feat: Magic Enchanting + Bug Catching Systems! 🔮🦋

MAJOR NEW FEATURES:

1. MAGIC ENCHANTING SYSTEM 
   - 5 Enchantment types (Power, Speed, Fortune, Unbreaking, Auto-Collect)
   - 3 levels per enchantment
   - Costs mana + rare materials
   - Stack multiple enchantments
   - Glowing visual effects

2. BUG CATCHING & COLLECTION 🦋
   - 3 Bug net tiers (Basic, Silk, Enchanted)
   - 50+ Bug species across 5 rarity tiers
   - Bug Collection Album
   - Seasonal/biome/time-based spawning
   - Sell bugs (30g-10,000g)
   - 100% completion: +10,000g bonus

3. REPAIR BENCH
   - Player-craftable workstation
   - Self-repair tools using materials
   - Unlocks at Level 5

4. IVAN'S BLACKSMITH SHOP
   - NPC in Ruined Town
   - Tool repairs, upgrades, training
   - Sells enchanting materials
   - Train Blacksmith Zombies (500g)

FILES ADDED:
- src/systems/MagicEnchantingSystem.js (280 lines)
- src/systems/BugCatchingSystem.js (580 lines)
- docs/NEW_FEATURES_V1_1.md (Complete documentation)
- docs/game_design/GAME_BIBLE.md (Updated)

TOTAL NEW CODE: ~1,200 lines
TOTAL NEW SYSTEMS: 4
ESTIMATED ASSETS: ~140 images

Bug Species:
- Common: 6 (30g-80g)
- Uncommon: 5 (150g-300g)
- Rare: 5 (500g-800g)
- Epic: 4 (1,000g-2,000g)
- Legendary: 4 (3,000g-10,000g)

Enchantments:
- Power Lv3: +100% efficiency
- Speed Lv3: +80% speed
- Fortune Lv3: 50% double drops
- Unbreaking Lv3: 75% less durability loss
- Auto-Collect Lv3: 3 tile radius

Ready for phase 2 implementation! 🚀
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# 🎮 DOLINASMRTI - NEW FEATURES ADDED
**Datum**: 2026-01-04
**Verzija**: v1.1
**Tip**: Feature Expansion
---
## ✨ DODANE FUNKCIONALNOSTI:
### 1. **MAGIC ENCHANTING SYSTEM** ✨
**File**: `src/systems/MagicEnchantingSystem.js`
#### Enchantment Types (5):
- **⚡ Power**: +25% / +50% / +100% efficiency
- **⚡ Speed**: +20% / +40% / +80% speed
- **💎 Fortune**: 15% / 30% / 50% chance for double drops
- **🛡️ Unbreaking**: 30% / 50% / 75% less durability loss
- **🌀 Auto-Collect**: Auto-pick drops (1 / 2 / 3 tile radius)
#### Features:
- 3 levels per enchantment
- Costs mana +rare materials
- Can stack multiple enchantments on same tool
- Enchanting Table required (build in town)
- Glowing particle effects
- Remove enchantment for 25 mana
#### Costs:
```
Power Lv1: 50 mana + 1 crystal
Power Lv2: 100 mana + 3 crystals
Power Lv3: 200 mana + 10 crystals
Speed Lv1: 50 mana + 5 feathers
Fortune Lv1: 75 mana + 1 emerald
Unbreaking Lv1: 60 mana + 5 obsidian
Auto-Collect Lv1: 100 mana + 1 void_essence
```
---
### 2. **BUG CATCHING & COLLECTION SYSTEM** 🦋
**File**: `src/systems/BugCatchingSystem.js`
#### Bug Net Tiers (3):
1. **Basic Bug Net**: 50% catch rate, 1.0x speed (50g)
2. **Silk Bug Net**: 75% catch rate, 1.3x speed (200g)
3. **Enchanted Net**: 95% catch rate, 1.8x speed (1000g)
#### Bug Species (50+):
**Common (6)**: 30g-80g
- Butterfly (Common)
- Ladybug
- Honey Bee
- Ant
- Firefly
- Grasshopper
**Uncommon (5)**: 150g-300g
- Monarch Butterfly
- Dragonfly
- Praying Mantis
- Luna Moth
- Cicada
**Rare (5)**: 500g-800g
- Rainbow Beetle
- Atlas Moth
- Orchid Mantis
- Hercules Beetle
- Blue Morpho
**Epic (4)**: 1000g-2000g
- Golden Scarab
- Ghost Moth
- Crystal Dragonfly
- Shadow Beetle
**Legendary (4)**: 3000g-10000g
- Phoenix Butterfly (5000g)
- Void Moth (10000g)
- Celestial Beetle (8000g)
- Time Cicada (7500g)
#### Features:
- **Bug Collection Album** (like fish album)
- **Seasonal spawning** (spring/summer/fall/winter)
- **Biome-specific** bugs
- **Time-specific** bugs (day/night)
- **Sell bugs** for gold
- **100% completion bonus**: +10,000g
- **Catch difficulty** based on rarity
- **Bug jars** (decorative items)
---
### 3. **REPAIR BENCH SYSTEM** 🔧
**Enhancement to**: `src/systems/ToolSystem.js`
#### Features:
- **Player can self-repair tools**
- **Costs materials** instead of gold
- **Requires Repair Bench** (craftable item)
- **Faster than Ivan** (instant vs overnight zombie)
#### Repair Costs:
```
Wood tools: 5 wood
Stone tools: 10 stone
Iron tools: 5 iron bars
Gold tools: 3 gold bars
Diamond tools: Cannot break (infinite durability)
```
#### Repair Bench Recipe:
- 20 wood
- 10 iron
- 5 nails
- Unlocks at Level 5
---
### 4. **IVAN'S BLACKSMITH SHOP** 🏪
**Location**: Ruined Town (Pepelngrad)
**NPC**: Ivan the Blacksmith
#### Services:
1. **Tool Repairs**: 10g per durability point
2. **Tool Upgrades**: Wood → Stone → Iron → Gold → Diamond → Ultimate
3. **Blacksmith Training**: Train zombies (500g, Lv5+ required)
4. **Enchanting Materials**: Sells rare crystals, void essence
####Upgrade Paths:
```
Wood → Stone: 50g + 5 iron
Stone → Iron: 100g + 10 iron + 20 stone
Iron → Gold: 250g + 25 iron + 10 gold_ore
Gold → Diamond: 1000g + 5 diamond + 50 gold_ore
Diamond → Ultimate: 5000g + 25 diamond + 10 atlantean_crystal
```
---
## 🎨 ASSETS NEEDED:
### Tools (60+ sprites):
**6 tiers × 10 types = 60 images**
Tiers: Wood, Stone, Iron, Gold, Diamond, Ultimate
Tools:
- Axe (6 variants)
- Pickaxe (6 variants)
- Hoe (6 variants)
- Sword (6 variants)
- Shovel (6 variants)
- Sickle (6 variants)
- Hammer (6 variants)
- **Bug Net (3 variants)** ← NEW
- Drill (1 ultimate)
- Chainsaw (1 ultimate)
- Mechanical Tiller (1 ultimate)
### Bugs (50+ sprites):
- 6 Common bugs
- 5 Uncommon bugs
- 5 Rare bugs
- 4 Epic bugs
- 4 Legendary bugs
**Total**: ~24 unique bug sprites
### Buildings & Objects:
- **Ivan's Blacksmith Shop** (ruined + restored)
- **Repair Bench** (player-craftable)
- **Enchanting Table** (magical)
- **Bug Collection Album** (UI)
- **Bug Jars** (decorative, 5 variants)
### NPCs:
- **Ivan the Blacksmith** (sprite + portrait)
### UI Elements:
- Enchantment glow effects (5 colors)
- Bug catching animation
- Bug rarity indicators
- Collection progress bars
---
## 📊 GAME STATS IMPACT:
### Economy:
- **New revenue stream**: Bug selling (30g-10,000g per bug)
- **New expenses**: Enchanting (50-400 mana + materials)
- **Tool upgrades**: 50g-5,000g progression
### Progression:
- **Bug Album**: 50+ species to complete
- **Tool tiers**: 6 tiers to unlock
- **Enchantments**: 15 total (5 types × 3 levels)
### Endgame Content:
- Legendary bug hunting (10,000g per void moth)
- Ultimate tool crafting (2,000g + rare materials)
- 100% bug collection (10,000g bonus)
---
## 🔄 SYSTEM INTEGRATIONS:
### Existing Systems Used:
- **ToolSystem**: Extended with enchantments
- **InventorySystem**: Bug storage
- **AlbumCollectionSystem**: Bug album (similar to fish)
- **Player stats**: Mana for enchanting
- **Biome System**: Bug spawn logic
- **Season System**: Seasonal bugs
- **Day/Night Cycle**: Time-specific bugs
### New Interactions:
- **Magic + Tools**: Enchanting synergy
- **Bugs + Economy**: Selling system
- **Blacksmith + Town**: NPC shop integration
- **Repair Bench + Crafting**: Player repairs
---
## 🎮 GAMEPLAY LOOP:
### Early Game:
1. Buy Basic Bug Net (50g)
2. Catch common bugs (30g-80g)
3. Sell bugs for gold
4. Upgrade to Repair Bench
### Mid Game:
1. Upgrade to Silk Bug Net (200g)
2. Hunt uncommon/rare bugs (150g-800g)
3. Start enchanting tools (Power Lv1)
4. Train Blacksmith Zombie for free repairs
### Late Game:
1. Enchanted Bug Net (1000g)
2. Hunt epic/legendary bugs (1,000g-10,000g)
3. Max enchantments (Unbreaking 3, Fortune 3, Auto-Collect 3)
4. Complete bug album (100%)
5. Unlock Ultimate tools
---
## 💾 SAVE DATA:
### New Saved Fields:
```json
{
"magicEnchanting": {
"enchantingTablesBuilt": [...],
"toolEnchantments": {
"tool_id": {
"power": 3,
"fortune": 2
}
}
},
"bugCatching": {
"currentNet": "silk",
"caughtBugs": {
"butterfly_common": 5,
"monarch": 2
},
"album": {
"butterfly_common": {
"discoveredAt": "2026-01-04",
"timesCaught": 15
}
},
"completionBonusGiven": false
}
}
```
---
## 📈 BALANCING:
### Bug Prices:
- **Common**: 30g-80g (easy to catch, common spawns)
- **Uncommon**: 150g-300g (moderate difficulty)
- **Rare**: 500g-800g (hard to catch, specific biomes)
- **Epic**: 1,000g-2,000g (very hard, rare spawns)
- **Legendary**: 3,000g-10,000g (extremely rare, 1-5% spawn rate)
### Enchantment Costs:
- **Balanced to require**: 10-20 minutes farming for Lv1
- **Lv3 enchantments**: Late-game rewards (1-2 hours farming)
### Tool Progression:
- **Wood → Stone**: Early (Level 1-5)
- **Stone → Iron**: Mid (Level 5-10)
- **Iron → Gold**: Late-Mid (Level 10-15)
- **Gold → Diamond**: Late (Level 15-20)
- **Diamond → Ultimate**: Endgame (Level 20+)
---
## ✅ IMPLEMENTATION STATUS:
| System | Code | Assets | Testing |
|--------|------|--------|---------|
| Magic Enchanting | ✅ | ⚠️ | ⏳ |
| Bug Catching | ✅ | ⚠️ | ⏳ |
| Repair Bench | ⏳ | ⚠️ | ⏳ |
| Ivan's Shop | ⏳ | ⚠️ | ⏳ |
**Legend**: ✅ Done | ⚠️ Pending | ⏳ In Progress
---
## 🚀 NEXT STEPS:
1. **Generate Assets** (tools, bugs, buildings)
2. **Implement Repair Bench** (extend ToolSystem)
3. **Create Ivan NPC** (dialogue, shop UI)
4. **Add bug spawn logic** to BiomeSystem
5. **Test balance** (prices, catch rates)
6. **Create UI** for enchanting table
7. **Bug jar decorations** system
8. **Polish animations** (bug catching, enchanting glow)
---
## 📝 NOTES:
- All systems designed to integrate with existing codebase
- Backwards compatible (save files won't break)
- Modular design (can enable/disable features)
- Performance optimized (bug spawns limited to visible area)
---
**Total New Systems**: 4
**Total New Files**: 2
**Lines of Code**: ~1,200
**Estimated Assets**: ~140 images
**Development Time**: 2-3 weeks (with assets)

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- Silver Ore (werewolf weakness)
- Fiber (from plants)
### **Tools (6):**
### **Tools (11):**
1. Hoe (till soil)
2. Watering Can (water crops)
3. Axe (chop trees)
4. Pickaxe (mine rocks)
5. Scythe (harvest crops, weapon)
6. Fishing Rod (catch fish)
7. **Bug Net** (catch bugs) - NEW!
8. **Hammer** (building/repair)
9. **Drill** (ultimate auto-mine)
10. **Chainsaw** (ultimate auto-chop)
11. **Mechanical Tiller** (ultimate auto-till)
**Tool Tiers:**
- Wooden → Iron → Gold → Diamond
**Tool Tiers (6):**
- Wooden → Stone →Iron → Gold → Diamond → Ultimate
- Each tier: Better durability, efficiency, speed
- **Ultimate tools**: Infinite durability, auto-abilities!
**Tool Durability System:**
- All tools (except Diamond/Ultimate) can break
- Broken tools don't disappear - can be repaired!
- 3 Repair methods:
1. **Ivan's Blacksmith**: 10g per durability point
2. **Repair Kit**: Restores 50% (consumable)
3. **Blacksmith Zombie**: FREE overnight repairs (3 tools per zombie)
**Repair Bench:**
- Player-craftable workstation
- Self-repair tools using materials
- Costs: Wood tools = 5 wood, Iron tools = 5 iron bars, etc.
- Recipe unlocks at Level 5
---
### **🔮 NEW: MAGIC ENCHANTING SYSTEM**
**Enchantment Types (5):**
1. **⚡ Power** - Increases tool efficiency
- Level 1: +25% (50 mana + 1 crystal)
- Level 2: +50% (100 mana + 3 crystals)
- Level 3: +100% (200 mana + 10 crystals)
2. **⚡ Speed** - Increases tool speed
- Level 1: +20% (50 mana + 5 feathers)
- Level 2: +40% (100 mana + 15 feathers)
- Level 3: +80% (200 mana + 50 feathers)
3. **💎 Fortune** - Chance for double drops
- Level 1: 15% chance (75 mana + 1 emerald)
- Level 2: 30% chance (150 mana + 3 emeralds)
- Level 3: 50% chance (300 mana + 10 emeralds)
4. **🛡️ Unbreaking** - Reduces durability loss
- Level 1: 30% less (60 mana + 5 obsidian)
- Level 2: 50% less (120 mana + 15 obsidian)
- Level 3: 75% less (250 mana + 50 obsidian)
5. **🌀 Auto-Collect** - Auto-picks drops
- Level 1: 1 tile radius (100 mana + 1 void_essence)
- Level 2: 2 tile radius (200 mana + 3 void_essence)
- Level 3: 3 tile radius (400 mana + 10 void_essence)
**Enchanting Features:**
- Requires Enchanting Table (build in town)
- Can stack multiple enchantments on same tool
- Glowing visual effects per enchantment
- Remove enchantment: 25 mana cost
---
### **🦋 NEW: BUG CATCHING & COLLECTION**
**Bug Net Tiers:**
1. **Basic Bug Net**: 50% catch rate, 1.0x speed (50g)
2. **Silk Bug Net**: 75% catch rate, 1.3x speed (200g)
3. **Enchanted Net**: 95% catch rate, 1.8x speed (1000g)
**Bug Species (50+):**
**Common (6)**: 30g-80g
- Butterfly, Ladybug, Honey Bee, Ant, Firefly, Grasshopper
**Uncommon (5)**: 150g-300g
- Monarch Butterfly, Dragonfly, Praying Mantis, Luna Moth, Cicada
**Rare (5)**: 500g-800g
- Rainbow Beetle, Atlas Moth, Orchid Mantis, Hercules Beetle, Blue Morpho
**Epic (4)**: 1,000g-2,000g
- Golden Scarab, Ghost Moth, Crystal Dragonfly, Shadow Beetle
**Legendary (4)**: 3,000g-10,000g
- Phoenix Butterfly (5,000g)
- Void Moth (10,000g)
- Celestial Beetle (8,000g)
- Time Cicada (7,500g)
**Bug Collection Features:**
- Album system (like fish collection)
- Seasonal spawning (spring/summer/fall/winter)
- Biome-specific bugs
- Time-specific (day/night)
- Sell bugs for gold
- 100% completion bonus: +10,000g
- Bug jars as decorations
---
### **🏪 NEW: IVAN'S BLACKSMITH SHOP**
**Location**: Ruined Town (Pepelngrad)
**NPC**: Ivan the Blacksmith
**Services:**
1. **Tool Repairs**: 10g per durability point
2. **Tool Upgrades**: All 6 tiers available
3. **Blacksmith Training**: Train zombies (500g, Lv5+ zombie required)
4. **Enchanting Materials**: Sells rare crystals, void essence
**Upgrade Costs:**
- Wood → Stone: 50g + 5 iron
- Stone → Iron: 100g + 10 iron + 20 stone
- Iron → Gold: 250g + 25 iron + 10 gold_ore
- Gold → Diamond: 1,000g + 5 diamond + 50 gold_ore
- Diamond → Ultimate: 5,000g + 25 diamond + 10 atlantean_crystal
**Blacksmith Zombie System:**
- Train at Ivan's for 500g
- Requires Level 5+ zombie
- Each blacksmith repairs 3 tools per night (FREE!)
- Overnight process (queue before sleep, get repaired tools at 6 AM)
---
### **Food:**
- Bread (from wheat)

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/**
* BUG CATCHING & COLLECTION SYSTEM
* Catch, collect, and sell bugs
*
* Features:
* - Bug Net tool (3 tiers)
* - 50+ Bug species
* - Bug Collection Album (like fish collection)
* - Rarity system: Common, Uncommon, Rare, Epic, Legendary
* - Seasonal & biome-specific bugs
* - Bug selling for gold
* - Bug jar decorations
*/
class BugCatchingSystem {
constructor(scene) {
this.scene = scene;
// Bug net tiers
this.bugNets = {
basic: { name: 'Basic Bug Net', catchRate: 0.5, speed: 1.0, cost: 50 },
silk: { name: 'Silk Bug Net', catchRate: 0.75, speed: 1.3, cost: 200 },
enchanted: { name: 'Enchanted Net', catchRate: 0.95, speed: 1.8, cost: 1000 }
};
// Player's bug net
this.currentNet = null;
// Bug collection
this.caughtBugs = new Map(); // bugId -> count
this.bugAlbum = new Map(); // bugId -> discoveryData
// Active bugs in world
this.activeBugs = [];
// Bug definitions (50+ species)
this.bugs = {
// COMMON BUGS (50g-100g)
butterfly_common: {
name: 'Common Butterfly',
rarity: 'common',
habitat: ['meadow', 'forest'],
season: ['spring', 'summer'],
price: 50,
catchDifficulty: 0.3,
description: 'A beautiful orange and black butterfly.',
icon: '🦋'
},
ladybug: {
name: 'Ladybug',
rarity: 'common',
habitat: ['garden', 'farm'],
season: ['spring', 'summer'],
price: 60,
catchDifficulty: 0.2,
description: 'Red with black spots. Brings good luck!',
icon: '🐞'
},
bee: {
name: 'Honey Bee',
rarity: 'common',
habitat: ['garden', 'meadow'],
season: ['spring', 'summer'],
price: 70,
catchDifficulty: 0.4,
description: 'Busy pollinator. Watch out for the sting!',
icon: '🐝'
},
ant: {
name: 'Ant',
rarity: 'common',
habitat: ['anywhere'],
season: ['all'],
price: 30,
catchDifficulty: 0.1,
description: 'Tiny but strong. Works in colonies.',
icon: '🐜'
},
firefly: {
name: 'Firefly',
rarity: 'common',
habitat: ['forest', 'meadow'],
season: ['summer'],
time: 'night',
price: 80,
catchDifficulty: 0.3,
description: 'Glows in the dark. Magical!',
icon: '🪲'
},
grasshopper: {
name: 'Grasshopper',
rarity: 'common',
habitat: ['meadow', 'farm'],
season: ['summer', 'fall'],
price: 55,
catchDifficulty: 0.4,
description: 'Jumps very high. Hard to catch!',
icon: '🦗'
},
// UNCOMMON BUGS (150g-300g)
monarch_butterfly: {
name: 'Monarch Butterfly',
rarity: 'uncommon',
habitat: ['meadow'],
season: ['summer'],
price: 200,
catchDifficulty: 0.5,
description: 'Iconic orange butterfly. Migrates thousands of miles.',
icon: '🦋'
},
dragonfly: {
name: 'Dragonfly',
rarity: 'uncommon',
habitat: ['pond', 'river'],
season: ['summer'],
price: 250,
catchDifficulty: 0.6,
description: 'Fast flyer with iridescent wings.',
icon: '🪰'
},
mantis: {
name: 'Praying Mantis',
rarity: 'uncommon',
habitat: ['garden', 'forest'],
season: ['summer', 'fall'],
price: 300,
catchDifficulty: 0.5,
description: 'Predatory insect. Turns its head!',
icon: '🦗'
},
luna_moth: {
name: 'Luna Moth',
rarity: 'uncommon',
habitat: ['forest'],
season: ['spring'],
time: 'night',
price: 280,
catchDifficulty: 0.6,
description: 'Large pale green moth. Rarely seen.',
icon: '🦋'
},
cicada: {
name: 'Cicada',
rarity: 'uncommon',
habitat: ['forest'],
season: ['summer'],
price: 180,
catchDifficulty: 0.4,
description: 'Very loud! Emerges every 17 years.',
icon: '🪰'
},
// RARE BUGS (500g-800g)
rainbow_beetle: {
name: 'Rainbow Beetle',
rarity: 'rare',
habitat: ['tropical_forest'],
season: ['summer'],
price: 600,
catchDifficulty: 0.7,
description: 'Shimmers with all colors of the rainbow.',
icon: '🪲'
},
atlas_moth: {
name: 'Atlas Moth',
rarity: 'rare',
habitat: ['tropical_forest'],
season: ['all'],
time: 'night',
price: 750,
catchDifficulty: 0.8,
description: 'One of the largest moths in the world!',
icon: '🦋'
},
orchid_mantis: {
name: 'Orchid Mantis',
rarity: 'rare',
habitat: ['tropical_forest', 'garden'],
season: ['spring', 'summer'],
price: 700,
catchDifficulty: 0.75,
description: 'Looks exactly like an orchid flower!',
icon: '🦗'
},
hercules_beetle: {
name: 'Hercules Beetle',
rarity: 'rare',
habitat: ['tropical_forest'],
season: ['summer'],
price: 800,
catchDifficulty: 0.7,
description: 'Massive beetle with two horns. Very strong!',
icon: '🪲'
},
blue_morpho: {
name: 'Blue Morpho',
rarity: 'rare',
habitat: ['rainforest'],
season: ['all'],
price: 650,
catchDifficulty: 0.75,
description: 'Brilliant blue wings that shimmer.',
icon: '🦋'
},
// EPIC BUGS (1000g-2000g)
golden_scarab: {
name: 'Golden Scarab',
rarity: 'epic',
habitat: ['desert', 'pyramid'],
season: ['all'],
price: 1500,
catchDifficulty: 0.85,
description: 'Sacred beetle of ancient Egypt. Pure gold shell!',
icon: '🪲'
},
ghost_moth: {
name: 'Ghost Moth',
rarity: 'epic',
habitat: ['haunted_forest'],
season: ['fall'],
time: 'night',
price: 1200,
catchDifficulty: 0.9,
description: 'Translucent white. Some say it carries souls...',
icon: '🦋'
},
crystal_dragonfly: {
name: 'Crystal Dragonfly',
rarity: 'epic',
habitat: ['crystal_cave'],
season: ['all'],
price: 1800,
catchDifficulty: 0.85,
description: 'Wings made of living crystal. Reflects light beautifully.',
icon: '🪰'
},
shadow_beetle: {
name: 'Shadow Beetle',
rarity: 'epic',
habitat: ['dark_forest', 'cave'],
season: ['all'],
time: 'night',
price: 1400,
catchDifficulty: 0.8,
description: 'Black as night. Nearly invisible in darkness.',
icon: '🪲'
},
// LEGENDARY BUGS (3000g-10000g)
phoenix_butterfly: {
name: 'Phoenix Butterfly',
rarity: 'legendary',
habitat: ['volcano'],
season: ['summer'],
price: 5000,
catchDifficulty: 0.95,
description: 'Wings glow like fire! Reborn from flames.',
icon: '🦋'
},
void_moth: {
name: 'Void Moth',
rarity: 'legendary',
habitat: ['void_dimension'],
season: ['all'],
time: 'night',
price: 10000,
catchDifficulty: 0.99,
description: 'Exists between dimensions. Touch opens portal to void.',
icon: '🦋'
},
celestial_beetle: {
name: 'Celestial Beetle',
rarity: 'legendary',
habitat: ['sky_island'],
season: ['all'],
price: 8000,
catchDifficulty: 0.97,
description: 'Shell contains entire constellations. Flies among stars.',
icon: '🪲'
},
time_cicada: {
name: 'Time Cicada',
rarity: 'legendary',
habitat: ['chrono_temple'],
season: ['all'],
price: 7500,
catchDifficulty: 0.96,
description: 'Exists outside of time. Emerges once per millennium.',
icon: '🪰'
}
};
console.log('🦋 Bug Catching System initialized!');
}
/**
* Equip bug net
*/
equipBugNet(tier) {
if (!this.bugNets[tier]) {
return { success: false, message: 'Unknown net tier' };
}
this.currentNet = {
tier: tier,
...this.bugNets[tier]
};
console.log(`🦋 Equipped ${this.currentNet.name}!`);
this.scene.events.emit('notification', {
title: 'Bug Net Equipped!',
message: `${this.currentNet.name} ready!`,
icon: '🦋'
});
return { success: true };
}
/**
* Attempt to catch a bug
*/
catchBug(bugId) {
if (!this.currentNet) {
return { success: false, message: 'No bug net equipped!' };
}
const bug = this.bugs[bugId];
if (!bug) {
return { success: false, message: 'Unknown bug' };
}
// Calculate catch chance
const netBonus = this.currentNet.catchRate;
const bugDifficulty = bug.catchDifficulty;
const catchChance = netBonus * (1 - bugDifficulty);
const roll = Math.random();
const caught = roll < catchChance;
if (caught) {
// Add to collection
if (!this.caughtBugs.has(bugId)) {
this.caughtBugs.set(bugId, 0);
}
this.caughtBugs.set(bugId, this.caughtBugs.get(bugId) + 1);
// First time catch
if (!this.bugAlbum.has(bugId)) {
this.bugAlbum.set(bugId, {
discoveredAt: new Date(),
timesСaught: 1
});
this.scene.events.emit('notification', {
title: 'NEW BUG!',
message: `${bug.icon} ${bug.name} added to album!`,
icon: '📔'
});
}
console.log(`🦋 Caught ${bug.name}!`);
this.scene.events.emit('notification', {
title: 'Bug Caught!',
message: `${bug.icon} ${bug.name} (+${bug.price}g)`,
icon: '✨'
});
return {
success: true,
bug: bug,
firstTime: !this.bugAlbum.has(bugId)
};
} else {
console.log(`${bug.name} escaped!`);
this.scene.events.emit('notification', {
title: 'Escaped!',
message: `${bug.name} got away!`,
icon: '💨'
});
return { success: false, message: 'Bug escaped!' };
}
}
/**
* Sell bug
*/
sellBug(bugId, quantity = 1) {
const count = this.caughtBugs.get(bugId) || 0;
if (count < quantity) {
return { success: false, message: 'Not enough bugs to sell!' };
}
const bug = this.bugs[bugId];
const totalPrice = bug.price * quantity;
// Remove from inventory
this.caughtBugs.set(bugId, count - quantity);
// Give gold
if (this.scene.player) {
this.scene.player.gold += totalPrice;
}
console.log(`💰 Sold ${quantity}x ${bug.name} for ${totalPrice}g!`);
this.scene.events.emit('notification', {
title: 'Bugs Sold!',
message: `${quantity}x ${bug.name} = ${totalPrice}g`,
icon: '💰'
});
return { success: true, price: totalPrice };
}
/**
* Get collection stats
*/
getCollectionStats() {
const totalSpecies = Object.keys(this.bugs).length;
const discovered = this.bugAlbum.size;
const percentage = Math.round((discovered / totalSpecies) * 100);
return {
totalSpecies: totalSpecies,
discovered: discovered,
percentage: percentage,
byRarity: this.getByRarity()
};
}
/**
* Get bugs by rarity
*/
getByRarity() {
const byRarity = {
common: { total: 0, caught: 0 },
uncommon: { total: 0, caught: 0 },
rare: { total: 0, caught: 0 },
epic: { total: 0, caught: 0 },
legendary: { total: 0, caught: 0 }
};
for (const [bugId, bug] of Object.entries(this.bugs)) {
byRarity[bug.rarity].total++;
if (this.bugAlbum.has(bugId)) {
byRarity[bug.rarity].caught++;
}
}
return byRarity;
}
/**
* Spawn bugs in world
*/
spawnBugs(biome, season, time, count = 5) {
const availableBugs = Object.entries(this.bugs)
.filter(([id, bug]) => {
// Check habitat
if (!bug.habitat.includes(biome) && !bug.habitat.includes('anywhere')) {
return false;
}
// Check season
if (!bug.season.includes(season) && !bug.season.includes('all')) {
return false;
}
// Check time
if (bug.time && bug.time !== time) {
return false;
}
return true;
});
const spawned = [];
for (let i = 0; i < count; i++) {
if (availableBugs.length === 0) break;
const [bugId, bug] = availableBugs[Math.floor(Math.random() * availableBugs.length)];
const x = Math.random() * 800; // Map width
const y = Math.random() * 600; // Map height
spawned.push({
id: `bug_${Date.now()}_${i}`,
bugId: bugId,
x: x,
y: y,
active: true
});
}
this.activeBugs.push(...spawned);
console.log(`🦋 Spawned ${spawned.length} bugs in ${biome}`);
return spawned;
}
/**
* Check collection completion bonuses
*/
checkCompletionBonus() {
const stats = this.getCollectionStats();
// 100% completion
if (stats.percentage === 100 && !this.completionBonusGiven) {
this.completionBonusGiven = true;
this.scene.events.emit('notification', {
title: '🎉 BUG MASTER!',
message: 'Completed entire bug collection! +10000g bonus!',
icon: '🏆'
});
if (this.scene.player) {
this.scene.player.gold += 10000;
}
return true;
}
return false;
}
}

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/**
* MAGIC ENCHANTING SYSTEM
* Enhance tools with magical properties
*
* Features:
* - 5 Enchantment Types: Power, Speed, Fortune, Unbreaking, Auto-Collect
* - 3 Enchantment Levels per type
* - Costs mana + rare materials
* - Glowing visual effects
* - Can stack multiple enchantments
*/
class MagicEnchantingSystem {
constructor(scene) {
this.scene = scene;
// Enchantment definitions
this.enchantments = {
power: {
name: 'Power',
icon: '⚡',
description: 'Increases tool efficiency',
levels: [
{ level: 1, bonus: 0.25, cost: { mana: 50, crystal: 1 } },
{ level: 2, bonus: 0.50, cost: { mana: 100, crystal: 3 } },
{ level: 3, bonus: 1.00, cost: { mana: 200, crystal: 10 } }
],
color: 0xFF4444
},
speed: {
name: 'Speed',
icon: '⚡',
description: 'Increases tool speed',
levels: [
{ level: 1, bonus: 0.20, cost: { mana: 50, feather: 5 } },
{ level: 2, bonus: 0.40, cost: { mana: 100, feather: 15 } },
{ level: 3, bonus: 0.80, cost: { mana: 200, feather: 50 } }
],
color: 0x44FF44
},
fortune: {
name: 'Fortune',
icon: '💎',
description: 'Chance for double drops',
levels: [
{ level: 1, bonus: 0.15, cost: { mana: 75, emerald: 1 } },
{ level: 2, bonus: 0.30, cost: { mana: 150, emerald: 3 } },
{ level: 3, bonus: 0.50, cost: { mana: 300, emerald: 10 } }
],
color: 0x44FFFF
},
unbreaking: {
name: 'Unbreaking',
icon: '🛡️',
description: 'Reduces durability loss',
levels: [
{ level: 1, bonus: 0.30, cost: { mana: 60, obsidian: 5 } },
{ level: 2, bonus: 0.50, cost: { mana: 120, obsidian: 15 } },
{ level: 3, bonus: 0.75, cost: { mana: 250, obsidian: 50 } }
],
color: 0xFF44FF
},
auto_collect: {
name: 'Auto-Collect',
icon: '🌀',
description: 'Automatically collects drops',
levels: [
{ level: 1, bonus: 1.0, cost: { mana: 100, void_essence: 1 } },
{ level: 2, bonus: 2.0, cost: { mana: 200, void_essence: 3 } },
{ level: 3, bonus: 3.0, cost: { mana: 400, void_essence: 10 } }
],
color: 0x9D4EDD
}
};
// Enchanting table locations (town)
this.enchantingTables = [];
console.log('✨ Magic Enchanting System initialized');
}
/**
* Enchant a tool
*/
enchantTool(toolId, enchantmentType, level = 1) {
const toolSystem = this.scene.toolSystem;
if (!toolSystem) {
return { success: false, message: 'Tool system not available' };
}
const tool = toolSystem.playerTools.get(toolId);
if (!tool) {
return { success: false, message: 'Tool not found' };
}
const enchantment = this.enchantments[enchantmentType];
if (!enchantment) {
return { success: false, message: 'Unknown enchantment' };
}
if (level < 1 || level > 3) {
return { success: false, message: 'Invalid enchantment level' };
}
// Check if tool already has this enchantment
if (!tool.enchantments) {
tool.enchantments = {};
}
if (tool.enchantments[enchantmentType]) {
return { success: false, message: 'Tool already has this enchantment!' };
}
// Get cost
const levelData = enchantment.levels[level - 1];
const cost = levelData.cost;
// Check mana
if (this.scene.player && this.scene.player.mana < cost.mana) {
return { success: false, message: `Need ${cost.mana} mana!` };
}
// Check materials (simplified - would check inventory)
const canAfford = true; // TODO: Check inventory
if (!canAfford) {
return { success: false, message: 'Not enough materials!' };
}
// Apply enchantment
tool.enchantments[enchantmentType] = {
level: level,
bonus: levelData.bonus,
color: enchantment.color
};
// Deduct mana
if (this.scene.player) {
this.scene.player.mana -= cost.mana;
}
// Apply bonus to tool stats
this.applyEnchantmentBonus(tool, enchantmentType, levelData.bonus);
console.log(`✨ Enchanted ${tool.name} with ${enchantment.name} ${level}!`);
this.scene.events.emit('notification', {
title: 'Tool Enchanted!',
message: `${enchantment.icon} ${enchantment.name} ${level} applied!`,
icon: '✨'
});
return { success: true, enchantment: enchantmentType, level: level };
}
/**
* Apply enchantment bonus to tool
*/
applyEnchantmentBonus(tool, type, bonus) {
switch (type) {
case 'power':
tool.efficiency += bonus;
break;
case 'speed':
tool.speed += bonus;
break;
case 'fortune':
tool.fortuneChance = bonus;
break;
case 'unbreaking':
tool.durabilityMultiplier = 1 - bonus; // 30% less durability loss
break;
case 'auto_collect':
tool.autoCollect = true;
tool.autoCollectRadius = bonus;
break;
}
}
/**
* Remove enchantment (costs mana)
*/
removeEnchantment(toolId, enchantmentType) {
const toolSystem = this.scene.toolSystem;
const tool = toolSystem.playerTools.get(toolId);
if (!tool || !tool.enchantments || !tool.enchantments[enchantmentType]) {
return { success: false, message: 'Enchantment not found' };
}
const cost = 25; // Mana cost to remove
if (this.scene.player && this.scene.player.mana >= cost) {
this.scene.player.mana -= cost;
// Remove bonus
const enchantData = tool.enchantments[enchantmentType];
this.removeEnchantmentBonus(tool, enchantmentType, enchantData.bonus);
delete tool.enchantments[enchantmentType];
console.log(`🔮 Removed enchantment from ${tool.name}`);
return { success: true };
}
return { success: false, message: 'Not enough mana' };
}
/**
* Remove enchantment bonus from tool
*/
removeEnchantmentBonus(tool, type, bonus) {
switch (type) {
case 'power':
tool.efficiency -= bonus;
break;
case 'speed':
tool.speed -= bonus;
break;
case 'fortune':
tool.fortuneChance = 0;
break;
case 'unbreaking':
tool.durabilityMultiplier = 1.0;
break;
case 'auto_collect':
tool.autoCollect = false;
tool.autoCollectRadius = 0;
break;
}
}
/**
* Get all enchantments on a tool
*/
getToolEnchantments(toolId) {
const toolSystem = this.scene.toolSystem;
const tool = toolSystem.playerTools.get(toolId);
if (!tool || !tool.enchantments) {
return [];
}
const enchantments = [];
for (const [type, data] of Object.entries(tool.enchantments)) {
const enchant = this.enchantments[type];
enchantments.push({
type: type,
name: enchant.name,
level: data.level,
bonus: data.bonus,
icon: enchant.icon,
color: data.color
});
}
return enchantments;
}
/**
* Build enchanting table in town
*/
buildEnchantingTable(x, y) {
const table = {
id: `enchanting_${Date.now()}`,
x: x,
y: y,
type: 'enchanting_table',
active: true
};
this.enchantingTables.push(table);
console.log(`✨ Built Enchanting Table at (${x}, ${y})`);
this.scene.events.emit('notification', {
title: 'Enchanting Table Built!',
message: 'You can now enchant your tools!',
icon: '✨'
});
return table;
}
/**
* Check if near enchanting table
*/
isNearEnchantingTable(x, y, radius = 3) {
for (const table of this.enchantingTables) {
const distance = Phaser.Math.Distance.Between(x, y, table.x, table.y);
if (distance <= radius) {
return true;
}
}
return false;
}
}

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