRight);
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this.isMoving = true;
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this.gridX = targetX;
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this.gridY = targetY;
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const targetScreen = this.iso.toScreen(targetX, targetY);
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// Animation
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if (this.sprite.texture.key === 'zombie_walk') {
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this.sprite.play('zombie_walk_anim', true);
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}
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// Tween za smooth gibanje
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this.scene.tweens.add({
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targets: this.sprite,
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x: targetScreen.x + this.offsetX,
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y: targetScreen.y + this.offsetY,
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duration: this.gridMoveTime,
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ease: 'Linear',
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onComplete: () => {
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this.isMoving = false;
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// Stop Animation
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if (this.sprite.texture.key === 'zombie_walk') {
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this.sprite.stop();
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this.sprite.setFrame(0);
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}
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}
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});
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// Posodobi depth
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this.updateDepth();
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}
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update(delta) {
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this.updateDepth(); // Continuous depth sorting
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if (this.isMoving) {
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return; // Že se premika
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}
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// Tamed logic
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if (this.state === 'TAMED' || this.state === 'FOLLOW') {
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this.followPlayer();
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return;
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}
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// Random walk - pavza med premiki
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this.pauseTime += delta;
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@@ -72,6 +168,31 @@ class NPC {
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}
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}
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followPlayer() {
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if (!this.scene.player) return;
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const playerPos = this.scene.player.getPosition();
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const dist = Phaser.Math.Distance.Between(this.gridX, this.gridY, playerPos.x, playerPos.y);
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// Če je precej dlje, se premakni k njemu
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if (dist > 2) {
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const dx = Math.sign(playerPos.x - this.gridX);
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const dy = Math.sign(playerPos.y - this.gridY);
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// Move 1 tile towards player
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let targetX = this.gridX + dx;
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let targetY = this.gridY + dy;
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// Avoid occupying SAME tile as player
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if (targetX === playerPos.x && targetY === playerPos.y) {
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if (Math.random() < 0.5) targetX = this.gridX;
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else targetY = this.gridY;
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}
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this.moveToGrid(targetX, targetY);
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}
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}
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performRandomWalk() {
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// Naključna smer (NSEW + možnost obstati)
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const directions = [
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@@ -103,28 +224,7 @@ class NPC {
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}
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}
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moveToGrid(targetX, targetY) {
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this.isMoving = true;
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this.gridX = targetX;
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this.gridY = targetY;
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const targetScreen = this.iso.toScreen(targetX, targetY);
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// Tween za smooth gibanje
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this.scene.tweens.add({
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targets: this.sprite,
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x: targetScreen.x + this.offsetX,
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y: targetScreen.y + this.offsetY,
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duration: this.gridMoveTime,
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ease: 'Linear',
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onComplete: () => {
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this.isMoving = false;
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}
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});
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// Posodobi depth
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this.updateDepth();
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}
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updatePosition() {
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const screenPos = this.iso.toScreen(this.gridX, this.gridY);
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@@ -136,8 +236,8 @@ class NPC {
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}
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updateDepth() {
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const depth = this.iso.getDepth(this.gridX, this.gridY);
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this.sprite.setDepth(depth + 1000); // +1000 da je nad terenom
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// Pixel perfect sorting
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if (this.sprite) this.sprite.setDepth(this.sprite.y);
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}
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getPosition() {
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@@ -31,13 +31,15 @@ class Player {
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}
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createSprite() {
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// Use custom sprite if available, otherwise procedural
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let texKey = 'player';
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// Prefer animated sprite if available
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let texKey = 'player_walk'; // Spritesheet
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let isAnimated = this.scene.textures.exists(texKey);
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if (this.scene.textures.exists('player_sprite')) {
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texKey = 'player_sprite';
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} else if (!this.scene.textures.exists(texKey)) {
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TextureGenerator.createPlayerSprite(this.scene, texKey);
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if (!isAnimated) {
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texKey = this.scene.textures.exists('player_sprite') ? 'player_sprite' : 'player';
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if (!this.scene.textures.exists(texKey)) {
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TextureGenerator.createPlayerSprite(this.scene, texKey);
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}
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}
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// Kreira sprite
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@@ -48,12 +50,67 @@ class Player {
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texKey
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);
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this.sprite.setOrigin(0.5, 1);
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this.sprite.setScale(0.3); // Optimized for visibility
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// Scale logic
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if (isAnimated) {
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this.sprite.setScale(1.5); // 64px frame -> looks good around 96px total height relative to 48px tile
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} else {
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this.sprite.setScale(0.3);
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}
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// --- HAND / HELD ITEM SPRITE ---
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this.handSprite = this.scene.add.sprite(
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screenPos.x + this.offsetX + 10,
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screenPos.y + this.offsetY - 25, // Adjusted for new height
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'item_axe'
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);
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this.handSprite.setOrigin(0.5, 0.5);
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this.handSprite.setScale(0.25);
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this.handSprite.setVisible(false);
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// Depth sorting
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this.updateDepth();
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}
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// ... setupControls ...
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// ... update ...
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moveToGrid(targetX, targetY) {
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this.isMoving = true;
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this.gridX = targetX;
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this.gridY = targetY;
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const targetScreen = this.iso.toScreen(targetX, targetY);
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// Play Animation
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if (this.sprite.texture.key === 'player_walk') {
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this.sprite.play('player_walk_anim', true);
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}
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// Tween za smooth gibanje
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this.scene.tweens.add({
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targets: [this.sprite, this.handSprite], // Move both
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x: '+=' + (targetScreen.x + this.offsetX - this.sprite.x),
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y: '+=' + (targetScreen.y + this.offsetY - this.sprite.y),
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duration: this.gridMoveTime,
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ease: 'Linear',
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onComplete: () => {
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this.isMoving = false;
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this.updatePosition();
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// Stop Animation
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if (this.sprite.texture.key === 'player_walk') {
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this.sprite.stop();
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this.sprite.setFrame(0); // Idle frame
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}
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}
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});
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// Posodobi depth
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this.updateDepth();
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}
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setupControls() {
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// WASD kontrole
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this.keys = this.scene.input.keyboard.addKeys({
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@@ -65,41 +122,73 @@ class Player {
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}
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update(delta) {
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this.updateDepth();
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if (!this.isMoving) {
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this.handleInput();
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}
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// Sync Held Item with Inventory
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this.updateHeldItem();
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}
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updateHeldItem() {
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const uiScene = this.scene.scene.get('UIScene');
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const invSys = this.scene.inventorySystem;
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if (uiScene && invSys) {
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const selectedIdx = uiScene.selectedSlot;
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const slot = invSys.slots[selectedIdx];
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if (slot && (slot.type === 'axe' || slot.type === 'pickaxe' || slot.type === 'hoe' || slot.type === 'sword')) {
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const texKey = `item_${slot.type}`;
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if (this.scene.textures.exists(texKey)) {
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this.handSprite.setTexture(texKey);
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this.handSprite.setVisible(true);
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} else {
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this.handSprite.setVisible(false);
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}
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} else {
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this.handSprite.setVisible(false);
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}
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}
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}
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handleInput() {
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let targetX = this.gridX;
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let targetY = this.gridY;
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let moved = false;
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let facingRight = !this.sprite.flipX; // Keep current
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// WASD za isometric movement
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if (this.keys.up.isDown) {
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// W = North-West v isometric view
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if (this.keys.up.isDown) { // North-West
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targetX--;
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moved = true;
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this.direction = 'up';
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} else if (this.keys.down.isDown) {
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// S = South-East v isometric view
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facingRight = false; // Left-ish
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} else if (this.keys.down.isDown) { // South-East
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targetX++;
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moved = true;
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this.direction = 'down';
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facingRight = true; // Right-ish
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}
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if (this.keys.left.isDown) {
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// A = South-West v isometric view
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targetY--;
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if (this.keys.left.isDown) { // South-West
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targetY++; // SWAPPED: Was --
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moved = true;
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this.direction = 'left';
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} else if (this.keys.right.isDown) {
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// D = North-East v isometric view
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targetY++;
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facingRight = false; // Left-ish
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} else if (this.keys.right.isDown) { // North-East
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targetY--; // SWAPPED: Was ++
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moved = true;
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this.direction = 'right';
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facingRight = true; // Right-ish
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}
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// Apply Facing
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this.sprite.setFlipX(!facingRight);
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// Update Hand Position based on facing
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const handOffset = facingRight ? 10 : -10;
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this.handSprite.setX(this.sprite.x + handOffset);
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this.handSprite.setFlipX(!facingRight);
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// Preveri kolizijo z robovi mape
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const terrainSystem = this.scene.terrainSystem;
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if (moved && terrainSystem) {
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@@ -109,28 +198,7 @@ class Player {
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}
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}
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moveToGrid(targetX, targetY) {
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this.isMoving = true;
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this.gridX = targetX;
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this.gridY = targetY;
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const targetScreen = this.iso.toScreen(targetX, targetY);
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// Tween za smooth gibanje (brez animacije za zdaj)
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this.scene.tweens.add({
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targets: this.sprite,
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x: targetScreen.x + this.offsetX,
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y: targetScreen.y + this.offsetY,
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duration: this.gridMoveTime,
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ease: 'Linear',
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onComplete: () => {
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this.isMoving = false;
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}
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});
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// Posodobi depth
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this.updateDepth();
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}
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updatePosition() {
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const screenPos = this.iso.toScreen(this.gridX, this.gridY);
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@@ -138,12 +206,24 @@ class Player {
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screenPos.x + this.offsetX,
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screenPos.y + this.offsetY
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);
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// Update hand
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const facingRight = !this.sprite.flipX;
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const handOffset = facingRight ? 10 : -10;
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this.handSprite.setPosition(
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screenPos.x + this.offsetX + handOffset,
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screenPos.y + this.offsetY - 15
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);
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this.updateDepth();
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}
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updateDepth() {
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const depth = this.iso.getDepth(this.gridX, this.gridY);
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this.sprite.setDepth(depth + 1000); // +1000 da je nad terenom
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// Pixel-perfect depth sorting based on screen Y
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if (this.sprite) {
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this.sprite.setDepth(this.sprite.y);
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if (this.handSprite) this.handSprite.setDepth(this.sprite.y + 1);
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}
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}
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getPosition() {
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@@ -159,4 +239,19 @@ class Player {
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this.sprite.destroy();
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}
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}
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dieAnimation() {
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this.sprite.setTint(0xff0000);
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this.scene.tweens.add({
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targets: this.sprite,
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angle: 90,
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duration: 500,
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ease: 'Bounce.easeOut'
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});
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}
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respawn() {
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this.sprite.clearTint();
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this.sprite.angle = 0;
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}
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}
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@@ -50,14 +50,24 @@ class GameScene extends Phaser.Scene {
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// Dodaj 3 NPCje
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console.log('🧟 Initializing NPCs...');
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// Dodaj 3 NPCje (Mixed)
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console.log('🧟 Initializing NPCs...');
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const npcTypes = ['zombie', 'villager', 'merchant'];
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for (let i = 0; i < 3; i++) {
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const randomX = Phaser.Math.Between(20, 80);
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const randomY = Phaser.Math.Between(20, 80);
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const randomX = Phaser.Math.Between(40, 60); // Closer to center
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const randomY = Phaser.Math.Between(40, 60);
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const npc = new NPC(this, randomX, randomY, this.terrainOffsetX, this.terrainOffsetY, npcTypes[i]);
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this.npcs.push(npc);
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}
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// Dodaj 10 dodatnih Zombijev!
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for (let i = 0; i < 10; i++) {
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const randomX = Phaser.Math.Between(10, 90);
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const randomY = Phaser.Math.Between(10, 90);
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const zombie = new NPC(this, randomX, randomY, this.terrainOffsetX, this.terrainOffsetY, 'zombie');
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this.npcs.push(zombie);
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}
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// Kamera sledi igralcu z izboljšanimi nastavitvami
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this.cameras.main.startFollow(this.player.sprite, true, 1.0, 1.0); // Instant follow (was 0.1)
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@@ -192,8 +202,8 @@ class GameScene extends Phaser.Scene {
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if (this.statsSystem) this.statsSystem.update(delta);
|
||||
if (this.interactionSystem) this.interactionSystem.update(delta);
|
||||
if (this.farmingSystem) this.farmingSystem.update(delta);
|
||||
if (this.weatherSystem) this.weatherSystem.update(delta);
|
||||
if (this.dayNightSystem) this.dayNightSystem.update();
|
||||
if (this.weatherSystem) this.weatherSystem.update(delta);
|
||||
|
||||
// Update Parallax (foreground grass fading)
|
||||
if (this.parallaxSystem && this.player) {
|
||||
|
||||
@@ -30,7 +30,31 @@ class PreloadScene extends Phaser.Scene {
|
||||
// Wait for load completion then process transparency
|
||||
this.load.once('complete', () => {
|
||||
this.processAllTransparency();
|
||||
this.createAnimations();
|
||||
});
|
||||
|
||||
// New Processed Animations (Standardized 64x64 strips)
|
||||
this.load.spritesheet('player_walk', 'assets/sprites/player_walk_strip.png', { frameWidth: 64, frameHeight: 64 });
|
||||
this.load.spritesheet('zombie_walk', 'assets/sprites/zombie_walk_strip.png', { frameWidth: 64, frameHeight: 64 });
|
||||
}
|
||||
|
||||
createAnimations() {
|
||||
if (this.anims.exists('player_walk_anim')) return;
|
||||
|
||||
this.anims.create({
|
||||
key: 'player_walk_anim',
|
||||
frames: this.anims.generateFrameNumbers('player_walk', { start: 0, end: 5 }),
|
||||
frameRate: 12,
|
||||
repeat: -1
|
||||
});
|
||||
|
||||
this.anims.create({
|
||||
key: 'zombie_walk_anim',
|
||||
frames: this.anims.generateFrameNumbers('zombie_walk', { start: 0, end: 5 }),
|
||||
frameRate: 8,
|
||||
repeat: -1
|
||||
});
|
||||
console.log('🎞️ Animations created!');
|
||||
}
|
||||
|
||||
processAllTransparency() {
|
||||
|
||||
@@ -10,8 +10,10 @@ class UIScene extends Phaser.Scene {
|
||||
this.gameScene = this.scene.get('GameScene');
|
||||
|
||||
// Setup UI Container
|
||||
this.width = this.cameras.main.width;
|
||||
this.height = this.cameras.main.height;
|
||||
// Shared Overlay (DayNight + Weather)
|
||||
// Rendered here to be screen-space (HUD) and ignore zoom
|
||||
this.overlayGraphics = this.add.graphics();
|
||||
this.overlayGraphics.setDepth(-1000); // Behind UI elements
|
||||
|
||||
this.createStatusBars();
|
||||
this.createInventoryBar();
|
||||
@@ -19,7 +21,33 @@ class UIScene extends Phaser.Scene {
|
||||
this.createClock();
|
||||
this.createDebugInfo();
|
||||
|
||||
// Listen for events from GameScene if needed
|
||||
// Resize event
|
||||
this.scale.on('resize', this.resize, this);
|
||||
}
|
||||
|
||||
resize(gameSize) {
|
||||
this.width = gameSize.width;
|
||||
this.height = gameSize.height;
|
||||
|
||||
this.cameras.main.setViewport(0, 0, this.width, this.height);
|
||||
|
||||
// Re-create UI elements at new positions
|
||||
this.createClock();
|
||||
this.createGoldDisplay();
|
||||
this.createInventoryBar();
|
||||
this.createDebugInfo();
|
||||
|
||||
// Refresh data
|
||||
if (this.gameScene) {
|
||||
if (this.gameScene.inventorySystem) {
|
||||
this.updateInventory(this.gameScene.inventorySystem.slots);
|
||||
}
|
||||
// Clock/Gold update automatically in next frame
|
||||
// Overlay fixes itself via Systems
|
||||
if (this.overlayGraphics) {
|
||||
this.overlayGraphics.clear();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
createStatusBars() {
|
||||
@@ -81,16 +109,26 @@ class UIScene extends Phaser.Scene {
|
||||
}
|
||||
|
||||
createInventoryBar() {
|
||||
// Clean up
|
||||
if (this.inventorySlots) {
|
||||
this.inventorySlots.forEach(slot => {
|
||||
if (slot.itemSprite) slot.itemSprite.destroy();
|
||||
if (slot.itemText) slot.itemText.destroy();
|
||||
if (slot.countText) slot.countText.destroy();
|
||||
slot.destroy();
|
||||
});
|
||||
}
|
||||
|
||||
const slotCount = 9;
|
||||
const slotSize = 48; // 48x48 sloti
|
||||
const padding = 5;
|
||||
|
||||
const totalWidth = (slotCount * slotSize) + ((slotCount - 1) * padding);
|
||||
const startX = (this.width - totalWidth) / 2;
|
||||
const startY = this.height - slotSize - 20;
|
||||
const startX = (this.scale.width - totalWidth) / 2;
|
||||
const startY = this.scale.height - slotSize - 20;
|
||||
|
||||
this.inventorySlots = [];
|
||||
this.selectedSlot = 0;
|
||||
if (this.selectedSlot === undefined) this.selectedSlot = 0;
|
||||
|
||||
for (let i = 0; i < slotCount; i++) {
|
||||
const x = startX + i * (slotSize + padding);
|
||||
@@ -220,8 +258,11 @@ class UIScene extends Phaser.Scene {
|
||||
}
|
||||
|
||||
createClock() {
|
||||
if (this.clockBg) this.clockBg.destroy();
|
||||
if (this.clockText) this.clockText.destroy();
|
||||
|
||||
// Clock box top right
|
||||
const x = this.width - 150;
|
||||
const x = this.scale.width - 150;
|
||||
const y = 20;
|
||||
|
||||
// Background
|
||||
@@ -231,6 +272,8 @@ class UIScene extends Phaser.Scene {
|
||||
bg.lineStyle(2, 0xffffff, 0.8);
|
||||
bg.strokeRect(x, y, 130, 40);
|
||||
|
||||
this.clockBg = bg; // Save ref
|
||||
|
||||
this.clockText = this.add.text(x + 65, y + 20, 'Day 1 - 08:00', {
|
||||
fontSize: '14px',
|
||||
fontFamily: 'Courier New',
|
||||
@@ -241,7 +284,10 @@ class UIScene extends Phaser.Scene {
|
||||
}
|
||||
|
||||
createGoldDisplay() {
|
||||
const x = this.width - 150;
|
||||
if (this.goldBg) this.goldBg.destroy();
|
||||
if (this.goldText) this.goldText.destroy();
|
||||
|
||||
const x = this.scale.width - 150;
|
||||
const y = 70; // Below clock
|
||||
|
||||
// Background
|
||||
@@ -251,6 +297,8 @@ class UIScene extends Phaser.Scene {
|
||||
bg.lineStyle(2, 0xFFD700, 0.8);
|
||||
bg.strokeRect(x, y, 130, 30);
|
||||
|
||||
this.goldBg = bg; // Save ref
|
||||
|
||||
this.goldText = this.add.text(x + 65, y + 15, 'GOLD: 0', {
|
||||
fontSize: '16px',
|
||||
fontFamily: 'Courier New',
|
||||
@@ -267,10 +315,21 @@ class UIScene extends Phaser.Scene {
|
||||
}
|
||||
|
||||
createDebugInfo() {
|
||||
if (this.debugText) this.debugText.destroy();
|
||||
|
||||
// Use scale height to position at bottom left (above inventory?) or top left
|
||||
// Original was 10, 100 (top leftish). User said "manjkajo na dnu".
|
||||
// Let's put it top left but ensure it is recreated.
|
||||
// Actually, user said stats missing on top/bottom.
|
||||
// Debug info is usually extra.
|
||||
// Let's stick to simple recreation.
|
||||
|
||||
this.debugText = this.add.text(10, 100, '', {
|
||||
fontSize: '12px',
|
||||
fontFamily: 'monospace',
|
||||
fill: '#00ff00'
|
||||
fill: '#00ff00', // Green as requested before? Or White? Sticking to Green from file.
|
||||
stroke: '#000000',
|
||||
strokeThickness: 3
|
||||
});
|
||||
}
|
||||
|
||||
|
||||
@@ -11,10 +11,7 @@ class DayNightSystem {
|
||||
}
|
||||
|
||||
init() {
|
||||
// Create lighting overlay
|
||||
this.overlay = this.scene.add.graphics();
|
||||
this.overlay.setDepth(4999); // Below weather, above everything else
|
||||
this.overlay.setScrollFactor(0); // Fixed to camera
|
||||
// No local overlay - using UIScene.overlayGraphics
|
||||
}
|
||||
|
||||
update() {
|
||||
@@ -32,17 +29,24 @@ class DayNightSystem {
|
||||
}
|
||||
|
||||
getPhase(hour) {
|
||||
if (hour >= 5 && hour < 7) return 'dawn'; // 5-7
|
||||
if (hour >= 7 && hour < 18) return 'day'; // 7-18
|
||||
if (hour >= 18 && hour < 20) return 'dusk'; // 18-20
|
||||
return 'night'; // 20-5
|
||||
if (hour >= 5 && hour < 7) return 'dawn';
|
||||
if (hour >= 7 && hour < 18) return 'day';
|
||||
if (hour >= 18 && hour < 20) return 'dusk';
|
||||
return 'night';
|
||||
}
|
||||
|
||||
updateLighting(hour) {
|
||||
const width = this.scene.cameras.main.width;
|
||||
const height = this.scene.cameras.main.height;
|
||||
// Get Shared Overlay from UI Scene
|
||||
const uiScene = this.scene.scene.get('UIScene');
|
||||
if (!uiScene || !uiScene.overlayGraphics) return;
|
||||
|
||||
this.overlay.clear();
|
||||
const graphics = uiScene.overlayGraphics;
|
||||
|
||||
// IMPORTANT: DayNight is the FIRST system to render to overlay, so it MUST CLEAR it.
|
||||
graphics.clear();
|
||||
|
||||
const width = uiScene.scale.width;
|
||||
const height = uiScene.scale.height;
|
||||
|
||||
let color = 0x000033; // Default night blue
|
||||
let alpha = 0;
|
||||
@@ -72,8 +76,8 @@ class DayNightSystem {
|
||||
}
|
||||
|
||||
if (alpha > 0) {
|
||||
this.overlay.fillStyle(color, alpha);
|
||||
this.overlay.fillRect(0, 0, width, height);
|
||||
graphics.fillStyle(color, alpha);
|
||||
graphics.fillRect(0, 0, width, height);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -21,8 +21,9 @@ class ParallaxSystem {
|
||||
console.log('🌄 ParallaxSystem: Initialized');
|
||||
|
||||
// Layer 1: Sky/Hills (Distant background)
|
||||
this.createSkyLayer();
|
||||
this.createDistantHills();
|
||||
// Layer 1: Sky/Hills (Disabled by request)
|
||||
// this.createSkyLayer();
|
||||
// this.createDistantHills();
|
||||
|
||||
// Layer 4: Foreground overlay (High grass patches)
|
||||
this.createForegroundGrass();
|
||||
|
||||
@@ -85,24 +85,41 @@ class StatsSystem {
|
||||
|
||||
die() {
|
||||
console.log('💀 Player died!');
|
||||
// Zaenkrat samo respawn / reset
|
||||
this.health = 100;
|
||||
this.hunger = 100;
|
||||
this.thirst = 100;
|
||||
|
||||
// Teleport to spawn
|
||||
const spawnX = this.scene.terrainOffsetX + 500; // Dummy
|
||||
const spawnY = this.scene.terrainOffsetY + 100; // Dummy
|
||||
// Reset player pos...
|
||||
// V pravi implementaciji bi klicali GameScene.respawnPlayer()
|
||||
// Trigger Player Animation
|
||||
if (this.scene.player) {
|
||||
this.scene.player.dieAnimation();
|
||||
}
|
||||
|
||||
// Show notification
|
||||
// Show Notification & Overlay in UI Scene
|
||||
const uiScene = this.scene.scene.get('UIScene');
|
||||
if (uiScene) {
|
||||
const txt = uiScene.add.text(uiScene.width / 2, uiScene.height / 2, 'YOU DIED', {
|
||||
// Full screen overlay using scale dimensions
|
||||
const width = uiScene.scale.width;
|
||||
const height = uiScene.scale.height;
|
||||
|
||||
const bg = uiScene.add.rectangle(width / 2, height / 2, width, height, 0x000000, 0.8);
|
||||
|
||||
const txt = uiScene.add.text(width / 2, height / 2, 'YOU DIED', {
|
||||
fontSize: '64px', color: '#ff0000', fontStyle: 'bold'
|
||||
}).setOrigin(0.5);
|
||||
uiScene.time.delayedCall(2000, () => txt.destroy());
|
||||
|
||||
// Wait and Respawn
|
||||
uiScene.time.delayedCall(3000, () => {
|
||||
if (bg) bg.destroy();
|
||||
if (txt) txt.destroy();
|
||||
|
||||
// Reset Stats
|
||||
this.health = 100;
|
||||
this.hunger = 100;
|
||||
this.thirst = 100;
|
||||
this.updateUI();
|
||||
|
||||
// Reset Player
|
||||
if (this.scene.player) {
|
||||
this.scene.player.respawn();
|
||||
}
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -350,6 +350,7 @@ class TerrainSystem {
|
||||
if (x > 5 && x < this.width - 5 && y > 5 && y < this.height - 5) {
|
||||
let decorType = null;
|
||||
let maxHp = 1;
|
||||
let scale = 1.0; // Default scale
|
||||
|
||||
if (terrainType.name.includes('grass')) { // Check ANY grass type
|
||||
const rand = Math.random();
|
||||
@@ -361,6 +362,20 @@ class TerrainSystem {
|
||||
} else if (rand < 0.025) { // Reduced to 2.5% trees (optimum balance)
|
||||
decorType = 'tree';
|
||||
maxHp = 5;
|
||||
|
||||
// TREE SIZING LOGIC
|
||||
// 20% Normal (1.0)
|
||||
// 60% Medium (0.6-0.8)
|
||||
// 20% Tiny (0.2)
|
||||
const sizeRand = Math.random();
|
||||
if (sizeRand < 0.2) {
|
||||
scale = 0.25; // 20% Tiny (0.25 visible enough)
|
||||
} else if (sizeRand < 0.8) {
|
||||
scale = 0.6 + Math.random() * 0.2; // 60% Scale 0.6-0.8
|
||||
} else {
|
||||
scale = 1.0; // 20% Full size
|
||||
}
|
||||
|
||||
} else if (rand < 0.03) {
|
||||
decorType = 'gravestone'; // 💀 Nagrobniki
|
||||
maxHp = 10; // Težje uničiti
|
||||
@@ -381,7 +396,8 @@ class TerrainSystem {
|
||||
type: decorType,
|
||||
id: key,
|
||||
maxHp: maxHp,
|
||||
hp: maxHp
|
||||
hp: maxHp,
|
||||
scale: scale // Save scale
|
||||
};
|
||||
|
||||
this.decorations.push(decorData);
|
||||
@@ -608,7 +624,7 @@ class TerrainSystem {
|
||||
));
|
||||
}
|
||||
|
||||
sprite.setDepth(this.iso.getDepth(x, y));
|
||||
sprite.setDepth(this.iso.getDepth(x, y) - 2000); // Tiles always in background
|
||||
|
||||
this.visibleTiles.set(key, sprite);
|
||||
}
|
||||
@@ -630,8 +646,9 @@ class TerrainSystem {
|
||||
cropPos.x + this.offsetX,
|
||||
cropPos.y + this.offsetY + this.iso.tileHeight / 2 + elevationOffset
|
||||
);
|
||||
// Crop depth = Y pos
|
||||
const depth = this.iso.getDepth(x, y);
|
||||
sprite.setDepth(depth + 1); // Just slightly above tile
|
||||
sprite.setDepth(depth);
|
||||
|
||||
this.visibleCrops.set(key, sprite);
|
||||
}
|
||||
@@ -658,8 +675,13 @@ class TerrainSystem {
|
||||
);
|
||||
|
||||
const depth = this.iso.getDepth(x, y);
|
||||
if (decor.type === 'flower') sprite.setDepth(depth + 1);
|
||||
else sprite.setDepth(depth + 1000); // Taller objects update depth
|
||||
// Depth strategy: Base of object sorting.
|
||||
// Add small offset based on type if needed, but mainly use Y
|
||||
sprite.setDepth(depth);
|
||||
|
||||
// Apply scale if present
|
||||
if (decor.scale) sprite.setScale(decor.scale);
|
||||
else sprite.setScale(1);
|
||||
|
||||
sprite.flipX = (x + y) % 2 === 0;
|
||||
|
||||
|
||||
@@ -13,15 +13,18 @@ class WeatherSystem {
|
||||
}
|
||||
|
||||
init() {
|
||||
// Create weather overlay
|
||||
this.overlay = this.scene.add.graphics();
|
||||
this.overlay.setDepth(5000); // Above everything but UI
|
||||
this.overlay.setScrollFactor(0); // Fixed to camera
|
||||
|
||||
// Start with random weather
|
||||
// No local overlay - we use UI Scene
|
||||
this.changeWeather();
|
||||
}
|
||||
|
||||
getOverlay() {
|
||||
const uiScene = this.scene.scene.get('UIScene');
|
||||
if (uiScene && uiScene.weatherGraphics) {
|
||||
return uiScene.weatherGraphics;
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
changeWeather() {
|
||||
// Clean up old weather
|
||||
this.clearWeather();
|
||||
@@ -61,10 +64,10 @@ class WeatherSystem {
|
||||
}
|
||||
|
||||
startRain(heavy = false) {
|
||||
const width = this.scene.cameras.main.width;
|
||||
const height = this.scene.cameras.main.height;
|
||||
const width = this.scene.scale.width;
|
||||
const height = this.scene.scale.height;
|
||||
|
||||
// Create rain drops
|
||||
// Create rain drops (keep logic for drops)
|
||||
const dropCount = heavy ? 150 : 100;
|
||||
|
||||
for (let i = 0; i < dropCount; i++) {
|
||||
@@ -77,27 +80,16 @@ class WeatherSystem {
|
||||
this.rainParticles.push(drop);
|
||||
}
|
||||
|
||||
// Darken screen slightly
|
||||
this.overlay.clear();
|
||||
this.overlay.fillStyle(0x000033, heavy ? 0.3 : 0.2);
|
||||
this.overlay.fillRect(0, 0, width, height);
|
||||
// No drawing here - handled in renderWeather
|
||||
}
|
||||
|
||||
applyFog() {
|
||||
const width = this.scene.cameras.main.width;
|
||||
const height = this.scene.cameras.main.height;
|
||||
|
||||
this.overlay.clear();
|
||||
this.overlay.fillStyle(0xcccccc, 0.4);
|
||||
this.overlay.fillRect(0, 0, width, height);
|
||||
// No drawing here - handled in renderWeather
|
||||
}
|
||||
|
||||
clearWeather() {
|
||||
// Remove all weather effects
|
||||
this.rainParticles = [];
|
||||
if (this.overlay) {
|
||||
this.overlay.clear();
|
||||
}
|
||||
// No clearing here - handled by DayNightSystem clearing the frame
|
||||
}
|
||||
|
||||
update(delta) {
|
||||
@@ -108,42 +100,50 @@ class WeatherSystem {
|
||||
this.changeWeather();
|
||||
}
|
||||
|
||||
// Update rain
|
||||
if (this.currentWeather === 'rain' || this.currentWeather === 'storm') {
|
||||
this.updateRain(delta);
|
||||
// Always render active weather
|
||||
if (this.currentWeather !== 'clear') {
|
||||
this.renderWeather(delta);
|
||||
}
|
||||
}
|
||||
|
||||
updateRain(delta) {
|
||||
const height = this.scene.cameras.main.height;
|
||||
const width = this.scene.cameras.main.width;
|
||||
renderWeather(delta) {
|
||||
const overlay = this.getOverlay();
|
||||
if (!overlay) return;
|
||||
|
||||
// Update drop positions
|
||||
for (const drop of this.rainParticles) {
|
||||
drop.y += (drop.speed * delta) / 1000;
|
||||
const height = this.scene.scale.height;
|
||||
const width = this.scene.scale.width;
|
||||
|
||||
// Reset if off screen
|
||||
if (drop.y > height) {
|
||||
drop.y = -10;
|
||||
drop.x = Math.random() * width;
|
||||
}
|
||||
// FOG
|
||||
if (this.currentWeather === 'fog') {
|
||||
overlay.fillStyle(0xcccccc, 0.4);
|
||||
overlay.fillRect(0, 0, width, height);
|
||||
return;
|
||||
}
|
||||
|
||||
// Render rain
|
||||
this.overlay.clear();
|
||||
// RAIN / STORM
|
||||
if (this.currentWeather === 'rain' || this.currentWeather === 'storm') {
|
||||
// Update physics
|
||||
for (const drop of this.rainParticles) {
|
||||
drop.y += (drop.speed * delta) / 1000;
|
||||
if (drop.y > height) {
|
||||
drop.y = -10;
|
||||
drop.x = Math.random() * width;
|
||||
}
|
||||
}
|
||||
|
||||
// Background darkening
|
||||
const isDark = this.currentWeather === 'storm' ? 0.3 : 0.2;
|
||||
this.overlay.fillStyle(0x000033, isDark);
|
||||
this.overlay.fillRect(0, 0, width, height);
|
||||
// Darken background for storm/rain (additive to DayNight)
|
||||
const isDark = this.currentWeather === 'storm' ? 0.3 : 0.2;
|
||||
overlay.fillStyle(0x000033, isDark);
|
||||
overlay.fillRect(0, 0, width, height);
|
||||
|
||||
// Draw drops
|
||||
this.overlay.lineStyle(1, 0x88aaff, 0.5);
|
||||
for (const drop of this.rainParticles) {
|
||||
this.overlay.beginPath();
|
||||
this.overlay.moveTo(drop.x, drop.y);
|
||||
this.overlay.lineTo(drop.x - 2, drop.y + drop.length);
|
||||
this.overlay.strokePath();
|
||||
// Draw drops
|
||||
overlay.lineStyle(1, 0x88aaff, 0.5);
|
||||
for (const drop of this.rainParticles) {
|
||||
overlay.beginPath();
|
||||
overlay.moveTo(drop.x, drop.y);
|
||||
overlay.lineTo(drop.x - 2, drop.y + drop.length);
|
||||
overlay.strokePath();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -21,8 +21,12 @@ class IsometricUtils {
|
||||
}
|
||||
|
||||
// Izračun depth (z-index) za pravilno sortiranje
|
||||
// Izračun depth (z-index)
|
||||
// V Phaserju je najbolje uporabiti kar Y koordinato spritha.
|
||||
// Tu vrnemo pričakovano Y pozicijo za grid celico.
|
||||
getDepth(gridX, gridY) {
|
||||
return gridX + gridY;
|
||||
// (gridX + gridY) * tileHeight/2 je točno screenY
|
||||
return (gridX + gridY) * (this.tileHeight / 2);
|
||||
}
|
||||
|
||||
// Izračun centerja tile-a
|
||||
|
||||
Reference in New Issue
Block a user