FAZA 3: Add 3 NPCs with random walk AI (zombie, villager, merchant)
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147
src/entities/NPC.js
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147
src/entities/NPC.js
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// NPC Entity
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// NPC z random walk AI in isometrično podporo
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class NPC {
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constructor(scene, gridX, gridY, offsetX = 0, offsetY = 0, type = 'zombie') {
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this.scene = scene;
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this.gridX = gridX;
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this.gridY = gridY;
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this.type = type;
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// Terrain offset
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this.offsetX = offsetX;
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this.offsetY = offsetY;
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this.iso = new IsometricUtils(48, 24);
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// Random walk paramters
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this.moveSpeed = 100; // px/s (počasnejše od igralca)
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this.gridMoveTime = 300; // ms za premik (počasneje)
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// Stanje
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this.isMoving = false;
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this.pauseTime = 0;
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this.maxPauseTime = 2000; // Pavza med premiki (2s)
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// Kreira sprite
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this.createSprite();
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// Začetna pozicija
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this.updatePosition();
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// Naključna začetna pavza
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this.pauseTime = Math.random() * this.maxPauseTime;
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}
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createSprite() {
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// Generiraj NPC teksturo glede na tip
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const texKey = `npc_${this.type}`;
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if (!this.scene.textures.exists(texKey)) {
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TextureGenerator.createNPCSprite(this.scene, texKey, this.type);
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}
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// Kreira sprite
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const screenPos = this.iso.toScreen(this.gridX, this.gridY);
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this.sprite = this.scene.add.sprite(
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screenPos.x + this.offsetX,
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screenPos.y + this.offsetY,
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texKey
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);
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this.sprite.setOrigin(0.5, 1); // Anchor na dnu sprite-a
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// Depth sorting
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this.updateDepth();
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}
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update(delta) {
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if (this.isMoving) {
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return; // Že se premika
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}
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// Random walk - pavza med premiki
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this.pauseTime += delta;
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if (this.pauseTime >= this.maxPauseTime) {
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this.performRandomWalk();
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this.pauseTime = 0;
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}
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}
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performRandomWalk() {
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// Naključna smer (NSEW + možnost obstati)
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const directions = [
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{ x: -1, y: 0 }, // North-West
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{ x: 1, y: 0 }, // South-East
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{ x: 0, y: -1 }, // South-West
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{ x: 0, y: 1 }, // North-East
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{ x: 0, y: 0 } // Stay (30% možnost)
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];
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const dir = Phaser.Math.RND.pick(directions);
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const targetX = this.gridX + dir.x;
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const targetY = this.gridY + dir.y;
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// Preveri kolizijo z robovi
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const terrainSystem = this.scene.terrainSystem;
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if (terrainSystem && this.iso.isInBounds(targetX, targetY, terrainSystem.width, terrainSystem.height)) {
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// Preveri da ni ista pozicija kot igralec
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if (this.scene.player) {
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const playerPos = this.scene.player.getPosition();
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if (targetX === playerPos.x && targetY === playerPos.y) {
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return; // Ne premakni se na igralca
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}
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}
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if (dir.x !== 0 || dir.y !== 0) {
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this.moveToGrid(targetX, targetY);
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}
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}
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}
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moveToGrid(targetX, targetY) {
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this.isMoving = true;
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this.gridX = targetX;
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this.gridY = targetY;
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const targetScreen = this.iso.toScreen(targetX, targetY);
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// Tween za smooth gibanje
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this.scene.tweens.add({
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targets: this.sprite,
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x: targetScreen.x + this.offsetX,
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y: targetScreen.y + this.offsetY,
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duration: this.gridMoveTime,
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ease: 'Linear',
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onComplete: () => {
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this.isMoving = false;
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}
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});
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// Posodobi depth
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this.updateDepth();
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}
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updatePosition() {
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const screenPos = this.iso.toScreen(this.gridX, this.gridY);
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this.sprite.setPosition(
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screenPos.x + this.offsetX,
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screenPos.y + this.offsetY
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);
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this.updateDepth();
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}
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updateDepth() {
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const depth = this.iso.getDepth(this.gridX, this.gridY);
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this.sprite.setDepth(depth + 1000); // +1000 da je nad terenom
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}
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getPosition() {
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return { x: this.gridX, y: this.gridY };
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}
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destroy() {
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if (this.sprite) {
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this.sprite.destroy();
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}
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}
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}
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