posodobitev

This commit is contained in:
2025-12-08 17:17:26 +01:00
parent abc536fea1
commit 30eb2d1dc8
5 changed files with 412 additions and 7 deletions

View File

@@ -10,7 +10,8 @@ class BuildingSystem {
house: { name: 'House', cost: { wood: 20, stone: 20, gold: 50 }, w: 1, h: 1 }, // Visual is bigger but anchor is 1 tile
barn: { name: 'Barn', cost: { wood: 50, stone: 10 }, w: 1, h: 1 },
silo: { name: 'Silo', cost: { wood: 30, stone: 30 }, w: 1, h: 1 },
stable: { name: 'Stable', cost: { wood: 40, stone: 20 }, w: 1, h: 1 }
stable: { name: 'Stable', cost: { wood: 40, stone: 20 }, w: 1, h: 1 },
greenhouse: { name: 'Greenhouse', cost: { glass: 20, wood: 15 }, w: 2, h: 2 } // Winter farming
};
// Textures init

View File

@@ -0,0 +1,128 @@
/**
* VISUAL EFFECTS SYSTEM
* Handles juice effects: screenshake, particles, lighting
*/
class VisualEffectsSystem {
constructor(scene) {
this.scene = scene;
this.camera = scene.cameras.main;
this.isShaking = false;
}
/**
* Screenshake effect
* @param {number} intensity - Shake strength (default 0.005)
* @param {number} duration - Duration in ms (default 300)
*/
screenshake(intensity = 0.005, duration = 300) {
if (this.isShaking) return;
this.isShaking = true;
this.camera.shake(duration, intensity);
this.scene.time.delayedCall(duration, () => {
this.isShaking = false;
});
}
/**
* Hit particles (sparks)
*/
createHitParticles(x, y, color = 0xFFFFFF) {
const particles = this.scene.add.particles(x, y, 'particle_white', {
speed: { min: 100, max: 200 },
angle: { min: 0, max: 360 },
scale: { start: 0.5, end: 0 },
lifespan: 300,
quantity: 8,
tint: color
});
this.scene.time.delayedCall(500, () => {
particles.destroy();
});
}
/**
* Explosion particles
*/
createExplosion(x, y, color = 0xFF4444) {
const particles = this.scene.add.particles(x, y, 'particle_white', {
speed: { min: 200, max: 400 },
angle: { min: 0, max: 360 },
scale: { start: 1, end: 0 },
lifespan: 600,
quantity: 20,
tint: color,
gravityY: 300
});
this.scene.time.delayedCall(800, () => {
particles.destroy();
});
}
/**
* Dust particles (for movement)
*/
createDustPuff(x, y) {
const particles = this.scene.add.particles(x, y, 'particle_white', {
speed: { min: 30, max: 60 },
angle: { min: 0, max: 360 },
scale: { start: 0.3, end: 0 },
lifespan: 400,
quantity: 5,
tint: 0xCCBBAA,
alpha: { start: 0.5, end: 0 }
});
this.scene.time.delayedCall(500, () => {
particles.destroy();
});
}
/**
* Flash effect (for damage, powerups)
*/
flash(color = 0xFFFFFF, duration = 100) {
this.camera.flash(duration, ...this.hexToRGB(color));
}
/**
* Fade effect
*/
fadeOut(duration = 1000, callback) {
this.camera.fadeOut(duration, 0, 0, 0);
if (callback) {
this.scene.time.delayedCall(duration, callback);
}
}
fadeIn(duration = 1000) {
this.camera.fadeIn(duration, 0, 0, 0);
}
/**
* Utility: Hex to RGB
*/
hexToRGB(hex) {
return [
(hex >> 16) & 255,
(hex >> 8) & 255,
hex & 255
];
}
/**
* Create simple white pixel texture for particles
*/
static createParticleTexture(scene) {
if (scene.textures.exists('particle_white')) return;
const graphics = scene.make.graphics({ x: 0, y: 0, add: false });
graphics.fillStyle(0xFFFFFF, 1);
graphics.fillCircle(4, 4, 4);
graphics.generateTexture('particle_white', 8, 8);
graphics.destroy();
}
}

View File

@@ -73,6 +73,11 @@ class WeatherSystem {
// Check for Season Change
this.checkSeasonChange();
// DEMO MODE: 3-day limit
if (this.dayCount > 3) {
this.triggerDemoEnd();
}
}
// Update Phase
@@ -348,4 +353,77 @@ class WeatherSystem {
overlay.fillRect(0, 0, width, height);
}
}
updateTemperature(delta) {
// Calculate base temperature from season
const seasonTemps = {
spring: 15,
summer: 30,
autumn: 10,
winter: -5
};
this.baseTemp = seasonTemps[this.currentSeason] || 20;
// Time of day variation
const timeVar = Math.sin((this.gameTime / 24) * Math.PI * 2) * 5;
this.currentTemp = this.baseTemp + timeVar;
// Temperature damage logic
this.tempCheckTimer += delta;
if (this.tempCheckTimer >= this.tempDamageInterval) {
this.tempCheckTimer = 0;
this.checkTemperatureDamage();
}
}
checkTemperatureDamage() {
if (!this.scene.player) return;
const player = this.scene.player;
const inventory = this.scene.inventorySystem;
// Check for winter coat protection
const hasWinterCoat = inventory && inventory.hasItem('winter_coat');
const hasSummerHat = inventory && inventory.hasItem('summer_hat');
// Cold damage (Winter)
if (this.currentTemp < 0 && !hasWinterCoat) {
player.takeDamage(5);
this.scene.events.emit('show-floating-text', {
x: player.sprite.x,
y: player.sprite.y - 40,
text: '❄️ Freezing!',
color: '#88D4FF'
});
}
// Heat damage (Summer)
if (this.currentTemp > 35 && !hasSummerHat) {
player.takeDamage(3);
this.scene.events.emit('show-floating-text', {
x: player.sprite.x,
y: player.sprite.y - 40,
text: '🔥 Overheating!',
color: '#FF8844'
});
}
}
getTemperature() {
return Math.round(this.currentTemp);
}
triggerDemoEnd() {
console.log('🎮 DEMO END - 3 Days Completed!');
// Pause game
this.scene.physics.pause();
// Show demo end screen
const uiScene = this.scene.scene.get('UIScene');
if (uiScene) {
uiScene.showDemoEndScreen();
}
}
}