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