FAZA 3: Add 3 NPCs with random walk AI (zombie, villager, merchant)

This commit is contained in:
2025-12-06 18:18:23 +01:00
parent 9389d4e467
commit 34a2d07538
5 changed files with 263 additions and 7 deletions

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@@ -82,7 +82,7 @@
---
## FAZA 3: NPC-ji in Dekoracije
**Status:** ⏸️ Čaka
**Status:** ⏳ V TEKU
### Opravila:
- [ ] Dodaj NPC-je (3 na velikost 100x100)

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@@ -44,6 +44,7 @@
<!-- Entities -->
<script src="src/entities/Player.js"></script>
<script src="src/entities/NPC.js"></script>
<!-- Game Files -->
<script src="src/scenes/BootScene.js"></script>

147
src/entities/NPC.js Normal file
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@@ -0,0 +1,147 @@
// NPC Entity
// NPC z random walk AI in isometrično podporo
class NPC {
constructor(scene, gridX, gridY, offsetX = 0, offsetY = 0, type = 'zombie') {
this.scene = scene;
this.gridX = gridX;
this.gridY = gridY;
this.type = type;
// Terrain offset
this.offsetX = offsetX;
this.offsetY = offsetY;
this.iso = new IsometricUtils(48, 24);
// Random walk paramters
this.moveSpeed = 100; // px/s (počasnejše od igralca)
this.gridMoveTime = 300; // ms za premik (počasneje)
// Stanje
this.isMoving = false;
this.pauseTime = 0;
this.maxPauseTime = 2000; // Pavza med premiki (2s)
// Kreira sprite
this.createSprite();
// Začetna pozicija
this.updatePosition();
// Naključna začetna pavza
this.pauseTime = Math.random() * this.maxPauseTime;
}
createSprite() {
// Generiraj NPC teksturo glede na tip
const texKey = `npc_${this.type}`;
if (!this.scene.textures.exists(texKey)) {
TextureGenerator.createNPCSprite(this.scene, texKey, this.type);
}
// Kreira sprite
const screenPos = this.iso.toScreen(this.gridX, this.gridY);
this.sprite = this.scene.add.sprite(
screenPos.x + this.offsetX,
screenPos.y + this.offsetY,
texKey
);
this.sprite.setOrigin(0.5, 1); // Anchor na dnu sprite-a
// Depth sorting
this.updateDepth();
}
update(delta) {
if (this.isMoving) {
return; // Že se premika
}
// Random walk - pavza med premiki
this.pauseTime += delta;
if (this.pauseTime >= this.maxPauseTime) {
this.performRandomWalk();
this.pauseTime = 0;
}
}
performRandomWalk() {
// Naključna smer (NSEW + možnost obstati)
const directions = [
{ x: -1, y: 0 }, // North-West
{ x: 1, y: 0 }, // South-East
{ x: 0, y: -1 }, // South-West
{ x: 0, y: 1 }, // North-East
{ x: 0, y: 0 } // Stay (30% možnost)
];
const dir = Phaser.Math.RND.pick(directions);
const targetX = this.gridX + dir.x;
const targetY = this.gridY + dir.y;
// Preveri kolizijo z robovi
const terrainSystem = this.scene.terrainSystem;
if (terrainSystem && this.iso.isInBounds(targetX, targetY, terrainSystem.width, terrainSystem.height)) {
// Preveri da ni ista pozicija kot igralec
if (this.scene.player) {
const playerPos = this.scene.player.getPosition();
if (targetX === playerPos.x && targetY === playerPos.y) {
return; // Ne premakni se na igralca
}
}
if (dir.x !== 0 || dir.y !== 0) {
this.moveToGrid(targetX, targetY);
}
}
}
moveToGrid(targetX, targetY) {
this.isMoving = true;
this.gridX = targetX;
this.gridY = targetY;
const targetScreen = this.iso.toScreen(targetX, targetY);
// Tween za smooth gibanje
this.scene.tweens.add({
targets: this.sprite,
x: targetScreen.x + this.offsetX,
y: targetScreen.y + this.offsetY,
duration: this.gridMoveTime,
ease: 'Linear',
onComplete: () => {
this.isMoving = false;
}
});
// Posodobi depth
this.updateDepth();
}
updatePosition() {
const screenPos = this.iso.toScreen(this.gridX, this.gridY);
this.sprite.setPosition(
screenPos.x + this.offsetX,
screenPos.y + this.offsetY
);
this.updateDepth();
}
updateDepth() {
const depth = this.iso.getDepth(this.gridX, this.gridY);
this.sprite.setDepth(depth + 1000); // +1000 da je nad terenom
}
getPosition() {
return { x: this.gridX, y: this.gridY };
}
destroy() {
if (this.sprite) {
this.sprite.destroy();
}
}
}

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@@ -5,6 +5,7 @@ class GameScene extends Phaser.Scene {
this.terrainSystem = null;
this.terrainContainer = null;
this.player = null;
this.npcs = []; // Array za NPCje
}
create() {
@@ -31,6 +32,16 @@ class GameScene extends Phaser.Scene {
console.log('👤 Initializing player...');
this.player = new Player(this, 50, 50, this.terrainOffsetX, this.terrainOffsetY);
// Dodaj 3 NPCje - random pozicije
console.log('🧟 Initializing NPCs...');
const npcTypes = ['zombie', 'villager', 'merchant'];
for (let i = 0; i < 3; i++) {
const randomX = Phaser.Math.Between(20, 80);
const randomY = Phaser.Math.Between(20, 80);
const npc = new NPC(this, randomX, randomY, this.terrainOffsetX, this.terrainOffsetY, npcTypes[i]);
this.npcs.push(npc);
}
// Kamera sledi igralcu
this.cameras.main.startFollow(this.player.sprite, true, 0.1, 0.1);
@@ -60,7 +71,7 @@ class GameScene extends Phaser.Scene {
this.fpsText.setScrollFactor(0);
this.fpsText.setDepth(1000);
console.log('✅ GameScene ready - FAZA 2!');
console.log('✅ GameScene ready - FAZA 3!');
}
setupCamera() {
@@ -91,7 +102,7 @@ class GameScene extends Phaser.Scene {
const width = this.cameras.main.width;
// Naslov
const title = this.add.text(width / 2, 20, 'FAZA 2: Igralec in Gibanje', {
const title = this.add.text(width / 2, 20, 'FAZA 3: NPC-ji in Dekoracije', {
fontFamily: 'Courier New',
fontSize: '20px',
fill: '#00ff41',
@@ -127,6 +138,11 @@ class GameScene extends Phaser.Scene {
this.player.update(delta);
}
// Update NPCs
for (const npc of this.npcs) {
npc.update(delta);
}
// Update FPS
if (this.fpsText) {
this.fpsText.setText(`FPS: ${Math.round(this.game.loop.actualFps)}`);
@@ -146,13 +162,12 @@ class GameScene extends Phaser.Scene {
// Debug info update
if (this.debugText && this.player) {
const playerPos = this.player.getPosition();
const screenPos = this.player.getScreenPosition();
this.debugText.setText(
`FAZA 2 - Player Movement\n` +
`FAZA 3 - NPCs & Decorations\n` +
`Zoom: ${cam.zoom.toFixed(2)}\n` +
`Player Grid: (${playerPos.x}, ${playerPos.y})\n` +
`Player Screen: (${Math.round(screenPos.x)}, ${Math.round(screenPos.y)})`
`Player: (${playerPos.x}, ${playerPos.y})\n` +
`NPCs: ${this.npcs.length}`
);
}
}

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@@ -197,4 +197,97 @@ class TextureGenerator {
pixel(ox + x, oy + 16, outlineColor);
}
}
// Generiraj NPC sprite (32x32px pixel art)
static createNPCSprite(scene, key = 'npc', type = 'zombie') {
const size = 32;
const canvas = scene.textures.createCanvas(key, size, size);
const ctx = canvas.getContext();
ctx.clearRect(0, 0, size, size);
const pixel = (x, y, color) => {
ctx.fillStyle = color;
ctx.fillRect(x, y, 1, 1);
};
const ox = 12;
const oy = 4;
const outlineColor = '#000000';
// Različne barve glede na tip
let skinColor, shirtColor, pantsColor;
switch (type) {
case 'zombie':
skinColor = '#9ACD32'; // Zelena koža
shirtColor = '#8B4513'; // Rjava raztrgana srajca
pantsColor = '#4A4A4A'; // Temno siva
break;
case 'villager':
skinColor = '#FFDBAC';
shirtColor = '#4169E1'; // Modra srajca
pantsColor = '#654321'; // Rjave hlače
break;
case 'merchant':
skinColor = '#FFDBAC';
shirtColor = '#DAA520'; // Zlata/rumena srajca
pantsColor = '#2F4F4F'; // Temno zelene hlače
break;
default:
skinColor = '#FFDBAC';
shirtColor = '#888888';
pantsColor = '#666666';
}
// Glava (brez klobuka za NPCje)
for (let y = 2; y < 6; y++) {
pixel(ox + 0, oy + y, outlineColor);
for (let x = 1; x < 7; x++) {
pixel(ox + x, oy + y, skinColor);
}
pixel(ox + 7, oy + y, outlineColor);
}
// Oči
pixel(ox + 2, oy + 4, outlineColor);
pixel(ox + 5, oy + 4, outlineColor);
// Telo - srajca
for (let y = 6; y < 11; y++) {
pixel(ox + 0, oy + y, outlineColor);
for (let x = 1; x < 7; x++) {
pixel(ox + x, oy + y, shirtColor);
}
pixel(ox + 7, oy + y, outlineColor);
}
// Roke
for (let y = 7; y < 10; y++) {
pixel(ox - 1, oy + y, skinColor);
pixel(ox - 2, oy + y, outlineColor);
pixel(ox + 8, oy + y, skinColor);
pixel(ox + 9, oy + y, outlineColor);
}
// Noge - hlače
for (let y = 11; y < 16; y++) {
pixel(ox + 0, oy + y, outlineColor);
pixel(ox + 1, oy + y, pantsColor);
pixel(ox + 2, oy + y, pantsColor);
pixel(ox + 3, oy + y, outlineColor);
pixel(ox + 4, oy + y, outlineColor);
pixel(ox + 5, oy + y, pantsColor);
pixel(ox + 6, oy + y, pantsColor);
pixel(ox + 7, oy + y, outlineColor);
}
// Dno nog
for (let x = 0; x < 8; x++) {
pixel(ox + x, oy + 16, outlineColor);
}
canvas.refresh();
return canvas;
}
}