udomacenje zombija in uboj\

This commit is contained in:
2025-12-07 12:47:47 +01:00
parent 8e401a9d6f
commit 2404d44ef7
10 changed files with 1086 additions and 532 deletions

View File

@@ -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;
}
}

View File

@@ -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);
}

View File

@@ -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);
}
}
}
}

View File

@@ -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 ---