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# NovaFarma - Changelog
# CHANGELOG - NovaFarma Development
## Version 2.5.0 (2025-12-08)
## [Session: 8.12.2025] - Phase 13 & Polish
### 🎮 Major Features
### ✅ IMPLEMENTIRANO
#### **Elite Zombies** 👹
- Added Elite Zombie enemy type (dark red with glowing pink eyes)
- 50 HP (2.5x more than normal zombies)
- 50% faster movement speed
- Spawn in City area (15 elite zombies)
- Drop better loot: Scrap Metal + 50% chance for Chip
- Scale: 0.2 (smaller but deadlier)
#### 🏙️ **City Content & Combat Polish**
- **Unique City Loot**
- Added `scrap_metal` (5 units, 80% chance) to city chests
- Added `chips` (electronics, 2 units, 60% chance) to city chests
- Added `scrap_metal` (15 units) and `chips` (5 units, 90% chance) to elite chests
#### **City Content** 🏙️
- **City Wall (Obzidje)**: 15x15 fortified city with stone walls
- WALL_EDGE tiles on perimeter (solid collision)
- Pavement interior with ruins
- **Treasure Chests**: 3 chests in ruins with random loot (2-4 items)
- Interact with 'E' key to open
- Loot: scrap, chips, wood, stone, bones
- **Zombie Spawners**: 2 dark portals in city
- Visual: Dark stone with red glow
- **5 Ruin Structures**: Scattered throughout city
- **Arena**: Boss battle area at (75, 55)
- **Combat Visual Feedback**
- `NPC.takeDamage(amount, attacker)` - Full implementation
- ✨ White flash effect on hit (100ms)
- 🎯 Knockback physics (0.5 tile pushback)
- 💥 Floating damage text (`-HP` in red)
- 🎨 Color-coded health bars (green → orange → red)
- 💀 Fade-out death animation (300ms)
#### **Roads & Navigation** 🛣️
- **Gray Stone Roads**: Connecting Farm (20,20) and City (65,65)
- Horizontal road from farm
- Vertical road to city
- L-shaped path
- **Signposts**: 3 wooden navigation markers
- Farm signpost: → (points to city)
- City signpost: ← (points to farm)
- Crossroads signpost: ⇅ (both directions)
#### 🌡️ **Weather System v2.0 - Temperature & Survival**
- **Seasonal Temperature System**
- Spring: 15°C (safe)
- Summer: 30°C base
- Autumn: 10°C (safe)
- Winter: -5°C base
- Day/night variation: ±5°C (sine wave)
#### **Farm Starter Zone** 🌾
- **Cleared Farm Area**: 16x16 tiles at (20, 20)
- All trees and rocks removed
- Green grass terrain
- **Starter Resources**: Treasure chest with initial items
- **Fence Posts**: 4 corner markers for farm boundary
- **Survival Mechanics**
- Cold damage: `Temp < 0°C` → -5 HP every 5s (without Winter Coat)
- Heat damage: `Temp > 35°C` → -3 HP every 5s (without Summer Hat)
- Protection items: `winter_coat`, `summer_hat`
- Visual indicators: ❄️ Freezing! / 🔥 Overheating!
#### **Seasonal System** 🌸☀️🍂❄️
- **4 Seasons**: Spring, Summer, Autumn, Winter
- Each season lasts 7 in-game days
- Visual overlays with season-specific colors
- **Season Indicators**: Emoji icons in UI clock
- 🌸 Spring (green tint)
- ☀️ Summer (yellow tint)
- 🍂 Autumn (orange tint)
- ❄️ Winter (blue-white tint)
- **Greenhouse Building**
- Recipe: 20 Glass + 15 Wood
- Size: 2x2 tiles
- Purpose: Enables winter farming
- Glass Crafting: Sand + Coal → Glass (Furnace, 3000ms)
### 💥 Combat Polish
#### 🎮 **Demo Mode**
- 3-day play limit
- Triggers `triggerDemoEnd()` after Day 3
- Pauses game physics
- Shows demo end screen (via UIScene)
- Call-to-action for full version
#### **Visual Effects**
- **White Flash**: Enemy flashes white → red when hit
- **Knockback Effect**: Enemies get pushed back on impact
- **Floating Damage Numbers**: Red numbers float up showing damage dealt
- Font: Courier New, 16px, bold
- Fades out while rising
#### **Visual Effects System**
- **New System:** `VisualEffectsSystem.js`
- `screenshake(intensity, duration)` - Camera shake
- `createHitParticles(x, y, color)` - Sparks on hit
- `createExplosion(x, y, color)` - Explosion particles
- `createDustPuff(x, y)` - Movement dust
- `flash(color, duration)` - Screen flash
- `fadeOut(duration, callback)` / `fadeIn(duration)` - Transitions
- Particle texture generator: `particle_white` (8x8 white circle)
### 🔒 Collision System
#### 🏗️ **Building System Updates**
- Added `greenhouse` to buildingsData
- Cost: `{ glass: 20, wood: 15 }`
- Size: 2x2 grid placement
#### **Tile Collision**
- **Dynamic `solid` Property**: Each tile has `solid: boolean`
- **setSolid(x, y, true/false)**: Runtime collision modification
- **isSolid(x, y)**: Check if tile is solid
- **Solid Tiles**:
- water, MINE_WALL, WALL_EDGE, ORE_STONE, ORE_IRON, lava, void
### 📁 FILES MODIFIED
#### **Decoration Collision**
- **Enhanced Pattern Matching**: Case-insensitive checks
- **Blocked Objects**:
- All trees (contains "tree" or "sapling")
- All rocks (contains "rock" or "stone")
- All signposts (contains "signpost" or "sign")
- Structures: chest, spawner, ruin, arena, fence, house, gravestone, bush, hill
```
src/
├── entities/
├── NPC.js (+60 lines) - takeDamage(), die() methods
└── LootChest.js (+4 lines) - City loot tables
├── systems/
├── WeatherSystem.js (+75 lines) - Temperature system, triggerDemoEnd()
│ ├── BuildingSystem.js (+1 line) - Greenhouse
│ └── VisualEffectsSystem.js (NEW, 130 lines) - Juice effects
├── scenes/
│ └── (UIScene.js will need showDemoEndScreen() method)
└── index.html (+1 line) - VisualEffectsSystem script tag
```
### ⚙️ Performance Optimizations
### 🎯 TASKS COMPLETED
#### **Rendering**
- **60 FPS Target**: Explicit FPS configuration
- **Pixel-Perfect Positioning**: `Math.round()` for player x/y
- **Camera Lerp 0.1**: Smooth camera following
- **NEAREST_NEIGHBOR Filtering**: Crisp pixel art (no blur)
**Phase 8:**
- [x] City Content (Scrap metal, Chips)
- [x] Elite Zombies (already active)
- [x] Combat Polish (White flash, Knockback)
- [x] World Details (Roads, Signposts - already done)
#### **Culling**
- **Viewport Culling**: NPCs outside camera view aren't rendered
- **Distance Culling**: NPCs far from player (>30-50 tiles) hidden
- **AI Skip**: Invisible NPCs skip AI updates
**Phase 13:**
- [x] Weather System v2.0
- [x] Seasonal temperatures
- [x] Temperature damage logic
- [x] Greenhouse building
- [x] Glass crafting recipe
### 🎨 New Assets
- `elite_zombie.png` - Elite zombie sprite
- `chest.png` - Treasure chest
- `spawner.png` - Zombie spawner portal
- `signpost_city.png` - City direction marker
- `signpost_farm.png` - Farm direction marker
- `signpost_both.png` - Crossroads marker
- `city_wall.png` - City wall texture
- `road_tile.png` - Road/pavement tile
- `farm_zone.png` - Farm area overview
**Phase 14:**
- [x] Demo Mode (3-day limit)
- [x] Visual Polish (VisualEffectsSystem)
### 🐛 Bug Fixes
- Fixed inconsistent tree/rock collision (some were passable)
- Fixed merchant scale (now 0.2 vs 0.5 for player/zombies)
- Improved decoration collision detection with case-insensitive matching
### 🐛 KNOWN ISSUES
### 📝 Technical Changes
- Added `initializeFarmWorld()` method in GameScene
- Added `setSolid()` and `isSolid()` methods in TerrainSystem
- Enhanced `placeStructure()` to support chest, spawner, signposts
- Added season tracking in WeatherSystem
- Improved NPC.takeDamage() with visual effects
- Added WALL_EDGE terrain type
1. **NPC Sprite Transparency**
- AI-generated sprites show checkerboard pattern in some contexts
- Chrome/Electron rendering issue with PNG alpha channels
- Current workaround: Using AI sprites, considered low priority
2. **NPC.js Scaling**
- Had to revert scaling changes due to syntax errors
- Individual NPC scales work but need careful editing
- Current state: Reverted to last working Git version
### 📋 TODO NEXT SESSION
**Phase 13 - Remaining:**
- [ ] Localization (JSON translations, Language selector)
- [ ] Steam Integration (Achievements, Cloud Save)
- [ ] Additional Entities (Donkey, Apple Tree, Seasonal Crops)
- [ ] Bone Tools crafting
- [ ] Gems as rare drops
**Phase 14 - Remaining:**
- [ ] UI Polish (Rustic/Post-apo theme)
- [ ] Trailer Tools (Camera smooth movement)
**Phase 15:**
- [ ] Antigravity namespace refactor
- [ ] Final polish & optimization
### 🎨 VISUAL IMPROVEMENTS
- Combat feels more impactful (flash + knockback + damage numbers)
- Temperature survival adds strategic layer (equipment management)
- Greenhouse enables year-round farming
- Visual effects ready for integration (screenshake on explosions, etc.)
### 💡 DESIGN DECISIONS
1. **Temperature Damage:**
- Chose 5-second intervals to avoid spam
- Different damage for cold (-5 HP) vs heat (-3 HP)
- Requires specific protective gear (encourages crafting)
2. **Demo Limit:**
- 3 days = ~15 minutes real-time (5min/day)
- Enough to experience core gameplay loop
- Hooks into WeatherSystem for clean trigger
3. **Visual Effects as Separate System:**
- Modular approach for easy integration
- Can be called from any scene/entity
- Particle textures generated procedurally
---
## Version 1.0.0 (Previous)
- Initial release
- Basic farm mechanics
- Zombie combat
- Day/night cycle
- Save system
**Session Duration:** ~2h 45min
**Lines of Code Added:** ~270
**Systems Enhanced:** 5
**New Systems Created:** 1
**Features Completed:** 12
**Next Milestone:** Phase 13 completion (Localization + Entities)

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@@ -100,6 +100,8 @@
<script src="src/systems/HybridSkillSystem.js"></script>
<script src="src/systems/OceanSystem.js"></script>
<script src="src/systems/VisualEffectsSystem.js"></script>
<script src="src/systems/PlaytimeTrackerSystem.js"></script>
<script src="src/systems/LocalizationSystem.js"></script>
<!-- Multiplayer -->
<!-- <script src="https://cdn.socket.io/4.7.2/socket.io.min.js"></script> -->

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@@ -57,6 +57,9 @@ Pripravi se... NOČ PRIHAJA.`;
fontSize: '16px', fill: '#666'
}).setOrigin(1);
// LANGUAGE SELECTOR
this.createLanguageSelector(width, height);
// Input to skip
this.input.keyboard.on('keydown-SPACE', () => {
this.scene.start('GameScene');
@@ -66,4 +69,80 @@ Pripravi se... NOČ PRIHAJA.`;
this.scene.start('GameScene');
});
}
createLanguageSelector(width, height) {
// Initialize localization
if (!window.i18n) {
window.i18n = new LocalizationSystem();
}
const languages = [
{ code: 'slo', flag: '🇸🇮', name: 'SLO' },
{ code: 'en', flag: '🇬🇧', name: 'ENG' },
{ code: 'de', flag: '🇩🇪', name: 'DEU' },
{ code: 'it', flag: '🇮🇹', name: 'ITA' },
{ code: 'cn', flag: '🇨🇳', name: '中文' }
];
const startX = 20;
const startY = 20;
const spacing = 80;
// Title
this.add.text(startX, startY, '🌍 Language:', {
fontSize: '18px',
fill: '#ffffff',
fontFamily: 'Courier New'
});
// Language buttons
languages.forEach((lang, index) => {
const x = startX;
const y = startY + 40 + (index * spacing);
// Background
const bg = this.add.rectangle(x, y, 200, 60, 0x333333, 0.8);
bg.setOrigin(0, 0);
// Flag + Name
const text = this.add.text(x + 100, y + 30, `${lang.flag} ${lang.name}`, {
fontSize: '24px',
fill: window.i18n.getCurrentLanguage() === lang.code ? '#00ff41' : '#ffffff',
fontFamily: 'Courier New'
}).setOrigin(0.5);
// Make interactive
bg.setInteractive({ useHandCursor: true });
bg.on('pointerover', () => {
bg.setFillStyle(0x555555, 0.9);
text.setScale(1.1);
});
bg.on('pointerout', () => {
bg.setFillStyle(0x333333, 0.8);
text.setScale(1.0);
});
bg.on('pointerdown', () => {
// Set language
window.i18n.setLanguage(lang.code);
// Update all text colors
languages.forEach((l, i) => {
const langText = this.children.list.find(child =>
child.text && child.text.includes(l.flag)
);
if (langText) {
langText.setColor(window.i18n.getCurrentLanguage() === l.code ? '#00ff41' : '#ffffff');
}
});
// Visual feedback
this.tweens.add({
targets: bg,
alpha: 0.5,
yoyo: true,
duration: 100
});
});
});
}
}

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@@ -1541,4 +1541,177 @@ class UIScene extends Phaser.Scene {
onComplete: () => text.destroy()
});
}
createSettingsButton() {
// Settings gear icon (top-right corner)
const settingsBtn = this.add.text(this.cameras.main.width - 60, 20, '⚙️', {
fontSize: '32px',
color: '#ffffff'
});
settingsBtn.setScrollFactor(0);
settingsBtn.setDepth(9999);
settingsBtn.setInteractive({ useHandCursor: true });
settingsBtn.on('pointerover', () => {
settingsBtn.setScale(1.2);
});
settingsBtn.on('pointerout', () => {
settingsBtn.setScale(1.0);
});
settingsBtn.on('pointerdown', () => {
this.toggleSettingsMenu();
});
}
toggleSettingsMenu() {
if (this.settingsContainer) {
// Close existing menu
this.settingsContainer.destroy();
this.settingsContainer = null;
// Resume game
if (this.gameScene) {
this.gameScene.physics.resume();
}
return;
}
// Pause game
if (this.gameScene) {
this.gameScene.physics.pause();
}
// Create settings menu
const width = this.cameras.main.width;
const height = this.cameras.main.height;
this.settingsContainer = this.add.container(0, 0);
this.settingsContainer.setScrollFactor(0);
this.settingsContainer.setDepth(10000);
// Semi-transparent background
const bg = this.add.rectangle(0, 0, width, height, 0x000000, 0.8);
bg.setOrigin(0);
this.settingsContainer.add(bg);
// Panel
const panelW = 500;
const panelH = 600;
const panelX = width / 2 - panelW / 2;
const panelY = height / 2 - panelH / 2;
const panel = this.add.rectangle(panelX, panelY, panelW, panelH, 0x1a1a2e, 1);
panel.setOrigin(0);
panel.setStrokeStyle(4, 0x00ff41);
this.settingsContainer.add(panel);
// Title
const title = this.add.text(width / 2, panelY + 30, '⚙️ SETTINGS', {
fontSize: '36px',
fontFamily: 'Courier New',
color: '#00ff41',
fontStyle: 'bold'
});
title.setOrigin(0.5, 0);
this.settingsContainer.add(title);
// Language Section
this.createLanguageSection(panelX, panelY + 100, panelW);
// Volume Section (placeholder)
this.createVolumeSection(panelX, panelY + 350, panelW);
// Close button
const closeBtn = this.add.text(width / 2, panelY + panelH - 60, '[ CLOSE ]', {
fontSize: '24px',
fontFamily: 'Courier New',
color: '#ffffff',
backgroundColor: '#ff4444',
padding: { x: 20, y: 10 }
});
closeBtn.setOrigin(0.5);
closeBtn.setInteractive({ useHandCursor: true });
closeBtn.on('pointerover', () => closeBtn.setScale(1.1));
closeBtn.on('pointerout', () => closeBtn.setScale(1.0));
closeBtn.on('pointerdown', () => this.toggleSettingsMenu());
this.settingsContainer.add(closeBtn);
}
createLanguageSection(x, y, width) {
// Initialize localization
if (!window.i18n) {
window.i18n = new LocalizationSystem();
}
const sectionTitle = this.add.text(x + width / 2, y, '🌍 LANGUAGE / JEZIK', {
fontSize: '20px',
fontFamily: 'Courier New',
color: '#ffffff'
});
sectionTitle.setOrigin(0.5, 0);
this.settingsContainer.add(sectionTitle);
const languages = [
{ code: 'slo', flag: '🇸🇮', name: 'Slovenščina' },
{ code: 'en', flag: '🇬🇧', name: 'English' },
{ code: 'de', flag: '🇩🇪', name: 'Deutsch' },
{ code: 'it', flag: '🇮🇹', name: 'Italiano' },
{ code: 'cn', flag: '🇨🇳', name: '中文' }
];
const startY = y + 40;
const spacing = 45;
languages.forEach((lang, index) => {
const btnY = startY + (index * spacing);
const btnX = x + width / 2;
const isActive = window.i18n.getCurrentLanguage() === lang.code;
const btn = this.add.text(btnX, btnY, `${lang.flag} ${lang.name}`, {
fontSize: '18px',
fontFamily: 'Courier New',
color: isActive ? '#00ff41' : '#ffffff',
backgroundColor: isActive ? '#333333' : '#222222',
padding: { x: 15, y: 8 }
});
btn.setOrigin(0.5);
btn.setInteractive({ useHandCursor: true });
btn.on('pointerover', () => {
btn.setScale(1.05);
if (!isActive) btn.setBackgroundColor('#444444');
});
btn.on('pointerout', () => {
btn.setScale(1.0);
if (!isActive) btn.setBackgroundColor('#222222');
});
btn.on('pointerdown', () => {
window.i18n.setLanguage(lang.code);
// Refresh settings menu to update colors
this.toggleSettingsMenu();
this.toggleSettingsMenu();
});
this.settingsContainer.add(btn);
});
}
createVolumeSection(x, y, width) {
const sectionTitle = this.add.text(x + width / 2, y, '🔊 VOLUME', {
fontSize: '20px',
fontFamily: 'Courier New',
color: '#ffffff'
});
sectionTitle.setOrigin(0.5, 0);
this.settingsContainer.add(sectionTitle);
// Placeholder text
const placeholder = this.add.text(x + width / 2, y + 50, 'Volume controls - Coming Soon', {
fontSize: '14px',
fontFamily: 'Courier New',
color: '#888888'
});
placeholder.setOrigin(0.5, 0);
this.settingsContainer.add(placeholder);
}
}

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@@ -47,8 +47,10 @@ class CollectionSystem {
color: '#FFD700'
});
if (this.scene.soundManager) {
this.scene.soundManager.playSuccess(); // Reuse success sound
if (this.scene.soundManager && typeof this.scene.soundManager.playSuccess === 'function') {
this.scene.soundManager.playSuccess();
} else if (this.scene.soundManager && typeof this.scene.soundManager.playHarvest === 'function') {
this.scene.soundManager.playHarvest(); // Fallback to harvest sound
}
}
}

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@@ -0,0 +1,176 @@
/**
* LOCALIZATION SYSTEM
* Multi-language support with JSON translation files
*/
class LocalizationSystem {
constructor() {
this.currentLang = 'en'; // Default language
this.translations = {};
this.supportedLanguages = ['slo', 'en', 'de', 'it', 'cn'];
// Load from localStorage
const savedLang = localStorage.getItem('novafarma_language');
if (savedLang && this.supportedLanguages.includes(savedLang)) {
this.currentLang = savedLang;
}
this.loadTranslations();
}
loadTranslations() {
// Embedded translations (inline for simplicity)
this.translations = {
'slo': {
// UI
'ui.inventory': 'Inventar',
'ui.crafting': 'Izdelovanje',
'ui.health': 'Zdravje',
'ui.hunger': 'Lakota',
'ui.oxygen': 'Kisik',
'ui.day': 'Dan',
'ui.season': 'Letni čas',
// Items
'item.wood': 'Les',
'item.stone': 'Kamen',
'item.seeds': 'Semena',
'item.wheat': 'Pšenica',
'item.corn': 'Koruza',
// Actions
'action.plant': 'Posadi',
'action.harvest': 'Požanji',
'action.craft': 'Izdelaj',
'action.build': 'Zgradi',
// Seasons
'season.spring': 'Pomlad',
'season.summer': 'Poletje',
'season.autumn': 'Jesen',
'season.winter': 'Zima',
// Messages
'msg.demo_end': 'Demo končan! Hvala za igranje.',
'msg.freezing': '❄️ Zmrzuješ!',
'msg.overheating': '🔥 Pregrevanje!'
},
'en': {
// UI
'ui.inventory': 'Inventory',
'ui.crafting': 'Crafting',
'ui.health': 'Health',
'ui.hunger': 'Hunger',
'ui.oxygen': 'Oxygen',
'ui.day': 'Day',
'ui.season': 'Season',
// Items
'item.wood': 'Wood',
'item.stone': 'Stone',
'item.seeds': 'Seeds',
'item.wheat': 'Wheat',
'item.corn': 'Corn',
// Actions
'action.plant': 'Plant',
'action.harvest': 'Harvest',
'action.craft': 'Craft',
'action.build': 'Build',
// Seasons
'season.spring': 'Spring',
'season.summer': 'Summer',
'season.autumn': 'Autumn',
'season.winter': 'Winter',
// Messages
'msg.demo_end': 'Demo Ended! Thanks for playing.',
'msg.freezing': '❄️ Freezing!',
'msg.overheating': '🔥 Overheating!'
},
'de': {
'ui.inventory': 'Inventar',
'ui.crafting': 'Handwerk',
'ui.health': 'Gesundheit',
'season.spring': 'Frühling',
'season.summer': 'Sommer',
'season.autumn': 'Herbst',
'season.winter': 'Winter'
},
'it': {
'ui.inventory': 'Inventario',
'ui.crafting': 'Artigianato',
'season.spring': 'Primavera',
'season.summer': 'Estate',
'season.autumn': 'Autunno',
'season.winter': 'Inverno'
},
'cn': {
'ui.inventory': '库存',
'ui.crafting': '制作',
'season.spring': '春天',
'season.summer': '夏天',
'season.autumn': '秋天',
'season.winter': '冬天'
}
};
}
/**
* Get translated string
* @param {string} key - Translation key (e.g. 'ui.inventory')
* @param {string} fallback - Fallback text if translation missing
*/
t(key, fallback = key) {
const lang = this.translations[this.currentLang];
if (lang && lang[key]) {
return lang[key];
}
// Fallback to English
const enLang = this.translations['en'];
if (enLang && enLang[key]) {
return enLang[key];
}
return fallback;
}
/**
* Set current language
*/
setLanguage(langCode) {
if (this.supportedLanguages.includes(langCode)) {
this.currentLang = langCode;
localStorage.setItem('novafarma_language', langCode);
console.log(`🌍 Language changed to: ${langCode}`);
return true;
}
return false;
}
getCurrentLanguage() {
return this.currentLang;
}
getSupportedLanguages() {
return this.supportedLanguages.map(code => ({
code,
name: this.getLanguageName(code)
}));
}
getLanguageName(code) {
const names = {
'slo': 'Slovenščina',
'en': 'English',
'de': 'Deutsch',
'it': 'Italiano',
'cn': '中文'
};
return names[code] || code;
}
}
// Global instance
window.LocalizationSystem = LocalizationSystem;

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@@ -0,0 +1,141 @@
/**
* PLAYTIME TRACKER SYSTEM
* Tracks persistent stats: playtime, deaths, harvests, etc.
*/
class PlaytimeTrackerSystem {
constructor(scene) {
this.scene = scene;
// Initialize stats
this.stats = {
playtimeSeconds: 0,
deaths: 0,
kills: 0,
harvests: 0,
plantings: 0,
distanceTraveled: 0,
moneyEarned: 0,
itemsCrafted: 0,
blocksPlaced: 0,
sessionStart: Date.now()
};
// Load from save
this.load();
// Update timer
this.updateTimer = 0;
this.saveInterval = 10000; // Save every 10 seconds
}
update(delta) {
// Increment playtime
this.stats.playtimeSeconds += delta / 1000;
// Periodic save
this.updateTimer += delta;
if (this.updateTimer >= this.saveInterval) {
this.updateTimer = 0;
this.save();
}
}
// Stat tracking methods
recordDeath() {
this.stats.deaths++;
this.save();
}
recordKill() {
this.stats.kills++;
}
recordHarvest() {
this.stats.harvests++;
}
recordPlanting() {
this.stats.plantings++;
}
recordDistance(distance) {
this.stats.distanceTraveled += distance;
}
recordMoneyEarned(amount) {
this.stats.moneyEarned += amount;
}
recordCraft() {
this.stats.itemsCrafted++;
}
recordBlockPlaced() {
this.stats.blocksPlaced++;
}
// Formatted playtime
getPlaytimeFormatted() {
const hours = Math.floor(this.stats.playtimeSeconds / 3600);
const minutes = Math.floor((this.stats.playtimeSeconds % 3600) / 60);
const seconds = Math.floor(this.stats.playtimeSeconds % 60);
if (hours > 0) {
return `${hours}h ${minutes}m`;
} else if (minutes > 0) {
return `${minutes}m ${seconds}s`;
} else {
return `${seconds}s`;
}
}
// Session duration
getSessionDuration() {
const sessionMs = Date.now() - this.stats.sessionStart;
const sessionSec = Math.floor(sessionMs / 1000);
return sessionSec;
}
// Save/Load
save() {
localStorage.setItem('novafarma_stats', JSON.stringify(this.stats));
}
load() {
const saved = localStorage.getItem('novafarma_stats');
if (saved) {
try {
const data = JSON.parse(saved);
this.stats = { ...this.stats, ...data };
this.stats.sessionStart = Date.now(); // Reset session timer
} catch (e) {
console.error('Failed to load stats:', e);
}
}
}
reset() {
this.stats = {
playtimeSeconds: 0,
deaths: 0,
kills: 0,
harvests: 0,
plantings: 0,
distanceTraveled: 0,
moneyEarned: 0,
itemsCrafted: 0,
blocksPlaced: 0,
sessionStart: Date.now()
};
this.save();
}
// Get all stats
getStats() {
return {
...this.stats,
playtimeFormatted: this.getPlaytimeFormatted(),
sessionDuration: this.getSessionDuration()
};
}
}