zacetek je dolg

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2025-12-08 03:25:58 +01:00
parent 4c3ee03007
commit 5de27d0b04
4 changed files with 79 additions and 101 deletions

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@@ -1,5 +1,10 @@
# 📔 DNEVNIK RAZVOJA: KRVAVA ŽETEV (ZOMBIE ROOTS) # 📔 DNEVNIK RAZVOJA: KRVAVA ŽETEV (ZOMBIE ROOTS)
**Lokacija:** Nova Farma
**Engine:** Phaser 3 + Antigravity
**Razvoj:** Pionirski AI-Assisted Development (Human Lead + AI Code)
**Stil:** 2.5D Izometrični Pixel Art / Voxel
## 📖 Zgodba in Lore ## 📖 Zgodba in Lore
**Protagonist:** Najstnik z značilnimi dredloksi, ki je preživel napad mutanta "Zmaj-Volka" (najvišji plenilec) in v procesu postal **Hibrid**. Okužen je z virusom, a imun, kar mu daje status **Alfe** med zombiji. **Protagonist:** Najstnik z značilnimi dredloksi, ki je preživel napad mutanta "Zmaj-Volka" (najvišji plenilec) in v procesu postal **Hibrid**. Okužen je z virusom, a imun, kar mu daje status **Alfe** med zombiji.

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@@ -45,5 +45,11 @@ Pred snemanjem je treba urediti:
* **€100k:** Port za Switch in Mobile. * **€100k:** Port za Switch in Mobile.
* **€200k:** *Dubbing* (Glasovna igra) v 5 jezikih. * **€200k:** *Dubbing* (Glasovna igra) v 5 jezikih.
## 🌟 5. Zgodba v Ozadju (The "AI" Hook)
To ni le igra, to je eksperiment prihodnosti.
* **Narrative:** "Krvava Žetev" je ena prvih kompleksnih RPG iger na svetu, ustvarjena v popolni simbiozi med enim Vizionarjem (človek) in Naprednim AI (koda).
* **Sporočilo:** Dokaz, da lahko posameznik s pravo vizijo in orodji ustvari svetove, ki so bili včasih rezervirani za velike studie.
* **Media Angle:** To bo pritegnilo pozornost Tech medijev (ne le Gaming medijev).
--- ---
*Ta dokument služi kot vodič za pripravo marketinških materialov.* *Ta dokument služi kot vodič za pripravo marketinških materialov.*

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@@ -51,73 +51,7 @@ class NPC {
} }
} }
tame() { // Methods moved/consolidated below
if (this.state === 'TAMED' || this.type !== 'zombie') return;
this.state = 'TAMED';
console.log('🧟❤️ Zombie TAMED!');
// Visual Feedback
const headX = this.sprite.x;
const headY = this.sprite.y - 40;
const heart = this.scene.add.text(headX, headY, '❤️', { fontSize: '20px' });
heart.setOrigin(0.5);
heart.setDepth(this.sprite.depth + 100);
this.scene.tweens.add({
targets: heart,
y: headY - 30,
alpha: 0,
duration: 1500,
onComplete: () => heart.destroy()
});
// Change color slightly to indicate friend
this.sprite.setTint(0xAAFFAA);
// Hide Health Bar if tamed
if (this.healthBarBg) {
this.healthBarBg.setVisible(false);
this.healthBar.setVisible(false);
}
// Change Eyes to Friendly (Cyan)
this.addTamedEyes();
}
addTamedEyes() {
if (this.eyesGroup) return;
// Container for eyes
// Coordinates relative to sprite center bottom (0.5, 1)
// Head is roughly at y - height.
// Assuming sprite height ~50-60px visual.
this.eyesGroup = this.scene.add.container(this.sprite.x, this.sprite.y);
// Eyes
const eyeL = this.scene.add.rectangle(-5, -55, 3, 3, 0x00FFFF);
const eyeR = this.scene.add.rectangle(5, -55, 3, 3, 0x00FFFF);
this.eyesGroup.add([eyeL, eyeR]);
this.eyesGroup.setDepth(this.sprite.depth + 2);
}
toggleState() {
if (this.state === 'WANDER') {
this.tame();
} else {
// Command to stay/follow
this.state = this.state === 'FOLLOW' ? 'STAY' : 'FOLLOW';
console.log(`Command: ${this.state}`);
// Visual feedback for command
const txt = this.scene.add.text(this.sprite.x, this.sprite.y - 60, this.state, { fontSize: '12px', color: '#FFF' });
txt.setOrigin(0.5);
this.scene.tweens.add({ targets: txt, y: txt.y - 20, alpha: 0, duration: 1000, onComplete: () => txt.destroy() });
}
}
createSprite() { createSprite() {
let texKey = `npc_${this.type}`; let texKey = `npc_${this.type}`;
@@ -697,17 +631,22 @@ class NPC {
this.state = 'TAMED'; this.state = 'TAMED';
console.log('🧟❤️ Zombie TAMED!'); console.log('🧟❤️ Zombie TAMED!');
// Register to ZombieWorkerSystem
if (this.scene.zombieSystem) {
this.scene.zombieSystem.registerWorker(this);
}
// Visual Feedback // Visual Feedback
const headX = this.sprite.x; const headX = this.sprite.x;
const headY = this.sprite.y - 40; const headY = this.sprite.y - 50;
const heart = this.scene.add.text(headX, headY, '❤️', { fontSize: '20px' }); const heart = this.scene.add.text(headX, headY, '❤️', { fontSize: '24px' });
heart.setOrigin(0.5); heart.setOrigin(0.5);
heart.setDepth(this.sprite.depth + 100); heart.setDepth(this.sprite.depth + 200);
this.scene.tweens.add({ this.scene.tweens.add({
targets: heart, targets: heart,
y: headY - 30, y: headY - 40,
alpha: 0, alpha: 0,
duration: 1500, duration: 1500,
onComplete: () => heart.destroy() onComplete: () => heart.destroy()
@@ -716,7 +655,7 @@ class NPC {
// Change color slightly to indicate friend // Change color slightly to indicate friend
this.sprite.setTint(0xAAFFAA); this.sprite.setTint(0xAAFFAA);
// Hide Health Bar if tamed (optional) // Hide Health Bar if tamed
if (this.healthBarBg) { if (this.healthBarBg) {
this.healthBarBg.setVisible(false); this.healthBarBg.setVisible(false);
this.healthBar.setVisible(false); this.healthBar.setVisible(false);
@@ -728,12 +667,30 @@ class NPC {
interact() { interact() {
console.log('🗣️ Inteacting with NPC:', this.type); console.log('🗣️ Inteacting with NPC:', this.type);
// Quest Check // ZOMBIE LOGIC
if (this.type === 'zombie') {
if (this.state !== 'TAMED') {
// Try tame (For now instant)
this.tame();
} else {
// Command: Toggle FOLLOW / STAY
if (this.state === 'FOLLOW') {
this.state = 'STAY';
this.showEmote('🛑'); // Stop
if (this.workerStats) this.workerStats.task = 'IDLE';
} else {
this.state = 'FOLLOW';
this.showEmote('👣'); // Footprints
if (this.workerStats) this.workerStats.task = 'FOLLOW';
}
}
return;
}
// NPC QUEST LOGIC
if (this.scene.questSystem) { if (this.scene.questSystem) {
const availableQuest = this.scene.questSystem.getAvailableQuest(this.type); const availableQuest = this.scene.questSystem.getAvailableQuest(this.type);
if (availableQuest) { if (availableQuest) {
console.log('Quest Available from NPC!');
// Open Dialog UI
const ui = this.scene.scene.get('UIScene'); const ui = this.scene.scene.get('UIScene');
if (ui && ui.showQuestDialog) { if (ui && ui.showQuestDialog) {
ui.showQuestDialog(availableQuest, () => { ui.showQuestDialog(availableQuest, () => {
@@ -746,7 +703,6 @@ class NPC {
// Default behavior (Emote) // Default behavior (Emote)
this.showEmote('👋'); this.showEmote('👋');
// Small jump or animation?
if (this.sprite) { if (this.sprite) {
this.scene.tweens.add({ targets: this.sprite, y: this.sprite.y - 10, yoyo: true, duration: 100 }); this.scene.tweens.add({ targets: this.sprite, y: this.sprite.y - 10, yoyo: true, duration: 100 });
} }

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@@ -1,39 +1,50 @@
class ZombieWorkerSystem { class ZombieWorkerSystem {
constructor(scene) { constructor(scene) {
this.scene = scene; this.scene = scene;
this.workers = []; // Array of tames zombies this.workers = []; // Array of tamed zombies (NPC objects)
this.graves = []; // Array of grave locations
console.log('🧟 ZombieWorkerSystem: Initialized'); console.log('🧟 ZombieWorkerSystem: Initialized');
} }
// Dodaj zombija med delavce registerWorker(npc) {
addWorker(zombieEntity) { if (!this.workers.includes(npc)) {
this.workers.push({ this.workers.push(npc);
entity: zombieEntity, npc.workerStats = {
task: 'IDLE', // FARM, MINE, GUARD, REST energy: 100, // Energija (pada ob delu)
energy: 100, // Decay meter decay: 0, // Razpadanje (0-100%, 100% = smrt)
xp: 0 xp: 0, // Izkušnje zombija
level: 1,
task: 'IDLE' // IDLE, FARM, MINE, GUARD, FOLLOW
};
console.log(`🧟 Zombie ${this.workers.length} registered as Worker!`);
// UI Feedback
this.scene.events.emit('show-floating-text', {
x: npc.sprite.x,
y: npc.sprite.y - 50,
text: "New Worker!",
color: "#00FF00"
}); });
console.log('🧟 New Worker Assigned!'); }
} }
// Dodelitev naloge unregisterWorker(npc) {
assignTask(workerIndex, taskType, location) { const idx = this.workers.indexOf(npc);
if (this.workers[workerIndex]) { if (idx > -1) {
this.workers[workerIndex].task = taskType; this.workers.splice(idx, 1);
this.workers[workerIndex].targetLocation = location; console.log('🧟 Zombie Worker removed.');
} }
} }
update(time, delta) { update(time, delta) {
// Logic for worker AI, decay, and farming automation // Update logic for all workers (e.g. decay, energy regen if sleeping)
this.workers.forEach(worker => { // This is called every frame, so keep it light.
if (worker.energy > 0) {
worker.energy -= 0.01; // Decay over time // Example: Decay tick every 10 seconds (handled by timer, or simplified here)
// TODO: Execute Task Logic
} else {
// TODO: Rot / Die logic
} }
});
// Assign a task to all idle workers or specific one
assignTask(taskName, targetPos) {
// TODO: Poišči prostega delavca in mu daj nalogo
} }
} }