kockasta mapa
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@@ -17,6 +17,9 @@ class GameScene extends Phaser.Scene {
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create() {
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console.log('🎮 GameScene: Initialized!');
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// Generate procedural textures
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new TextureGenerator(this).generateAll();
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window.gameState.currentScene = 'GameScene';
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const width = this.cameras.main.width;
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@@ -28,6 +31,9 @@ class GameScene extends Phaser.Scene {
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// Initialize Isometric Utils
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this.iso = new IsometricUtils();
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// Initialize Spatial Grid
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this.spatialGrid = new SpatialGrid(10);
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// Inicializiraj terrain sistem - 100x100 mapa
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console.log('🌍 Initializing terrain...');
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try {
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@@ -101,6 +107,7 @@ class GameScene extends Phaser.Scene {
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this.statsSystem = new StatsSystem(this);
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this.inventorySystem = new InventorySystem(this);
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this.lootSystem = new LootSystem(this);
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this.interactionSystem = new InteractionSystem(this);
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this.farmingSystem = new FarmingSystem(this);
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this.buildingSystem = new BuildingSystem(this);
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@@ -205,6 +212,7 @@ class GameScene extends Phaser.Scene {
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// Update Systems
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// TimeSystem update removed (handled by WeatherSystem)
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if (this.statsSystem) this.statsSystem.update(delta);
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if (this.lootSystem) this.lootSystem.update(delta); // Loot System Update
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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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// DayNight update removed (handled by WeatherSystem)
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@@ -19,7 +19,7 @@ class UIScene extends Phaser.Scene {
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this.createInventoryBar();
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this.createGoldDisplay();
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this.createClock();
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this.createDebugInfo();
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// this.createDebugInfo();
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this.createSettingsButton();
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// Resize event
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@@ -430,21 +430,25 @@ class UIScene extends Phaser.Scene {
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createDebugInfo() {
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if (this.debugText) this.debugText.destroy();
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if (this.debugBg) this.debugBg.destroy();
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// Use scale height to position at bottom left (above inventory?) or top left
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// Original was 10, 100 (top leftish). User said "manjkajo na dnu".
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// Let's put it top left but ensure it is recreated.
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// Actually, user said stats missing on top/bottom.
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// Debug info is usually extra.
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// Let's stick to simple recreation.
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const x = this.scale.width - 170;
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const y = 120; // Below Gold and Clock area
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this.debugText = this.add.text(10, 100, '', {
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// Background
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this.debugBg = this.add.graphics();
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this.debugBg.fillStyle(0x000000, 0.7);
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this.debugBg.fillRect(x, y, 160, 70);
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this.debugBg.setDepth(2999);
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this.debugText = this.add.text(x + 10, y + 10, 'Waiting for stats...', {
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fontSize: '12px',
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fontFamily: 'monospace',
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fill: '#00ff00', // Green as requested before? Or White? Sticking to Green from file.
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fill: '#ffffff',
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stroke: '#000000',
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strokeThickness: 3
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strokeThickness: 2
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});
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this.debugText.setDepth(3000);
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}
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update() {
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@@ -457,7 +461,6 @@ class UIScene extends Phaser.Scene {
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this.setBarValue(this.healthBar, (hp / maxHp) * 100);
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}
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// Sync Hunger/Thirst (if stats system exists)
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if (this.gameScene.statsSystem && this.hungerBar && this.thirstBar) {
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const stats = this.gameScene.statsSystem;
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this.setBarValue(this.hungerBar, stats.hunger);
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