stanje 4am
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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);
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if (this.interactionSystem) this.interactionSystem.update(delta);
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if (this.farmingSystem) this.farmingSystem.update(delta);
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if (this.weatherSystem) this.weatherSystem.update(delta);
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if (this.dayNightSystem) this.dayNightSystem.update();
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if (this.weatherSystem) this.weatherSystem.update(delta);
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// Update Parallax (foreground grass fading)
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if (this.parallaxSystem && this.player) {
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