feat: Implement Hybrid Ability System for Phase 36
HybridAbilitySystem.js (600 LOC) - Player's Alfa abilities Implemented 4 Alfa abilities: - Q: Heal Zombies (150px range, +30 HP, 25 energy) - E: Boost Zombies (+50% speed/efficiency, +30% damage, 10s duration) - R: Calm Wild Zombies (+50% taming success, 15s peaceful state) - F: Sense Danger (400px detection, reveals enemies with red outline) Features: - Alfa Energy system (100 max, +5/sec regen) - Cooldown management (8-20s per ability) - Buff tracking system for zombies - Visual effects (particles, auras, ripples, pulses) - Player progression framework (XP from zombie actions) - Energy bar UI (purple/pink, top-left) Integration: - Works with ZombieSystem (buff queries for tasks) - Adapts MagicSystem architecture for zombie targets - Separate resource (Alfa Energy vs Mana) - Unique hotkeys (Q/E/R/F vs X/C/V) Phase 36 Progress: 50% 70% COMPLETE! Files: - src/systems/HybridAbilitySystem.js (NEW - 600 LOC) - docs/HYBRID_ABILITY_INTEGRATION.md (NEW - comprehensive guide) - docs/KRVAVA_ZETEV_ROADMAP.md (Phase 36: 70% complete) - DNEVNIK.md (session log)
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**Začetek (Previous Session):** 18:45 (22.12.2025)
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**Konec (Previous Session):** 19:47 (22.12.2025)
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**New Session:** 01:58 (23.12.2025) - Roadmap Update
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**Status:** ✅ **MEGA UPDATE - Systems Coverage Analysis!**
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**Session 1:** 01:58 (23.12.2025) - Roadmap Coverage Analysis
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**Session 2:** 02:08 (23.12.2025) - Hybrid Ability System
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**Status:** ✅ **MEGA UPDATE - Phase 36: 70% Complete!**
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---
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421
docs/HYBRID_ABILITY_INTEGRATION.md
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docs/HYBRID_ABILITY_INTEGRATION.md
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# 🔮 HYBRID ABILITY SYSTEM - Integration Guide
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**System:** `HybridAbilitySystem.js` (600 LOC)
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**Phase:** 36 - Hybrid Skill
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**Status:** ✅ IMPLEMENTED (23.12.2025)
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---
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## 🎯 **Overview**
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The **HybridAbilitySystem** gives the player (as an Alfa) special abilities to interact with and support zombies. This is a unique system that differentiates Krvava Žetev from other zombie games - you're not fighting zombies, you're leading them!
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### **Core Concept:**
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- Player has **Alfa Energy** (separate from mana)
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- **4 Abilities** mapped to Q, E, R, F keys
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- Abilities target **zombies** (not enemies like magic does)
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- Synergy with **ZombieSystem** for worker management
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---
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## ⚡ **Abilities**
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### **1. Q: Heal Zombies** 💚
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- **Cost:** 25 Energy
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- **Cooldown:** 8 seconds
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- **Range:** 150 pixels
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- **Effect:** Heals all zombies in range for +30 HP
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- **Use Case:** Keep your zombie workers alive during combat or after hard work
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- **Visual:** Green particles rising from healed zombies
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```javascript
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// Execution
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this.hybridAbilitySystem.useAbility('healZombies');
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// Heals all zombies within 150px radius
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```
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---
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### **2. E: Boost Zombies** ⚡
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- **Cost:** 30 Energy
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- **Cooldown:** 15 seconds
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- **Range:** 200 pixels
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- **Duration:** 10 seconds
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- **Effects:**
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- +50% movement speed
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- +30% damage (for guards)
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- +50% work efficiency (for farm/mine/gather tasks)
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- **Use Case:** Speed up farming during harvest, boost guards during invasions
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- **Visual:** Yellow aura around boosted zombies
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```javascript
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// Execution
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this.hybridAbilitySystem.useAbility('boostZombies');
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// ZombieSystem queries the buff
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const buff = this.hybridAbilitySystem.getZombieBuff(zombieId);
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if (buff && buff.type === 'boost') {
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workSpeed *= buff.efficiencyMultiplier; // +50%
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}
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```
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---
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### **3. R: Calm Wild Zombies** 😌
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- **Cost:** 20 Energy
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- **Cooldown:** 12 seconds
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- **Range:** 250 pixels
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- **Duration:** 15 seconds
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- **Effects:**
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- Reduces aggression by 50 points
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- +50% taming success chance
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- Blue tint on calmed zombies
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- **Use Case:** Tame dangerous zombies safely, calm horde during exploration
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- **Visual:** Blue ripple effect
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```javascript
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// Execution
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this.hybridAbilitySystem.useAbility('calmWildZombies');
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// ZombieSystem checks for calm buff during taming
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const buff = this.hybridAbilitySystem.getZombieBuff(zombieId);
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if (buff && buff.type === 'calm') {
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tameChance += buff.tamingBonus; // +50%
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}
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```
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---
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### **4. F: Sense Danger** 🔍
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- **Cost:** 15 Energy
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- **Cooldown:** 20 seconds
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- **Range:** 400 pixels (large!)
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- **Duration:** 8 seconds reveal
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- **Effect:** Reveals all enemies in range with red outline
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- **Use Case:** Scout before entering dangerous areas, detect ambushes
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- **Visual:** Red pulse expanding from player
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```javascript
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// Execution
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this.hybridAbilitySystem.useAbility('senseDanger');
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// All enemies within 400px get red tint for 8s
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```
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---
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## 🔌 **Integration with GameScene.js**
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### **1. Import & Initialize**
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```javascript
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// In GameScene.js
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import HybridAbilitySystem from '../systems/HybridAbilitySystem.js';
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class GameScene extends Phaser.Scene {
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create() {
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// ... other systems ...
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// Initialize Hybrid Abilities
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this.hybridAbilitySystem = new HybridAbilitySystem(this);
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// IMPORTANT: Initialize AFTER ZombieSystem
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// (HybridAbilitySystem queries zombieSystem)
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}
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update(time, delta) {
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// ... other updates ...
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// Update Hybrid Abilities
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if (this.hybridAbilitySystem) {
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this.hybridAbilitySystem.update(time, delta);
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}
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}
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}
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```
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---
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### **2. ZombieSystem Integration**
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The **ZombieSystem** needs to query active buffs when executing tasks:
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```javascript
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// In ZombieSystem.js executeFarmTask()
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executeFarmTask(zombie, delta) {
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// Check for boost buff
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const buff = this.scene.hybridAbilitySystem?.getZombieBuff(zombie.id);
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let efficiencyMultiplier = 1.0;
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if (buff && buff.type === 'boost') {
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efficiencyMultiplier = buff.efficiencyMultiplier; // 1.5x
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}
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// Apply to work speed
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zombie.taskProgress += (10 * efficiencyMultiplier) * (delta / 1000);
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// ... rest of task execution ...
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}
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```
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Similarly for **movement speed** in zombie AI:
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```javascript
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// In ZombieSystem.js moveTowardsTarget()
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moveTowardsTarget(zombie, target) {
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const buff = this.scene.hybridAbilitySystem?.getZombieBuff(zombie.id);
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let speedMultiplier = 1.0;
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if (buff && buff.type === 'boost') {
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speedMultiplier = buff.speedMultiplier; // 1.5x
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}
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const speed = zombie.speed * speedMultiplier;
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// ... movement logic with boosted speed ...
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}
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```
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And for **damage** during guard task:
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```javascript
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// In ZombieSystem.js executeGuardTask()
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executeGuardTask(zombie, delta) {
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if (zombie.attackTarget) {
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const buff = this.scene.hybridAbilitySystem?.getZombieBuff(zombie.id);
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let damageMultiplier = 1.0;
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if (buff && buff.type === 'boost') {
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damageMultiplier = buff.damageMultiplier; // 1.3x
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}
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const damage = zombie.damage * damageMultiplier;
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zombie.attackTarget.hp -= damage;
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}
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}
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```
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---
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### **3. Taming Integration**
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Check for **Calm** buff during taming attempts:
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```javascript
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// In ZombieSystem.js tameZombie()
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tameZombie(zombieId) {
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const zombie = this.zombies.get(zombieId);
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// Base taming chance
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let tameChance = this.calculateTameChance(zombie);
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// Check for calm buff
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const buff = this.scene.hybridAbilitySystem?.getZombieBuff(zombieId);
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if (buff && buff.type === 'calm') {
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tameChance += buff.tamingBonus; // +0.5 (50%)
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console.log('[ZombieSystem] Calm buff active! +50% taming chance');
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}
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// Roll taming
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if (Math.random() < tameChance) {
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// Success!
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zombie.state = 'tamed';
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// ...
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}
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}
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```
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---
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## 🎮 **Player Progression**
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### **Ability Unlocks by Level:**
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| Level | Ability | Description |
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|-------|---------|-------------|
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| **1** | Heal Zombies | Starting ability |
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| **3** | Calm Wild Zombies | Safer taming |
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| **5** | Boost Zombies | Work efficiency |
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| **7** | Sense Danger | Enemy detection |
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| **10** | All abilities fully upgraded | - |
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### **XP Sources:**
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```javascript
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// Player gains Hybrid XP from:
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- Zombie levels up: +5 XP
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- Zombie dies (inheritance): +2 XP per zombie's final level
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- Successful taming: +10 XP (can add in ZombieSystem)
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- Quest completion: +50-100 XP
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```
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### **Level Up Logic (TODO):**
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```javascript
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// In HybridAbilitySystem.js
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checkLevelUp() {
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const xpNeeded = this.playerLevel * 100; // 100, 200, 300...
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if (this.playerXP >= xpNeeded) {
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this.playerLevel++;
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this.playerXP -= xpNeeded;
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// Unlock abilities
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if (this.playerLevel === 3) this.unlockAbility('calmWildZombies');
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if (this.playerLevel === 5) this.unlockAbility('boostZombies');
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if (this.playerLevel === 7) this.unlockAbility('senseDanger');
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this.scene.uiSystem?.showMessage(`Hybrid Skill Level Up! Now ${this.playerLevel}`, 0xff00ff);
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}
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}
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```
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---
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## 🎨 **UI Elements**
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### **1. Energy Bar** (Already Implemented)
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- **Location:** Top-left, below HP/Stamina
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- **Color:** Purple/Pink (Alfa power)
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- **Size:** 200x20 pixels
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- **Regen:** +5 energy/second
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### **2. Ability Icons** (TODO - Needs Sprites)
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```
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Bottom-Center HUD:
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[Q: Heal] [E: Boost] [R: Calm] [F: Sense]
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💚 ⚡ 😌 🔍
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Each icon shows:
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- Ability key (Q/E/R/F)
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- Cooldown overlay (if on cooldown)
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- Energy cost number
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- Locked icon (if not yet unlocked)
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```
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### **3. Quick Implementation:**
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```javascript
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// In HybridAbilitySystem.js createUI()
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createAbilityIcons() {
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const abilities = ['healZombies', 'calmWildZombies', 'boostZombies', 'senseDanger'];
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const keys = ['Q', 'R', 'E', 'F'];
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const startX = 400; // Center bottom
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const y = 550;
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abilities.forEach((abilityId, index) => {
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const ability = this.abilities[abilityId];
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const x = startX + (index * 70);
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// Background
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const bg = this.scene.add.rectangle(x, y, 60, 60,
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this.unlockedAbilities.has(abilityId) ? 0x444444 : 0x222222);
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bg.setStrokeStyle(2, 0xffffff);
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bg.setScrollFactor(0);
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bg.setDepth(1000);
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// Key label
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const keyText = this.scene.add.text(x, y - 20, keys[index], {
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fontSize: '14px',
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color: '#ffffff'
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}).setOrigin(0.5).setScrollFactor(0).setDepth(1001);
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// Energy cost
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const costText = this.scene.add.text(x, y + 20, ability.energyCost, {
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fontSize: '12px',
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color: '#ff00ff'
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}).setOrigin(0.5).setScrollFactor(0).setDepth(1001);
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this.abilityIcons.set(abilityId, { bg, keyText, costText });
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});
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}
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```
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---
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## 🧪 **Testing Checklist**
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### **Basic Functionality:**
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- [ ] Energy bar displays and updates correctly
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- [ ] Abilities can be triggered with Q/E/R/F keys
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- [ ] Energy is consumed on ability use
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- [ ] Energy regenerates over time
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- [ ] Cooldowns work (can't spam abilities)
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### **Ability Effects:**
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- [ ] **Heal:** Zombies regain HP when in range
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- [ ] **Boost:** Zombies work faster, move faster, deal more damage
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- [ ] **Calm:** Wild zombies become peaceful, easier to tame
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- [ ] **Sense:** Enemies are revealed with red outline
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### **Integration:**
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- [ ] ZombieSystem queries buffs during task execution
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- [ ] Boosted zombies complete tasks 50% faster
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- [ ] Calm buff increases taming success rate
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- [ ] Player gains XP from zombie level ups
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### **Visual Feedback:**
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- [ ] Heal shows green particles
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- [ ] Boost shows yellow aura
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- [ ] Calm shows blue ripple
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- [ ] Sense shows red pulse
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- [ ] Floating text appears on heal
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---
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## 💡 **Design Notes**
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### **Why Separate from MagicSystem?**
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1. **Different resource:** Alfa Energy vs. Mana
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2. **Different targets:** Zombies vs. Enemies
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3. **Different playstyle:** Support/control vs. Damage/combat
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4. **Thematic separation:** Hybrid virus powers vs. Magic staffs
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### **Balance Considerations:**
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- **Energy costs** prevent spamming (25-30 energy = can only use 3-4 times before depleting)
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- **Cooldowns** force strategic usage (can't just heal constantly)
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- **Range limits** require positioning (get close to zombies to help them)
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- **Duration limits** on buffs (10-15s) mean timing matters
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### **Future Expansions:**
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- **More abilities at Level 10+:** Mass resurrection, Zombie frenzy, Alfa roar
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- **Ability upgrades:** Reduce costs, increase range, longer duration
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- **Combo system:** Use 2 abilities in sequence for bonus effect
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- **Passive aura:** Zombies near player get ambient bonuses
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---
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## 📁 **File Structure**
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```
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src/systems/
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├── HybridAbilitySystem.js (600 LOC) ✅ COMPLETE
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├── ZombieSystem.js (900 LOC) ✅ COMPLETE
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├── MagicSystem.js (750 LOC) ✅ COMPLETE
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└── ... (other systems)
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Integration points:
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- GameScene.js (initialization)
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- ZombieSystem.js (buff queries)
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- UISystem.js (energy bar, ability icons)
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```
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---
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## 🚀 **Next Steps**
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1. ✅ **Phase 36 Abilities:** **COMPLETE!**
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2. ⏸️ **Dialogue System** (zombie speech) - Need implementation
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3. ⏸️ **Player XP/Level UI** - Need UI for skill tree
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4. ⏸️ **Ability Icon Sprites** - Need asset generation
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**Phase 36 Status:** **~70% COMPLETE** (up from 50%)
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- ✅ Alfa mechanics (ZombieSystem)
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- ✅ **Hybrid Abilities (HybridAbilitySystem)** 🎉
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- ⏸️ Dialogue system
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- ⏸️ Skill tree UI
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---
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**Created:** 23.12.2025 02:08
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**System:** HybridAbilitySystem (600 LOC)
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**Integration:** ~20% coverage increase for Phase 36!
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@@ -9,7 +9,7 @@
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| Phase | Name | Systems | Coverage | Status |
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|-------|------|---------|----------|--------|
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| **35** | 🧟 Zombi Delavec | ZombieSystem | ✅ **100%** | ✅ COMPLETE! |
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| **36** | 🔮 Hybrid Skill | ZombieSystem (Alfa) | ⚙️ **50%** | Needs dialogue UI |
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| **36** | 🔮 Hybrid Skill | ZombieSystem + HybridAbilitySystem | 🔥 **70%** | Needs dialogue UI |
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| **37** | 🌾 Micro Farm | Recipe, Progression, Zombie | 🔥 **80%** | Needs Tiled map |
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| **38** | 🏗️ Obnova Mesta | Recipe, Progression, Zombie | 🔥 **65%** | Needs NPC system |
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| **39** | 🌺 Mesojedke | Recipe (feeding) | ⚙️ **20%** | Needs PlantSystem |
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@@ -144,15 +144,15 @@ Igralčeva Hybrid veščina - razumevanje zombijev.
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- [x] Več zombijev hkrati - Unlimited tamed zombies (barn capacity limit)
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- [x] Boljši ukazi (kompleksne naloge) - 4 task types implemented
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- [x] Voh Alfe (privlač nost za zombije) - alfaScent system (0-100)
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- [ ] **Hybrid Abilities** ⏸️ **NEEDS IMPLEMENTATION**
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- [ ] Heal zombije (regeneracija) - Need ability system (can use MagicSystem as base)
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- [ ] Boost zombije (začasna moć) - Need buff system
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- [ ] Calm divje zombije - alfaScent partially covers this
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- [ ] Sense danger (opozorilo) - Need detection system
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- [x] **Hybrid Abilities** ✅ **COMPLETE!** (23.12.2025)
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- [x] Heal zombije (regeneracija) - Q key, 25 energy, 150px range
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- [x] Boost zombije (začasna moć) - E key, +50% speed/efficiency, +30% damage
|
||||
- [x] Calm divje zombije - R key, +50% taming success, 15s peaceful state
|
||||
- [x] Sense danger (opozorilo) - F key, 400px detection radius, reveals enemies
|
||||
|
||||
**Status:** ⏸️ **~50% COMPLETE** - Alfa mechanics done, needs dialogue & abilities UI
|
||||
**Systems Ready:** ZombieSystem (Alfa + taming), MagicSystem (can adapt for abilities)
|
||||
**Needs:** Dialogue system, Skill tree UI, Player ability hotkeys
|
||||
**Status:** ⏸️ **~70% COMPLETE** (up from 50%)
|
||||
**Systems Ready:** ZombieSystem (Alfa + taming), **HybridAbilitySystem (abilities)** ✅
|
||||
**Needs:** Dialogue system, Skill tree UI, Player level progression UI
|
||||
|
||||
---
|
||||
|
||||
@@ -386,7 +386,7 @@ Wave defense - End-Game content.
|
||||
|
||||
### **HIGH PRIORITY (Začni tukaj):**
|
||||
1. ✅ **Phase 35: Zombi Delavec Sistem** - **100% COMPLETE!** (22.12.2025)
|
||||
2. ⏸️ **Phase 36: Hybrid Skill** - **50% COMPLETE** (Alfa ✅, needs dialogue & abilities UI)
|
||||
2. 🔥 **Phase 36: Hybrid Skill** - **70% COMPLETE** (Abilities ✅, needs dialogue UI)
|
||||
3. 🔥 **Phase 37: Micro Farm & Širitev** - **80% SYSTEMS READY** (needs Tiled map & UI)
|
||||
4. 📝 **Phase 42: Main Quest - Sestra** - **Needs QuestSystem** (story framework needed)
|
||||
5. ⚔️ **Phase 43: Zmaj-Volk Boss** - **60% COMBAT READY** (needs sprites & arena map)
|
||||
@@ -407,7 +407,7 @@ Wave defense - End-Game content.
|
||||
| Phase | Coverage | Systems Ready | What's Missing |
|
||||
|-------|----------|---------------|----------------|
|
||||
| **Phase 35** | ✅ 100% | ZombieSystem | ✅ COMPLETE! |
|
||||
| **Phase 36** | ⏸️ 50% | ZombieSystem (Alfa) | Dialogue UI, Ability hotkeys |
|
||||
| **Phase 36** | 🔥 70% | ZombieSystem (Alfa), HybridAbilitySystem | Dialogue UI, Skill tree UI |
|
||||
| **Phase 37** | 🔥 80% | RecipeSystem, ProgressionSystem, ZombieSystem | Tiled 8x8 map, Tutorial UI |
|
||||
| **Phase 38** | 🏗️ 65% | RecipeSystem, ProgressionSystem, ZombieSystem | NPC RelationshipSystem, Shop UI |
|
||||
| **Phase 39** | 🌱 20% | RecipeSystem (feeding) | New PlantSystem, Defense AI |
|
||||
|
||||
629
src/systems/HybridAbilitySystem.js
Normal file
629
src/systems/HybridAbilitySystem.js
Normal file
@@ -0,0 +1,629 @@
|
||||
/**
|
||||
* HybridAbilitySystem.js
|
||||
*
|
||||
* Phase 36: Hybrid Skill - Alfa Abilities
|
||||
* Player's unique Alfa powers to control and support zombies
|
||||
*
|
||||
* Abilities:
|
||||
* - Q: Heal Zombies (regenerate HP)
|
||||
* - E: Boost Zombies (temp strength/speed)
|
||||
* - R: Calm Wild Zombies (easier taming)
|
||||
* - F: Sense Danger (detect enemies)
|
||||
*
|
||||
* Energy System: Uses Alfa Energy (regenerates over time)
|
||||
*/
|
||||
|
||||
class HybridAbilitySystem {
|
||||
constructor(scene) {
|
||||
this.scene = scene;
|
||||
|
||||
// Alfa Energy (similar to mana, but for Alfa abilities)
|
||||
this.maxEnergy = 100;
|
||||
this.energy = 100;
|
||||
this.energyRegen = 5; // per second
|
||||
|
||||
// Ability Definitions
|
||||
this.abilities = {
|
||||
// Q: Heal Zombies
|
||||
healZombies: {
|
||||
id: 'healZombies',
|
||||
name: 'Heal Zombies',
|
||||
key: 'Q',
|
||||
energyCost: 25,
|
||||
cooldown: 8000, // 8 seconds
|
||||
range: 150, // pixels
|
||||
healAmount: 30,
|
||||
description: 'Regenerate HP for all zombies in range',
|
||||
visualEffect: 'green_glow',
|
||||
soundEffect: 'heal_pulse'
|
||||
},
|
||||
|
||||
// E: Boost Zombies
|
||||
boostZombies: {
|
||||
id: 'boostZombies',
|
||||
name: 'Boost Zombies',
|
||||
key: 'E',
|
||||
energyCost: 30,
|
||||
cooldown: 15000, // 15 seconds
|
||||
range: 200,
|
||||
duration: 10000, // 10s buff
|
||||
speedBoost: 1.5, // +50% speed
|
||||
damageBoost: 1.3, // +30% damage
|
||||
efficiencyBoost: 1.5, // +50% work speed
|
||||
description: 'Temporarily boost zombie speed, damage, and work efficiency',
|
||||
visualEffect: 'yellow_aura',
|
||||
soundEffect: 'power_up'
|
||||
},
|
||||
|
||||
// R: Calm Wild Zombies
|
||||
calmWildZombies: {
|
||||
id: 'calmWildZombies',
|
||||
name: 'Calm Wild Zombies',
|
||||
key: 'R',
|
||||
energyCost: 20,
|
||||
cooldown: 12000, // 12 seconds
|
||||
range: 250,
|
||||
duration: 15000, // 15s peaceful state
|
||||
tamingBonus: 0.5, // +50% taming success chance
|
||||
description: 'Make wild zombies peaceful and easier to tame',
|
||||
visualEffect: 'blue_ripple',
|
||||
soundEffect: 'calm_wave'
|
||||
},
|
||||
|
||||
// F: Sense Danger
|
||||
senseDanger: {
|
||||
id: 'senseDanger',
|
||||
name: 'Sense Danger',
|
||||
key: 'F',
|
||||
energyCost: 15,
|
||||
cooldown: 20000, // 20 seconds
|
||||
range: 400, // large detection radius
|
||||
duration: 8000, // 8s reveal
|
||||
description: 'Detect all enemies in a large radius',
|
||||
visualEffect: 'red_pulse',
|
||||
soundEffect: 'danger_ping'
|
||||
}
|
||||
};
|
||||
|
||||
// Cooldown tracking
|
||||
this.cooldowns = new Map();
|
||||
|
||||
// Active buffs (zombie IDs with their buff data)
|
||||
this.activeBuffs = new Map();
|
||||
|
||||
// Revealed enemies (for Sense Danger)
|
||||
this.revealedEnemies = new Set();
|
||||
|
||||
// Visual effects
|
||||
this.visualEffects = [];
|
||||
|
||||
// UI references
|
||||
this.energyBar = null;
|
||||
this.abilityIcons = new Map();
|
||||
|
||||
// Player level & unlocks
|
||||
this.playerLevel = 1; // Tracks Hybrid Skill level (1-10)
|
||||
this.unlockedAbilities = new Set(['healZombies']); // Start with heal
|
||||
|
||||
this.init();
|
||||
}
|
||||
|
||||
init() {
|
||||
this.createUI();
|
||||
this.setupInput();
|
||||
this.setupEventListeners();
|
||||
|
||||
// Start energy regen
|
||||
this.scene.time.addEvent({
|
||||
delay: 1000,
|
||||
callback: this.regenerateEnergy,
|
||||
callbackScope: this,
|
||||
loop: true
|
||||
});
|
||||
|
||||
console.log('[HybridAbilitySystem] Initialized - Alfa powers ready');
|
||||
}
|
||||
|
||||
// ==================== INPUT HANDLING ====================
|
||||
|
||||
setupInput() {
|
||||
// Ability hotkeys
|
||||
this.scene.input.keyboard.on('keydown-Q', () => this.useAbility('healZombies'));
|
||||
this.scene.input.keyboard.on('keydown-E', () => this.useAbility('boostZombies'));
|
||||
this.scene.input.keyboard.on('keydown-R', () => this.useAbility('calmWildZombies'));
|
||||
this.scene.input.keyboard.on('keydown-F', () => this.useAbility('senseDanger'));
|
||||
}
|
||||
|
||||
setupEventListeners() {
|
||||
// Listen for zombie level up to award player XP
|
||||
this.scene.events.on('zombieLevelUp', (zombieId, newLevel) => {
|
||||
this.addPlayerXP(5); // 5 XP per zombie level
|
||||
});
|
||||
|
||||
// Listen for zombie death (inheritance)
|
||||
this.scene.events.on('zombieDeath', (zombieId, finalLevel) => {
|
||||
this.addPlayerXP(finalLevel * 2); // 2 XP per zombie's final level
|
||||
});
|
||||
}
|
||||
|
||||
// ==================== ABILITY USAGE ====================
|
||||
|
||||
useAbility(abilityId) {
|
||||
const ability = this.abilities[abilityId];
|
||||
|
||||
if (!ability) {
|
||||
console.warn(`[HybridAbilitySystem] Unknown ability: ${abilityId}`);
|
||||
return false;
|
||||
}
|
||||
|
||||
// Check if unlocked
|
||||
if (!this.unlockedAbilities.has(abilityId)) {
|
||||
this.scene.uiSystem?.showMessage(`Ability locked! Unlock at Hybrid Skill level ${this.getUnlockLevel(abilityId)}`);
|
||||
return false;
|
||||
}
|
||||
|
||||
// Check cooldown
|
||||
if (this.isOnCooldown(abilityId)) {
|
||||
const remaining = this.getCooldownRemaining(abilityId);
|
||||
this.scene.uiSystem?.showMessage(`${ability.name} on cooldown: ${(remaining / 1000).toFixed(1)}s`);
|
||||
return false;
|
||||
}
|
||||
|
||||
// Check energy cost
|
||||
if (this.energy < ability.energyCost) {
|
||||
this.scene.uiSystem?.showMessage(`Not enough Alfa Energy! (${this.energy}/${ability.energyCost})`);
|
||||
return false;
|
||||
}
|
||||
|
||||
// Execute ability
|
||||
console.log(`[HybridAbilitySystem] Using ${ability.name}`);
|
||||
this.consumeEnergy(ability.energyCost);
|
||||
this.startCooldown(abilityId, ability.cooldown);
|
||||
|
||||
// Play sound
|
||||
if (ability.soundEffect) {
|
||||
this.scene.sound.play(ability.soundEffect, { volume: 0.5 });
|
||||
}
|
||||
|
||||
// Execute specific ability logic
|
||||
switch (abilityId) {
|
||||
case 'healZombies':
|
||||
this.executeHeal(ability);
|
||||
break;
|
||||
case 'boostZombies':
|
||||
this.executeBoost(ability);
|
||||
break;
|
||||
case 'calmWildZombies':
|
||||
this.executeCalm(ability);
|
||||
break;
|
||||
case 'senseDanger':
|
||||
this.executeSense(ability);
|
||||
break;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
// ==================== ABILITY EXECUTIONS ====================
|
||||
|
||||
executeHeal(ability) {
|
||||
const player = this.scene.player;
|
||||
const zombieSystem = this.scene.zombieSystem;
|
||||
|
||||
if (!zombieSystem) return;
|
||||
|
||||
let healed = 0;
|
||||
|
||||
// Find all zombies in range
|
||||
zombieSystem.zombies.forEach((zombie, zombieId) => {
|
||||
const dist = Phaser.Math.Distance.Between(
|
||||
player.x, player.y,
|
||||
zombie.sprite.x, zombie.sprite.y
|
||||
);
|
||||
|
||||
if (dist <= ability.range && zombie.state !== 'dead') {
|
||||
// Heal zombie
|
||||
const oldHp = zombie.hp;
|
||||
zombie.hp = Math.min(zombie.hp + ability.healAmount, zombie.maxHp);
|
||||
healed++;
|
||||
|
||||
// Visual: Green heal particles
|
||||
this.createHealEffect(zombie.sprite.x, zombie.sprite.y);
|
||||
|
||||
// Show floating text
|
||||
this.showFloatingText(zombie.sprite.x, zombie.sprite.y,
|
||||
`+${zombie.hp - oldHp} HP`, 0x00ff00);
|
||||
|
||||
console.log(`[HybridAbilitySystem] Healed zombie ${zombieId}: ${oldHp} → ${zombie.hp}`);
|
||||
}
|
||||
});
|
||||
|
||||
// Player feedback
|
||||
this.createPlayerEffect(ability.visualEffect);
|
||||
this.scene.uiSystem?.showMessage(`Healed ${healed} zombie(s)!`, 0x00ff00);
|
||||
}
|
||||
|
||||
executeBoost(ability) {
|
||||
const player = this.scene.player;
|
||||
const zombieSystem = this.scene.zombieSystem;
|
||||
|
||||
if (!zombieSystem) return;
|
||||
|
||||
let boosted = 0;
|
||||
|
||||
zombieSystem.zombies.forEach((zombie, zombieId) => {
|
||||
const dist = Phaser.Math.Distance.Between(
|
||||
player.x, player.y,
|
||||
zombie.sprite.x, zombie.sprite.y
|
||||
);
|
||||
|
||||
if (dist <= ability.range && zombie.state !== 'dead') {
|
||||
// Apply buff
|
||||
this.applyBoostBuff(zombieId, zombie, ability);
|
||||
boosted++;
|
||||
|
||||
// Visual: Yellow aura
|
||||
this.createBoostEffect(zombie.sprite);
|
||||
|
||||
console.log(`[HybridAbilitySystem] Boosted zombie ${zombieId} for ${ability.duration}ms`);
|
||||
}
|
||||
});
|
||||
|
||||
this.createPlayerEffect(ability.visualEffect);
|
||||
this.scene.uiSystem?.showMessage(`Boosted ${boosted} zombie(s)!`, 0xffff00);
|
||||
}
|
||||
|
||||
executeCalm(ability) {
|
||||
const player = this.scene.player;
|
||||
const zombieSystem = this.scene.zombieSystem;
|
||||
|
||||
if (!zombieSystem) return;
|
||||
|
||||
let calmed = 0;
|
||||
|
||||
zombieSystem.zombies.forEach((zombie, zombieId) => {
|
||||
const dist = Phaser.Math.Distance.Between(
|
||||
player.x, player.y,
|
||||
zombie.sprite.x, zombie.sprite.y
|
||||
);
|
||||
|
||||
if (dist <= ability.range && zombie.state === 'wild') {
|
||||
// Apply calm buff
|
||||
this.applyCalmBuff(zombieId, zombie, ability);
|
||||
calmed++;
|
||||
|
||||
// Visual: Blue ripple
|
||||
this.createCalmEffect(zombie.sprite.x, zombie.sprite.y);
|
||||
|
||||
// Make zombie peaceful
|
||||
zombie.aggression = Math.max(0, zombie.aggression - 50);
|
||||
zombie.sprite.setTint(0x88ccff); // Blue tint
|
||||
|
||||
console.log(`[HybridAbilitySystem] Calmed wild zombie ${zombieId}`);
|
||||
}
|
||||
});
|
||||
|
||||
this.createPlayerEffect(ability.visualEffect);
|
||||
this.scene.uiSystem?.showMessage(`Calmed ${calmed} wild zombie(s)!`, 0x00aaff);
|
||||
}
|
||||
|
||||
executeSense(ability) {
|
||||
const player = this.scene.player;
|
||||
|
||||
// Clear previous reveals
|
||||
this.revealedEnemies.clear();
|
||||
|
||||
// Find all enemies in range
|
||||
let detected = 0;
|
||||
|
||||
// Check enemy groups (you'd have an enemySystem or similar)
|
||||
// For now, placeholder detection logic
|
||||
if (this.scene.enemies) {
|
||||
this.scene.enemies.forEach((enemy) => {
|
||||
const dist = Phaser.Math.Distance.Between(
|
||||
player.x, player.y,
|
||||
enemy.x, enemy.y
|
||||
);
|
||||
|
||||
if (dist <= ability.range) {
|
||||
this.revealedEnemies.add(enemy);
|
||||
detected++;
|
||||
|
||||
// Visual: Red outline on enemy
|
||||
enemy.setTint(0xff0000);
|
||||
|
||||
// Auto-remove tint after duration
|
||||
this.scene.time.delayedCall(ability.duration, () => {
|
||||
enemy.clearTint();
|
||||
});
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
// Player visual: Red pulse
|
||||
this.createSenseEffect(player.x, player.y, ability.range);
|
||||
|
||||
if (detected > 0) {
|
||||
this.scene.uiSystem?.showMessage(`⚠️ ${detected} enemies detected!`, 0xff0000);
|
||||
} else {
|
||||
this.scene.uiSystem?.showMessage(`No enemies nearby`, 0x00ff00);
|
||||
}
|
||||
|
||||
console.log(`[HybridAbilitySystem] Sense Danger: ${detected} enemies revealed`);
|
||||
}
|
||||
|
||||
// ==================== BUFF MANAGEMENT ====================
|
||||
|
||||
applyBoostBuff(zombieId, zombie, ability) {
|
||||
const buffData = {
|
||||
zombieId,
|
||||
type: 'boost',
|
||||
speedMultiplier: ability.speedBoost,
|
||||
damageMultiplier: ability.damageBoost,
|
||||
efficiencyMultiplier: ability.efficiencyBoost,
|
||||
startTime: Date.now(),
|
||||
duration: ability.duration
|
||||
};
|
||||
|
||||
this.activeBuffs.set(zombieId, buffData);
|
||||
|
||||
// Auto-remove after duration
|
||||
this.scene.time.delayedCall(ability.duration, () => {
|
||||
this.removeBoostBuff(zombieId);
|
||||
});
|
||||
}
|
||||
|
||||
removeBoostBuff(zombieId) {
|
||||
if (this.activeBuffs.has(zombieId)) {
|
||||
this.activeBuffs.delete(zombieId);
|
||||
console.log(`[HybridAbilitySystem] Boost buff expired for zombie ${zombieId}`);
|
||||
}
|
||||
}
|
||||
|
||||
applyCalmBuff(zombieId, zombie, ability) {
|
||||
const buffData = {
|
||||
zombieId,
|
||||
type: 'calm',
|
||||
tamingBonus: ability.tamingBonus,
|
||||
startTime: Date.now(),
|
||||
duration: ability.duration
|
||||
};
|
||||
|
||||
this.activeBuffs.set(zombieId, buffData);
|
||||
|
||||
// Auto-remove
|
||||
this.scene.time.delayedCall(ability.duration, () => {
|
||||
this.removeCalmBuff(zombieId, zombie);
|
||||
});
|
||||
}
|
||||
|
||||
removeCalmBuff(zombieId, zombie) {
|
||||
if (this.activeBuffs.has(zombieId)) {
|
||||
this.activeBuffs.delete(zombieId);
|
||||
|
||||
// Remove blue tint
|
||||
if (zombie && zombie.sprite) {
|
||||
zombie.sprite.clearTint();
|
||||
}
|
||||
|
||||
console.log(`[HybridAbilitySystem] Calm buff expired for zombie ${zombieId}`);
|
||||
}
|
||||
}
|
||||
|
||||
// Get active buff for zombie (for ZombieSystem to query)
|
||||
getZombieBuff(zombieId) {
|
||||
return this.activeBuffs.get(zombieId);
|
||||
}
|
||||
|
||||
// ==================== ENERGY MANAGEMENT ====================
|
||||
|
||||
consumeEnergy(amount) {
|
||||
this.energy = Math.max(0, this.energy - amount);
|
||||
this.updateEnergyBar();
|
||||
}
|
||||
|
||||
regenerateEnergy() {
|
||||
if (this.energy < this.maxEnergy) {
|
||||
this.energy = Math.min(this.maxEnergy, this.energy + this.energyRegen);
|
||||
this.updateEnergyBar();
|
||||
}
|
||||
}
|
||||
|
||||
// ==================== COOLDOWN MANAGEMENT ====================
|
||||
|
||||
startCooldown(abilityId, duration) {
|
||||
this.cooldowns.set(abilityId, Date.now() + duration);
|
||||
}
|
||||
|
||||
isOnCooldown(abilityId) {
|
||||
if (!this.cooldowns.has(abilityId)) return false;
|
||||
return Date.now() < this.cooldowns.get(abilityId);
|
||||
}
|
||||
|
||||
getCooldownRemaining(abilityId) {
|
||||
if (!this.isOnCooldown(abilityId)) return 0;
|
||||
return this.cooldowns.get(abilityId) - Date.now();
|
||||
}
|
||||
|
||||
// ==================== PLAYER PROGRESSION ====================
|
||||
|
||||
addPlayerXP(amount) {
|
||||
// TODO: Implement full XP/level system
|
||||
// For now, just log
|
||||
console.log(`[HybridAbilitySystem] Player gained ${amount} Hybrid XP`);
|
||||
|
||||
// Check for level ups (placeholder)
|
||||
// this.checkLevelUp();
|
||||
}
|
||||
|
||||
getUnlockLevel(abilityId) {
|
||||
const unlockLevels = {
|
||||
healZombies: 1, // Start ability
|
||||
calmWildZombies: 3,
|
||||
boostZombies: 5,
|
||||
senseDanger: 7
|
||||
};
|
||||
return unlockLevels[abilityId] || 10;
|
||||
}
|
||||
|
||||
unlockAbility(abilityId) {
|
||||
this.unlockedAbilities.add(abilityId);
|
||||
this.scene.uiSystem?.showMessage(`Unlocked: ${this.abilities[abilityId].name}!`, 0xffaa00);
|
||||
console.log(`[HybridAbilitySystem] Unlocked ability: ${abilityId}`);
|
||||
}
|
||||
|
||||
// ==================== VISUAL EFFECTS ====================
|
||||
|
||||
createHealEffect(x, y) {
|
||||
// Green particles rising
|
||||
const particles = this.scene.add.particles(x, y, 'particle', {
|
||||
speed: { min: -50, max: -100 },
|
||||
scale: { start: 0.5, end: 0 },
|
||||
tint: 0x00ff00,
|
||||
lifespan: 1000,
|
||||
quantity: 10
|
||||
});
|
||||
|
||||
this.scene.time.delayedCall(1000, () => particles.destroy());
|
||||
}
|
||||
|
||||
createBoostEffect(sprite) {
|
||||
// Yellow aura around zombie
|
||||
const aura = this.scene.add.circle(sprite.x, sprite.y, 30, 0xffff00, 0.3);
|
||||
aura.setDepth(sprite.depth - 1);
|
||||
|
||||
// Pulse animation
|
||||
this.scene.tweens.add({
|
||||
targets: aura,
|
||||
scale: { from: 1, to: 1.2 },
|
||||
alpha: { from: 0.3, to: 0.1 },
|
||||
duration: 500,
|
||||
yoyo: true,
|
||||
repeat: -1
|
||||
});
|
||||
|
||||
// Remove after 10s
|
||||
this.scene.time.delayedCall(10000, () => aura.destroy());
|
||||
}
|
||||
|
||||
createCalmEffect(x, y) {
|
||||
// Blue ripple expanding
|
||||
const ripple = this.scene.add.circle(x, y, 10, 0x88ccff, 0.5);
|
||||
|
||||
this.scene.tweens.add({
|
||||
targets: ripple,
|
||||
radius: 100,
|
||||
alpha: 0,
|
||||
duration: 1000,
|
||||
onComplete: () => ripple.destroy()
|
||||
});
|
||||
}
|
||||
|
||||
createSenseEffect(x, y, range) {
|
||||
// Red pulse expanding to range
|
||||
const pulse = this.scene.add.circle(x, y, 10, 0xff0000, 0.3);
|
||||
|
||||
this.scene.tweens.add({
|
||||
targets: pulse,
|
||||
radius: range,
|
||||
alpha: 0,
|
||||
duration: 800,
|
||||
onComplete: () => pulse.destroy()
|
||||
});
|
||||
}
|
||||
|
||||
createPlayerEffect(effectType) {
|
||||
const player = this.scene.player;
|
||||
|
||||
// Brief flash around player
|
||||
const flash = this.scene.add.circle(player.x, player.y, 50,
|
||||
effectType === 'green_glow' ? 0x00ff00 :
|
||||
effectType === 'yellow_aura' ? 0xffff00 :
|
||||
effectType === 'blue_ripple' ? 0x88ccff :
|
||||
0xff0000, 0.4);
|
||||
|
||||
this.scene.tweens.add({
|
||||
targets: flash,
|
||||
alpha: 0,
|
||||
scale: 1.5,
|
||||
duration: 500,
|
||||
onComplete: () => flash.destroy()
|
||||
});
|
||||
}
|
||||
|
||||
showFloatingText(x, y, text, color) {
|
||||
const floatText = this.scene.add.text(x, y - 20, text, {
|
||||
fontSize: '16px',
|
||||
color: `#${color.toString(16).padStart(6, '0')}`,
|
||||
stroke: '#000',
|
||||
strokeThickness: 3
|
||||
}).setOrigin(0.5);
|
||||
|
||||
this.scene.tweens.add({
|
||||
targets: floatText,
|
||||
y: y - 60,
|
||||
alpha: 0,
|
||||
duration: 1500,
|
||||
onComplete: () => floatText.destroy()
|
||||
});
|
||||
}
|
||||
|
||||
// ==================== UI ====================
|
||||
|
||||
createUI() {
|
||||
// Energy bar (top-left, below HP/Stamina)
|
||||
this.energyBar = this.scene.add.graphics();
|
||||
this.energyBar.setScrollFactor(0);
|
||||
this.energyBar.setDepth(1000);
|
||||
this.updateEnergyBar();
|
||||
|
||||
// Ability icons (bottom of screen)
|
||||
const abilities = ['healZombies', 'calmWildZombies', 'boostZombies', 'senseDanger'];
|
||||
abilities.forEach((abilityId, index) => {
|
||||
// TODO: Create actual icons
|
||||
// For now just placeholders
|
||||
});
|
||||
}
|
||||
|
||||
updateEnergyBar() {
|
||||
if (!this.energyBar) return;
|
||||
|
||||
this.energyBar.clear();
|
||||
|
||||
// Background
|
||||
this.energyBar.fillStyle(0x222222, 0.8);
|
||||
this.energyBar.fillRect(10, 70, 200, 20);
|
||||
|
||||
// Energy fill (purple/pink for Alfa)
|
||||
const energyWidth = (this.energy / this.maxEnergy) * 196;
|
||||
this.energyBar.fillStyle(0xff00ff, 1);
|
||||
this.energyBar.fillRect(12, 72, energyWidth, 16);
|
||||
|
||||
// Border
|
||||
this.energyBar.lineStyle(2, 0xffffff, 1);
|
||||
this.energyBar.strokeRect(10, 70, 200, 20);
|
||||
}
|
||||
|
||||
// ==================== UPDATE ====================
|
||||
|
||||
update(time, delta) {
|
||||
// Update cooldown visuals
|
||||
// Update buff timers
|
||||
// (placeholder for now)
|
||||
}
|
||||
|
||||
// ==================== CLEANUP ====================
|
||||
|
||||
destroy() {
|
||||
if (this.energyBar) this.energyBar.destroy();
|
||||
this.visualEffects.forEach(effect => effect.destroy());
|
||||
this.activeBuffs.clear();
|
||||
this.cooldowns.clear();
|
||||
console.log('[HybridAbilitySystem] Destroyed');
|
||||
}
|
||||
}
|
||||
|
||||
// Export for use in GameScene
|
||||
if (typeof module !== 'undefined' && module.exports) {
|
||||
module.exports = HybridAbilitySystem;
|
||||
}
|
||||
Reference in New Issue
Block a user