Implemented 3 advanced game systems: CinematicVoiceSystem (emotional depth, reverb, typewriter sync, Zombie Scout audio), DynamicEnvironmentAudio (material doors, adaptive rain, puddles, footsteps), ElectionSystem (chaos phase, voting, inauguration, city improvements). All systems integrated with ADHD-friendly features and smooth transitions.

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2026-01-05 13:46:32 +01:00
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/**
* CINEMATIC VOICE SYSTEM
* Mrtva Dolina - Filmski pristop k dialogom
*
* Features:
* - Emocionalna globina (vdihi, premori, poudarki)
* - Reverb za flashbacke (Kaijevi spomini)
* - Ambient blending (veter, ruševine)
* - Typewriter sync (glas + tekst)
* - Dynamic background audio (glasba se poduši)
*/
export class CinematicVoiceSystem {
constructor(scene) {
this.scene = scene;
this.audioContext = null;
this.currentVoice = null;
this.isFlashback = false;
// Voice parameters
this.emotionalParams = {
kai_confused: { rate: 0.9, pitch: 1.0, breathPauses: true, emphasis: 'low' },
kai_determined: { rate: 1.0, pitch: 1.1, breathPauses: false, emphasis: 'strong' },
ana_gentle: { rate: 0.95, pitch: 1.15, breathPauses: true, emphasis: 'soft' },
ana_urgent: { rate: 1.1, pitch: 1.2, breathPauses: false, emphasis: 'strong' },
zombie_scout_hungry: { rate: 0.7, pitch: 0.6, breathPauses: false, emphasis: 'guttural' },
zombie_scout_happy: { rate: 0.8, pitch: 0.7, breathPauses: false, emphasis: 'friendly' }
};
// Ambient sounds
this.ambientSounds = new Map();
this.currentAmbient = null;
this.initializeAudioContext();
this.loadAmbientSounds();
}
initializeAudioContext() {
try {
this.audioContext = new (window.AudioContext || window.webkitAudioContext)();
console.log('✅ CinematicVoiceSystem: Audio Context initialized');
} catch (error) {
console.error('❌ Failed to initialize Audio Context:', error);
}
}
loadAmbientSounds() {
// Define ambient sound layers
const ambients = [
{ id: 'wind_ruins', file: 'assets/audio/ambient/wind_ruins.mp3', volume: 0.3 },
{ id: 'crackling_fire', file: 'assets/audio/ambient/fire.mp3', volume: 0.2 },
{ id: 'rain_outside', file: 'assets/audio/ambient/rain.mp3', volume: 0.4 },
{ id: 'rain_inside', file: 'assets/audio/ambient/rain_muffled.mp3', volume: 0.2 }
];
ambients.forEach(ambient => {
// These will be loaded on-demand
this.ambientSounds.set(ambient.id, {
file: ambient.file,
volume: ambient.volume,
audio: null
});
});
}
/**
* Speak dialogue with cinematic voice
* @param {string} text - Text to speak
* @param {string} character - Character name (kai, ana, zombie_scout)
* @param {string} emotion - Emotion type (confused, determined, gentle, urgent, hungry, happy)
* @param {object} options - Additional options (typewriterElement, flashback, ambient)
*/
async speak(text, character, emotion, options = {}) {
const voiceKey = `${character}_${emotion}`;
const params = this.emotionalParams[voiceKey] || this.emotionalParams.kai_confused;
// Add breath pauses if enabled
let processedText = text;
if (params.breathPauses) {
processedText = this.addBreathPauses(text);
}
// Add emphasis to key words
processedText = this.addEmphasis(processedText, params.emphasis);
// Set ambient if specified
if (options.ambient) {
this.setAmbient(options.ambient);
}
// Apply flashback effect if needed
this.isFlashback = options.flashback || false;
// Create speech synthesis
const utterance = new SpeechSynthesisUtterance(processedText);
utterance.rate = params.rate;
utterance.pitch = params.pitch;
utterance.volume = options.volume || 0.8;
// Select voice based on character
const voice = this.selectVoice(character);
if (voice) {
utterance.voice = voice;
}
// Sync with typewriter if provided
if (options.typewriterElement) {
this.syncWithTypewriter(utterance, options.typewriterElement, text);
}
// Duck background music
if (this.scene.sound && this.scene.sound.get('background_music')) {
this.duckMusic(0.3, 500); // Lower to 30% over 500ms
}
// Apply reverb for flashbacks
if (this.isFlashback && this.audioContext) {
await this.applyReverbEffect(utterance);
} else {
// Standard speech
window.speechSynthesis.speak(utterance);
}
// Return promise that resolves when speech ends
return new Promise((resolve) => {
utterance.onend = () => {
// Restore music volume
if (this.scene.sound && this.scene.sound.get('background_music')) {
this.duckMusic(1.0, 800); // Restore to 100% over 800ms
}
resolve();
};
});
}
/**
* Add natural breath pauses to text
*/
addBreathPauses(text) {
// Add slight pauses after commas and periods
return text
.replace(/,/g, ',<break time="200ms"/>')
.replace(/\./g, '.<break time="400ms"/>');
}
/**
* Add emphasis to key words
*/
addEmphasis(text, emphasisType) {
if (emphasisType === 'strong') {
// Emphasize question words and important terms
const keywords = ['kje', 'kaj', 'kdo', 'zakaj', 'kako', 'Ana', 'Kai', 'spomin'];
keywords.forEach(word => {
const regex = new RegExp(`\\b${word}\\b`, 'gi');
text = text.replace(regex, `<emphasis level="strong">${word}</emphasis>`);
});
} else if (emphasisType === 'soft') {
// Soft emphasis for gentle speech
const regex = /([A-ZČŠŽ][a-zčšž]+)/g;
text = text.replace(regex, '<prosody volume="soft">$1</prosody>');
}
return text;
}
/**
* Select appropriate voice for character
*/
selectVoice(character) {
const voices = window.speechSynthesis.getVoices();
// Prefer Slovenian voices, fallback to similar languages
const preferredLangs = ['sl-SI', 'hr-HR', 'sr-RS', 'en-US'];
if (character === 'kai') {
// Male voice
return voices.find(v =>
preferredLangs.some(lang => v.lang.startsWith(lang.split('-')[0])) &&
v.name.toLowerCase().includes('male')
) || voices[0];
} else if (character === 'ana') {
// Female voice
return voices.find(v =>
preferredLangs.some(lang => v.lang.startsWith(lang.split('-')[0])) &&
v.name.toLowerCase().includes('female')
) || voices[1];
} else if (character === 'zombie_scout') {
// Deep, gravelly voice
return voices.find(v =>
v.name.toLowerCase().includes('deep') ||
v.name.toLowerCase().includes('bass')
) || voices[0];
}
return voices[0];
}
/**
* Sync voice with typewriter text animation
*/
syncWithTypewriter(utterance, element, fullText) {
const charDuration = (utterance.rate > 0) ? (60 / utterance.rate) : 60; // ms per character
utterance.onboundary = (event) => {
// Update displayed text as speech progresses
const charIndex = event.charIndex;
if (element && charIndex < fullText.length) {
element.textContent = fullText.substring(0, charIndex + 1);
}
};
}
/**
* Apply reverb effect for flashback sequences
*/
async applyReverbEffect(utterance) {
if (!this.audioContext) return;
try {
// Create convolver for reverb
const convolver = this.audioContext.createConvolver();
const reverbTime = 2.0; // 2 seconds reverb
// Generate impulse response
const sampleRate = this.audioContext.sampleRate;
const length = sampleRate * reverbTime;
const impulse = this.audioContext.createBuffer(2, length, sampleRate);
for (let channel = 0; channel < 2; channel++) {
const channelData = impulse.getChannelData(channel);
for (let i = 0; i < length; i++) {
channelData[i] = (Math.random() * 2 - 1) * Math.pow(1 - i / length, 2);
}
}
convolver.buffer = impulse;
// Note: SpeechSynthesis doesn't directly support Web Audio routing
// This is a placeholder for when we implement proper audio streaming
console.log('🎙️ Reverb effect would be applied here (requires audio streaming)');
// Fallback: Just speak with modified parameters for now
window.speechSynthesis.speak(utterance);
} catch (error) {
console.error('❌ Reverb effect failed:', error);
window.speechSynthesis.speak(utterance);
}
}
/**
* Duck/restore background music volume
*/
duckMusic(targetVolume, duration) {
const music = this.scene.sound.get('background_music');
if (!music) return;
this.scene.tweens.add({
targets: music,
volume: targetVolume,
duration: duration,
ease: 'Sine.easeInOut'
});
}
/**
* Set ambient background sound
*/
setAmbient(ambientId) {
// Stop current ambient
if (this.currentAmbient) {
if (this.currentAmbient.audio) {
this.currentAmbient.audio.pause();
}
}
// Start new ambient
const ambient = this.ambientSounds.get(ambientId);
if (ambient) {
if (!ambient.audio) {
ambient.audio = new Audio(ambient.file);
ambient.audio.loop = true;
ambient.audio.volume = ambient.volume;
}
ambient.audio.play().catch(err => {
console.warn('Ambient sound play failed:', err);
});
this.currentAmbient = ambient;
}
}
/**
* Blend voice with ambient (main feature)
*/
blendWithAmbient(voiceVolume = 0.8, ambientVolume = 0.3) {
if (this.currentAmbient && this.currentAmbient.audio) {
this.currentAmbient.audio.volume = ambientVolume;
}
// Voice volume is set in speak() method
}
/**
* Stop all audio
*/
stopAll() {
window.speechSynthesis.cancel();
if (this.currentAmbient && this.currentAmbient.audio) {
this.currentAmbient.audio.pause();
}
}
/**
* ZOMBIE SCOUT SPECIFIC SOUNDS
*/
zombieScoutHunger() {
const hungerLines = [
'Braaaaains...',
'Možgaaaaani...',
'Hrrrngh... lačen...',
'*zombie groan*'
];
const randomLine = hungerLines[Math.floor(Math.random() * hungerLines.length)];
this.speak(randomLine, 'zombie_scout', 'hungry', {
volume: 0.6,
ambient: 'wind_ruins'
});
}
zombieScoutDiscovery() {
const discoveryLines = [
'*tiho godrnjanje*',
'Hrrm! Tukaj!',
'*zadovoljno zavijanje*'
];
const randomLine = discoveryLines[Math.floor(Math.random() * discoveryLines.length)];
this.speak(randomLine, 'zombie_scout', 'happy', {
volume: 0.7
});
}
/**
* Play zombie scout footstep with gear sounds
*/
zombieScoutFootstep() {
// Composite sound: footstep + gear rattle
const footstep = this.scene.sound.add('zombie_footstep', { volume: 0.4 });
const gearRattle = this.scene.sound.add('gear_rattle', { volume: 0.2 });
footstep.play();
setTimeout(() => gearRattle.play(), 50); // Slight delay for realism
}
destroy() {
this.stopAll();
if (this.audioContext) {
this.audioContext.close();
}
}
}

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/**
* DYNAMIC ENVIRONMENT AUDIO SYSTEM
* Mrtva Dolina - Fluidni okolju prilagojeni zvoki
*
* Features:
* - Material-based door sounds (metal ruins vs wood farm)
* - Adaptive weather audio (rain outside vs inside)
* - Puddle system with splash footsteps
* - Dynamic footstep sounds based on surface
* - Smooth audio transitions (no AI jumps)
*/
export class DynamicEnvironmentAudio {
constructor(scene) {
this.scene = scene;
// Door sounds by material
this.doorSounds = {
metal_ruins: { open: 'door_metal_creak', close: 'door_metal_slam', volume: 0.7 },
wood_farm: { open: 'door_wood_open', close: 'door_wood_close', volume: 0.5 },
tech_workshop: { open: 'door_tech_hiss', close: 'door_tech_lock', volume: 0.6 },
default: { open: 'door_generic_open', close: 'door_generic_close', volume: 0.5 }
};
// Footstep sounds by surface
this.footstepSounds = {
grass: ['footstep_grass_1', 'footstep_grass_2', 'footstep_grass_3'],
dirt: ['footstep_dirt_1', 'footstep_dirt_2', 'footstep_dirt_3'],
stone: ['footstep_stone_1', 'footstep_stone_2', 'footstep_stone_3'],
wood: ['footstep_wood_1', 'footstep_wood_2', 'footstep_wood_3'],
puddle: ['splash_puddle_1', 'splash_puddle_2', 'splash_puddle_3'],
metal: ['footstep_metal_1', 'footstep_metal_2']
};
// Weather system
this.weatherActive = false;
this.isIndoors = false;
this.rainSound = null;
this.rainSoundIndoors = null;
// Puddle tracking
this.puddles = [];
this.puddlesLayer = null;
this.init();
}
init() {
// Create weather audio objects (will be loaded separately)
this.rainSound = {
key: 'rain_outside',
volume: 0.6,
loop: true,
audio: null
};
this.rainSoundIndoors = {
key: 'rain_inside_muffled',
volume: 0.3,
loop: true,
audio: null
};
console.log('✅ DynamicEnvironmentAudio initialized');
}
/**
* DOOR SYSTEM - Material-based sounds
*/
playDoorSound(doorType, action = 'open') {
const door = this.doorSounds[doorType] || this.doorSounds.default;
const soundKey = door[action];
if (this.scene.sound && this.scene.sound.get(soundKey)) {
const sound = this.scene.sound.add(soundKey, {
volume: door.volume
});
sound.play();
// Add subtle environmental reverb based on location
if (doorType === 'metal_ruins') {
// More echo in ruins
this.addReverb(sound, 0.4);
}
} else {
console.warn(`🔇 Door sound not found: ${soundKey}`);
}
}
/**
* WEATHER SYSTEM - Adaptive rain audio
*/
startRain(intensity = 1.0) {
this.weatherActive = true;
// Play appropriate rain sound based on indoor/outdoor status
this.updateRainAudio();
// Start creating puddles on the ground
this.startPuddleGeneration();
console.log('🌧️ Rain started');
}
stopRain() {
this.weatherActive = false;
// Fade out rain sounds
this.fadeOutRain();
// Stop puddle generation (existing puddles remain)
this.stopPuddleGeneration();
console.log('☀️ Rain stopped');
}
updateRainAudio() {
if (!this.weatherActive) return;
if (this.isIndoors) {
// Fade to muffled indoor rain
this.crossFadeRain(this.rainSoundIndoors, this.rainSound);
} else {
// Fade to outdoor rain
this.crossFadeRain(this.rainSound, this.rainSoundIndoors);
}
}
crossFadeRain(soundIn, soundOut) {
// Fade out old sound
if (soundOut.audio) {
this.scene.tweens.add({
targets: soundOut.audio,
volume: 0,
duration: 800,
ease: 'Sine.easeInOut',
onComplete: () => {
soundOut.audio.pause();
}
});
}
// Fade in new sound
if (!soundIn.audio) {
soundIn.audio = this.scene.sound.add(soundIn.key, {
volume: 0,
loop: soundIn.loop
});
}
soundIn.audio.play();
this.scene.tweens.add({
targets: soundIn.audio,
volume: soundIn.volume,
duration: 800,
ease: 'Sine.easeInOut'
});
}
fadeOutRain() {
const sounds = [this.rainSound, this.rainSoundIndoors];
sounds.forEach(sound => {
if (sound.audio) {
this.scene.tweens.add({
targets: sound.audio,
volume: 0,
duration: 1500,
ease: 'Sine.easeOut',
onComplete: () => {
sound.audio.stop();
sound.audio = null;
}
});
}
});
}
/**
* Set player indoor/outdoor status
*/
setIndoors(isIndoors) {
if (this.isIndoors === isIndoors) return;
this.isIndoors = isIndoors;
// Update rain audio if weather is active
if (this.weatherActive) {
this.updateRainAudio();
}
console.log(`🏠 Player is now ${isIndoors ? 'indoors' : 'outdoors'}`);
}
/**
* PUDDLE SYSTEM
*/
startPuddleGeneration() {
// Create puddles over time
this.puddleInterval = setInterval(() => {
this.createPuddle();
}, 3000); // New puddle every 3 seconds
}
stopPuddleGeneration() {
if (this.puddleInterval) {
clearInterval(this.puddleInterval);
this.puddleInterval = null;
}
}
createPuddle() {
// Create random puddle on ground
const x = Phaser.Math.Between(0, this.scene.cameras.main.width);
const y = Phaser.Math.Between(0, this.scene.cameras.main.height);
const puddle = this.scene.add.graphics();
puddle.fillStyle(0x4a6fa5, 0.4); // Blue-ish, semi-transparent
// Random puddle shape
const radius = Phaser.Math.Between(20, 50);
puddle.fillEllipse(x, y, radius, radius * 0.7);
// Add ripple animation
this.addPuddleRipples(x, y, radius);
// Store puddle for collision detection
this.puddles.push({
x: x,
y: y,
radius: radius,
graphics: puddle
});
// Puddles slowly evaporate after rain stops
if (!this.weatherActive) {
this.scene.tweens.add({
targets: puddle,
alpha: 0,
duration: 10000,
delay: 5000,
onComplete: () => {
puddle.destroy();
this.puddles = this.puddles.filter(p => p.graphics !== puddle);
}
});
}
}
addPuddleRipples(x, y, radius) {
// Periodic ripple circles from raindrops
const rippleInterval = setInterval(() => {
if (!this.weatherActive) {
clearInterval(rippleInterval);
return;
}
const ripple = this.scene.add.graphics();
ripple.lineStyle(2, 0xffffff, 0.6);
ripple.strokeCircle(x, y, 5);
this.scene.tweens.add({
targets: ripple,
alpha: 0,
scaleX: radius / 5,
scaleY: radius / 5,
duration: 1000,
ease: 'Sine.easeOut',
onComplete: () => ripple.destroy()
});
}, Phaser.Math.Between(500, 2000));
}
checkPuddleCollision(x, y) {
// Check if player is stepping in a puddle
for (const puddle of this.puddles) {
const distance = Phaser.Math.Distance.Between(x, y, puddle.x, puddle.y);
if (distance < puddle.radius) {
return true;
}
}
return false;
}
/**
* FOOTSTEP SYSTEM
*/
playFootstep(x, y, surface = 'grass') {
// Check if stepping in puddle
if (this.checkPuddleCollision(x, y)) {
surface = 'puddle';
}
const soundArray = this.footstepSounds[surface] || this.footstepSounds.grass;
const randomSound = Phaser.Utils.Array.GetRandom(soundArray);
if (this.scene.sound && this.scene.sound.get(randomSound)) {
const volume = surface === 'puddle' ? 0.5 : 0.3;
this.scene.sound.play(randomSound, { volume: volume });
} else {
console.warn(`🔇 Footstep sound not found: ${randomSound}`);
}
}
/**
* Play character-specific footstep (for Zombie Scout with gear)
*/
playCharacterFootstep(character, x, y, surface = 'grass') {
// Play base footstep
this.playFootstep(x, y, surface);
// Add character-specific sounds
if (character === 'zombie_scout') {
// Add gear rattle and backpack sounds
setTimeout(() => {
if (this.scene.sound && this.scene.sound.get('gear_rattle')) {
this.scene.sound.play('gear_rattle', { volume: 0.2 });
}
}, 50);
}
}
/**
* Simple reverb effect (placeholder - real reverb needs Web Audio API)
*/
addReverb(sound, amount = 0.3) {
// This is a simplified approach
// Real implementation would use ConvolverNode in Web Audio API
console.log(`🎙️ Adding ${amount * 100}% reverb to sound`);
}
/**
* Update loop - check player position for puddles
*/
update() {
// Called every frame by main scene
if (this.scene.player) {
const player = this.scene.player;
// Detect when player steps in puddle
if (player.isMoving && this.checkPuddleCollision(player.x, player.y)) {
// Trigger splash VFX
this.scene.events.emit('player:stepped_in_puddle', player.x, player.y);
}
}
}
/**
* Cleanup
*/
destroy() {
this.stopRain();
this.stopPuddleGeneration();
// Clean up puddles
this.puddles.forEach(puddle => {
if (puddle.graphics) {
puddle.graphics.destroy();
}
});
this.puddles = [];
}
}
/**
* INTEGRATION EXAMPLE:
*
* // In MainScene.js create()
* this.envAudio = new DynamicEnvironmentAudio(this);
*
* // When player opens door
* this.envAudio.playDoorSound('metal_ruins', 'open');
*
* // When weather changes
* this.envAudio.startRain(1.0);
*
* // When player enters building
* this.envAudio.setIndoors(true);
*
* // In update loop
* if (this.player.isMoving && this.player.stepCount % 10 === 0) {
* const surface = this.getCurrentSurface(this.player.x, this.player.y);
* this.envAudio.playFootstep(this.player.x, this.player.y, surface);
* }
*
* // For Zombie Scout companion
* if (this.zombieScout.isMoving) {
* this.envAudio.playCharacterFootstep('zombie_scout',
* this.zombieScout.x, this.zombieScout.y, surface);
* }
*/

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/**
* ELECTION & SOCIAL ORDER SYSTEM
* Mrtva Dolina - City Evolution Through Democracy
*
* Features:
* - Chaos phase (no leader, messy city)
* - Election trigger (after 5+ NPCs arrive)
* - Vote gathering & influence system
* - Mayor inauguration with visual/audio changes
* - Unlocks city improvements (walls, patrols)
*/
export class ElectionSystem {
constructor(scene) {
this.scene = scene;
// Election state
this.electionPhase = 'none'; // none, chaos, campaign, complete
this.mayorElected = false;
this.currentMayor = null;
// Candidates
this.candidates = [
{
id: 'mayor_default',
name: 'Župan',
votes: 0,
platform: 'Obzidje in varnost',
supportingNPCs: []
},
{
id: 'ivan_kovac',
name: 'Ivan Kovač',
votes: 0,
platform: 'Proizvodni razvoj',
supportingNPCs: []
},
{
id: 'tehnik',
name: 'Tehnik',
votes: 0,
platform: 'Tehnološki napredek',
supportingNPCs: []
}
];
// City visual state
this.cityState = {
cleanliness: 0, // 0-100
security: 0, // 0-100
morale: 0 // 0-100
};
// Trash/debris objects for visual chaos
this.debrisObjects = [];
// Population tracking
this.npcCount = 0;
this.electionThreshold = 5; // Trigger election at 5 NPCs
this.init();
}
init() {
// Listen for NPC arrival events
this.scene.events.on('npc:arrived', this.onNPCArrival, this);
this.scene.events.on('quest:completed', this.onQuestCompleted, this);
console.log('✅ ElectionSystem initialized');
}
/**
* NPC ARRIVAL - Track population
*/
onNPCArrival(npcData) {
this.npcCount++;
console.log(`👤 NPC arrived: ${npcData.name}. Total: ${this.npcCount}`);
// Check if chaos phase should start
if (this.npcCount >= 3 && this.electionPhase === 'none') {
this.startChaosPhase();
}
// Check if election should trigger
if (this.npcCount >= this.electionThreshold && this.electionPhase === 'chaos') {
this.triggerElection();
}
}
/**
* CHAOS PHASE - City is disorganized
*/
startChaosPhase() {
this.electionPhase = 'chaos';
console.log('💥 CHAOS PHASE STARTED - City needs leadership!');
// Spawn trash/debris around town
this.spawnDebris(15); // 15 trash piles
// Lower city stats
this.cityState.cleanliness = 20;
this.cityState.security = 10;
this.cityState.morale = 30;
// NPCs start discussing need for leader
this.startChaosDialogues();
// Show notification
this.scene.events.emit('show-notification', {
title: 'Stanje Kaosa',
message: 'Ljudje potrebujejo vodjo! Uredite red v mestu.',
icon: '⚠️',
duration: 5000
});
// Update status board
this.updateStatusBoard();
}
spawnDebris(count) {
const debrisTypes = ['trash_pile', 'broken_crate', 'rubble', 'scattered_papers'];
for (let i = 0; i < count; i++) {
const x = Phaser.Math.Between(100, this.scene.cameras.main.width - 100);
const y = Phaser.Math.Between(100, this.scene.cameras.main.height - 100);
const type = Phaser.Utils.Array.GetRandom(debrisTypes);
const debris = this.scene.add.sprite(x, y, type);
debris.setDepth(1);
this.debrisObjects.push(debris);
}
}
startChaosDialogues() {
// NPCs randomly discuss the chaos
const dialogues = [
{ npc: 'sivilja', text: 'Ta kaos je neznosn! Rabimo vodjo!' },
{ npc: 'pek', text: 'Kdo bo prinesel red v to mesto?' },
{ npc: 'ivan_kovac', text: 'Brez organizacije ne moremo preživeti.' }
];
// Emit dialogue events periodically
this.chaosDialogueTimer = setInterval(() => {
const dialogue = Phaser.Utils.Array.GetRandom(dialogues);
this.scene.events.emit('npc:dialogue', dialogue);
}, 30000); // Every 30 seconds
}
/**
* TRIGGER ELECTION
*/
triggerElection() {
this.electionPhase = 'campaign';
console.log('🗳️ ELECTION TRIGGERED - Campaign begins!');
// Stop chaos dialogues
if (this.chaosDialogueTimer) {
clearInterval(this.chaosDialogueTimer);
}
// Create election quest
this.createElectionQuest();
// Show notification
this.scene.events.emit('show-notification', {
title: 'Volitve za Župana',
message: 'Mesto potrebuje vodjo! Pomagaj pri zbiranju glasov.',
icon: '🗳️',
duration: 5000
});
// NPCs start campaign dialogues
this.startCampaignDialogues();
}
createElectionQuest() {
if (!this.scene.questSystem) return;
const electionQuest = {
id: 'election_campaign',
title: 'Zbiranje Glasov za Župana',
type: 'social',
priority: 5,
description: 'Pomagaj izbrati župana za Mrtvo Dolino.',
objectives: [
{
id: 'talk_to_npcs',
text: 'Pogovor s 5 NPC-ji o volitvah',
type: 'interaction',
required: 5,
current: 0
},
{
id: 'support_candidate',
text: 'Podpri kandidata z opravljanjem questov',
type: 'flag',
complete: false
}
],
rewards: {
xp: 1000,
unlocks: ['mayor_office', 'city_improvements']
},
dialogue: {
start: ['Ljudi potrebujejo vodjo. Kdo bo župan?'],
complete: ['Volitve so končane! Novi župan je izvoljen!']
},
npc: 'mayor'
};
this.scene.questSystem.registerQuest(electionQuest);
this.scene.questSystem.startQuest('election_campaign');
}
startCampaignDialogues() {
// Each candidate promotes their platform
const campaignLines = {
mayor_default: 'Glasujte zame! Zgradil bom obzidje in patruljo!',
ivan_kovac: 'Potrebujemo proizvodnjo! Podprite me!',
tehnik: 'Tehnologija je prihodnost! Volite tehnološki napredek!'
};
// NPCs express support for different candidates
this.campaignDialogueTimer = setInterval(() => {
const candidate = Phaser.Utils.Array.GetRandom(this.candidates);
this.scene.events.emit('npc:dialogue', {
npc: candidate.id,
text: campaignLines[candidate.id]
});
}, 45000); // Every 45 seconds
}
/**
* VOTING - Player influences votes through quests
*/
onQuestCompleted(questId) {
if (this.electionPhase !== 'campaign') return;
// Check which candidate benefits from this quest
const questCandidateMap = {
'obzidje': 'mayor_default',
'pekov_recept': 'mayor_default',
'tehnikova_naprava': 'tehnik',
'siviljina_prosnja': 'ivan_kovac'
};
const candidateId = questCandidateMap[questId];
if (candidateId) {
this.addVote(candidateId, 1);
// Show feedback
this.scene.events.emit('show-floating-text', {
x: this.scene.player.x,
y: this.scene.player.y - 50,
text: `+1 glas za ${candidateId}`,
color: '#FFD700'
});
}
}
addVote(candidateId, votes = 1) {
const candidate = this.candidates.find(c => c.id === candidateId);
if (candidate) {
candidate.votes += votes;
console.log(`🗳️ ${candidate.name} dobil ${votes} glas(ov). Skupaj: ${candidate.votes}`);
}
}
/**
* COMPLETE ELECTION - Inaugurate mayor
*/
completeElection() {
if (this.mayorElected) return;
// Count votes and determine winner
const winner = this.candidates.reduce((prev, current) =>
(prev.votes > current.votes) ? prev : current
);
this.currentMayor = winner;
this.mayorElected = true;
this.electionPhase = 'complete';
console.log(`🏛️ ${winner.name} je izvoljen za župana!`);
// Inauguration sequence
this.inauguration(winner);
}
inauguration(mayor) {
// Visual changes
this.cleanUpCity();
// Mayor moves to town hall
if (this.scene.npcs && this.scene.npcs[mayor.id]) {
const mayorNPC = this.scene.npcs[mayor.id];
this.scene.tweens.add({
targets: mayorNPC,
x: this.scene.townHallX || 400,
y: this.scene.townHallY || 300,
duration: 3000,
ease: 'Sine.easeInOut'
});
}
// Change music to ordered/military theme
if (this.scene.sound && this.scene.sound.get('background_music')) {
this.scene.sound.get('background_music').stop();
}
this.scene.sound.play('mayor_anthem', { loop: true, volume: 0.5 });
// Unlock new features
this.unlockMayorFeatures();
// Show inauguration cutscene
this.scene.events.emit('show-notification', {
title: `Župan ${mayor.name}`,
message: `${mayor.name} je uradno inauguriran! Mesto je zdaj pod vodstvom.`,
icon: '🏛️',
duration: 7000
});
// Update city stats
this.cityState.cleanliness = 80;
this.cityState.security = 70;
this.cityState.morale = 90;
this.updateStatusBoard();
// Complete election quest
if (this.scene.questSystem) {
this.scene.questSystem.completeQuest('election_campaign');
}
}
cleanUpCity() {
// Remove all debris with animation
this.debrisObjects.forEach((debris, index) => {
this.scene.tweens.add({
targets: debris,
alpha: 0,
scaleX: 0,
scaleY: 0,
duration: 1000,
delay: index * 100,
onComplete: () => debris.destroy()
});
});
this.debrisObjects = [];
// Add clean visual elements (flags, guards, etc.)
this.addCityImprovements();
}
addCityImprovements() {
// Add flags
const flagPositions = [
{ x: 200, y: 150 },
{ x: 400, y: 150 },
{ x: 600, y: 150 }
];
flagPositions.forEach(pos => {
const flag = this.scene.add.sprite(pos.x, pos.y, 'city_flag');
flag.setDepth(10);
// Waving animation
this.scene.tweens.add({
targets: flag,
scaleX: 1.1,
duration: 1000,
yoyo: true,
repeat: -1,
ease: 'Sine.easeInOut'
});
});
// Add guards (if available)
// ... patrol implementation
}
unlockMayorFeatures() {
// Unlock wall building
if (this.scene.buildingSystem) {
this.scene.buildingSystem.unlock('wall_wooden');
this.scene.buildingSystem.unlock('wall_stone');
}
// Unlock patrol system
if (this.scene.defenseSystem) {
this.scene.defenseSystem.unlockPatrols();
}
// Unlock mayor's office
this.scene.events.emit('building:unlocked', 'mayor_office');
console.log('🔓 Mayor features unlocked: walls, patrols, office');
}
updateStatusBoard() {
// Update city status display
this.scene.events.emit('city:stats_updated', {
cleanliness: this.cityState.cleanliness,
security: this.cityState.security,
morale: this.cityState.morale,
population: this.npcCount,
mayor: this.currentMayor ? this.currentMayor.name : 'None'
});
}
/**
* Get election results for UI display
*/
getElectionResults() {
return {
phase: this.electionPhase,
candidates: this.candidates,
winner: this.currentMayor,
cityState: this.cityState
};
}
destroy() {
if (this.chaosDialogueTimer) clearInterval(this.chaosDialogueTimer);
if (this.campaignDialogueTimer) clearInterval(this.campaignDialogueTimer);
this.debrisObjects.forEach(obj => obj.destroy());
this.debrisObjects = [];
}
}