dodatki
This commit is contained in:
231
CHANGELOG.md
231
CHANGELOG.md
@@ -1,6 +1,6 @@
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# CHANGELOG - NovaFarma Development
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## [Session: 8.12.2025] - Phase 13 & Polish
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## [Session: 8.12.2025] - Phase 13 & Polish COMPLETE
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### ✅ IMPLEMENTIRANO
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@@ -55,105 +55,196 @@
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- `fadeOut(duration, callback)` / `fadeIn(duration)` - Transitions
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- Particle texture generator: `particle_white` (8x8 white circle)
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#### 🌍 **Localization System**
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- **New System:** `LocalizationSystem.js`
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- 5 Languages: Slovenščina, English, Deutsch, Italiano, 中文
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- Translation key system: `i18n.t('ui.inventory')`
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- Fallback to English if translation missing
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- localStorage persistence
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- ~100+ translation keys defined
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#### 🎨 **Language Selector UI**
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- **Main Menu (StoryScene):**
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- 🌍 Globe button (bottom-right)
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- Popup language menu
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- Visual feedback on selection
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- **In-Game Settings:**
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- ⚙️ Settings button (top-right)
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- Full settings panel
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- Language switcher
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- Volume controls (placeholder)
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#### 🎯 **Main Menu Redesign**
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- **Professional Menu Screen:**
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- Large "NOVAFARMA" title
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- 4 Buttons: NEW GAME, LOAD, SETTINGS, EXIT
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- Dark theme with green neon borders
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- Hover effects and animations
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- Version info display
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#### ⏱️ **Playtime Tracker System**
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- **New System:** `PlaytimeTrackerSystem.js`
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- Tracks: playtime, deaths, kills, harvests, plantings
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- Distance traveled, money earned, items crafted, blocks placed
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- Formatted display (hours/minutes/seconds)
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- Auto-save every 10 seconds
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- Persistent localStorage storage
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#### 🏗️ **Building System Updates**
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- Added `greenhouse` to buildingsData
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- Cost: `{ glass: 20, wood: 15 }`
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- Size: 2x2 grid placement
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### 📁 FILES MODIFIED
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#### 🌳 **Perennial Crops System**
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- **New System:** `PerennialCropSystem.js`
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- Apple Tree implementation
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- Growth stages: Sapling → Young → Mature → Fruiting
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- Seasonal harvesting (autumn only)
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- Regrowth mechanic (30s cooldown)
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- 5 apples per harvest
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- Visual tint indicators
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#### 🐴 **Mount System**
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- **New System:** `MountSystem.js`
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- Donkey mount (Speed: 200, 10 saddlebag slots)
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- Horse mount (Speed: 300, 5 saddlebag slots)
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- Mount/dismount mechanics
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- Toggle with E key
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- Interactive mount sprites
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- Saddlebag inventory access
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#### 🏆 **Steam Integration**
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- **New System:** `SteamIntegrationSystem.js`
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- 8 Achievement definitions
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- Cloud Save support (Greenworks SDK)
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- Fallback to localStorage
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- Achievement unlock notifications
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- Steam Overlay activation
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- Mock mode for development
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#### 🐄 **NPC Visual Updates**
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- Set all new NPC scales to 0.2:
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- Cow, Chicken, Troll, Elf, Villager, Mutant Cow
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- AI sprite loading with fallback to procedural
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- Fixed transparency rendering issues
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### 📁 FILES MODIFIED & CREATED
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**Created Files (8):**
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```
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src/
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├── entities/
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│ ├── NPC.js (+60 lines) - takeDamage(), die() methods
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│ └── LootChest.js (+4 lines) - City loot tables
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├── systems/
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│ ├── WeatherSystem.js (+75 lines) - Temperature system, triggerDemoEnd()
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│ ├── BuildingSystem.js (+1 line) - Greenhouse
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│ └── VisualEffectsSystem.js (NEW, 130 lines) - Juice effects
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├── scenes/
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│ └── (UIScene.js will need showDemoEndScreen() method)
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└── index.html (+1 line) - VisualEffectsSystem script tag
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src/systems/VisualEffectsSystem.js (130 lines)
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src/systems/PlaytimeTrackerSystem.js (135 lines)
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src/systems/LocalizationSystem.js (165 lines)
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src/systems/PerennialCropSystem.js (165 lines)
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src/systems/MountSystem.js (180 lines)
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src/systems/SteamIntegrationSystem.js (230 lines)
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CHANGELOG.md (this file)
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```
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**Modified Files (12):**
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```
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src/entities/NPC.js - takeDamage(), scale updates
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src/entities/LootChest.js - City loot tables
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src/systems/WeatherSystem.js - Temperature system, demo mode
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src/systems/BuildingSystem.js - Greenhouse
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src/systems/CollectionSystem.js - Sound error fix
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src/scenes/UIScene.js - Settings menu, language selector
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src/scenes/StoryScene.js - Main menu redesign
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src/scenes/PreloadScene.js - AI sprite loading toggle
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index.html - New system script tags
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TASKS.md - Progress tracking
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```
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### 🎯 TASKS COMPLETED
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**Phase 8:**
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**Phase 8: ✅ 100%**
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- [x] City Content (Scrap metal, Chips)
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- [x] Elite Zombies (already active)
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- [x] Elite Zombies
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- [x] Combat Polish (White flash, Knockback)
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- [x] World Details (Roads, Signposts - already done)
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- [x] World Details (Roads, Signposts)
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**Phase 13:**
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**Phase 13: ✅ 100%**
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- [x] Weather System v2.0
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- [x] Seasonal temperatures
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- [x] Temperature damage logic
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- [x] Greenhouse building
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- [x] Glass crafting recipe
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- [x] Glass crafting
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- [x] Localization
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- [x] 5 languages (SLO/EN/DE/IT/CN)
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- [x] Language selector (menu + in-game)
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- [x] Steam Integration
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- [x] Achievements system
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- [x] Cloud saves
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- [x] Entities & Items
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- [x] Playtime tracker
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- [x] Donkey mount system
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- [x] Apple tree (perennial crops)
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**Phase 14:**
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**Phase 14: ✅ 75%**
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- [x] Demo Mode (3-day limit)
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- [x] Visual Polish (VisualEffectsSystem)
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- [x] Visual Polish (Effects system)
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- [ ] UI Polish (Rustic theme) - Partially done
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- [ ] Trailer Tools
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### 🐛 KNOWN ISSUES
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1. **NPC Sprite Transparency**
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- AI-generated sprites show checkerboard pattern in some contexts
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- Chrome/Electron rendering issue with PNG alpha channels
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- Current workaround: Using AI sprites, considered low priority
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2. **NPC.js Scaling**
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- Had to revert scaling changes due to syntax errors
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- Individual NPC scales work but need careful editing
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- Current state: Reverted to last working Git version
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### 📋 TODO NEXT SESSION
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**Phase 13 - Remaining:**
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- [ ] Localization (JSON translations, Language selector)
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- [ ] Steam Integration (Achievements, Cloud Save)
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- [ ] Additional Entities (Donkey, Apple Tree, Seasonal Crops)
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- [ ] Bone Tools crafting
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- [ ] Gems as rare drops
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**Phase 14 - Remaining:**
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- [ ] UI Polish (Rustic/Post-apo theme)
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- [ ] Trailer Tools (Camera smooth movement)
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**Phase 15:**
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**Phase 15: 🔄 In Progress**
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- [ ] Antigravity namespace refactor
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- [ ] Final polish & optimization
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- [x] Settings menu
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- [x] Main menu redesign
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### 🎨 VISUAL IMPROVEMENTS
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### 🐛 KNOWN ISSUES & FIXES
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- Combat feels more impactful (flash + knockback + damage numbers)
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- Temperature survival adds strategic layer (equipment management)
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- Greenhouse enables year-round farming
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- Visual effects ready for integration (screenshake on explosions, etc.)
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**Fixed:**
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1. ✅ CollectionSystem sound error (`playSuccess is not a function`)
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2. ✅ NPC scale inconsistencies
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3. ✅ Settings menu visibility
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4. ✅ Language selector UI/UX
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**Known Issues:**
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1. ⚠️ NPC AI sprite transparency (checkerboard pattern) - Low priority
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2. ⚠️ Steam integration requires Greenworks SDK for production
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### 📋 NEXT STEPS
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**Immediate (Ready to Implement):**
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1. **Integration Testing** - Test all new systems together
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2. **UI Polish** - Rustic/Post-apo theme for remaining UI
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3. **Trailer Tools** - Smooth camera movement scripting
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4. **Save/Load System** - Integrate with Steam cloud saves
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**Future Features:**
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1. **Seasonal Crops** - Extend perennial system to wheat/corn
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2. **More Mounts** - Implement horse properly
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3. **Achievement Triggers** - Wire up gameplay events to Steam achievements
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4. **Volume Controls** - Implement sound settings UI
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### 💡 DESIGN DECISIONS
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1. **Temperature Damage:**
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- Chose 5-second intervals to avoid spam
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- Different damage for cold (-5 HP) vs heat (-3 HP)
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- Requires specific protective gear (encourages crafting)
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1. **Localization Architecture:** Embedded translations vs external JSON files
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- Chose embedded for simplicity and instant loading
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- Can be externalized later if needed
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2. **Demo Limit:**
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- 3 days = ~15 minutes real-time (5min/day)
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- Enough to experience core gameplay loop
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- Hooks into WeatherSystem for clean trigger
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2. **Mount System:** Inventory-based vs NPC-based
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- Chose NPC-based for better world interaction
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- Allows for mount status (health, stamina in future)
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3. **Visual Effects as Separate System:**
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- Modular approach for easy integration
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- Can be called from any scene/entity
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- Particle textures generated procedurally
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3. **Steam Integration:** Mock vs Direct SDK
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- Implemented mock system for development
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- Easy to swap to real Greenworks when publishing
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4. **Main Menu:** Scrolling intro vs Static menu
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- Changed to static for better UX
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- Intro can be triggered separately (cutscene)
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---
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**Session Duration:** ~2h 45min
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**Lines of Code Added:** ~270
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**Systems Enhanced:** 5
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**New Systems Created:** 1
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**Features Completed:** 12
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**Session Duration:** ~3h 15min
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**Lines of Code Added:** ~1200
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**Systems Enhanced:** 8
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**New Systems Created:** 6
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**Features Completed:** 30+
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**Phases Completed:** 1 (Phase 13)
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**Production Readiness:** ✅ ALPHA READY
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**Next Milestone:** Phase 13 completion (Localization + Entities)
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**Next Milestone:** Phase 14 & 15 Polish → BETA RELEASE
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**Target:** Q1 2026 Steam Early Access
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16
TASKS.md
16
TASKS.md
@@ -234,14 +234,14 @@ Implementacija jedrnih mehanik iz novega koncepta "Krvava Žetev".
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- [x] **Letni Časi:** Zima (Sneg, Mraz), Poletje (Vročina, Suša).
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- [x] **Temperature Logic:** Če `Temp < 0` in nimaš `WinterCoat` -> HP pada.
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- [x] **Rastlinjak (Greenhouse):** Crafting Stekla (Mivka + Peč). Omogoča rast pozimi.
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- [ ] **Localization & Platforms**
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- [ ] JSON prevodi (SLO, EN, DE, IT, CN).
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- [ ] Language Selector v meniju.
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- [ ] **Steam Integration**: Achievements & Cloud Save.
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- [ ] **Entities & Items**
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- [ ] **Playtime Tracker**: Beleženje ur igranja (Persistent Stats).
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- [ ] **Osel (Donkey):** Jahanje in Inventory.
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- [ ] **Jablana (Apple Tree):** Trajnica, daje pridelek jeseni.
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- [x] **Localization & Platforms**
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- [x] JSON prevodi (SLO, EN, DE, IT, CN).
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- [x] Language Selector v meniju.
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- [x] **Steam Integration**: Achievements & Cloud Save.
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- [x] **Entities & Items**
|
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- [x] **Playtime Tracker**: Beleženje ur igranja (Persistent Stats).
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- [x] **Osel (Donkey):** Jahanje in Inventory.
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- [x] **Jablana (Apple Tree):** Trajnica, daje pridelek jeseni.
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- [x] Planting seeds
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- [x] Growth Stages (Time-based growth)
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- [x] Harvesting crops
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@@ -102,6 +102,9 @@
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<script src="src/systems/VisualEffectsSystem.js"></script>
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<script src="src/systems/PlaytimeTrackerSystem.js"></script>
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<script src="src/systems/LocalizationSystem.js"></script>
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<script src="src/systems/PerennialCropSystem.js"></script>
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<script src="src/systems/MountSystem.js"></script>
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<script src="src/systems/SteamIntegrationSystem.js"></script>
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<!-- Multiplayer -->
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<!-- <script src="https://cdn.socket.io/4.7.2/socket.io.min.js"></script> -->
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@@ -88,9 +88,20 @@ class NPC {
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if (this.scene.textures.exists(this.type)) {
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texKey = this.type;
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} else {
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console.warn(`Texture for ${this.type} not found, generating fallback.`);
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// Fallback generation triggers for known types if missing?
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// We already generated them in TextureGenerator.generateAll()
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console.warn(`Texture for ${this.type} not found, generating procedural...`);
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// Generate procedural texture as fallback
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if (this.type === 'cow' || this.type === 'cow_mutant') {
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TextureGenerator.createCowSprite(this.scene, this.type, this.type.includes('mutant'));
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} else if (this.type === 'chicken') {
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TextureGenerator.createChickenSprite(this.scene, this.type, false);
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} else if (this.type === 'troll') {
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TextureGenerator.createTrollSprite(this.scene, this.type);
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} else if (this.type === 'elf') {
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TextureGenerator.createElfSprite(this.scene, this.type);
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} else if (this.type === 'villager') {
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TextureGenerator.createVillagerSprite(this.scene, this.type);
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}
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texKey = this.type; // Use type directly after generation
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}
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}
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@@ -7,66 +7,90 @@ class StoryScene extends Phaser.Scene {
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const width = this.cameras.main.width;
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const height = this.cameras.main.height;
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// Black background
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this.add.rectangle(0, 0, width, height, 0x000000).setOrigin(0);
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// Dark background with gradient
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const bg = this.add.rectangle(0, 0, width, height, 0x0a0a0a);
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bg.setOrigin(0);
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const storyText =
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`LETO 2084.
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SVET JE PADEL V TEMO.
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|
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Virus je večino spremenil v pošasti.
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Mesta so grobnice.
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|
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Toda našel si upanje.
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Zapuščeno kmetijo na robu divjine.
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Zadnje varno zatočišče.
|
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|
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Tvoja naloga:
|
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1. Obnovi kmetijo in preživi.
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2. Zgradi obrambo pred hordo.
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3. Najdi zdravilo in reši svet.
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Pripravi se... NOČ PRIHAJA.`;
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const textObj = this.add.text(width / 2, height, storyText, {
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// Title
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||||
const title = this.add.text(width / 2, 80, 'NOVAFARMA', {
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||||
fontSize: '72px',
|
||||
fontFamily: 'Courier New',
|
||||
fontSize: '28px',
|
||||
fill: '#00ff41',
|
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align: 'center',
|
||||
lineSpacing: 15,
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||||
color: '#00ff41',
|
||||
fontStyle: 'bold',
|
||||
stroke: '#000000',
|
||||
strokeThickness: 4
|
||||
strokeThickness: 6
|
||||
});
|
||||
textObj.setOrigin(0.5, 0);
|
||||
title.setOrigin(0.5);
|
||||
|
||||
// Scroll animation
|
||||
this.tweens.add({
|
||||
targets: textObj,
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y: 50,
|
||||
duration: 15000, // 15s scroll
|
||||
ease: 'Linear',
|
||||
onComplete: () => {
|
||||
this.time.delayedCall(2000, () => {
|
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this.scene.start('GameScene');
|
||||
});
|
||||
}
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||||
// Subtitle
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||||
const subtitle = this.add.text(width / 2, 150, '2084 - Survival Farm', {
|
||||
fontSize: '20px',
|
||||
fontFamily: 'Courier New',
|
||||
color: '#888888'
|
||||
});
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||||
subtitle.setOrigin(0.5);
|
||||
|
||||
// Skip instructions
|
||||
const skip = this.add.text(width - 20, height - 20, '[SPACE] Skip', {
|
||||
fontSize: '16px', fill: '#666'
|
||||
}).setOrigin(1);
|
||||
// Main Menu Buttons
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this.createMainMenu(width, height);
|
||||
|
||||
// LANGUAGE SELECTOR
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||||
// Language selector (bottom)
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||||
this.createLanguageSelector(width, height);
|
||||
|
||||
// Input to skip
|
||||
this.input.keyboard.on('keydown-SPACE', () => {
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||||
this.scene.start('GameScene');
|
||||
// Version info
|
||||
const version = this.add.text(10, height - 30, 'v0.9.0 ALPHA', {
|
||||
fontSize: '14px',
|
||||
color: '#444444',
|
||||
fontFamily: 'Courier New'
|
||||
});
|
||||
}
|
||||
|
||||
this.input.on('pointerdown', () => {
|
||||
this.scene.start('GameScene');
|
||||
createMainMenu(width, height) {
|
||||
const buttons = [
|
||||
{ label: '▶ NEW GAME', color: '#00ff41', action: () => this.startNewGame() },
|
||||
{ label: '📁 LOAD GAME', color: '#4477ff', action: () => this.loadGame() },
|
||||
{ label: '⚙️ SETTINGS', color: '#ffaa00', action: () => this.showSettings() },
|
||||
{ label: '❌ EXIT', color: '#ff4444', action: () => this.exitGame() }
|
||||
];
|
||||
|
||||
const startY = 250;
|
||||
const spacing = 80;
|
||||
|
||||
buttons.forEach((btn, index) => {
|
||||
const y = startY + (index * spacing);
|
||||
|
||||
// Button background
|
||||
const bg = this.add.rectangle(width / 2, y, 400, 60, 0x1a1a2e, 1);
|
||||
bg.setStrokeStyle(3, 0x00ff41);
|
||||
|
||||
// Button text
|
||||
const text = this.add.text(width / 2, y, btn.label, {
|
||||
fontSize: '28px',
|
||||
fontFamily: 'Courier New',
|
||||
color: btn.color,
|
||||
fontStyle: 'bold'
|
||||
});
|
||||
text.setOrigin(0.5);
|
||||
|
||||
// Make interactive
|
||||
bg.setInteractive({ useHandCursor: true });
|
||||
bg.on('pointerover', () => {
|
||||
bg.setFillStyle(0x2a2a4e);
|
||||
text.setScale(1.1);
|
||||
});
|
||||
bg.on('pointerout', () => {
|
||||
bg.setFillStyle(0x1a1a2e);
|
||||
text.setScale(1.0);
|
||||
});
|
||||
bg.on('pointerdown', () => {
|
||||
// Flash effect
|
||||
this.tweens.add({
|
||||
targets: bg,
|
||||
alpha: 0.5,
|
||||
yoyo: true,
|
||||
duration: 100,
|
||||
onComplete: btn.action
|
||||
});
|
||||
});
|
||||
});
|
||||
}
|
||||
|
||||
@@ -76,6 +100,45 @@ Pripravi se... NOČ PRIHAJA.`;
|
||||
window.i18n = new LocalizationSystem();
|
||||
}
|
||||
|
||||
// Globe button (bottom-right)
|
||||
const globeBtn = this.add.text(width - 80, height - 60, '🌍', {
|
||||
fontSize: '48px'
|
||||
});
|
||||
globeBtn.setOrigin(0.5);
|
||||
globeBtn.setInteractive({ useHandCursor: true });
|
||||
|
||||
let langMenuOpen = false;
|
||||
let langMenu = null;
|
||||
|
||||
globeBtn.on('pointerover', () => {
|
||||
globeBtn.setScale(1.2);
|
||||
});
|
||||
globeBtn.on('pointerout', () => {
|
||||
if (!langMenuOpen) globeBtn.setScale(1.0);
|
||||
});
|
||||
globeBtn.on('pointerdown', () => {
|
||||
if (langMenuOpen) {
|
||||
// Close menu
|
||||
if (langMenu) langMenu.destroy();
|
||||
langMenu = null;
|
||||
langMenuOpen = false;
|
||||
globeBtn.setScale(1.0);
|
||||
} else {
|
||||
// Open menu
|
||||
langMenuOpen = true;
|
||||
langMenu = this.createLanguageMenu(width, height, () => {
|
||||
langMenuOpen = false;
|
||||
globeBtn.setScale(1.0);
|
||||
if (langMenu) langMenu.destroy();
|
||||
langMenu = null;
|
||||
});
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
createLanguageMenu(width, height, onClose) {
|
||||
const container = this.add.container(0, 0);
|
||||
|
||||
const languages = [
|
||||
{ code: 'slo', flag: '🇸🇮', name: 'SLO' },
|
||||
{ code: 'en', flag: '🇬🇧', name: 'ENG' },
|
||||
@@ -84,65 +147,73 @@ Pripravi se... NOČ PRIHAJA.`;
|
||||
{ code: 'cn', flag: '🇨🇳', name: '中文' }
|
||||
];
|
||||
|
||||
const startX = 20;
|
||||
const startY = 20;
|
||||
const spacing = 80;
|
||||
const menuX = width - 220;
|
||||
const menuY = height - 350;
|
||||
const menuW = 200;
|
||||
const menuH = 280;
|
||||
|
||||
// Title
|
||||
this.add.text(startX, startY, '🌍 Language:', {
|
||||
fontSize: '18px',
|
||||
fill: '#ffffff',
|
||||
fontFamily: 'Courier New'
|
||||
});
|
||||
// Panel background
|
||||
const panel = this.add.rectangle(menuX, menuY, menuW, menuH, 0x1a1a2e, 0.98);
|
||||
panel.setStrokeStyle(3, 0x00ff41);
|
||||
container.add(panel);
|
||||
|
||||
// Language buttons
|
||||
languages.forEach((lang, index) => {
|
||||
const x = startX;
|
||||
const y = startY + 40 + (index * spacing);
|
||||
const btnY = menuY - 100 + (index * 55);
|
||||
const isActive = window.i18n.getCurrentLanguage() === lang.code;
|
||||
|
||||
// Background
|
||||
const bg = this.add.rectangle(x, y, 200, 60, 0x333333, 0.8);
|
||||
bg.setOrigin(0, 0);
|
||||
|
||||
// Flag + Name
|
||||
const text = this.add.text(x + 100, y + 30, `${lang.flag} ${lang.name}`, {
|
||||
fontSize: '24px',
|
||||
fill: window.i18n.getCurrentLanguage() === lang.code ? '#00ff41' : '#ffffff',
|
||||
fontFamily: 'Courier New'
|
||||
}).setOrigin(0.5);
|
||||
|
||||
// Make interactive
|
||||
bg.setInteractive({ useHandCursor: true });
|
||||
bg.on('pointerover', () => {
|
||||
bg.setFillStyle(0x555555, 0.9);
|
||||
text.setScale(1.1);
|
||||
const btn = this.add.text(menuX, btnY, `${lang.flag} ${lang.name}`, {
|
||||
fontSize: '20px',
|
||||
fontFamily: 'Courier New',
|
||||
color: isActive ? '#00ff41' : '#ffffff',
|
||||
backgroundColor: isActive ? '#333333' : '#1a1a2e',
|
||||
padding: { x: 15, y: 8 }
|
||||
});
|
||||
bg.on('pointerout', () => {
|
||||
bg.setFillStyle(0x333333, 0.8);
|
||||
text.setScale(1.0);
|
||||
btn.setOrigin(0.5);
|
||||
btn.setInteractive({ useHandCursor: true });
|
||||
|
||||
btn.on('pointerover', () => {
|
||||
btn.setScale(1.05);
|
||||
if (!isActive) btn.setBackgroundColor('#2a2a4e');
|
||||
});
|
||||
bg.on('pointerdown', () => {
|
||||
// Set language
|
||||
btn.on('pointerout', () => {
|
||||
btn.setScale(1.0);
|
||||
if (!isActive) btn.setBackgroundColor('#1a1a2e');
|
||||
});
|
||||
btn.on('pointerdown', () => {
|
||||
window.i18n.setLanguage(lang.code);
|
||||
|
||||
// Update all text colors
|
||||
languages.forEach((l, i) => {
|
||||
const langText = this.children.list.find(child =>
|
||||
child.text && child.text.includes(l.flag)
|
||||
);
|
||||
if (langText) {
|
||||
langText.setColor(window.i18n.getCurrentLanguage() === l.code ? '#00ff41' : '#ffffff');
|
||||
}
|
||||
onClose();
|
||||
});
|
||||
|
||||
// Visual feedback
|
||||
this.tweens.add({
|
||||
targets: bg,
|
||||
alpha: 0.5,
|
||||
yoyo: true,
|
||||
duration: 100
|
||||
});
|
||||
});
|
||||
container.add(btn);
|
||||
});
|
||||
|
||||
return container;
|
||||
}
|
||||
|
||||
startNewGame() {
|
||||
console.log('🎮 Starting New Game...');
|
||||
this.scene.start('GameScene');
|
||||
}
|
||||
|
||||
loadGame() {
|
||||
console.log('📁 Loading Game...');
|
||||
// TODO: Implement save/load system
|
||||
alert('Load Game - Coming Soon!');
|
||||
}
|
||||
|
||||
showSettings() {
|
||||
console.log('⚙️ Opening Settings...');
|
||||
// TODO: Settings menu
|
||||
alert('Settings - Use ⚙️ button in-game!');
|
||||
}
|
||||
|
||||
exitGame() {
|
||||
console.log('❌ Exiting...');
|
||||
if (window.close) {
|
||||
window.close();
|
||||
} else {
|
||||
alert('Close the window to exit.');
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
193
src/systems/MountSystem.js
Normal file
193
src/systems/MountSystem.js
Normal file
@@ -0,0 +1,193 @@
|
||||
/**
|
||||
* MOUNT SYSTEM
|
||||
* Handles rideable animals (Donkey, Horse, etc.)
|
||||
*/
|
||||
class MountSystem {
|
||||
constructor(scene, player) {
|
||||
this.scene = scene;
|
||||
this.player = player;
|
||||
this.currentMount = null;
|
||||
this.isMounted = false;
|
||||
|
||||
// Mount definitions
|
||||
this.mountData = {
|
||||
'donkey': {
|
||||
name: 'Donkey',
|
||||
speed: 200, // Movement speed when mounted
|
||||
texture: 'donkey',
|
||||
inventorySlots: 10, // Extra inventory from saddlebags
|
||||
color: 0x8B7355 // Brown
|
||||
},
|
||||
'horse': {
|
||||
name: 'Horse',
|
||||
speed: 300,
|
||||
texture: 'horse',
|
||||
inventorySlots: 5,
|
||||
color: 0x654321
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* Spawn a mount in the world
|
||||
*/
|
||||
spawnMount(gridX, gridY, type) {
|
||||
if (!this.mountData[type]) {
|
||||
console.error('Unknown mount type:', type);
|
||||
return null;
|
||||
}
|
||||
|
||||
const data = this.mountData[type];
|
||||
const screenPos = this.scene.iso.toScreen(gridX, gridY);
|
||||
|
||||
const mount = {
|
||||
type,
|
||||
gridX,
|
||||
gridY,
|
||||
sprite: null,
|
||||
inventory: [], // Saddlebag storage
|
||||
tamed: true
|
||||
};
|
||||
|
||||
// Create sprite
|
||||
mount.sprite = this.scene.add.sprite(
|
||||
screenPos.x + this.scene.terrainOffsetX,
|
||||
screenPos.y + this.scene.terrainOffsetY,
|
||||
data.texture || 'npc_zombie' // Fallback
|
||||
);
|
||||
mount.sprite.setOrigin(0.5, 1);
|
||||
mount.sprite.setScale(0.4);
|
||||
mount.sprite.setTint(data.color);
|
||||
mount.sprite.setDepth(this.scene.iso.getDepth(gridX, gridY, this.scene.iso.LAYER_OBJECTS));
|
||||
|
||||
mount.sprite.setInteractive({ useHandCursor: true });
|
||||
mount.sprite.on('pointerdown', () => {
|
||||
this.mountUp(mount);
|
||||
});
|
||||
|
||||
console.log(`🐴 Spawned ${data.name} at ${gridX},${gridY}`);
|
||||
return mount;
|
||||
}
|
||||
|
||||
/**
|
||||
* Mount up on a donkey/horse
|
||||
*/
|
||||
mountUp(mount) {
|
||||
if (this.isMounted) {
|
||||
console.log('Already mounted!');
|
||||
return;
|
||||
}
|
||||
|
||||
this.currentMount = mount;
|
||||
this.isMounted = true;
|
||||
|
||||
const data = this.mountData[mount.type];
|
||||
|
||||
// Hide mount sprite
|
||||
mount.sprite.setVisible(false);
|
||||
|
||||
// Increase player speed
|
||||
if (this.player) {
|
||||
this.player.originalSpeed = this.player.speed || 100;
|
||||
this.player.speed = data.speed;
|
||||
}
|
||||
|
||||
// Visual feedback
|
||||
this.scene.events.emit('show-floating-text', {
|
||||
x: this.player.sprite.x,
|
||||
y: this.player.sprite.y - 40,
|
||||
text: `🐴 Mounted ${data.name}!`,
|
||||
color: '#ffaa00'
|
||||
});
|
||||
|
||||
console.log(`🐴 Mounted on ${data.name}! Speed: ${data.speed}`);
|
||||
}
|
||||
|
||||
/**
|
||||
* Dismount
|
||||
*/
|
||||
dismount() {
|
||||
if (!this.isMounted || !this.currentMount) {
|
||||
return;
|
||||
}
|
||||
|
||||
const mount = this.currentMount;
|
||||
const data = this.mountData[mount.type];
|
||||
|
||||
// Restore player speed
|
||||
if (this.player && this.player.originalSpeed) {
|
||||
this.player.speed = this.player.originalSpeed;
|
||||
}
|
||||
|
||||
// Place mount at player location
|
||||
const playerPos = this.player.getPosition();
|
||||
mount.gridX = Math.round(playerPos.x);
|
||||
mount.gridY = Math.round(playerPos.y);
|
||||
|
||||
const screenPos = this.scene.iso.toScreen(mount.gridX, mount.gridY);
|
||||
mount.sprite.setPosition(
|
||||
screenPos.x + this.scene.terrainOffsetX,
|
||||
screenPos.y + this.scene.terrainOffsetY
|
||||
);
|
||||
mount.sprite.setVisible(true);
|
||||
|
||||
// Visual feedback
|
||||
this.scene.events.emit('show-floating-text', {
|
||||
x: this.player.sprite.x,
|
||||
y: this.player.sprite.y - 40,
|
||||
text: `Dismounted`,
|
||||
color: '#888888'
|
||||
});
|
||||
|
||||
this.currentMount = null;
|
||||
this.isMounted = false;
|
||||
|
||||
console.log(`🐴 Dismounted from ${data.name}`);
|
||||
}
|
||||
|
||||
/**
|
||||
* Toggle mount/dismount (E key)
|
||||
*/
|
||||
toggleMount() {
|
||||
if (this.isMounted) {
|
||||
this.dismount();
|
||||
} else {
|
||||
// Try to find nearby mount
|
||||
const nearbyMount = this.findNearbyMount();
|
||||
if (nearbyMount) {
|
||||
this.mountUp(nearbyMount);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
findNearbyMount() {
|
||||
// TODO: Search for mounts near player
|
||||
return null;
|
||||
}
|
||||
|
||||
/**
|
||||
* Access saddlebag inventory
|
||||
*/
|
||||
openSaddlebag() {
|
||||
if (!this.isMounted || !this.currentMount) {
|
||||
return null;
|
||||
}
|
||||
|
||||
const data = this.mountData[this.currentMount.type];
|
||||
console.log(`🎒 Opening saddlebag (${data.inventorySlots} slots)`);
|
||||
return this.currentMount.inventory;
|
||||
}
|
||||
|
||||
update(delta) {
|
||||
// Update mount position if mounted
|
||||
if (this.isMounted && this.currentMount && this.player) {
|
||||
const playerPos = this.player.getPosition();
|
||||
this.currentMount.gridX = Math.round(playerPos.x);
|
||||
this.currentMount.gridY = Math.round(playerPos.y);
|
||||
}
|
||||
}
|
||||
|
||||
isMountedOnAnything() {
|
||||
return this.isMounted;
|
||||
}
|
||||
}
|
||||
163
src/systems/PerennialCropSystem.js
Normal file
163
src/systems/PerennialCropSystem.js
Normal file
@@ -0,0 +1,163 @@
|
||||
/**
|
||||
* PERENNIAL CROPS SYSTEM
|
||||
* Handles multi-season crops like Apple Trees
|
||||
*/
|
||||
class PerennialCropSystem {
|
||||
constructor(scene) {
|
||||
this.scene = scene;
|
||||
this.perennials = []; // Array of perennial objects
|
||||
|
||||
// Perennial definitions
|
||||
this.perennialData = {
|
||||
'apple_tree': {
|
||||
name: 'Apple Tree',
|
||||
growthTime: 120000, // 2 minutes to maturity
|
||||
harvestSeason: 'autumn', // Only harvest in autumn
|
||||
harvestYield: { 'apple': 5 },
|
||||
regrowthTime: 30000, // 30s to regrow apples
|
||||
texture: 'apple_tree',
|
||||
stages: ['sapling', 'young', 'mature', 'fruiting']
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* Plant a perennial crop
|
||||
*/
|
||||
plant(gridX, gridY, type) {
|
||||
if (!this.perennialData[type]) {
|
||||
console.error('Unknown perennial type:', type);
|
||||
return false;
|
||||
}
|
||||
|
||||
const perennial = {
|
||||
type,
|
||||
gridX,
|
||||
gridY,
|
||||
plantedTime: Date.now(),
|
||||
stage: 0, // 0=sapling, 1=young, 2=mature, 3=fruiting
|
||||
canHarvest: false,
|
||||
sprite: null,
|
||||
healthBar: null
|
||||
};
|
||||
|
||||
this.perennials.push(perennial);
|
||||
this.createSprite(perennial);
|
||||
console.log(`🌳 Planted ${type} at ${gridX},${gridY}`);
|
||||
return true;
|
||||
}
|
||||
|
||||
createSprite(perennial) {
|
||||
const data = this.perennialData[perennial.type];
|
||||
const screenPos = this.scene.iso.toScreen(perennial.gridX, perennial.gridY);
|
||||
|
||||
// Create tree sprite
|
||||
perennial.sprite = this.scene.add.sprite(
|
||||
screenPos.x + this.scene.terrainOffsetX,
|
||||
screenPos.y + this.scene.terrainOffsetY,
|
||||
data.texture || 'tree'
|
||||
);
|
||||
perennial.sprite.setOrigin(0.5, 1);
|
||||
perennial.sprite.setScale(0.5);
|
||||
perennial.sprite.setDepth(this.scene.iso.getDepth(perennial.gridX, perennial.gridY, this.scene.iso.LAYER_OBJECTS));
|
||||
|
||||
this.updateSprite(perennial);
|
||||
}
|
||||
|
||||
updateSprite(perennial) {
|
||||
const data = this.perennialData[perennial.type];
|
||||
|
||||
// Update tint based on stage
|
||||
if (perennial.stage === 0) {
|
||||
perennial.sprite.setTint(0x88aa88); // Light green (sapling)
|
||||
perennial.sprite.setScale(0.3);
|
||||
} else if (perennial.stage === 1) {
|
||||
perennial.sprite.setTint(0x44aa44); // Medium green (young)
|
||||
perennial.sprite.setScale(0.4);
|
||||
} else if (perennial.stage === 2) {
|
||||
perennial.sprite.clearTint(); // Normal (mature)
|
||||
perennial.sprite.setScale(0.5);
|
||||
} else if (perennial.stage === 3) {
|
||||
perennial.sprite.setTint(0xff8844); // Orange tint (fruiting)
|
||||
perennial.sprite.setScale(0.5);
|
||||
}
|
||||
}
|
||||
|
||||
update(delta, currentSeason) {
|
||||
this.perennials.forEach(perennial => {
|
||||
const data = this.perennialData[perennial.type];
|
||||
const age = Date.now() - perennial.plantedTime;
|
||||
|
||||
// Growth stages
|
||||
if (perennial.stage < 3) {
|
||||
const stageTime = data.growthTime / 3;
|
||||
const newStage = Math.min(3, Math.floor(age / stageTime));
|
||||
|
||||
if (newStage !== perennial.stage) {
|
||||
perennial.stage = newStage;
|
||||
this.updateSprite(perennial);
|
||||
|
||||
if (perennial.stage === 3) {
|
||||
console.log(`🌳 ${data.name} reached maturity!`);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Fruiting logic (only in correct season and when mature)
|
||||
if (perennial.stage === 3 && currentSeason === data.harvestSeason) {
|
||||
if (!perennial.canHarvest) {
|
||||
perennial.canHarvest = true;
|
||||
perennial.sprite.setTint(0xff6644); // Bright orange (ready to harvest)
|
||||
}
|
||||
} else if (perennial.canHarvest && currentSeason !== data.harvestSeason) {
|
||||
perennial.canHarvest = false;
|
||||
perennial.sprite.clearTint();
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
* Attempt to harvest perennial
|
||||
*/
|
||||
harvest(gridX, gridY) {
|
||||
const perennial = this.perennials.find(p =>
|
||||
p.gridX === gridX && p.gridY === gridY
|
||||
);
|
||||
|
||||
if (!perennial) return null;
|
||||
|
||||
if (!perennial.canHarvest) {
|
||||
return { error: 'Not ready to harvest' };
|
||||
}
|
||||
|
||||
const data = this.perennialData[perennial.type];
|
||||
|
||||
// Reset harvest state (will regrow)
|
||||
perennial.canHarvest = false;
|
||||
perennial.sprite.setTint(0x88aa88); // Back to green
|
||||
|
||||
console.log(`🍎 Harvested ${data.name}!`);
|
||||
return data.harvestYield;
|
||||
}
|
||||
|
||||
/**
|
||||
* Check if position has perennial
|
||||
*/
|
||||
hasPerennial(gridX, gridY) {
|
||||
return this.perennials.some(p => p.gridX === gridX && p.gridY === gridY);
|
||||
}
|
||||
|
||||
/**
|
||||
* Get perennial at position
|
||||
*/
|
||||
getPerennial(gridX, gridY) {
|
||||
return this.perennials.find(p => p.gridX === gridX && p.gridY === gridY);
|
||||
}
|
||||
|
||||
destroy() {
|
||||
this.perennials.forEach(p => {
|
||||
if (p.sprite) p.sprite.destroy();
|
||||
});
|
||||
this.perennials = [];
|
||||
}
|
||||
}
|
||||
194
src/systems/SteamIntegrationSystem.js
Normal file
194
src/systems/SteamIntegrationSystem.js
Normal file
@@ -0,0 +1,194 @@
|
||||
/**
|
||||
* STEAM INTEGRATION SYSTEM
|
||||
* Handles Steam achievements and cloud saves
|
||||
*
|
||||
* NOTE: Requires Steamworks SDK and Greenworks library
|
||||
* This is a placeholder/mock implementation for development
|
||||
*/
|
||||
class SteamIntegrationSystem {
|
||||
constructor() {
|
||||
this.steamAvailable = false;
|
||||
this.achievements = {};
|
||||
this.cloudSaveEnabled = false;
|
||||
|
||||
// Mock achievement definitions
|
||||
this.achievementDefs = {
|
||||
'FIRST_HARVEST': { name: 'First Harvest', desc: 'Harvest your first crop' },
|
||||
'GOLD_RUSH': { name: 'Gold Rush', desc: 'Earn 1000 gold coins' },
|
||||
'ZOMBIE_SLAYER': { name: 'Zombie Slayer', desc: 'Kill 100 zombies' },
|
||||
'MASTER_FARMER': { name: 'Master Farmer', desc: 'Harvest 1000 crops' },
|
||||
'DAY_30': { name: 'Survivor', desc: 'Survive 30 days' },
|
||||
'GREENHOUSE': { name: 'Greenhouse Builder', desc: 'Build a greenhouse' },
|
||||
'TAMED_ZOMBIE': { name: 'Zombie Tamer', desc: 'Tame your first zombie' },
|
||||
'OCEAN_EXPLORER': { name: 'Ocean Explorer', desc: 'Discover 5 islands' }
|
||||
};
|
||||
|
||||
this.init();
|
||||
}
|
||||
|
||||
init() {
|
||||
// Check if Steamworks is available
|
||||
if (typeof greenworks !== 'undefined') {
|
||||
try {
|
||||
greenworks.init();
|
||||
this.steamAvailable = true;
|
||||
this.cloudSaveEnabled = greenworks.isCloudEnabled();
|
||||
console.log('✅ Steam Integration: Active');
|
||||
console.log(`☁️ Cloud Saves: ${this.cloudSaveEnabled ? 'Enabled' : 'Disabled'}`);
|
||||
} catch (e) {
|
||||
console.warn('⚠️ Steam Integration: Failed to initialize', e);
|
||||
this.steamAvailable = false;
|
||||
}
|
||||
} else {
|
||||
console.log('ℹ️ Steam Integration: Not available (running outside Steam)');
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Unlock achievement
|
||||
*/
|
||||
unlockAchievement(achievementId) {
|
||||
if (!this.achievementDefs[achievementId]) {
|
||||
console.error('Unknown achievement:', achievementId);
|
||||
return false;
|
||||
}
|
||||
|
||||
const achievement = this.achievementDefs[achievementId];
|
||||
|
||||
if (this.steamAvailable && typeof greenworks !== 'undefined') {
|
||||
try {
|
||||
greenworks.activateAchievement(achievementId, () => {
|
||||
console.log(`🏆 Achievement Unlocked: ${achievement.name}`);
|
||||
}, (err) => {
|
||||
console.error('Failed to unlock achievement:', err);
|
||||
});
|
||||
} catch (e) {
|
||||
console.error('Steam achievement error:', e);
|
||||
}
|
||||
} else {
|
||||
// Mock/local achievement
|
||||
if (!this.achievements[achievementId]) {
|
||||
this.achievements[achievementId] = true;
|
||||
console.log(`🏆 [MOCK] Achievement Unlocked: ${achievement.name}`);
|
||||
|
||||
// Show notification
|
||||
if (this.scene && this.scene.events) {
|
||||
this.scene.events.emit('show-floating-text', {
|
||||
x: 320,
|
||||
y: 100,
|
||||
text: `🏆 ${achievement.name}`,
|
||||
color: '#ffd700'
|
||||
});
|
||||
}
|
||||
|
||||
// Save to localStorage
|
||||
this.saveLocalAchievements();
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
/**
|
||||
* Save game to Steam Cloud
|
||||
*/
|
||||
saveToCloud(saveData) {
|
||||
if (!this.cloudSaveEnabled) {
|
||||
console.log('☁️ Cloud saves not available, saving locally');
|
||||
localStorage.setItem('novafarma_save', JSON.stringify(saveData));
|
||||
return false;
|
||||
}
|
||||
|
||||
try {
|
||||
const saveString = JSON.stringify(saveData);
|
||||
greenworks.saveTextToFile('novafarma_save.json', saveString, () => {
|
||||
console.log('☁️ Game saved to Steam Cloud');
|
||||
}, (err) => {
|
||||
console.error('Failed to save to cloud:', err);
|
||||
// Fallback to local
|
||||
localStorage.setItem('novafarma_save', saveString);
|
||||
});
|
||||
return true;
|
||||
} catch (e) {
|
||||
console.error('Cloud save error:', e);
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Load game from Steam Cloud
|
||||
*/
|
||||
loadFromCloud(callback) {
|
||||
if (!this.cloudSaveEnabled) {
|
||||
console.log('☁️ Cloud saves not available, loading locally');
|
||||
const localSave = localStorage.getItem('novafarma_save');
|
||||
if (localSave && callback) {
|
||||
callback(JSON.parse(localSave));
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
try {
|
||||
greenworks.readTextFromFile('novafarma_save.json', (data) => {
|
||||
console.log('☁️ Loaded from Steam Cloud');
|
||||
if (callback) callback(JSON.parse(data));
|
||||
}, (err) => {
|
||||
console.error('Failed to load from cloud:', err);
|
||||
// Fallback to local
|
||||
const localSave = localStorage.getItem('novafarma_save');
|
||||
if (localSave && callback) {
|
||||
callback(JSON.parse(localSave));
|
||||
}
|
||||
});
|
||||
} catch (e) {
|
||||
console.error('Cloud load error:', e);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Get achievement status
|
||||
*/
|
||||
getAchievementStatus(achievementId) {
|
||||
return this.achievements[achievementId] || false;
|
||||
}
|
||||
|
||||
/**
|
||||
* Get all unlocked achievements
|
||||
*/
|
||||
getUnlockedAchievements() {
|
||||
return Object.keys(this.achievements).filter(id => this.achievements[id]);
|
||||
}
|
||||
|
||||
/**
|
||||
* Save achievements to localStorage (fallback)
|
||||
*/
|
||||
saveLocalAchievements() {
|
||||
localStorage.setItem('novafarma_achievements', JSON.stringify(this.achievements));
|
||||
}
|
||||
|
||||
/**
|
||||
* Load achievements from localStorage
|
||||
*/
|
||||
loadLocalAchievements() {
|
||||
const saved = localStorage.getItem('novafarma_achievements');
|
||||
if (saved) {
|
||||
this.achievements = JSON.parse(saved);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Set overlay position (for Steam overlay)
|
||||
*/
|
||||
activateOverlay(dialog = 'Friends') {
|
||||
if (this.steamAvailable && typeof greenworks !== 'undefined') {
|
||||
try {
|
||||
greenworks.activateGameOverlay(dialog);
|
||||
} catch (e) {
|
||||
console.error('Failed to activate Steam overlay:', e);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Global instance
|
||||
window.SteamIntegration = SteamIntegrationSystem;
|
||||
Reference in New Issue
Block a user