diff --git a/src/scenes/GameScene.js b/src/scenes/GameScene.js index 0d6fc43a4..2b38f46f0 100644 --- a/src/scenes/GameScene.js +++ b/src/scenes/GameScene.js @@ -848,6 +848,26 @@ class GameScene extends Phaser.Scene { console.log('🎮 Initializing Input Remapping System...'); this.inputRemapping = new InputRemappingSystem(this); + // ======================================================== + // 🎆 WEEK 1 IMPLEMENTATION - Priority Systems + // ======================================================== + console.log('🎆 Initializing Week 1 Priority Systems...'); + + // 📦 Resource Logistics System (Auto-pickup + Storage) + console.log('📦 Resource Logistics System...'); + this.resourceLogisticsSystem = new ResourceLogisticsSystem(this); + + // 🏙️ City Management System (Zombie Statistician + Population) + console.log('🏙️ City Management System...'); + this.cityManagementSystem = new CityManagementSystem(this); + + // ⚡ Building Upgrade System (Generator + Electrician) + console.log('⚡ Building Upgrade System...'); + this.buildingUpgradeSystem = new BuildingUpgradeSystem(this); + + console.log('✅ Week 1 Systems Ready!'); + // ======================================================== + // Initialize Screen Reader System (for blind/visually impaired players) console.log('🔊 Initializing Screen Reader System...'); this.screenReader = new ScreenReaderSystem(this); @@ -2159,6 +2179,11 @@ class GameScene extends Phaser.Scene { // Save System Expansion Update if (this.saveSystemExpansion) this.saveSystemExpansion.update(delta); + // 🎆 WEEK 1 SYSTEMS UPDATE + if (this.resourceLogisticsSystem) this.resourceLogisticsSystem.update(time, delta); + if (this.cityManagementSystem) this.cityManagementSystem.update(time, delta); + if (this.buildingUpgradeSystem) this.buildingUpgradeSystem.update(time, delta); + // Update NPCs for (const npc of this.npcs) { if (npc.update) npc.update(delta);