udomacenje zombija in uboj\
This commit is contained in:
@@ -14,14 +14,17 @@ class NPC {
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this.iso = new IsometricUtils(48, 24);
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// Random walk paramters
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this.moveSpeed = 100; // px/s (počasnejše od igralca)
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this.gridMoveTime = 300; // ms za premik (počasneje)
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this.moveSpeed = 100; // px/s
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this.gridMoveTime = 300; // ms
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// Stanje
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this.state = 'WANDER'; // WANDER, TAMED, FOLLOW
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this.isMoving = false;
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this.pauseTime = 0;
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this.maxPauseTime = 2000; // Pavza med premiki (2s)
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this.maxPauseTime = 2000;
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this.attackCooldownTimer = 0;
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this.hp = 20;
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this.maxHp = 20;
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// Kreira sprite
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this.createSprite();
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@@ -57,15 +60,47 @@ class NPC {
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// Change color slightly to indicate friend
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this.sprite.setTint(0xAAFFAA);
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// Hide Health Bar if tamed
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if (this.healthBarBg) {
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this.healthBarBg.setVisible(false);
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this.healthBar.setVisible(false);
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}
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// Change Eyes to Friendly (Cyan)
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this.addTamedEyes();
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}
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addTamedEyes() {
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if (this.eyesGroup) return;
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// Container for eyes
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// Coordinates relative to sprite center bottom (0.5, 1)
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// Head is roughly at y - height.
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// Assuming sprite height ~50-60px visual.
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this.eyesGroup = this.scene.add.container(this.sprite.x, this.sprite.y);
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// Eyes
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const eyeL = this.scene.add.rectangle(-5, -55, 3, 3, 0x00FFFF);
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const eyeR = this.scene.add.rectangle(5, -55, 3, 3, 0x00FFFF);
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this.eyesGroup.add([eyeL, eyeR]);
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this.eyesGroup.setDepth(this.sprite.depth + 2);
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}
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toggleState() {
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if (this.state === 'WANDER') {
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this.tame();
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} else {
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// Maybe command to stay/follow?
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// Command to stay/follow
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this.state = this.state === 'FOLLOW' ? 'STAY' : 'FOLLOW';
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console.log(`Command: ${this.state}`);
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// Visual feedback for command
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const txt = this.scene.add.text(this.sprite.x, this.sprite.y - 60, this.state, { fontSize: '12px', color: '#FFF' });
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txt.setOrigin(0.5);
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this.scene.tweens.add({ targets: txt, y: txt.y - 20, alpha: 0, duration: 1000, onComplete: () => txt.destroy() });
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}
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}
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@@ -100,12 +135,21 @@ class NPC {
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this.sprite.setScale(0.3);
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}
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// HEALTH BAR
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this.healthBarBg = this.scene.add.graphics();
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this.healthBarBg.fillStyle(0x000000, 0.5);
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this.healthBarBg.fillRect(-16, -70, 32, 4);
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this.healthBarBg.setVisible(false);
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this.healthBar = this.scene.add.graphics();
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this.healthBar.fillStyle(0x00ff00, 1);
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this.healthBar.fillRect(-16, -70, 32, 4);
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this.healthBar.setVisible(false);
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// Depth sorting
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this.updateDepth();
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}
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// ... loop update ...
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moveToGrid(targetX, targetY) {
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// Determine facing direction before moving
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const dx = targetX - this.gridX;
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@@ -133,6 +177,7 @@ class NPC {
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ease: 'Linear',
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onComplete: () => {
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this.isMoving = false;
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this.updatePosition();
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// Stop Animation
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if (this.sprite.texture.key === 'zombie_walk') {
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@@ -147,106 +192,259 @@ class NPC {
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}
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update(delta) {
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this.updateDepth(); // Continuous depth sorting
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// 1. Distance Culling
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if (this.scene.player) {
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const playerPos = this.scene.player.getPosition();
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const dist = Phaser.Math.Distance.Between(this.gridX, this.gridY, playerPos.x, playerPos.y);
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const cullDist = (this.state === 'CHASE' || this.state === 'FOLLOW') ? 50 : 30;
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if (this.isMoving) {
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return; // Že se premika
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if (dist > cullDist) {
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if (this.sprite.visible) {
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this.sprite.setVisible(false);
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if (this.healthBar) {
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this.healthBar.setVisible(false);
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this.healthBarBg.setVisible(false);
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}
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if (this.eyesGroup) this.eyesGroup.setVisible(false);
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}
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return;
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} else {
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if (!this.sprite.visible) {
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this.sprite.setVisible(true);
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if (this.eyesGroup) this.eyesGroup.setVisible(true);
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// Bars stay hidden until damaged usually
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}
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}
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}
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// Tamed logic
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// 2. Optimization: Update depth ONLY if moving
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if (this.isMoving) {
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this.updateDepth();
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this.updatePosition();
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return;
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}
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// 3. AI Logic
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if (this.type === 'zombie' && this.state !== 'TAMED' && this.state !== 'FOLLOW') {
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this.handleAggressiveAI(delta);
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} else {
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this.handlePassiveAI(delta);
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}
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this.updatePosition();
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}
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handlePassiveAI(delta) {
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if (this.state === 'TAMED' || this.state === 'FOLLOW') {
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this.followPlayer();
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return;
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}
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// Random walk - pavza med premiki
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this.pauseTime += delta;
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if (this.pauseTime >= this.maxPauseTime) {
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this.performRandomWalk();
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this.pauseTime = 0;
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}
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}
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followPlayer() {
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handleAggressiveAI(delta) {
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if (!this.scene.player) return;
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const playerPos = this.scene.player.getPosition();
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const dist = Phaser.Math.Distance.Between(this.gridX, this.gridY, playerPos.x, playerPos.y);
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// Če je precej dlje, se premakni k njemu
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if (dist > 2) {
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const dx = Math.sign(playerPos.x - this.gridX);
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const dy = Math.sign(playerPos.y - this.gridY);
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if (this.attackCooldownTimer > 0) {
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this.attackCooldownTimer -= delta;
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}
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// Move 1 tile towards player
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let targetX = this.gridX + dx;
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let targetY = this.gridY + dy;
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// Avoid occupying SAME tile as player
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if (targetX === playerPos.x && targetY === playerPos.y) {
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if (Math.random() < 0.5) targetX = this.gridX;
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else targetY = this.gridY;
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if (this.state === 'WANDER') {
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if (dist < 8) {
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this.state = 'CHASE';
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this.showEmote('!');
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} else {
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this.pauseTime += delta;
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if (this.pauseTime >= this.maxPauseTime) {
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this.performRandomWalk();
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this.pauseTime = 0;
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}
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}
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}
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else if (this.state === 'CHASE') {
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if (dist > 15) {
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this.state = 'WANDER';
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return;
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}
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if (dist <= 1.5) {
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this.tryAttack();
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} else {
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this.moveTowards(playerPos.x, playerPos.y);
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}
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}
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}
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this.moveToGrid(targetX, targetY);
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moveTowards(targetX, targetY) {
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const dx = Math.sign(targetX - this.gridX);
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const dy = Math.sign(targetY - this.gridY);
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let nextX = this.gridX + dx;
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let nextY = this.gridY + dy;
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if (this.isValidMove(nextX, nextY)) {
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this.moveToGrid(nextX, nextY);
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} else if (this.isValidMove(this.gridX + dx, this.gridY)) {
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this.moveToGrid(this.gridX + dx, this.gridY);
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} else if (this.isValidMove(this.gridX, this.gridY + dy)) {
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this.moveToGrid(this.gridX, this.gridY + dy);
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}
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}
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isValidMove(x, y) {
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const terrainSystem = this.scene.terrainSystem;
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if (!terrainSystem) return true;
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if (!this.iso.isInBounds(x, y, terrainSystem.width, terrainSystem.height)) return false;
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if (terrainSystem.tiles[y][x].type.name === 'water') return false;
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const key = `${x},${y}`;
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if (terrainSystem.decorationsMap.has(key)) {
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const decor = terrainSystem.decorationsMap.get(key);
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const solidTypes = ['tree', 'stone', 'bush', 'wall', 'ruin', 'fence', 'house', 'gravestone'];
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if (solidTypes.includes(decor.type)) return false;
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}
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return true;
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}
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tryAttack() {
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if (this.attackCooldownTimer > 0) return;
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this.attackCooldownTimer = 1500;
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if (this.sprite) {
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this.scene.tweens.add({
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targets: this.sprite,
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y: this.sprite.y - 10,
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yoyo: true, duration: 100, repeat: 1
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});
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}
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if (this.scene.statsSystem) {
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this.scene.statsSystem.takeDamage(10);
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this.scene.cameras.main.shake(100, 0.005);
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}
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}
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performRandomWalk() {
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// Naključna smer (NSEW + možnost obstati)
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const directions = [
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{ x: -1, y: 0 }, // North-West
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{ x: 1, y: 0 }, // South-East
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{ x: 0, y: -1 }, // South-West
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{ x: 0, y: 1 }, // North-East
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{ x: 0, y: 0 } // Stay (30% možnost)
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];
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const dir = Phaser.Math.RND.pick(directions);
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const targetX = this.gridX + dir.x;
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const targetY = this.gridY + dir.y;
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// Preveri kolizijo z robovi
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const terrainSystem = this.scene.terrainSystem;
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if (terrainSystem && this.iso.isInBounds(targetX, targetY, terrainSystem.width, terrainSystem.height)) {
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// Preveri da ni ista pozicija kot igralec
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if (this.scene.player) {
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const playerPos = this.scene.player.getPosition();
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if (targetX === playerPos.x && targetY === playerPos.y) {
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return; // Ne premakni se na igralca
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}
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}
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if (dir.x !== 0 || dir.y !== 0) {
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this.moveToGrid(targetX, targetY);
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}
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const dirs = [{ x: 0, y: -1 }, { x: 0, y: 1 }, { x: -1, y: 0 }, { x: 1, y: 0 }];
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const dir = dirs[Math.floor(Math.random() * dirs.length)];
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const nextX = this.gridX + dir.x;
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const nextY = this.gridY + dir.y;
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if (this.isValidMove(nextX, nextY)) {
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this.moveToGrid(nextX, nextY);
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}
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}
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followPlayer() {
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if (!this.scene.player) return;
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const playerPos = this.scene.player.getPosition();
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const dist = Phaser.Math.Distance.Between(this.gridX, this.gridY, playerPos.x, playerPos.y);
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if (dist < 2) return;
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this.moveTowards(playerPos.x, playerPos.y);
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}
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showEmote(text) {
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const emote = this.scene.add.text(this.sprite.x, this.sprite.y - 40, text, { fontSize: '20px', fontStyle: 'bold', color: '#FF0000' });
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emote.setOrigin(0.5);
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emote.setDepth(this.sprite.depth + 100);
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this.scene.tweens.add({ targets: emote, y: emote.y - 20, alpha: 0, duration: 1000, onComplete: () => emote.destroy() });
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}
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updatePosition() {
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if (!this.sprite) return;
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const screenPos = this.iso.toScreen(this.gridX, this.gridY);
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this.sprite.setPosition(
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screenPos.x + this.offsetX,
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screenPos.y + this.offsetY
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);
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if (!this.isMoving) {
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this.sprite.setPosition(
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screenPos.x + this.offsetX,
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screenPos.y + this.offsetY
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);
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}
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// BARS
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if (this.healthBar && this.healthBarBg) {
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this.healthBarBg.x = this.sprite.x;
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this.healthBarBg.y = this.sprite.y;
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this.healthBar.x = this.sprite.x;
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this.healthBar.y = this.sprite.y;
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this.healthBarBg.setDepth(this.sprite.depth + 100);
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this.healthBar.setDepth(this.sprite.depth + 101);
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}
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// EYES
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if (this.eyesGroup) {
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this.eyesGroup.setPosition(this.sprite.x, this.sprite.y);
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this.eyesGroup.setDepth(this.sprite.depth + 2);
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}
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this.updateDepth();
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}
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updateDepth() {
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// Pixel perfect sorting
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if (this.sprite) this.sprite.setDepth(this.sprite.y);
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if (this.sprite) {
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this.sprite.setDepth(this.sprite.y);
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}
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}
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getPosition() {
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return { x: this.gridX, y: this.gridY };
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takeDamage(amount) {
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this.hp -= amount;
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// Show Health Bar
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if (this.healthBar) {
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this.healthBar.setVisible(true);
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this.healthBarBg.setVisible(true);
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// Update width
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const percent = Math.max(0, this.hp / this.maxHp);
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this.healthBar.clear();
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this.healthBar.fillStyle(percent < 0.3 ? 0xff0000 : 0x00ff00, 1);
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this.healthBar.fillRect(-16, -70, 32 * percent, 4);
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}
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if (this.sprite) {
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this.sprite.setTint(0xff0000);
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this.scene.time.delayedCall(100, () => {
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if (this.sprite) {
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this.sprite.clearTint();
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// Re-apply tamed tint if tamed
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if (this.state === 'TAMED' || this.state === 'FOLLOW' || this.state === 'STAY') {
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this.sprite.setTint(0xAAFFAA);
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}
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}
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});
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}
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console.log(`Zombie HP: ${this.hp}`);
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if (this.hp <= 0) {
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this.die();
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}
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}
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die() {
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console.log('🧟💀 Zombie DEAD');
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// Spawn loot - BONE
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if (this.scene.interactionSystem && this.scene.interactionSystem.spawnLoot) {
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this.scene.interactionSystem.spawnLoot(this.gridX, this.gridY, 'item_bone');
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}
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this.destroy();
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const idx = this.scene.npcs.indexOf(this);
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if (idx > -1) this.scene.npcs.splice(idx, 1);
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}
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destroy() {
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if (this.sprite) {
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this.sprite.destroy();
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}
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if (this.sprite) this.sprite.destroy();
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if (this.healthBar) this.healthBar.destroy();
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if (this.healthBarBg) this.healthBarBg.destroy();
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if (this.eyesGroup) this.eyesGroup.destroy();
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}
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}
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@@ -6,19 +6,20 @@ class Player {
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this.gridX = gridX;
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this.gridY = gridY;
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// Terrain offset (za sinhronizacijo s terrain containerjem)
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// Terrain offset
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this.offsetX = offsetX;
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this.offsetY = offsetY;
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this.iso = new IsometricUtils(48, 24);
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// Hitrostgibanja
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// Hitrost gibanja
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this.moveSpeed = 150; // px/s
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this.gridMoveTime = 200; // ms za premik na eno kocko
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// Stanje
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this.isMoving = false;
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this.direction = 'down';
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this.lastDir = { x: 0, y: 1 }; // Default south
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// Kreira sprite
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this.createSprite();
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@@ -26,6 +27,11 @@ class Player {
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// Setup kontrole
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this.setupControls();
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// Space za napad
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this.scene.input.keyboard.on('keydown-SPACE', () => {
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this.attack();
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});
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// Začetna pozicija
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this.updatePosition();
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}
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@@ -53,7 +59,7 @@ class Player {
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// Scale logic
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if (isAnimated) {
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this.sprite.setScale(1.5); // 64px frame -> looks good around 96px total height relative to 48px tile
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this.sprite.setScale(1.5);
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} else {
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this.sprite.setScale(0.3);
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}
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@@ -61,58 +67,17 @@ class Player {
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// --- HAND / HELD ITEM SPRITE ---
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this.handSprite = this.scene.add.sprite(
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screenPos.x + this.offsetX + 10,
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screenPos.y + this.offsetY - 25, // Adjusted for new height
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screenPos.y + this.offsetY - 25,
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'item_axe'
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);
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this.handSprite.setOrigin(0.5, 0.5);
|
||||
this.handSprite.setScale(0.25);
|
||||
this.handSprite.setVisible(false);
|
||||
|
||||
// Depth sorting
|
||||
this.updateDepth();
|
||||
}
|
||||
|
||||
// ... setupControls ...
|
||||
|
||||
// ... update ...
|
||||
|
||||
moveToGrid(targetX, targetY) {
|
||||
this.isMoving = true;
|
||||
this.gridX = targetX;
|
||||
this.gridY = targetY;
|
||||
|
||||
const targetScreen = this.iso.toScreen(targetX, targetY);
|
||||
|
||||
// Play Animation
|
||||
if (this.sprite.texture.key === 'player_walk') {
|
||||
this.sprite.play('player_walk_anim', true);
|
||||
}
|
||||
|
||||
// Tween za smooth gibanje
|
||||
this.scene.tweens.add({
|
||||
targets: [this.sprite, this.handSprite], // Move both
|
||||
x: '+=' + (targetScreen.x + this.offsetX - this.sprite.x),
|
||||
y: '+=' + (targetScreen.y + this.offsetY - this.sprite.y),
|
||||
duration: this.gridMoveTime,
|
||||
ease: 'Linear',
|
||||
onComplete: () => {
|
||||
this.isMoving = false;
|
||||
this.updatePosition();
|
||||
|
||||
// Stop Animation
|
||||
if (this.sprite.texture.key === 'player_walk') {
|
||||
this.sprite.stop();
|
||||
this.sprite.setFrame(0); // Idle frame
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
// Posodobi depth
|
||||
this.updateDepth();
|
||||
}
|
||||
|
||||
setupControls() {
|
||||
// WASD kontrole
|
||||
this.keys = this.scene.input.keyboard.addKeys({
|
||||
up: Phaser.Input.Keyboard.KeyCodes.W,
|
||||
down: Phaser.Input.Keyboard.KeyCodes.S,
|
||||
@@ -121,14 +86,43 @@ class Player {
|
||||
});
|
||||
}
|
||||
|
||||
attack() {
|
||||
console.log('⚔️ Player Attack!');
|
||||
if (this.scene.interactionSystem) {
|
||||
const targetX = this.gridX + this.lastDir.x;
|
||||
const targetY = this.gridY + this.lastDir.y;
|
||||
this.scene.interactionSystem.handleInteraction(targetX, targetY, true); // true = attackMode
|
||||
}
|
||||
|
||||
// Animation
|
||||
this.scene.tweens.add({
|
||||
targets: this.handSprite,
|
||||
angle: 45, // Swing
|
||||
yoyo: true,
|
||||
duration: 100
|
||||
});
|
||||
|
||||
// Player lunge
|
||||
const lungeX = this.sprite.x + (this.lastDir.x * 10);
|
||||
const lungeY = this.sprite.y + (this.lastDir.y * 5);
|
||||
this.scene.tweens.add({
|
||||
targets: this.sprite,
|
||||
x: lungeX,
|
||||
y: lungeY,
|
||||
yoyo: true,
|
||||
duration: 50
|
||||
});
|
||||
}
|
||||
|
||||
update(delta) {
|
||||
this.updateDepth();
|
||||
if (this.isMoving) {
|
||||
this.updateDepth();
|
||||
}
|
||||
|
||||
if (!this.isMoving) {
|
||||
this.handleInput();
|
||||
}
|
||||
|
||||
// Sync Held Item with Inventory
|
||||
this.updateHeldItem();
|
||||
}
|
||||
|
||||
@@ -158,47 +152,110 @@ class Player {
|
||||
let targetX = this.gridX;
|
||||
let targetY = this.gridY;
|
||||
let moved = false;
|
||||
let facingRight = !this.sprite.flipX; // Keep current
|
||||
let facingRight = !this.sprite.flipX;
|
||||
|
||||
// WASD za isometric movement
|
||||
if (this.keys.up.isDown) { // North-West
|
||||
targetX--;
|
||||
// WASD
|
||||
let dx = 0;
|
||||
let dy = 0;
|
||||
|
||||
if (this.keys.up.isDown) {
|
||||
dx = -1; dy = 0;
|
||||
moved = true;
|
||||
facingRight = false; // Left-ish
|
||||
} else if (this.keys.down.isDown) { // South-East
|
||||
targetX++;
|
||||
facingRight = false;
|
||||
} else if (this.keys.down.isDown) {
|
||||
dx = 1; dy = 0;
|
||||
moved = true;
|
||||
facingRight = true; // Right-ish
|
||||
facingRight = true;
|
||||
}
|
||||
|
||||
if (this.keys.left.isDown) { // South-West
|
||||
targetY++; // SWAPPED: Was --
|
||||
if (this.keys.left.isDown) {
|
||||
dx = 0; dy = 1;
|
||||
moved = true;
|
||||
facingRight = false; // Left-ish
|
||||
} else if (this.keys.right.isDown) { // North-East
|
||||
targetY--; // SWAPPED: Was ++
|
||||
facingRight = false;
|
||||
} else if (this.keys.right.isDown) {
|
||||
dx = 0; dy = -1;
|
||||
moved = true;
|
||||
facingRight = true; // Right-ish
|
||||
facingRight = true;
|
||||
}
|
||||
|
||||
// Apply Facing
|
||||
this.sprite.setFlipX(!facingRight);
|
||||
// Update target
|
||||
targetX = this.gridX + dx;
|
||||
targetY = this.gridY + dy;
|
||||
|
||||
// Update Hand Position based on facing
|
||||
const handOffset = facingRight ? 10 : -10;
|
||||
this.handSprite.setX(this.sprite.x + handOffset);
|
||||
this.handSprite.setFlipX(!facingRight);
|
||||
// Update Facing Direction and Last Dir
|
||||
if (moved) {
|
||||
// Keep diagonal input clean or prioritize one axis?
|
||||
// Just use the calculated dx/dy.
|
||||
// Note: If both UP and LEFT pressed, logic above overwrites dx/dy.
|
||||
// Let's refine to allow diagonal accumulation if needed, but existing logic prioritized axis.
|
||||
// Current logic: RIGHT/LEFT overwrites UP/DOWN. This is fine for now.
|
||||
|
||||
// Preveri kolizijo z robovi mape
|
||||
this.lastDir = { x: dx, y: dy };
|
||||
this.sprite.setFlipX(!facingRight);
|
||||
|
||||
// Hand offset
|
||||
const handOffset = facingRight ? 10 : -10;
|
||||
this.handSprite.setX(this.sprite.x + handOffset);
|
||||
this.handSprite.setFlipX(!facingRight);
|
||||
}
|
||||
|
||||
// Collision Check
|
||||
const terrainSystem = this.scene.terrainSystem;
|
||||
if (moved && terrainSystem) {
|
||||
if (this.iso.isInBounds(targetX, targetY, terrainSystem.width, terrainSystem.height)) {
|
||||
this.moveToGrid(targetX, targetY);
|
||||
|
||||
const tile = terrainSystem.tiles[targetY][targetX];
|
||||
let isPassable = true;
|
||||
|
||||
if (tile.type.name === 'water') isPassable = false;
|
||||
|
||||
const key = `${targetX},${targetY}`;
|
||||
if (terrainSystem.decorationsMap.has(key)) {
|
||||
const decor = terrainSystem.decorationsMap.get(key);
|
||||
const solidTypes = ['tree', 'stone', 'bush', 'wall', 'ruin', 'fence', 'house', 'gravestone'];
|
||||
if (solidTypes.includes(decor.type)) {
|
||||
console.log('⛔ Blocked by:', decor.type);
|
||||
isPassable = false;
|
||||
}
|
||||
}
|
||||
|
||||
if (isPassable) {
|
||||
this.moveToGrid(targetX, targetY);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
moveToGrid(targetX, targetY) {
|
||||
this.isMoving = true;
|
||||
this.gridX = targetX;
|
||||
this.gridY = targetY;
|
||||
|
||||
const targetScreen = this.iso.toScreen(targetX, targetY);
|
||||
|
||||
if (this.sprite.texture.key === 'player_walk') {
|
||||
this.sprite.play('player_walk_anim', true);
|
||||
}
|
||||
|
||||
this.scene.tweens.add({
|
||||
targets: [this.sprite, this.handSprite],
|
||||
x: '+=' + (targetScreen.x + this.offsetX - this.sprite.x),
|
||||
y: '+=' + (targetScreen.y + this.offsetY - this.sprite.y),
|
||||
duration: this.gridMoveTime,
|
||||
ease: 'Linear',
|
||||
onComplete: () => {
|
||||
this.isMoving = false;
|
||||
this.updatePosition();
|
||||
|
||||
if (this.sprite.texture.key === 'player_walk') {
|
||||
this.sprite.stop();
|
||||
this.sprite.setFrame(0);
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
this.updateDepth();
|
||||
}
|
||||
|
||||
updatePosition() {
|
||||
const screenPos = this.iso.toScreen(this.gridX, this.gridY);
|
||||
@@ -207,7 +264,6 @@ class Player {
|
||||
screenPos.y + this.offsetY
|
||||
);
|
||||
|
||||
// Update hand
|
||||
const facingRight = !this.sprite.flipX;
|
||||
const handOffset = facingRight ? 10 : -10;
|
||||
this.handSprite.setPosition(
|
||||
@@ -219,7 +275,6 @@ class Player {
|
||||
}
|
||||
|
||||
updateDepth() {
|
||||
// Pixel-perfect depth sorting based on screen Y
|
||||
if (this.sprite) {
|
||||
this.sprite.setDepth(this.sprite.y);
|
||||
if (this.handSprite) this.handSprite.setDepth(this.sprite.y + 1);
|
||||
@@ -235,9 +290,7 @@ class Player {
|
||||
}
|
||||
|
||||
destroy() {
|
||||
if (this.sprite) {
|
||||
this.sprite.destroy();
|
||||
}
|
||||
if (this.sprite) this.sprite.destroy();
|
||||
}
|
||||
|
||||
dieAnimation() {
|
||||
|
||||
@@ -6,6 +6,13 @@ class GameScene extends Phaser.Scene {
|
||||
this.terrainContainer = null;
|
||||
this.player = null;
|
||||
this.npcs = []; // Array za NPCje
|
||||
|
||||
// Settings
|
||||
this.settings = {
|
||||
viewDistance: 'HIGH', // LOW, MEDIUM, HIGH
|
||||
particles: 'HIGH', // NONE, LOW, HIGH
|
||||
shadows: true
|
||||
};
|
||||
}
|
||||
|
||||
create() {
|
||||
@@ -108,6 +115,9 @@ class GameScene extends Phaser.Scene {
|
||||
console.log('🌄 Initializing Parallax System...');
|
||||
this.parallaxSystem = new ParallaxSystem(this);
|
||||
|
||||
// Generate Item Sprites for UI
|
||||
TextureGenerator.createItemSprites(this);
|
||||
|
||||
// Launch UI Scene
|
||||
console.log('🖥️ Launching UI Scene...');
|
||||
this.scene.launch('UIScene');
|
||||
@@ -115,10 +125,10 @@ class GameScene extends Phaser.Scene {
|
||||
// Initialize Save System
|
||||
this.saveSystem = new SaveSystem(this);
|
||||
|
||||
// Auto-load if available (optional, for now manual)
|
||||
// this.saveSystem.loadGame();
|
||||
// Auto-load if available
|
||||
this.saveSystem.loadGame();
|
||||
|
||||
console.log('✅ GameScene ready - FAZA 17!');
|
||||
console.log('✅ GameScene ready - FAZA 18 (Crafting & AI)!');
|
||||
}
|
||||
|
||||
setupCamera() {
|
||||
@@ -277,4 +287,12 @@ class GameScene extends Phaser.Scene {
|
||||
this.clouds.push({ sprite: cloud, speed: Phaser.Math.FloatBetween(10, 30) });
|
||||
}
|
||||
}
|
||||
|
||||
saveGame() {
|
||||
if (this.saveSystem) this.saveSystem.saveGame();
|
||||
}
|
||||
|
||||
loadGame() {
|
||||
if (this.saveSystem) this.saveSystem.loadGame();
|
||||
}
|
||||
}
|
||||
|
||||
@@ -20,9 +20,121 @@ class UIScene extends Phaser.Scene {
|
||||
this.createGoldDisplay();
|
||||
this.createClock();
|
||||
this.createDebugInfo();
|
||||
this.createSettingsButton();
|
||||
|
||||
// Resize event
|
||||
this.scale.on('resize', this.resize, this);
|
||||
|
||||
// Crafting Menu (C)
|
||||
this.input.keyboard.on('keydown-C', () => {
|
||||
this.toggleCraftingMenu();
|
||||
});
|
||||
|
||||
// Save (F5)
|
||||
this.input.keyboard.on('keydown-F5', () => {
|
||||
if (this.gameScene) this.gameScene.saveGame();
|
||||
});
|
||||
|
||||
// Factory Reset (F8) - Fix za "zginla drevesa"
|
||||
this.input.keyboard.on('keydown-F8', () => {
|
||||
console.log('🔥 FACTORY RESET - Clearing Save & Reloading...');
|
||||
localStorage.removeItem('novafarma_savefile');
|
||||
window.location.reload();
|
||||
});
|
||||
}
|
||||
|
||||
// ... (rest of class) ...
|
||||
|
||||
toggleCraftingMenu() {
|
||||
if (!this.craftingContainer) this.createCraftingMenu();
|
||||
this.craftingContainer.setVisible(!this.craftingContainer.visible);
|
||||
}
|
||||
|
||||
createCraftingMenu() {
|
||||
const w = 300;
|
||||
const h = 250;
|
||||
const x = this.scale.width / 2;
|
||||
const y = this.scale.height / 2;
|
||||
|
||||
this.craftingContainer = this.add.container(x, y);
|
||||
this.craftingContainer.setDepth(2000); // Top of everything
|
||||
|
||||
// Bg
|
||||
const bg = this.add.graphics();
|
||||
bg.fillStyle(0x222222, 0.95);
|
||||
bg.fillRect(-w / 2, -h / 2, w, h);
|
||||
bg.lineStyle(2, 0x888888, 1);
|
||||
bg.strokeRect(-w / 2, -h / 2, w, h);
|
||||
this.craftingContainer.add(bg);
|
||||
|
||||
// Title
|
||||
const title = this.add.text(0, -h / 2 + 20, 'CRAFTING', { fontSize: '24px', fontStyle: 'bold', color: '#ffffff' }).setOrigin(0.5);
|
||||
this.craftingContainer.add(title);
|
||||
|
||||
// Recipes
|
||||
const recipes = [
|
||||
{ name: 'Axe', code: '1', req: '5 Wood', type: 'axe', cost: { wood: 5 } },
|
||||
{ name: 'Pickaxe', code: '2', req: '5 Wood, 2 Stone', type: 'pickaxe', cost: { wood: 5, stone: 2 } },
|
||||
{ name: 'Hoe', code: '3', req: '3 Wood, 2 Stone', type: 'hoe', cost: { wood: 3, stone: 2 } },
|
||||
{ name: 'Sword', code: '4', req: '10 Wood, 5 Stone', type: 'sword', cost: { wood: 10, stone: 5 } }
|
||||
];
|
||||
|
||||
recipes.forEach((r, i) => {
|
||||
const rowY = -h / 2 + 70 + (i * 40);
|
||||
|
||||
// Text
|
||||
const txt = this.add.text(-w / 2 + 20, rowY, `[${r.code}] ${r.name} (${r.req})`, {
|
||||
fontSize: '16px', color: '#eeeeee'
|
||||
});
|
||||
this.craftingContainer.add(txt);
|
||||
|
||||
// Button Logic (Keyboard 1-4 works too via GameScene? No, let's localize input)
|
||||
});
|
||||
|
||||
// Instruction
|
||||
const instr = this.add.text(0, h / 2 - 20, 'Press number keys to craft', { fontSize: '12px', color: '#aaaaaa' }).setOrigin(0.5);
|
||||
this.craftingContainer.add(instr);
|
||||
|
||||
// Input listener for crafting
|
||||
this.input.keyboard.on('keydown', (e) => {
|
||||
if (!this.craftingContainer.visible) return;
|
||||
|
||||
const key = e.key;
|
||||
const recipe = recipes.find(r => r.code === key);
|
||||
if (recipe) {
|
||||
this.tryCraft(recipe);
|
||||
}
|
||||
});
|
||||
|
||||
this.craftingContainer.setVisible(false);
|
||||
}
|
||||
|
||||
tryCraft(recipe) {
|
||||
if (!this.gameScene || !this.gameScene.inventorySystem) return;
|
||||
|
||||
const inv = this.gameScene.inventorySystem;
|
||||
|
||||
// Check cost
|
||||
if (recipe.cost.wood && !inv.hasItem('wood', recipe.cost.wood)) {
|
||||
console.log('Craft fail: Wood');
|
||||
return; // Add UI feedback "Need Wood"
|
||||
}
|
||||
if (recipe.cost.stone && !inv.hasItem('stone', recipe.cost.stone)) {
|
||||
console.log('Craft fail: Stone');
|
||||
return;
|
||||
}
|
||||
|
||||
// Consume
|
||||
if (recipe.cost.wood) inv.removeItem('wood', recipe.cost.wood);
|
||||
if (recipe.cost.stone) inv.removeItem('stone', recipe.cost.stone);
|
||||
|
||||
// Add Item
|
||||
inv.addItem(recipe.type, 1);
|
||||
console.log(`Crafted ${recipe.name}!`);
|
||||
|
||||
// Flash effect
|
||||
this.cameras.main.flash(200, 0, 255, 0); // Green flash
|
||||
this.craftingContainer.setVisible(false);
|
||||
}
|
||||
|
||||
resize(gameSize) {
|
||||
@@ -35,7 +147,9 @@ class UIScene extends Phaser.Scene {
|
||||
this.createClock();
|
||||
this.createGoldDisplay();
|
||||
this.createInventoryBar();
|
||||
this.createInventoryBar();
|
||||
this.createDebugInfo();
|
||||
this.createSettingsButton();
|
||||
|
||||
// Refresh data
|
||||
if (this.gameScene) {
|
||||
@@ -539,4 +653,113 @@ class UIScene extends Phaser.Scene {
|
||||
this.tradeItemsContainer.add(btnBg);
|
||||
this.tradeItemsContainer.add(btnLabel);
|
||||
}
|
||||
|
||||
// --- SETTINGS MENU ---
|
||||
|
||||
createSettingsButton() {
|
||||
if (this.settingsBtn) this.settingsBtn.destroy();
|
||||
this.settingsBtn = this.add.text(10, 10, '⚙️ SETTINGS', {
|
||||
fontSize: '16px',
|
||||
fill: '#ffffff',
|
||||
backgroundColor: '#000000',
|
||||
padding: { x: 5, y: 5 }
|
||||
});
|
||||
this.settingsBtn.setInteractive({ useHandCursor: true });
|
||||
this.settingsBtn.on('pointerdown', () => this.toggleSettingsMenu());
|
||||
}
|
||||
|
||||
toggleSettingsMenu() {
|
||||
if (!this.settingsContainer) {
|
||||
this.createSettingsMenu();
|
||||
}
|
||||
this.settingsContainer.setVisible(!this.settingsContainer.visible);
|
||||
if (this.settingsContainer.visible) {
|
||||
this.settingsContainer.setDepth(20000); // Always on top
|
||||
}
|
||||
}
|
||||
|
||||
createSettingsMenu() {
|
||||
this.settingsContainer = this.add.container(this.width / 2, this.height / 2);
|
||||
|
||||
// BG
|
||||
const bg = this.add.graphics();
|
||||
bg.fillStyle(0x000000, 0.9);
|
||||
bg.fillRect(-150, -120, 300, 240);
|
||||
bg.lineStyle(2, 0x888888, 1);
|
||||
bg.strokeRect(-150, -120, 300, 240);
|
||||
this.settingsContainer.add(bg);
|
||||
|
||||
// Title
|
||||
const title = this.add.text(0, -90, 'SETTINGS', { fontSize: '24px', fontStyle: 'bold', fill: '#ffffff' }).setOrigin(0.5);
|
||||
this.settingsContainer.add(title);
|
||||
|
||||
// Close
|
||||
const closeBtn = this.add.text(130, -110, 'X', { fontSize: '20px', fill: '#ff0000' }).setOrigin(0.5);
|
||||
closeBtn.setInteractive({ useHandCursor: true });
|
||||
closeBtn.on('pointerdown', () => this.toggleSettingsMenu());
|
||||
this.settingsContainer.add(closeBtn);
|
||||
|
||||
// Options
|
||||
let y = -40;
|
||||
|
||||
// 1. View Distance (Simple Toggle for now: Low/High)
|
||||
this.createSettingToggle(0, y, 'VIEW DISTANCE',
|
||||
() => this.gameScene.settings.viewDistance, // getter
|
||||
(val) => { // setter
|
||||
this.gameScene.settings.viewDistance = val;
|
||||
// Apply immediately? Or next frame.
|
||||
// TerrainSystem reads it in updateCulling? We need to ensure it does.
|
||||
if (this.gameScene.terrainSystem) this.gameScene.terrainSystem.lastCullX = -9999; // Force update
|
||||
},
|
||||
['LOW', 'HIGH']
|
||||
);
|
||||
|
||||
y += 50;
|
||||
// 2. Weather Particles
|
||||
this.createSettingToggle(0, y, 'PARTICLES',
|
||||
() => this.gameScene.settings.particles,
|
||||
(val) => {
|
||||
this.gameScene.settings.particles = val;
|
||||
// Restart rain if active
|
||||
if (this.gameScene.weatherSystem && (this.gameScene.weatherSystem.currentWeather === 'rain' || this.gameScene.weatherSystem.currentWeather === 'storm')) {
|
||||
this.gameScene.weatherSystem.startRain(this.gameScene.weatherSystem.currentWeather === 'storm');
|
||||
}
|
||||
},
|
||||
['NONE', 'LOW', 'HIGH']
|
||||
);
|
||||
|
||||
y += 50;
|
||||
// 3. Shadows
|
||||
this.createSettingToggle(0, y, 'SHADOWS',
|
||||
() => this.gameScene.settings.shadows ? 'ON' : 'OFF',
|
||||
(val) => {
|
||||
this.gameScene.settings.shadows = (val === 'ON');
|
||||
// Trigger redraw? Complex. For now just saves state.
|
||||
// Maybe reload scene?
|
||||
},
|
||||
['ON', 'OFF']
|
||||
);
|
||||
}
|
||||
|
||||
createSettingToggle(x, y, label, getter, setter, options) {
|
||||
const labelText = this.add.text(x - 80, y, label, { fontSize: '16px', fill: '#aaaaaa' }).setOrigin(1, 0.5);
|
||||
this.settingsContainer.add(labelText);
|
||||
|
||||
const currentVal = getter();
|
||||
const valueText = this.add.text(x + 50, y, currentVal, { fontSize: '16px', fill: '#ffffff', fontStyle: 'bold' }).setOrigin(0.5, 0.5);
|
||||
this.settingsContainer.add(valueText);
|
||||
|
||||
// Click to cycle
|
||||
const hitArea = this.add.rectangle(x + 50, y, 100, 30, 0xffffff, 0.1);
|
||||
hitArea.setInteractive({ useHandCursor: true });
|
||||
hitArea.on('pointerdown', () => {
|
||||
const cur = getter();
|
||||
let idx = options.indexOf(cur);
|
||||
idx = (idx + 1) % options.length;
|
||||
const next = options[idx];
|
||||
setter(next);
|
||||
valueText.setText(next);
|
||||
});
|
||||
this.settingsContainer.add(hitArea);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -18,6 +18,7 @@ class FarmingSystem {
|
||||
// Let's say if it has crop and it is ripe, harvest it regardless of tool.
|
||||
if (tile.hasCrop) {
|
||||
const crop = terrain.cropsMap.get(`${gridX},${gridY}`);
|
||||
console.log('🌾 Check harvest:', crop);
|
||||
if (crop && crop.stage === 4) {
|
||||
this.harvest(gridX, gridY);
|
||||
return true;
|
||||
@@ -26,10 +27,11 @@ class FarmingSystem {
|
||||
|
||||
// 2. TILLING (Requires Hoe)
|
||||
if (toolType === 'hoe') {
|
||||
if (tile.type === 'grass' || tile.type === 'dirt') {
|
||||
const typeName = tile.type.name || tile.type;
|
||||
if (typeName.includes('grass') || typeName === 'dirt') {
|
||||
if (!tile.hasDecoration && !tile.hasCrop) {
|
||||
console.log('🚜 Tilling soil...');
|
||||
terrain.setTileType(gridX, gridY, 'farmland');
|
||||
terrain.setTileType(gridX, gridY, 'farmland'); // This sets it to string 'farmland' usually? or object? Assuming method handles it.
|
||||
// Play sound
|
||||
return true;
|
||||
}
|
||||
@@ -38,10 +40,16 @@ class FarmingSystem {
|
||||
|
||||
// 3. PLANTING (Requires Seeds)
|
||||
if (toolType === 'seeds') {
|
||||
if (tile.type === 'farmland' && !tile.hasCrop && !tile.hasDecoration) {
|
||||
const typeName = tile.type.name || tile.type;
|
||||
if (typeName === 'farmland' && !tile.hasCrop && !tile.hasDecoration) {
|
||||
console.log('🌱 Planting seeds...');
|
||||
this.plant(gridX, gridY);
|
||||
return true; // Consume seed logic handled by caller?
|
||||
|
||||
// Remove 1 seed from inventory
|
||||
if (this.scene.inventorySystem) {
|
||||
this.scene.inventorySystem.removeItem('seeds', 1);
|
||||
}
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -3,315 +3,228 @@ class InteractionSystem {
|
||||
this.scene = scene;
|
||||
this.iso = new IsometricUtils(48, 24);
|
||||
|
||||
// Input listener setup (only once)
|
||||
// Input listener setup
|
||||
this.scene.input.on('pointerdown', (pointer) => {
|
||||
if (pointer.button === 0) { // Left Click
|
||||
this.handleLeftClick(pointer);
|
||||
const worldX = pointer.worldX - this.scene.terrainOffsetX;
|
||||
const worldY = pointer.worldY - this.scene.terrainOffsetY;
|
||||
const gridPos = this.iso.toGrid(worldX, worldY);
|
||||
this.handleInteraction(gridPos.x, gridPos.y, false);
|
||||
}
|
||||
});
|
||||
|
||||
// Key E listener (Easy Interaction/Tame)
|
||||
this.scene.input.keyboard.on('keydown-E', () => {
|
||||
this.handleInteractKey();
|
||||
});
|
||||
|
||||
// Loot Array
|
||||
this.drops = [];
|
||||
}
|
||||
|
||||
handleLeftClick(pointer) {
|
||||
if (!this.scene.player) return;
|
||||
|
||||
// 1. Account for camera and offset
|
||||
const worldX = pointer.worldX - this.scene.terrainOffsetX;
|
||||
const worldY = pointer.worldY - this.scene.terrainOffsetY;
|
||||
|
||||
// 2. Convert to Grid
|
||||
const gridPos = this.iso.toGrid(worldX, worldY);
|
||||
|
||||
// 3. Check distance
|
||||
handleInteractKey() {
|
||||
if (!this.scene.player || !this.scene.npcs) return;
|
||||
const playerPos = this.scene.player.getPosition();
|
||||
const dist = Phaser.Math.Distance.Between(playerPos.x, playerPos.y, gridPos.x, gridPos.y);
|
||||
|
||||
// Allow interaction within radius of 2.5 tiles
|
||||
if (dist > 2.5) {
|
||||
console.log('Too far:', dist.toFixed(1));
|
||||
return;
|
||||
}
|
||||
// Find nearest NPC
|
||||
let nearest = null;
|
||||
let minDist = 2.5; // Interaction range
|
||||
|
||||
console.log(`☝️ Clicked tile: ${gridPos.x},${gridPos.y}`);
|
||||
|
||||
// DETERMINE TOOL / ACTION
|
||||
let activeTool = null;
|
||||
const uiScene = this.scene.scene.get('UIScene');
|
||||
const invSys = this.scene.inventorySystem;
|
||||
|
||||
if (uiScene && invSys) {
|
||||
const selectedIdx = uiScene.selectedSlot;
|
||||
const slotData = invSys.slots[selectedIdx];
|
||||
if (slotData) activeTool = slotData.type;
|
||||
}
|
||||
|
||||
// 0. Build Mode Override
|
||||
if (this.scene.buildingSystem && this.scene.buildingSystem.isBuildMode) {
|
||||
this.scene.buildingSystem.tryBuild(gridPos.x, gridPos.y);
|
||||
return; // Consume click
|
||||
}
|
||||
|
||||
// 3.5 Check for NPC Click
|
||||
if (this.scene.npcs) {
|
||||
for (const npc of this.scene.npcs) {
|
||||
if (Math.abs(npc.gridX - gridPos.x) < 2.5 && Math.abs(npc.gridY - gridPos.y) < 2.5) {
|
||||
console.log(`🗣️ Interact with NPC: ${npc.type}`);
|
||||
|
||||
if (npc.type === 'zombie') {
|
||||
// Taming Logic
|
||||
npc.toggleState();
|
||||
return; // Done
|
||||
}
|
||||
|
||||
if (npc.type === 'merchant') {
|
||||
// Open Trade Menu
|
||||
if (uiScene && invSys) {
|
||||
uiScene.showTradeMenu(invSys);
|
||||
}
|
||||
return; // Stop processing
|
||||
}
|
||||
return; // Stop processing other clicks (farming/terrain) if clicked NPC
|
||||
}
|
||||
for (const npc of this.scene.npcs) {
|
||||
const d = Phaser.Math.Distance.Between(playerPos.x, playerPos.y, npc.gridX, npc.gridY);
|
||||
if (d < minDist) {
|
||||
minDist = d;
|
||||
nearest = npc;
|
||||
}
|
||||
}
|
||||
|
||||
// 4. Try Farming Action (Tilling, Planting, Harvesting)
|
||||
if (this.scene.farmingSystem) {
|
||||
const didFarm = this.scene.farmingSystem.interact(gridPos.x, gridPos.y, activeTool);
|
||||
if (didFarm) {
|
||||
// Animation?
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
// 5. Try damage decoration
|
||||
const id = `${gridPos.x},${gridPos.y}`;
|
||||
if (this.scene.terrainSystem.decorationsMap.has(id)) {
|
||||
const decor = this.scene.terrainSystem.decorationsMap.get(id);
|
||||
|
||||
// Calculate Damage based on Tool
|
||||
let damage = 1; // Default hand damage
|
||||
|
||||
// Tool Logic
|
||||
if (decor.type === 'tree' && activeTool === 'axe') {
|
||||
damage = 3; // Axe destroys tree fast
|
||||
} else if ((decor.type === 'bush' || decor.type === 'stone') && activeTool === 'pickaxe') {
|
||||
damage = 3; // Pickaxe destroys stone fast
|
||||
}
|
||||
|
||||
// Apply damage
|
||||
const result = this.scene.terrainSystem.damageDecoration(gridPos.x, gridPos.y, damage);
|
||||
|
||||
if (result === 'destroyed') {
|
||||
// Play proper sound
|
||||
if (decor.type === 'tree') {
|
||||
if (this.scene.soundManager) this.scene.soundManager.playChop();
|
||||
} else {
|
||||
// Play stone break sound (using chop for now or generic hit)
|
||||
if (this.scene.soundManager) this.scene.soundManager.playChop();
|
||||
}
|
||||
|
||||
// AUTO-LOOT directly to Inventory
|
||||
let lootType = 'wood'; // Default
|
||||
let lootCount = 1;
|
||||
|
||||
if (decor.type === 'tree') {
|
||||
lootType = 'wood';
|
||||
lootCount = 3 + Math.floor(Math.random() * 3); // 3-5 wood
|
||||
} else if (decor.type === 'bush' || decor.type === 'stone') {
|
||||
lootType = 'stone';
|
||||
lootCount = 2 + Math.floor(Math.random() * 3); // 2-4 stone
|
||||
} else if (decor.type === 'flower') {
|
||||
lootType = 'seeds'; // Flowers drop seeds? Or flower item?
|
||||
lootCount = 1;
|
||||
}
|
||||
|
||||
console.log(`🎁 Auto-looted: ${lootCount}x ${lootType}`);
|
||||
|
||||
if (invSys) {
|
||||
invSys.addItem(lootType, lootCount);
|
||||
|
||||
// Show floating text feedback " +3 Wood "
|
||||
const screenPos = this.iso.toScreen(gridPos.x, gridPos.y);
|
||||
const txt = this.scene.add.text(
|
||||
screenPos.x + this.scene.terrainOffsetX,
|
||||
screenPos.y + this.scene.terrainOffsetY - 30,
|
||||
`+${lootCount} ${lootType.toUpperCase()}`,
|
||||
{ fontSize: '14px', fill: '#ffff00', stroke: '#000', strokeThickness: 2 }
|
||||
);
|
||||
txt.setOrigin(0.5);
|
||||
this.scene.tweens.add({
|
||||
targets: txt,
|
||||
y: txt.y - 40,
|
||||
alpha: 0,
|
||||
duration: 1000,
|
||||
onComplete: () => txt.destroy()
|
||||
});
|
||||
}
|
||||
|
||||
} else if (result === 'hit') {
|
||||
// Play hit sound
|
||||
if (this.scene.soundManager) this.scene.soundManager.playChop();
|
||||
if (nearest) {
|
||||
console.log('E Interacted with:', nearest.type);
|
||||
if (nearest.type === 'zombie') {
|
||||
// Always Tame on E key (Combat is Space/Click)
|
||||
nearest.tame();
|
||||
} else {
|
||||
nearest.toggleState(); // Merchant/NPC talk
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
handleDecorationClick(gridX, gridY) {
|
||||
handleInteraction(gridX, gridY, isAttack = false) {
|
||||
if (!this.scene.player) return;
|
||||
|
||||
// Check distance
|
||||
// 3. Check distance
|
||||
const playerPos = this.scene.player.getPosition();
|
||||
const dist = Phaser.Math.Distance.Between(playerPos.x, playerPos.y, gridX, gridY);
|
||||
|
||||
if (dist > 3.0) { // Slightly increased radius for easier clicking
|
||||
console.log('Too far:', dist.toFixed(1));
|
||||
return;
|
||||
}
|
||||
// Allow interaction within radius of 2.5 tiles (1.5 for attack)
|
||||
const maxDist = isAttack ? 1.5 : 2.5;
|
||||
if (dist > maxDist) return;
|
||||
|
||||
// Get Active Tool
|
||||
let activeTool = null;
|
||||
// DETERMINE TOOL
|
||||
let activeTool = isAttack ? 'sword' : null;
|
||||
const uiScene = this.scene.scene.get('UIScene');
|
||||
const invSys = this.scene.inventorySystem;
|
||||
|
||||
if (uiScene && invSys) {
|
||||
if (uiScene && invSys && !isAttack) {
|
||||
const selectedIdx = uiScene.selectedSlot;
|
||||
const slotData = invSys.slots[selectedIdx];
|
||||
if (slotData) activeTool = slotData.type;
|
||||
}
|
||||
|
||||
// REUSE LOGIC
|
||||
if (isAttack && invSys) {
|
||||
const selectedIdx = uiScene.selectedSlot;
|
||||
const slotData = invSys.slots[selectedIdx];
|
||||
if (slotData) activeTool = slotData.type;
|
||||
}
|
||||
|
||||
// 0. Build Mode Override (Only click)
|
||||
if (!isAttack && this.scene.buildingSystem && this.scene.buildingSystem.isBuildMode) {
|
||||
this.scene.buildingSystem.tryBuild(gridX, gridY);
|
||||
return;
|
||||
}
|
||||
|
||||
// 3.5 Check for NPC Interaction
|
||||
if (this.scene.npcs) {
|
||||
for (const npc of this.scene.npcs) {
|
||||
// Increased radius to 1.8 to catch moving NPCs easier
|
||||
if (Math.abs(npc.gridX - gridX) < 1.8 && Math.abs(npc.gridY - gridY) < 1.8) {
|
||||
|
||||
if (npc.type === 'merchant' && !isAttack) {
|
||||
if (uiScene && invSys) uiScene.showTradeMenu(invSys);
|
||||
return;
|
||||
}
|
||||
|
||||
if (npc.type === 'zombie') {
|
||||
// Logic: Attack vs Tame
|
||||
const isWeapon = activeTool === 'sword' || activeTool === 'axe' || activeTool === 'pickaxe';
|
||||
|
||||
if (isAttack || isWeapon) {
|
||||
// COMBAT
|
||||
let damage = 1;
|
||||
if (activeTool === 'sword') damage = 5;
|
||||
if (activeTool === 'axe') damage = 3;
|
||||
if (activeTool === 'pickaxe') damage = 2;
|
||||
|
||||
if (npc.takeDamage) {
|
||||
npc.takeDamage(damage);
|
||||
}
|
||||
return;
|
||||
}
|
||||
else {
|
||||
// TAME ATTEMPT
|
||||
console.log('🤝 Attempting to TAME zombie at', npc.gridX, npc.gridY);
|
||||
npc.tame();
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
if (!isAttack) npc.toggleState();
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 4. Try Farming Action
|
||||
if (this.scene.farmingSystem && !isAttack) {
|
||||
const didFarm = this.scene.farmingSystem.interact(gridX, gridY, activeTool);
|
||||
if (didFarm) return;
|
||||
}
|
||||
|
||||
// 5. Try damage decoration
|
||||
const id = `${gridX},${gridY}`;
|
||||
if (this.scene.terrainSystem.decorationsMap.has(id)) {
|
||||
const decor = this.scene.terrainSystem.decorationsMap.get(id);
|
||||
|
||||
// Calculate Damage based on Tool
|
||||
let damage = 1; // Default hand damage
|
||||
let damage = 1;
|
||||
|
||||
// Tool Logic
|
||||
if (decor.type === 'tree' && activeTool === 'axe') {
|
||||
damage = 3; // Axe destroys tree fast
|
||||
} else if ((decor.type === 'bush' || decor.type === 'stone') && activeTool === 'pickaxe') {
|
||||
damage = 3; // Pickaxe destroys stone fast
|
||||
if (decor.type === 'tree') {
|
||||
damage = (activeTool === 'axe') ? 3 : 1;
|
||||
if (!isAttack && activeTool !== 'axe') return;
|
||||
}
|
||||
else if (decor.type === 'stone') {
|
||||
damage = (activeTool === 'pickaxe') ? 3 : 1;
|
||||
if (!isAttack && activeTool !== 'pickaxe') return;
|
||||
}
|
||||
else if (decor.type === 'bush') damage = 2;
|
||||
|
||||
// Apply damage
|
||||
const result = this.scene.terrainSystem.damageDecoration(gridX, gridY, damage);
|
||||
decor.hp -= damage;
|
||||
this.showFloatingText(`${-damage}`, gridX, gridY, '#ffaaaa');
|
||||
|
||||
if (result === 'destroyed') {
|
||||
// Play proper sound
|
||||
if (decor.type === 'tree') {
|
||||
if (this.scene.soundManager) this.scene.soundManager.playChop();
|
||||
} else {
|
||||
if (this.scene.soundManager) this.scene.soundManager.playChop();
|
||||
if (decor.hp <= 0) {
|
||||
const type = this.scene.terrainSystem.removeDecoration(gridX, gridY);
|
||||
// Loot logic
|
||||
let loot = 'wood';
|
||||
if (type === 'stone') loot = 'stone';
|
||||
if (type === 'bush') loot = 'seeds'; // Maybe berries?
|
||||
if (type === 'tree') {
|
||||
this.spawnLoot(gridX, gridY, 'wood');
|
||||
this.spawnLoot(gridX, gridY, 'wood');
|
||||
this.spawnLoot(gridX, gridY, 'wood');
|
||||
}
|
||||
else {
|
||||
this.spawnLoot(gridX, gridY, loot);
|
||||
}
|
||||
|
||||
// AUTO-LOOT directly to Inventory
|
||||
let lootType = 'wood'; // Default
|
||||
let lootCount = 1;
|
||||
|
||||
if (decor.type === 'tree') {
|
||||
lootType = 'wood';
|
||||
lootCount = 3 + Math.floor(Math.random() * 3); // 3-5 wood
|
||||
} else if (decor.type === 'bush' || decor.type === 'stone') {
|
||||
lootType = 'stone';
|
||||
lootCount = 2 + Math.floor(Math.random() * 3); // 2-4 stone
|
||||
} else if (decor.type === 'flower') {
|
||||
lootType = 'seeds';
|
||||
lootCount = 1;
|
||||
}
|
||||
|
||||
console.log(`🎁 Auto-looted: ${lootCount}x ${lootType}`);
|
||||
|
||||
if (invSys) {
|
||||
invSys.addItem(lootType, lootCount);
|
||||
|
||||
// Show floating text feedback
|
||||
const screenPos = this.iso.toScreen(gridX, gridY);
|
||||
const txt = this.scene.add.text(
|
||||
screenPos.x + this.scene.terrainOffsetX,
|
||||
screenPos.y + this.scene.terrainOffsetY - 30,
|
||||
`+${lootCount} ${lootType.toUpperCase()}`,
|
||||
{ fontSize: '14px', fill: '#ffff00', stroke: '#000', strokeThickness: 2 }
|
||||
);
|
||||
txt.setOrigin(0.5);
|
||||
} else {
|
||||
// Shake visual
|
||||
const sprite = this.scene.terrainSystem.visibleDecorations.get(id);
|
||||
if (sprite) {
|
||||
this.scene.tweens.add({
|
||||
targets: txt,
|
||||
y: txt.y - 40,
|
||||
alpha: 0,
|
||||
duration: 1000,
|
||||
onComplete: () => txt.destroy()
|
||||
targets: sprite,
|
||||
x: sprite.x + 2, yoyo: true, duration: 50, repeat: 2
|
||||
});
|
||||
sprite.setTint(0xffaaaa);
|
||||
this.scene.time.delayedCall(200, () => sprite.clearTint());
|
||||
}
|
||||
|
||||
} else if (result === 'hit') {
|
||||
if (this.scene.soundManager) this.scene.soundManager.playChop();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
showFloatingText(text, gridX, gridY, color) {
|
||||
const screenPos = this.iso.toScreen(gridX, gridY);
|
||||
const txt = this.scene.add.text(
|
||||
screenPos.x + this.scene.terrainOffsetX,
|
||||
screenPos.y + this.scene.terrainOffsetY - 30,
|
||||
text,
|
||||
{ fontSize: '14px', fill: color, stroke: '#000', strokeThickness: 2 }
|
||||
).setOrigin(0.5);
|
||||
this.scene.tweens.add({ targets: txt, y: txt.y - 40, alpha: 0, duration: 1000, onComplete: () => txt.destroy() });
|
||||
}
|
||||
|
||||
spawnLoot(gridX, gridY, type) {
|
||||
console.log(`🎁 Spawning ${type} at ${gridX},${gridY}`);
|
||||
|
||||
// Convert to Screen
|
||||
const screenPos = this.iso.toScreen(gridX, gridY);
|
||||
const x = screenPos.x + this.scene.terrainOffsetX;
|
||||
const y = screenPos.y + this.scene.terrainOffsetY;
|
||||
|
||||
// Create simplistic item drop sprite
|
||||
let symbol = '?';
|
||||
if (type === 'wood') symbol = '🪵';
|
||||
if (type === 'stone') symbol = '🪨';
|
||||
if (type === 'seeds') symbol = '🌱';
|
||||
if (type === 'wheat') symbol = '🌾';
|
||||
if (type === 'hoe') symbol = '🛠️';
|
||||
if (type === 'axe') symbol = '🪓';
|
||||
if (type === 'item_bone') symbol = '🦴';
|
||||
|
||||
const drop = this.scene.add.text(x, y - 20, symbol, { fontSize: '20px' });
|
||||
drop.setOrigin(0.5);
|
||||
drop.setDepth(this.iso.getDepth(gridX, gridY) + 500); // above tiles
|
||||
drop.setDepth(this.iso.getDepth(gridX, gridY) + 500);
|
||||
|
||||
// Bounce animation
|
||||
this.scene.tweens.add({
|
||||
targets: drop,
|
||||
y: y - 40,
|
||||
duration: 500,
|
||||
yoyo: true,
|
||||
ease: 'Sine.easeOut',
|
||||
repeat: -1
|
||||
targets: drop, y: y - 40, duration: 500, yoyo: true, ease: 'Sine.easeOut', repeat: -1
|
||||
});
|
||||
|
||||
this.drops.push({
|
||||
gridX,
|
||||
gridY,
|
||||
sprite: drop,
|
||||
type: type
|
||||
});
|
||||
this.drops.push({ gridX, gridY, sprite: drop, type: type });
|
||||
}
|
||||
|
||||
update() {
|
||||
// Check for player pickup
|
||||
if (!this.scene.player) return;
|
||||
|
||||
const playerPos = this.scene.player.getPosition();
|
||||
|
||||
// Filter drops to pick up
|
||||
for (let i = this.drops.length - 1; i >= 0; i--) {
|
||||
const drop = this.drops[i];
|
||||
|
||||
// Check if player is ON the drop tile
|
||||
if (Math.abs(drop.gridX - playerPos.x) < 0.8 && Math.abs(drop.gridY - playerPos.y) < 0.8) {
|
||||
// Pick up!
|
||||
console.log('🎒 Picked up:', drop.type);
|
||||
|
||||
// Play pickup sound
|
||||
if (this.scene.soundManager) this.scene.soundManager.playPickup();
|
||||
|
||||
// Add to inventory
|
||||
if (this.scene.inventorySystem) {
|
||||
this.scene.inventorySystem.addItem(drop.type, 1);
|
||||
}
|
||||
|
||||
// Destroy visual
|
||||
if (this.scene.inventorySystem) this.scene.inventorySystem.addItem(drop.type, 1);
|
||||
drop.sprite.destroy();
|
||||
this.drops.splice(i, 1);
|
||||
}
|
||||
|
||||
@@ -13,7 +13,6 @@ class TerrainSystem {
|
||||
this.decorations = []; // Array za save/load compat
|
||||
this.decorationsMap = new Map(); // Fast lookup key->decor
|
||||
this.cropsMap = new Map(); // Store dynamic crops separately
|
||||
|
||||
// Render state monitoring
|
||||
this.visibleTiles = new Map(); // Key: "x,y", Value: Sprite
|
||||
this.visibleDecorations = new Map(); // Key: "x,y", Value: Sprite
|
||||
@@ -22,6 +21,13 @@ class TerrainSystem {
|
||||
this.offsetX = 0;
|
||||
this.offsetY = 0;
|
||||
|
||||
// Culling optimization
|
||||
this.lastCullX = -9999;
|
||||
this.lastCullY = -9999;
|
||||
|
||||
// Object Pools
|
||||
// Tiles will use Blitter, so no Sprite Pool needed for them.
|
||||
this.blitters = new Map(); // Key: textureKey, Value: Blitter Object
|
||||
// Object Pools
|
||||
this.tilePool = new ObjectPool(
|
||||
() => {
|
||||
@@ -251,6 +257,8 @@ class TerrainSystem {
|
||||
// Zagotovi teksture
|
||||
this.createTileTextures();
|
||||
|
||||
// DELETED Blitter Init
|
||||
|
||||
// Zagotovi decoration teksture - check for custom sprites first
|
||||
if (!this.scene.textures.exists('flower')) {
|
||||
TextureGenerator.createFlowerSprite(this.scene, 'flower');
|
||||
@@ -496,7 +504,7 @@ class TerrainSystem {
|
||||
|
||||
// Force Visual Update immediately?
|
||||
// updateCulling will catch it on next frame, but to be safe:
|
||||
// Or leave it to update loop.
|
||||
this.lastCullX = -9999; // Force update
|
||||
|
||||
return true;
|
||||
}
|
||||
@@ -524,7 +532,9 @@ class TerrainSystem {
|
||||
const key = `${x},${y}`;
|
||||
this.cropsMap.set(key, cropData);
|
||||
this.tiles[y][x].hasCrop = true;
|
||||
// updateCulling loop will pick it up on next frame
|
||||
this.tiles[y][x].hasCrop = true;
|
||||
// updateCulling loop will pick it up on next frame but we force it
|
||||
this.lastCullX = -9999;
|
||||
}
|
||||
|
||||
removeCrop(x, y) {
|
||||
@@ -558,14 +568,32 @@ class TerrainSystem {
|
||||
|
||||
// Update culling (called every frame)
|
||||
updateCulling(camera) {
|
||||
// Throttling Optimization - TEMPORARILY DISABLED FOR DEBUG
|
||||
// const dist = Phaser.Math.Distance.Between(camera.scrollX, camera.scrollY, this.lastCullX, this.lastCullY);
|
||||
// if (dist < 50) return;
|
||||
|
||||
// Debug log once
|
||||
if (!this.hasLogged) {
|
||||
console.log('UpdateCulling running. Camera:', camera.scrollX, camera.scrollY);
|
||||
this.hasLogged = true;
|
||||
}
|
||||
|
||||
this.lastCullX = camera.scrollX;
|
||||
this.lastCullY = camera.scrollY;
|
||||
|
||||
// ... (rest of setup)
|
||||
|
||||
const view = camera.worldView;
|
||||
const buffer = 200;
|
||||
// Optimization: Adjust buffer based on View Distance setting
|
||||
let buffer = 200;
|
||||
if (this.scene.settings && this.scene.settings.viewDistance === 'LOW') {
|
||||
buffer = 50;
|
||||
}
|
||||
const left = view.x - buffer - this.offsetX;
|
||||
const top = view.y - buffer - this.offsetY;
|
||||
const right = view.x + view.width + buffer - this.offsetX;
|
||||
const bottom = view.y + view.height + buffer - this.offsetY;
|
||||
|
||||
// Calculate visible bounding box (rough)
|
||||
const p1 = this.iso.toGrid(left, top);
|
||||
const p2 = this.iso.toGrid(right, top);
|
||||
const p3 = this.iso.toGrid(left, bottom);
|
||||
@@ -576,6 +604,12 @@ class TerrainSystem {
|
||||
const minGridY = Math.floor(Math.min(p1.y, p2.y, p3.y, p4.y));
|
||||
const maxGridY = Math.ceil(Math.max(p1.y, p2.y, p3.y, p4.y));
|
||||
|
||||
// Debug bounds once
|
||||
if (!this.hasLoggedBounds) {
|
||||
console.log('Culling Bounds:', minGridX, maxGridX, minGridY, maxGridY);
|
||||
this.hasLoggedBounds = true;
|
||||
}
|
||||
|
||||
const startX = Math.max(0, minGridX);
|
||||
const endX = Math.min(this.width, maxGridX);
|
||||
const startY = Math.max(0, minGridY);
|
||||
@@ -587,118 +621,112 @@ class TerrainSystem {
|
||||
|
||||
for (let y = startY; y < endY; y++) {
|
||||
for (let x = startX; x < endX; x++) {
|
||||
const key = `${x},${y}`;
|
||||
neededKeys.add(key);
|
||||
if (x >= 0 && x < this.width && y >= 0 && y < this.height) {
|
||||
const key = `${x},${y}`;
|
||||
neededKeys.add(key);
|
||||
|
||||
// Tile Logic
|
||||
if (!this.visibleTiles.has(key)) {
|
||||
const tilePos = this.iso.toScreen(x, y);
|
||||
const tileData = this.tiles[y][x];
|
||||
// Tile Logic
|
||||
if (!this.visibleTiles.has(key)) {
|
||||
const tilePos = this.iso.toScreen(x, y);
|
||||
const tileData = this.tiles[y][x];
|
||||
|
||||
const sprite = this.tilePool.get();
|
||||
sprite.setTexture(tileData.texture);
|
||||
// Get from Pool
|
||||
const sprite = this.tilePool.get();
|
||||
sprite.setTexture(tileData.texture);
|
||||
|
||||
// Elevation effect: MOČAN vertikalni offset za hribe
|
||||
const elevationOffset = tileData.elevation * -25; // Povečano iz -10 na -25
|
||||
sprite.setPosition(
|
||||
tilePos.x + this.offsetX,
|
||||
tilePos.y + this.offsetY + elevationOffset
|
||||
);
|
||||
// Elevation effect
|
||||
const elevationOffset = tileData.elevation * -25;
|
||||
sprite.setPosition(
|
||||
tilePos.x + this.offsetX,
|
||||
tilePos.y + this.offsetY + elevationOffset
|
||||
);
|
||||
|
||||
// DRAMATIČNO senčenje glede na višino
|
||||
if (tileData.type === 'grass') {
|
||||
let brightness = 1.0;
|
||||
|
||||
if (tileData.elevation > 0.5) {
|
||||
// Visoko = svetlo (1.0 - 1.5)
|
||||
brightness = 1.0 + (tileData.elevation - 0.5) * 1.0;
|
||||
// Senčenje
|
||||
if (tileData.type.includes('grass')) {
|
||||
let brightness = 1.0;
|
||||
if (tileData.elevation > 0.5) {
|
||||
brightness = 1.0 + (tileData.elevation - 0.5) * 1.0;
|
||||
} else {
|
||||
brightness = 0.7 + tileData.elevation * 0.6;
|
||||
}
|
||||
sprite.setTint(Phaser.Display.Color.GetColor(
|
||||
Math.min(255, Math.floor(92 * brightness)),
|
||||
Math.min(255, Math.floor(184 * brightness)),
|
||||
Math.min(255, Math.floor(92 * brightness))
|
||||
));
|
||||
} else {
|
||||
// Nizko = temno (0.7 - 1.0)
|
||||
brightness = 0.7 + tileData.elevation * 0.6;
|
||||
sprite.clearTint();
|
||||
}
|
||||
|
||||
sprite.setTint(Phaser.Display.Color.GetColor(
|
||||
Math.min(255, Math.floor(92 * brightness)),
|
||||
Math.min(255, Math.floor(184 * brightness)),
|
||||
Math.min(255, Math.floor(92 * brightness))
|
||||
));
|
||||
// FIXED DEPTH FOR DEBUG
|
||||
sprite.setDepth(-1000);
|
||||
sprite.setVisible(true);
|
||||
|
||||
this.visibleTiles.set(key, sprite);
|
||||
}
|
||||
|
||||
sprite.setDepth(this.iso.getDepth(x, y) - 2000); // Tiles always in background
|
||||
// Crop Logic
|
||||
if (this.tiles[y][x].hasCrop) {
|
||||
neededCropKeys.add(key);
|
||||
if (!this.visibleCrops.has(key)) {
|
||||
const cropData = this.cropsMap.get(key);
|
||||
if (cropData) {
|
||||
const cropPos = this.iso.toScreen(x, y);
|
||||
const tileData = this.tiles[y][x];
|
||||
const elevationOffset = tileData.elevation * -25;
|
||||
|
||||
this.visibleTiles.set(key, sprite);
|
||||
}
|
||||
const sprite = this.cropPool.get();
|
||||
sprite.setTexture(`crop_stage_${cropData.stage}`);
|
||||
sprite.setPosition(
|
||||
cropPos.x + this.offsetX,
|
||||
cropPos.y + this.offsetY + this.iso.tileHeight / 2 + elevationOffset
|
||||
);
|
||||
// Crop depth = Y pos
|
||||
const depth = this.iso.getDepth(x, y);
|
||||
sprite.setDepth(depth);
|
||||
|
||||
// Elevation effect matching tile logic
|
||||
const tileData = this.tiles[y][x];
|
||||
const elevationOffset = tileData.elevation * -25;
|
||||
|
||||
// Crop Logic
|
||||
if (this.tiles[y][x].hasCrop) {
|
||||
neededCropKeys.add(key);
|
||||
if (!this.visibleCrops.has(key)) {
|
||||
const cropData = this.cropsMap.get(key);
|
||||
if (cropData) {
|
||||
const cropPos = this.iso.toScreen(x, y);
|
||||
const sprite = this.cropPool.get();
|
||||
sprite.setTexture(`crop_stage_${cropData.stage}`);
|
||||
sprite.setPosition(
|
||||
cropPos.x + this.offsetX,
|
||||
cropPos.y + this.offsetY + this.iso.tileHeight / 2 + elevationOffset
|
||||
);
|
||||
// Crop depth = Y pos
|
||||
const depth = this.iso.getDepth(x, y);
|
||||
sprite.setDepth(depth);
|
||||
|
||||
this.visibleCrops.set(key, sprite);
|
||||
this.visibleCrops.set(key, sprite);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Decoration Logic
|
||||
if (this.tiles[y][x].hasDecoration) {
|
||||
neededDecorKeys.add(key);
|
||||
// Decoration Logic
|
||||
if (this.tiles[y][x].hasDecoration) {
|
||||
neededDecorKeys.add(key);
|
||||
|
||||
if (!this.visibleDecorations.has(key)) {
|
||||
// Fast lookup from map
|
||||
const decor = this.decorationsMap.get(key);
|
||||
if (!this.visibleDecorations.has(key)) {
|
||||
// Fast lookup from map
|
||||
const decor = this.decorationsMap.get(key);
|
||||
const tileData = this.tiles[y][x];
|
||||
const elevationOffset = tileData.elevation * -25;
|
||||
|
||||
if (decor) {
|
||||
const decorPos = this.iso.toScreen(x, y);
|
||||
const sprite = this.decorationPool.get();
|
||||
sprite.setTexture(decor.type);
|
||||
if (decor) {
|
||||
const decorPos = this.iso.toScreen(x, y);
|
||||
const sprite = this.decorationPool.get();
|
||||
sprite.setTexture(decor.type);
|
||||
|
||||
// Apply same elevation offset as tile
|
||||
sprite.setPosition(
|
||||
decorPos.x + this.offsetX,
|
||||
decorPos.y + this.offsetY + this.iso.tileHeight / 2 + elevationOffset
|
||||
);
|
||||
// Apply same elevation offset as tile
|
||||
sprite.setPosition(
|
||||
decorPos.x + this.offsetX,
|
||||
decorPos.y + this.offsetY + this.iso.tileHeight / 2 + elevationOffset
|
||||
);
|
||||
|
||||
const depth = this.iso.getDepth(x, y);
|
||||
// Depth strategy: Base of object sorting.
|
||||
// Add small offset based on type if needed, but mainly use Y
|
||||
sprite.setDepth(depth);
|
||||
const depth = this.iso.getDepth(x, y);
|
||||
// Depth strategy: Base of object sorting.
|
||||
// Add small offset based on type if needed, but mainly use Y
|
||||
sprite.setDepth(depth);
|
||||
|
||||
// Apply scale if present
|
||||
if (decor.scale) sprite.setScale(decor.scale);
|
||||
else sprite.setScale(1);
|
||||
// Apply scale if present
|
||||
if (decor.scale) sprite.setScale(decor.scale);
|
||||
else sprite.setScale(1);
|
||||
|
||||
sprite.flipX = (x + y) % 2 === 0;
|
||||
sprite.flipX = (x + y) % 2 === 0;
|
||||
|
||||
// INTERACTIVITY FIX: Allow clicking sprites directly
|
||||
sprite.setInteractive({ pixelPerfect: true, useHandCursor: true });
|
||||
// Sprites are just visual now, interaction handled by InteractionSystem via grid
|
||||
// sprite.setInteractive(...) removed to fix conflicts
|
||||
|
||||
// Clear old listeners
|
||||
sprite.off('pointerdown');
|
||||
// Add click listener
|
||||
sprite.on('pointerdown', (pointer) => {
|
||||
if (this.scene.interactionSystem) {
|
||||
// Manually trigger interaction logic
|
||||
this.scene.interactionSystem.handleDecorationClick(x, y);
|
||||
}
|
||||
});
|
||||
|
||||
this.visibleDecorations.set(key, sprite);
|
||||
this.visibleDecorations.set(key, sprite);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -11,7 +11,8 @@ class WeatherSystem {
|
||||
this.currentWeather = 'clear';
|
||||
this.weatherDuration = 0;
|
||||
this.maxWeatherDuration = 10000; // Random duration logic handles this
|
||||
this.rainParticles = []; // {x, y, speed, length}
|
||||
this.rainEmitter = null; // Replaced manual Array with Emitter
|
||||
|
||||
|
||||
// --- State ---
|
||||
this.currentPhase = 'day';
|
||||
@@ -90,20 +91,7 @@ class WeatherSystem {
|
||||
}
|
||||
|
||||
updateWeatherPhysics(delta) {
|
||||
if (this.currentWeather === 'rain' || this.currentWeather === 'storm') {
|
||||
const width = this.scene.scale.width;
|
||||
const height = this.scene.scale.height;
|
||||
|
||||
for (const drop of this.rainParticles) {
|
||||
drop.y += (drop.speed * delta) / 1000;
|
||||
|
||||
// Wrap around
|
||||
if (drop.y > height) {
|
||||
drop.y = -10;
|
||||
drop.x = Math.random() * width;
|
||||
}
|
||||
}
|
||||
}
|
||||
// Optimisation: Physics now handled by Phaser Particles
|
||||
}
|
||||
|
||||
render() {
|
||||
@@ -168,14 +156,7 @@ class WeatherSystem {
|
||||
overlay.fillStyle(0x000033, isDark);
|
||||
overlay.fillRect(0, 0, width, height);
|
||||
|
||||
// Draw drops
|
||||
overlay.lineStyle(1, 0x88aaff, 0.5);
|
||||
for (const drop of this.rainParticles) {
|
||||
overlay.beginPath();
|
||||
overlay.moveTo(drop.x, drop.y);
|
||||
overlay.lineTo(drop.x - 2, drop.y + drop.length);
|
||||
overlay.strokePath();
|
||||
}
|
||||
// Rain drops are now particles (separate GameObject)
|
||||
}
|
||||
}
|
||||
|
||||
@@ -204,22 +185,61 @@ class WeatherSystem {
|
||||
}
|
||||
|
||||
startRain(heavy) {
|
||||
const width = this.scene.scale.width;
|
||||
const height = this.scene.scale.height;
|
||||
const dropCount = heavy ? 150 : 100;
|
||||
const uiScene = this.scene.scene.get('UIScene');
|
||||
if (!uiScene) return;
|
||||
|
||||
for (let i = 0; i < dropCount; i++) {
|
||||
this.rainParticles.push({
|
||||
x: Math.random() * width,
|
||||
y: Math.random() * height,
|
||||
speed: heavy ? Phaser.Math.Between(400, 600) : Phaser.Math.Between(200, 400),
|
||||
length: heavy ? Phaser.Math.Between(10, 15) : Phaser.Math.Between(5, 10)
|
||||
});
|
||||
// Check Settings
|
||||
const quality = this.scene.settings ? this.scene.settings.particles : 'HIGH';
|
||||
if (quality === 'NONE') return;
|
||||
|
||||
// Ensure texture exists
|
||||
if (!this.scene.textures.exists('rain_drop')) {
|
||||
const graphics = this.scene.make.graphics({ x: 0, y: 0, add: false });
|
||||
graphics.fillStyle(0x88aaff, 1);
|
||||
graphics.fillRect(0, 0, 2, 8);
|
||||
graphics.generateTexture('rain_drop', 2, 8);
|
||||
graphics.destroy();
|
||||
}
|
||||
|
||||
// Clean up old
|
||||
if (this.rainEmitter) {
|
||||
this.rainEmitter.destroy();
|
||||
}
|
||||
|
||||
const width = this.scene.scale.width;
|
||||
|
||||
let pQuantity = heavy ? 5 : 2;
|
||||
let pFreq = heavy ? 10 : 30;
|
||||
|
||||
if (quality === 'LOW') {
|
||||
pQuantity = heavy ? 2 : 1;
|
||||
pFreq = heavy ? 50 : 100;
|
||||
}
|
||||
|
||||
// Use modern particles or fallback
|
||||
// Helper to support both if needed, but standard 3.60+ is:
|
||||
this.rainEmitter = uiScene.add.particles(0, 0, 'rain_drop', {
|
||||
x: { min: 0, max: width },
|
||||
y: -20,
|
||||
quantity: pQuantity,
|
||||
frequency: pFreq, // Emit every X ms
|
||||
lifespan: 1500,
|
||||
speedY: { min: heavy ? 600 : 400, max: heavy ? 900 : 600 },
|
||||
speedX: { min: -50, max: 0 }, // Slight wind
|
||||
scaleY: { min: 1.0, max: 2.0 },
|
||||
alpha: { start: 0.6, end: 0 },
|
||||
emitting: true
|
||||
});
|
||||
|
||||
// Depth just above overlay (-1000)
|
||||
this.rainEmitter.setDepth(-990);
|
||||
}
|
||||
|
||||
clearWeather() {
|
||||
this.rainParticles = [];
|
||||
if (this.rainEmitter) {
|
||||
this.rainEmitter.destroy();
|
||||
this.rainEmitter = null;
|
||||
}
|
||||
}
|
||||
|
||||
// --- Getters for Other Systems ---
|
||||
|
||||
@@ -577,27 +577,6 @@ class TextureGenerator {
|
||||
// Left Wall (Broken)
|
||||
ctx.fillStyle = '#555555'; // Dark Grey
|
||||
ctx.beginPath();
|
||||
ctx.moveTo(32, 60);
|
||||
ctx.lineTo(10, 50);
|
||||
ctx.lineTo(10, 40); // Lower than house
|
||||
ctx.lineTo(20, 45); // Jagged
|
||||
ctx.lineTo(25, 38);
|
||||
ctx.lineTo(32, 45);
|
||||
ctx.fill();
|
||||
|
||||
// Right Wall (Broken)
|
||||
ctx.fillStyle = '#777777'; // Light Grey
|
||||
ctx.beginPath();
|
||||
ctx.moveTo(32, 60);
|
||||
ctx.lineTo(54, 50);
|
||||
ctx.lineTo(54, 35);
|
||||
ctx.lineTo(45, 30);
|
||||
ctx.lineTo(40, 35);
|
||||
ctx.lineTo(32, 25); // Exposed interior?
|
||||
ctx.lineTo(32, 60);
|
||||
ctx.fill();
|
||||
|
||||
// Debris piles
|
||||
ctx.fillStyle = '#333333';
|
||||
ctx.beginPath(); // Pile 1
|
||||
ctx.arc(20, 55, 5, 0, Math.PI * 2);
|
||||
@@ -831,4 +810,117 @@ class TextureGenerator {
|
||||
canvas.refresh();
|
||||
}
|
||||
}
|
||||
|
||||
// Generiraj vse ikone za items
|
||||
static createItemSprites(scene) {
|
||||
// 1. AXE
|
||||
this.createToolSprites(scene);
|
||||
|
||||
// 2. PICKAXE
|
||||
if (!scene.textures.exists('item_pickaxe')) {
|
||||
const size = 32;
|
||||
const canvas = scene.textures.createCanvas('item_pickaxe', size, size);
|
||||
const ctx = canvas.getContext();
|
||||
ctx.clearRect(0, 0, size, size);
|
||||
|
||||
// Handle
|
||||
ctx.fillStyle = '#8B4513';
|
||||
ctx.fillRect(14, 12, 4, 18);
|
||||
|
||||
// Head (Pick)
|
||||
ctx.fillStyle = '#C0C0C0'; // Silver
|
||||
ctx.beginPath();
|
||||
ctx.moveTo(16, 12);
|
||||
ctx.quadraticCurveTo(28, 8, 30, 16); // Right curve
|
||||
ctx.lineTo(26, 18); // Sharp point right
|
||||
ctx.lineTo(16, 14); // Center
|
||||
ctx.lineTo(6, 18); // Sharp point left
|
||||
ctx.lineTo(2, 16); // Left curve tip
|
||||
ctx.quadraticCurveTo(4, 8, 16, 12);
|
||||
ctx.fill();
|
||||
|
||||
canvas.refresh();
|
||||
}
|
||||
|
||||
// 3. HOE
|
||||
if (!scene.textures.exists('item_hoe')) {
|
||||
const size = 32;
|
||||
const canvas = scene.textures.createCanvas('item_hoe', size, size);
|
||||
const ctx = canvas.getContext();
|
||||
ctx.clearRect(0, 0, size, size);
|
||||
|
||||
// Handle
|
||||
ctx.fillStyle = '#8B4513';
|
||||
ctx.fillRect(14, 4, 4, 26);
|
||||
|
||||
// Head
|
||||
ctx.fillStyle = '#C0C0C0';
|
||||
ctx.fillRect(6, 4, 12, 4); // Top bar
|
||||
ctx.fillRect(6, 4, 4, 8); // Down blade
|
||||
|
||||
canvas.refresh();
|
||||
}
|
||||
|
||||
// 4. STONE
|
||||
if (!scene.textures.exists('item_stone')) {
|
||||
const size = 32;
|
||||
const canvas = scene.textures.createCanvas('item_stone', size, size);
|
||||
const ctx = canvas.getContext();
|
||||
ctx.clearRect(0, 0, size, size);
|
||||
|
||||
ctx.fillStyle = '#808080'; // Grey
|
||||
ctx.beginPath();
|
||||
ctx.arc(16, 16, 10, 0, Math.PI * 2);
|
||||
ctx.fill();
|
||||
|
||||
// Shading
|
||||
ctx.fillStyle = '#A9A9A9';
|
||||
ctx.beginPath();
|
||||
ctx.arc(12, 12, 4, 0, Math.PI * 2);
|
||||
ctx.fill();
|
||||
|
||||
// Crack
|
||||
ctx.strokeStyle = '#555555';
|
||||
ctx.beginPath();
|
||||
ctx.moveTo(16, 16);
|
||||
ctx.lineTo(20, 20);
|
||||
ctx.stroke();
|
||||
|
||||
canvas.refresh();
|
||||
}
|
||||
|
||||
// 5. WOOD
|
||||
if (!scene.textures.exists('item_wood')) {
|
||||
const size = 32;
|
||||
const canvas = scene.textures.createCanvas('item_wood', size, size);
|
||||
const ctx = canvas.getContext();
|
||||
ctx.clearRect(0, 0, size, size);
|
||||
|
||||
// Log
|
||||
ctx.fillStyle = '#8B4513';
|
||||
ctx.fillRect(8, 12, 16, 8);
|
||||
ctx.fillStyle = '#A0522D'; // Lighter finish
|
||||
ctx.fillRect(24, 12, 4, 8); // End cap
|
||||
ctx.fillStyle = '#D2691E'; // Bark details
|
||||
ctx.fillRect(10, 14, 8, 2);
|
||||
|
||||
canvas.refresh();
|
||||
}
|
||||
|
||||
// 6. SEEDS
|
||||
if (!scene.textures.exists('item_seeds')) {
|
||||
const size = 32;
|
||||
const canvas = scene.textures.createCanvas('item_seeds', size, size);
|
||||
const ctx = canvas.getContext();
|
||||
ctx.clearRect(0, 0, size, size);
|
||||
|
||||
ctx.fillStyle = '#DEB887'; // Burlywood
|
||||
// 3 seeds
|
||||
ctx.beginPath(); ctx.arc(12, 16, 3, 0, Math.PI * 2); ctx.fill();
|
||||
ctx.beginPath(); ctx.arc(20, 14, 3, 0, Math.PI * 2); ctx.fill();
|
||||
ctx.beginPath(); ctx.arc(16, 20, 3, 0, Math.PI * 2); ctx.fill();
|
||||
|
||||
canvas.refresh();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user