diff --git a/index.html b/index.html
index 98d5368..f054a14 100644
--- a/index.html
+++ b/index.html
@@ -81,6 +81,7 @@
+
diff --git a/src/entities/LootChest.js b/src/entities/LootChest.js
index 56c9ca3..681d4d1 100644
--- a/src/entities/LootChest.js
+++ b/src/entities/LootChest.js
@@ -17,6 +17,7 @@ class LootChest {
// Create chest sprite (using existing chest texture)
this.sprite = this.scene.add.sprite(x, y, 'chest');
this.sprite.setOrigin(0.5, 1);
+ this.sprite.setScale(0.1); // Tiny size!
this.sprite.setDepth(this.scene.iso.getDepth(this.gridX, this.gridY, this.scene.iso.LAYER_OBJECTS));
// Golden glow for unopened chests
diff --git a/src/entities/ZombieSpawner.js b/src/entities/ZombieSpawner.js
index e94306e..3790ede 100644
--- a/src/entities/ZombieSpawner.js
+++ b/src/entities/ZombieSpawner.js
@@ -21,6 +21,7 @@ class ZombieSpawner {
// Spawner sprite (dark portal/grave)
this.sprite = this.scene.add.sprite(x, y, 'gravestone');
this.sprite.setOrigin(0.5, 1);
+ this.sprite.setScale(0.1); // Tiny size!
this.sprite.setDepth(this.scene.iso.getDepth(this.gridX, this.gridY, this.scene.iso.LAYER_OBJECTS));
this.sprite.setTint(0x440044); // Purple tint for spawner
diff --git a/src/scenes/GameScene.js b/src/scenes/GameScene.js
index 896703a..7006248 100644
--- a/src/scenes/GameScene.js
+++ b/src/scenes/GameScene.js
@@ -20,6 +20,7 @@ class GameScene extends Phaser.Scene {
// Generate procedural textures
new TextureGenerator(this).generateAll();
+ InventoryIcons.create(this); // Override with flat 2D inventory icons
window.gameState.currentScene = 'GameScene';
const width = this.cameras.main.width;
diff --git a/src/scenes/UIScene.js b/src/scenes/UIScene.js
index 11c6d3d..7958e6f 100644
--- a/src/scenes/UIScene.js
+++ b/src/scenes/UIScene.js
@@ -362,25 +362,28 @@ class UIScene extends Phaser.Scene {
// Draw Sprite
const sprite = this.add.sprite(x + size / 2, y + size / 2, textureKey);
- // Scale to fit slot (32px slot, maybe 24px icon)
- const scale = (size - 8) / Math.max(sprite.width, sprite.height);
- sprite.setScale(scale);
+ // Larger scale for better visibility (fill most of the slot)
+ const scale = (size - 4) / Math.max(sprite.width, sprite.height);
+ sprite.setScale(scale * 1.2); // 20% bigger!
+
+ // Crisp 2D rendering
+ sprite.setTexture(textureKey);
slotGraphics.itemSprite = sprite;
} else {
- // Fallback Text
+ // Fallback Text - bigger and bolder
const text = this.add.text(x + size / 2, y + size / 2,
- type.substring(0, 2).toUpperCase(),
- { fontSize: '12px', align: 'center', color: '#ffff00', stroke: '#000', strokeThickness: 2 }
+ type.substring(0, 3).toUpperCase(),
+ { fontSize: '16px', align: 'center', color: '#ffff00', stroke: '#000', strokeThickness: 3, fontStyle: 'bold' }
).setOrigin(0.5);
slotGraphics.itemText = text;
}
- // Draw Count (if > 1)
+ // Draw Count (if > 1) - bigger and bolder
if (slots[i].count > 1) {
const countText = this.add.text(x + size - 2, y + size - 2,
slots[i].count.toString(),
- { fontSize: '10px', align: 'right', color: '#ffffff', stroke: '#000', strokeThickness: 2 }
+ { fontSize: '14px', align: 'right', color: '#ffffff', stroke: '#000', strokeThickness: 3, fontStyle: 'bold' }
).setOrigin(1, 1);
slotGraphics.countText = countText;
}
diff --git a/src/systems/InteractionSystem.js b/src/systems/InteractionSystem.js
index 66dbef8..fc142a0 100644
--- a/src/systems/InteractionSystem.js
+++ b/src/systems/InteractionSystem.js
@@ -331,4 +331,21 @@ class InteractionSystem {
update(delta) {
// No logic needed here anymore (loot pickup handled by LootSystem)
}
+
+ spawnLoot(gridX, gridY, itemType, count = 1) {
+ // Add items directly to inventory instead of spawning physical loot
+ if (this.scene.inventorySystem) {
+ const added = this.scene.inventorySystem.addItem(itemType, count);
+ if (added) {
+ // Visual feedback
+ this.scene.events.emit('show-floating-text', {
+ x: gridX * 48,
+ y: gridY * 48,
+ text: `+${count} ${itemType}`,
+ color: '#00FF00'
+ });
+ console.log(`📦 Spawned ${count}x ${itemType} at ${gridX},${gridY}`);
+ }
+ }
+ }
}
diff --git a/src/utils/InventoryIcons.js b/src/utils/InventoryIcons.js
new file mode 100644
index 0000000..0690400
--- /dev/null
+++ b/src/utils/InventoryIcons.js
@@ -0,0 +1,123 @@
+// Simple 2D Flat Inventory Icons
+class InventoryIcons {
+ static create(scene) {
+ const s = 48;
+
+ // Remove old textures
+ const items = ['item_axe', 'item_pickaxe', 'item_hoe', 'item_watering_can',
+ 'item_wood', 'item_stone', 'item_seeds', 'item_wheat'];
+ items.forEach(key => {
+ if (scene.textures.exists(key)) scene.textures.remove(key);
+ });
+
+ // AXE - Simple flat brown handle + silver blade
+ const c1 = scene.textures.createCanvas('item_axe', s, s);
+ const ctx1 = c1.getContext();
+ ctx1.fillStyle = '#654321'; // handle
+ ctx1.fillRect(20, 6, 8, 36);
+ ctx1.fillStyle = '#C0C0C0'; // blade
+ ctx1.fillRect(8, 16, 32, 10);
+ ctx1.fillStyle = '#FFFFFF'; // shine
+ ctx1.fillRect(10, 18, 12, 3);
+ c1.refresh();
+
+ // PICKAXE - Brown handle + gray horizontal pick
+ const c2 = scene.textures.createCanvas('item_pickaxe', s, s);
+ const ctx2 = c2.getContext();
+ ctx2.fillStyle = '#654321';
+ ctx2.fillRect(20, 16, 8, 26);
+ ctx2.fillStyle = '#808080';
+ ctx2.fillRect(4, 20, 40, 8);
+ ctx2.fillRect(2, 22, 3, 4); // left point
+ ctx2.fillRect(43, 22, 3, 4); // right point
+ c2.refresh();
+
+ // HOE - L-shape (vertical handle + horizontal blade)
+ const c3 = scene.textures.createCanvas('item_hoe', s, s);
+ const ctx3 = c3.getContext();
+ ctx3.fillStyle = '#654321';
+ ctx3.fillRect(20, 12, 8, 30);
+ ctx3.fillStyle = '#808080';
+ ctx3.fillRect(20, 10, 22, 6);
+ c3.refresh();
+
+ // WATERING CAN - Blue can
+ const c4 = scene.textures.createCanvas('item_watering_can', s, s);
+ const ctx4 = c4.getContext();
+ ctx4.fillStyle = '#4682B4';
+ ctx4.fillRect(12, 20, 24, 18);
+ ctx4.strokeStyle = '#36648B';
+ ctx4.lineWidth = 4;
+ ctx4.beginPath();
+ ctx4.arc(24, 16, 10, 0, Math.PI, true);
+ ctx4.stroke();
+ ctx4.fillStyle = '#4682B4';
+ ctx4.fillRect(36, 26, 8, 4);
+ ctx4.fillStyle = '#00BFFF';
+ ctx4.fillRect(44, 30, 2, 2);
+ ctx4.fillRect(44, 34, 2, 2);
+ c4.refresh();
+
+ // WOOD - Brown log stack
+ const c5 = scene.textures.createCanvas('item_wood', s, s);
+ const ctx5 = c5.getContext();
+ for (let i = 0; i < 3; i++) {
+ ctx5.fillStyle = '#8B4513';
+ ctx5.fillRect(8 + i * 12, 14 + i * 7, 22, 12);
+ ctx5.fillStyle = '#D2691E';
+ ctx5.beginPath();
+ ctx5.arc(10 + i * 12, 20 + i * 7, 5, 0, Math.PI * 2);
+ ctx5.fill();
+ }
+ c5.refresh();
+
+ // STONE - Gray rock pile
+ const c6 = scene.textures.createCanvas('item_stone', s, s);
+ const ctx6 = c6.getContext();
+ ctx6.fillStyle = '#808080';
+ ctx6.beginPath();
+ ctx6.arc(18, 22, 11, 0, Math.PI * 2);
+ ctx6.fill();
+ ctx6.beginPath();
+ ctx6.arc(30, 20, 8, 0, Math.PI * 2);
+ ctx6.fill();
+ ctx6.beginPath();
+ ctx6.arc(24, 34, 9, 0, Math.PI * 2);
+ ctx6.fill();
+ c6.refresh();
+
+ // SEEDS - Beige seed packet
+ const c7 = scene.textures.createCanvas('item_seeds', s, s);
+ const ctx7 = c7.getContext();
+ ctx7.fillStyle = '#F5DEB3';
+ ctx7.fillRect(10, 8, 28, 34);
+ ctx7.fillStyle = '#228B22';
+ ctx7.fillRect(10, 30, 28, 10);
+ ctx7.fillStyle = '#8B7355';
+ for (let i = 0; i < 6; i++) {
+ ctx7.beginPath();
+ ctx7.arc(15 + (i % 3) * 9, 14 + Math.floor(i / 3) * 8, 2, 0, Math.PI * 2);
+ ctx7.fill();
+ }
+ c7.refresh();
+
+ // WHEAT - Golden wheat bundle
+ const c8 = scene.textures.createCanvas('item_wheat', s, s);
+ const ctx8 = c8.getContext();
+ ctx8.strokeStyle = '#DAA520';
+ ctx8.lineWidth = 3;
+ for (let i = 0; i < 5; i++) {
+ ctx8.beginPath();
+ ctx8.moveTo(16 + i * 4, 38);
+ ctx8.lineTo(16 + i * 4, 14);
+ ctx8.stroke();
+ }
+ ctx8.fillStyle = '#FFD700';
+ for (let i = 0; i < 5; i++) {
+ ctx8.fillRect(14 + i * 4, 10, 5, 10);
+ }
+ c8.refresh();
+
+ console.log('✅ 2D Flat inventory icons created!');
+ }
+}