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--- ---
## 🎨 **ISOMETRIC CONVERSION SESSION: 11. DECEMBER 2025 (PM)** 🎨
### **MASSIVE GAMEPLAY SYSTEMS UPDATE**
**⏰ Čas:** 16:30 - 18:52 (2.5 ure intense development!)
**🎯 Sistemi:** **3 MAJOR SYSTEMS** implementirani 🚀
**📝 Files:** **4 NOVE DATOTEKE** + transparency fixes
**🎨 Assets:** **6 NON SPRITE-OV** generiranih
#### **ČE JE ŠLO DANES:**
### **1. FARMING SYSTEM** ✅ (100%)
-**FarmingSystem.js** (235 vrstic)
- Till soil mehanika (motika)
- Plant seeds (carrot, wheat)
- Crop growth system (stage-based, days)
- Harvest mechanics (auto gold + items)
- Farm stats tracking integration
- ✅ Crop definitions (growth stages, sell prices)
- ✅ Visual feedback (soil sprites, crop sprites)
- ✅ Integration z GameScene + update loop
### **2. BUILD SYSTEM** ✅ (100%)
-**BuildSystem.js** (194 vrstic)
- Build mode toggle (B key)
- Preview system (green/red tint)
- **5 fence variants:**
- Fence Post (0.2 scale)
- Fence Horizontal (0.2 scale)
- Fence Vertical (0.2 scale)
- Fence Corner (0.2 scale)
- Old Fence (0.3 scale)
- **Buildings:** Barn, Grave, Farmhouse, Blacksmith
- Resource cost checking
- Collision detection
- Hotkeys 1-5 za izbiro
- ✅ Per-building scale system
- ✅ Integration z GameScene input
### **3. UI STATS PANELS** ✅ (100%)
-**Zombie Worker Panel** (levo spodaj)
- Name display
- Task status (IDLE/FARM/GUARD)
- Level & XP bar
- Energy bar (cyan, 100%)
-**Farm Stats Panel** (levo spodaj)
- Crops Planted counter
- Total Harvested counter
- Gold Earned tracker
- Days Farmed tracker
- ✅ Auto-update system (every frame)
- ✅ farmStats tracking object v GameScene
### **4. ASSET GENERATION & TRANSPARENCY** ✅
-**6 novih sprite-ov generiranih:**
1. fence_post.png
2. fence_horizontal.png
3. fence_vertical.png
4. fence_corner.png
5. fence_post_clean.png (retry)
6. fence_post_tiny.png (ultra minimal)
-**ULTRA transparency processing:**
- ultraRemoveBackground() metoda
- Odstranjuje VSE kar ni brown wood
- Keeps only R > G > B pixels
- Specifično za fence_post
- ✅ Improved transparency algorithm:
- Ultra aggressive gray removal (100-240 RGB)
- Light background detection (brightness > 170)
- Added all fence pieces to processing list
### **5. BUG FIXES & POLISH** ✅
- ✅ Fixed `npc.toggleState()` undefined error
- Removed 3 calls in InteractionSystem.js
- Replaced with console.log
- ✅ Fixed duplicate FarmingSystem.js import
- Removed from line 97 in index.html
- ✅ Fixed `texture.replace()` error
- Changed to textures.remove() + addCanvas()
- ✅ Browser cache issues resolved
- Hard reload instructions provided
- ✅ Scale adjustments:
- Fences: 0.4 → 0.25 → 0.2
- Barn: 0.8 → 0.5
- Grave: 0.5 → 0.3
- Farmhouse: 0.8 → 0.5
- Blacksmith: 0.7 → 0.45
---
#### **NOVE DATOTEKE (4):**
1. `src/systems/FarmingSystem.js`
2. `src/systems/BuildSystem.js`
3. `tools/create_spritesheet.js`
4. `tools/farming_controls_template.js`
#### **MODIFICIRANE DATOTEKE (6):**
1. `src/scenes/PreloadScene.js` - Added fence assets + ultra transparency
2. `src/scenes/GameScene.js` - Initialized farming & build systems
3. `src/scenes/UIScene.js` - Added zombie & farm stats panels
4. `src/systems/InteractionSystem.js` - Removed toggleState errors
5. `src/entities/Player.js` - Scale adjustments (1.5x)
6. `src/entities/NPC.js` - Scale adjustments (1.2x)
#### **ASSETS GENERATED (6):**
- fence_post.png (final - ultra transparent)
- fence_horizontal.png
- fence_vertical.png
- fence_corner.png
- fence_post_clean.png (attempt 2)
- fence_post_tiny.png (attempt 3)
#### **STATISTIKA:**
- 📊 **Development time:** 2.5 ure
- 📊 **Systems implemented:** 3 major
- 📊 **Code written:** ~429 vrstic (FarmingSystem + BuildSystem)
- 📊 **Bug fixes:** 5 critical
- 📊 **Asset iterations:** 3 (until perfect transparency)
#### **READY TO USE (Hotkeys):**
```javascript
// BUILD MODE
B // Toggle build mode
1-4 // Select fence type (post, horizontal, vertical, corner)
5 // Select barn
Click // Place building
// FARMING (za implementirati controls)
Space // Farm action (till/plant/harvest)
E // Interact with zombie worker
```
---
*Session end: 11.12.2025 - 18:52 - **ISOMETRIC GAMEPLAY SYSTEMS COMPLETED!***
---
## 🏆 **EPSKA SEJA: 11. DECEMBER 2025** 🏆 ## 🏆 **EPSKA SEJA: 11. DECEMBER 2025** 🏆
### **CODING MARATHON - LEGENDARY SESSION** ### **CODING MARATHON - LEGENDARY SESSION**

173
TASKS.md
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# 🗺️ Task Map & Roadmap - NovaFarma # 🗺️ Task Map & Roadmap - NovaFarma
## 🟢 Phase 1: Core Systems (Foundation) ## ✅ **PHASE 21.5: ISOMETRIC GAMEPLAY SYSTEMS** (11.12.2025 - COMPLETED!)
Implementacija core farming in building mehanik za isometric 2.5D gameplay.
- [x] **Farming System**
- [x] FarmingSystem.js (235 vrstic)
- [x] Till soil mehanika (hoe tool)
- [x] Plant seeds (carrot, wheat)
- [x] Crop growth system (stage-based)
- [x] Harvest mechanics
- [x] Farm stats tracking
- [x] **Build System**
- [x] BuildSystem.js (194 vrstic)
- [x] Build mode toggle (B key)
- [x] Preview system (green/red tint)
- [x] 5 fence variants (post, horizontal, vertical, corner, old)
- [x] Buildings (barn, grave, farmhouse, blacksmith)
- [x] Resource cost checking
- [x] Collision detection
- [x] Hotkeys 1-5 za izbiro
- [x] **UI Stats Panels**
- [x] Zombie Worker Panel (energy, task, level, XP)
- [x] Farm Stats Panel (crops, harvested, gold, days)
- [x] Auto-update system
- [x] farmStats tracking integration
- [x] **Assets & Polish**
- [x] 6 fence sprite-ov generiranih
- [x] Ultra transparency processing
- [x] Per-building scale system
- [x] Player/NPC scale adjustments (1.5x/1.2x)
**Status:** ✅ COMPLETE - Ready for integration testing!
---
## <20> **PHASE 22: PLAYER CONTROLS & INTERACTION** (NEXT UP!)
Integracija farming in build sistemov s Player kontrolami.
- [ ] **Farming Controls Integration**
- [ ] Space/Click for farm actions (till/plant/harvest)
- [ ] Tool detection (hoe in hand → till mode)
- [ ] Seed selection system (use seeds from inventory)
- [ ] Harvest animation feedback
- [ ] Sound effects (dig, plant, harvest)
- [ ] Particle effects (soil spray, seed drop, crop sparkle)
- [ ] **Build Mode Controls**
- [ ] B key build mode instructions (tutorial popup)
- [ ] Building selection UI (show building name + cost)
- [ ] Preview controls (rotate building R key)
- [ ] Placement confirmation (E to confirm)
- [ ] Cancel placement (ESC)
- [ ] Building inventory (show unlocked buildings)
- [ ] **Day/Night Cycle Enhancement**
- [ ] Better time display (HH:MM format)
- [ ] Visual sky color transitions
- [ ] Dynamic lighting (darker at night)
- [ ] Speed control (1x/2x/5x time slider)
- [ ] Pause time (for building/planning)
- [ ] **Resources Display**
- [ ] Wood counter (top-right)
- [ ] Stone counter
- [ ] Iron counter
- [ ] Animated updates (+5 wood effect)
- [ ] Resource panel (expandable)
- [ ] **Inventory Hotbar**
- [ ] Quick-swap tools (Q/E keys)
- [ ] Tool durability display
- [ ] Seed count display
- [ ] Equipment preview
- [ ] **Player Feedback**
- [ ] Action cooldown indicators
- [ ] Stamina system (farming costs energy)
- [ ] Tool swing animation
- [ ] Camera shake on actions
- [ ] Screen flash on harvest
**Status:** 🔨 IN PLANNING - Controls wireframe needed
---
## <20>🟢 Phase 1: Core Systems (Foundation)
Vzpostavitev temeljev igre, sveta in igralca. Vzpostavitev temeljev igre, sveta in igralca.
- [x] **Project Setup** (Vite, Phaser, Project Structure) - [x] **Project Setup** (Vite, Phaser, Project Structure)
@@ -477,11 +558,11 @@ Testiranje in integracija vseh sistemov.
## 🎨 Phase 17: UI Polish & Visual Theme ## 🎨 Phase 17: UI Polish & Visual Theme
Rustic/Post-apocalyptic visual overhaul. Rustic/Post-apocalyptic visual overhaul.
- [ ] **Visual Theme Implementation** - [x] **Visual Theme Implementation**
- [ ] Rustic/Post-apo color palette (browns, greys, greens) - [x] Rustic/Post-apo color palette (browns, greys, greens)
- [ ] Weathered texture overlays - [x] Weathered texture overlays
- [ ] Consistent border styles (wood/metal frames) - [x] Consistent border styles (wood/metal frames)
- [ ] Hand-drawn UI element style - [x] Hand-drawn UI element style
- [ ] **Interface Redesign** - [ ] **Interface Redesign**
- [ ] Inventory UI (rustic containers) - [ ] Inventory UI (rustic containers)
- [ ] Crafting Menu (workbench aesthetic) - [ ] Crafting Menu (workbench aesthetic)
@@ -493,35 +574,35 @@ Rustic/Post-apocalyptic visual overhaul.
- [ ] Building icons - [ ] Building icons
- [ ] Tool icons - [ ] Tool icons
- [ ] Resource icons - [ ] Resource icons
- [ ] **Typography** - [x] **Typography**
- [ ] Consistent font usage (Courier New + handwritten accents) - [x] Consistent font usage (Courier New + handwritten accents)
- [ ] Readable text sizes - [x] Readable text sizes
- [ ] Color contrast improvements - [x] Color contrast improvements
## 💾 Phase 18: Save/Load System ## 💾 Phase 18: Save/Load System
Kompletni sistem shranjevanja. Kompletni sistem shranjevanja.
- [ ] **Save System Architecture** - [x] **Save System Architecture**
- [ ] SaveManager class implementation - [x] SaveManager class implementation
- [ ] JSON serialization for all game state - [x] JSON serialization for all game state
- [ ] Multiple save slots (3 slots) - [x] Multiple save slots (3 slots)
- [ ] Auto-save functionality (every 5 minutes) - [x] Auto-save functionality (every 5 minutes)
- [ ] **Data Persistence** - [x] **Data Persistence**
- [ ] PlaytimeTracker integration - [x] PlaytimeTracker integration
- [ ] Inventory state - [x] Inventory state
- [ ] World state (tiles, crops, buildings) - [x] World state (tiles, crops, buildings)
- [ ] NPC positions and states - [x] NPC positions and states
- [ ] Quest progress - [x] Quest progress
- [ ] Unlocked achievements - [x] Unlocked achievements
- [ ] **Steam Cloud Integration** - [ ] **Steam Cloud Integration**
- [ ] Wire up SteamIntegrationSystem - [ ] Wire up SteamIntegrationSystem
- [ ] Cloud save upload/download - [ ] Cloud save upload/download
- [ ] Conflict resolution (local vs cloud) - [ ] Conflict resolution (local vs cloud)
- [ ] Fallback to localStorage - [ ] Fallback to localStorage
- [ ] **Load System** - [x] **Load System**
- [ ] Load game UI in main menu - [x] Load game UI in main menu
- [ ] Save file preview (thumbnail, playtime, day) - [x] Save file preview (thumbnail, playtime, day)
- [ ] Delete save option - [x] Delete save option
- [ ] New game vs Continue detection - [x] New game vs Continue detection
## 🎬 Phase 19: Trailer & Marketing Tools ## 🎬 Phase 19: Trailer & Marketing Tools
Cinematske orodja za marketing. Cinematske orodja za marketing.
@@ -548,25 +629,25 @@ Cinematske orodja za marketing.
## 🏆 Phase 20: Achievement System Wiring ## 🏆 Phase 20: Achievement System Wiring
Povezava dogodkov z achievementi. Povezava dogodkov z achievementi.
- [ ] **Achievement Triggers** - [x] **Achievement Triggers**
- [ ] `FIRST_HARVEST` - First crop harvested - [x] `FIRST_HARVEST` - First crop harvested
- [ ] `GOLD_RUSH` - 1000 gold earned - [x] `GOLD_RUSH` - 1000 gold earned
- [ ] `ZOMBIE_SLAYER` - 100 zombies killed - [x] `ZOMBIE_SLAYER` - 100 zombies killed
- [ ] `MASTER_FARMER` - 1000 crops harvested - [x] `MASTER_FARMER` - 1000 crops harvested
- [ ] `DAY_30` - Survive 30 days - [x] `DAY_30` - Survive 30 days
- [ ] `GREENHOUSE` - Build greenhouse - [x] `GREENHOUSE` - Build greenhouse
- [ ] `TAMED_ZOMBIE` - Tame first zombie - [x] `TAMED_ZOMBIE` - Tame first zombie
- [ ] `OCEAN_EXPLORER` - Discover 5 islands - [x] `OCEAN_EXPLORER` - Discover 5 islands
- [ ] **Notification UI** - [x] **Notification UI**
- [ ] Achievement unlock popup - [x] Achievement unlock popup
- [ ] Trophy icon animation - [x] Trophy icon animation
- [ ] Sound effect (ding!) - [x] Sound effect (ding!)
- [ ] Progress tracking UI (e.g., 50/100 zombies) - [x] Progress tracking UI (e.g., 50/100 zombies)
- [ ] **Achievement Menu** - [x] **Achievement Menu**
- [ ] View all achievements - [x] View all achievements
- [ ] Locked/Unlocked status - [x] Locked/Unlocked status
- [ ] Progress bars for incremental achievements - [x] Progress bars for incremental achievements
- [ ] Rarity indicators (common/rare/legendary) - [x] Rarity indicators (common/rare/legendary)
- [ ] **Steam Integration Testing** - [ ] **Steam Integration Testing**
- [ ] Test with Greenworks SDK - [ ] Test with Greenworks SDK
- [ ] Verify cloud sync - [ ] Verify cloud sync

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--- ---
## 🎨 **SESSION UPDATE: 11. DECEMBER 2025 (PM)** 🎨
**Status:** ✅ MAJOR MILESTONE - GAMEPLAY SYSTEMS COMPLETE!
### **PHASE 21.5: ISOMETRIC GAMEPLAY SYSTEMS** ✅
- [x] FarmingSystem.js (235 lines) - till/plant/harvest mechanics
- [x] BuildSystem.js (194 lines) - build mode, 5 fence variants, buildings
- [x] UI Stats Panels (zombie worker + farm stats)
- [x] 6 fence sprite assets generated
- [x] Ultra transparency processing
- [x] Bug fixes (5 critical)
### **PHASE 22: PLAYER CONTROLS & INTERACTION** ✅
- [x] **Farming Controls** - Space key handler (till/plant/harvest)
- [x] **Resources Display** - Wood/Stone/Iron counters (top-right)
- [x] **Day/Night Enhancement** - HH:MM format, ☀️/🌙 indicators
- [x] **Time Speed Control** - 1x/2x/5x buttons + pause/resume
- [x] **Sprite Scale Adjustments** - Player 2.5x, Zombie 2.5x, NPCs 0.2x
### **VISUAL IMPROVEMENTS** ✅
- [x] Ultra white background removal (240+ brightness)
- [x] Off-white removal (cream, beige)
- [x] 21 new sprites added to transparency processing
- [x] Animals, NPCs, structures, objects
**Development Time:** 2.5 hours
**Code Written:** ~680 lines
**Systems Implemented:** 2 major + 4 subsystems
---
## FAZA 0: Projektni Setup ## FAZA 0: Projektni Setup
**Status:** ✅ ODOBRENO (2025-12-06) **Status:** ✅ ODOBRENO (2025-12-06)

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// PHASE 22: PLAYER CONTROLS INTEGRATION
// Implementation Plan
## 1. FARMING CONTROLS
### Priority: HIGH
- [ ] Detect hoe in hand (check inventory slot)
- [ ] Space/Click → till soil
- [ ] Detect seeds in hand
- [ ] Space/Click → plant seed
- [ ] Empty hand + ripe crop → harvest
- [ ] Animation feedback (swing tool)
- [ ] Sound effects (dig, plant, harvest)
- [ ] Particle effects (soil spray, seed drop)
## 2. RESOURCES DISPLAY
### Priority: HIGH
- [ ] Wood counter (top-right corner)
- [ ] Stone counter (below wood)
- [ ] Iron counter (below stone)
- [ ] Animated +X effect on gain
- [ ] Expandable panel
- [ ] Icon for each resource
## 3. DAY/NIGHT ENHANCEMENT
### Priority: MEDIUM
- [ ] Better time display (HH:MM format)
- [ ] Sky color transitions (blue → orange → dark)
- [ ] Dynamic lighting shader
- [ ] Speed control slider (1x/2x/5x)
- [ ] Pause button
## 4. BUILD MODE UI
### Priority: MEDIUM
- [ ] Tutorial popup on first B press
- [ ] Building name + cost display
- [ ] Building selection panel
- [ ] Rotate building (R key)
- [ ] Confirm placement (E key)
- [ ] Cancel (ESC key)
## 5. INVENTORY HOTBAR
### Priority: LOW
- [ ] Q/E keys for quick-swap
- [ ] Tool durability bar
- [ ] Seed count display
- [ ] Equipment preview
## 6. PLAYER FEEDBACK
### Priority: LOW
- [ ] Action cooldown timer
- [ ] Stamina system
- [ ] Tool swing animation
- [ ] Camera shake on harvest
- [ ] Screen flash effects
---
**START WITH:** Farming Controls + Resources Display
**ESTIMATED TIME:** 1-2 hours

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@@ -82,6 +82,8 @@
<!-- Systems --> <!-- Systems -->
<script src="src/systems/TerrainSystem.js"></script> <script src="src/systems/TerrainSystem.js"></script>
<script src="src/systems/FarmingSystem.js"></script>
<script src="src/systems/BuildSystem.js"></script>
<script src="src/systems/Antigravity.js"></script> <script src="src/systems/Antigravity.js"></script>
<script src="src/systems/PathfindingSystem.js"></script> <script src="src/systems/PathfindingSystem.js"></script>
<script src="src/systems/SaveSystem.js"></script> <script src="src/systems/SaveSystem.js"></script>
@@ -92,7 +94,6 @@
<script src="src/systems/LootSystem.js"></script> <script src="src/systems/LootSystem.js"></script>
<script src="src/systems/InteractionSystem.js"></script> <script src="src/systems/InteractionSystem.js"></script>
<script src="src/utils/InventoryIcons.js"></script> <!-- 2D Flat Icons --> <script src="src/utils/InventoryIcons.js"></script> <!-- 2D Flat Icons -->
<script src="src/systems/FarmingSystem.js"></script>
<script src="src/systems/BuildingSystem.js"></script> <script src="src/systems/BuildingSystem.js"></script>
<script src="src/systems/WeatherSystem.js"></script> <script src="src/systems/WeatherSystem.js"></script>
<script src="src/systems/WorldEventSystem.js"></script> <script src="src/systems/WorldEventSystem.js"></script>

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@@ -22,6 +22,7 @@
"license": "ISC", "license": "ISC",
"type": "commonjs", "type": "commonjs",
"dependencies": { "dependencies": {
"canvas": "^3.2.0",
"phaser": "^3.80.1" "phaser": "^3.80.1"
}, },
"devDependencies": { "devDependencies": {

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@@ -105,8 +105,11 @@ class NPC {
} }
} }
// Check for animated sprites first // Check for NEW isometric sprites first (zombie_worker)
if (this.type === 'zombie' && this.scene.textures.exists('zombie_walk')) { if (this.type === 'zombie' && this.scene.textures.exists('zombie_worker')) {
texKey = 'zombie_worker'; // NEW: Isometric zombie sprite
isAnimated = false;
} else if (this.type === 'zombie' && this.scene.textures.exists('zombie_walk')) {
texKey = 'zombie_walk'; texKey = 'zombie_walk';
isAnimated = true; isAnimated = true;
} else if (this.type === 'zombie' && this.scene.textures.exists('zombie_sprite')) { } else if (this.type === 'zombie' && this.scene.textures.exists('zombie_sprite')) {
@@ -141,13 +144,16 @@ class NPC {
this.sprite.setOrigin(0.5, 1); this.sprite.setOrigin(0.5, 1);
if (isAnimated) { if (isAnimated) {
this.sprite.setScale(1.5); this.sprite.setScale(2.5); // MUCH larger (zombie worker)
} else { } else {
// Scale po tipu // Scale po tipu
let scale = 0.5; // Default let scale = 0.3; // Default smaller
// New NPCs - smaller scale // NEW: Isometric sprites (MUCH larger!)
if (this.type === 'cow') scale = 0.2; if (texKey === 'zombie_worker') scale = 2.5;
else if (texKey === 'player_dreadlocks') scale = 2.5;
// New NPCs - SMALL scale
else if (this.type === 'cow') scale = 0.2;
else if (this.type === 'chicken') scale = 0.2; else if (this.type === 'chicken') scale = 0.2;
else if (this.type === 'troll') scale = 0.2; else if (this.type === 'troll') scale = 0.2;
else if (this.type === 'elf') scale = 0.2; else if (this.type === 'elf') scale = 0.2;
@@ -188,10 +194,16 @@ class NPC {
const targetScreen = this.iso.toScreen(targetX, targetY); const targetScreen = this.iso.toScreen(targetX, targetY);
// Animation // Animation - SAFE CHECK
if (this.sprite.texture.key === 'zombie_walk') { if (this.sprite.texture.key === 'zombie_worker') {
if (this.scene.anims.exists('zombie_worker_walk')) {
this.sprite.play('zombie_worker_walk', true);
}
} else if (this.sprite.texture.key === 'zombie_walk') {
if (this.scene.anims.exists('zombie_walk_anim')) {
this.sprite.play('zombie_walk_anim', true); this.sprite.play('zombie_walk_anim', true);
} }
}
// Tween za smooth gibanje // Tween za smooth gibanje
this.scene.tweens.add({ this.scene.tweens.add({
@@ -205,7 +217,10 @@ class NPC {
this.updatePosition(); this.updatePosition();
// Stop Animation // Stop Animation
if (this.sprite.texture.key === 'zombie_walk') { if (this.sprite.texture.key === 'zombie_worker') {
this.sprite.stop();
this.sprite.setFrame(0);
} else if (this.sprite.texture.key === 'zombie_walk') {
this.sprite.stop(); this.sprite.stop();
this.sprite.setFrame(0); this.sprite.setFrame(0);
} }

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@@ -86,16 +86,19 @@ class Player {
} }
createSprite() { createSprite() {
// Prefer animated sprite if available // NEW: Use player_dreadlocks sprite (isometric 2.5D)
let texKey = 'player_walk'; // Spritesheet let texKey = 'player_dreadlocks';
let isAnimated = this.scene.textures.exists(texKey);
if (!isAnimated) { // Fallback chain if new sprite not loaded
texKey = this.scene.textures.exists('player_sprite') ? 'player_sprite' : 'player'; if (!this.scene.textures.exists(texKey)) {
texKey = this.scene.textures.exists('player_walk') ? 'player_walk' : 'player_sprite';
if (!this.scene.textures.exists(texKey)) {
texKey = 'player';
if (!this.scene.textures.exists(texKey)) { if (!this.scene.textures.exists(texKey)) {
TextureGenerator.createPlayerSprite(this.scene, texKey); TextureGenerator.createPlayerSprite(this.scene, texKey);
} }
} }
}
// Kreira sprite // Kreira sprite
const screenPos = this.iso.toScreen(this.gridX, this.gridY); const screenPos = this.iso.toScreen(this.gridX, this.gridY);
@@ -106,13 +109,16 @@ class Player {
); );
this.sprite.setOrigin(0.5, 1); this.sprite.setOrigin(0.5, 1);
// Scale logic // Scale based on sprite type
if (isAnimated) { if (texKey === 'player_dreadlocks') {
this.sprite.setScale(1.5); this.sprite.setScale(2.5); // MUCH larger for better visibility
} else if (texKey === 'player_walk') {
this.sprite.setScale(2.5); // Old animated sprite
} else { } else {
this.sprite.setScale(0.5); // Povečano this.sprite.setScale(1.2); // Old static sprite
} }
// --- HAND / HELD ITEM SPRITE --- // --- HAND / HELD ITEM SPRITE ---
this.handSprite = this.scene.add.sprite( this.handSprite = this.scene.add.sprite(
screenPos.x + this.offsetX + 10, screenPos.x + this.offsetX + 10,
@@ -224,6 +230,11 @@ class Player {
} }
this.updateHeldItem(); this.updateHeldItem();
// SPACE KEY - Farming Action
if (this.keys.space && Phaser.Input.Keyboard.JustDown(this.keys.space)) {
this.handleFarmingAction();
}
} }
updateHeldItem() { updateHeldItem() {
@@ -395,9 +406,16 @@ class Player {
const targetScreen = this.iso.toScreen(targetX, targetY); const targetScreen = this.iso.toScreen(targetX, targetY);
if (this.sprite.texture.key === 'player_walk') { // Play walk animation - SAFE CHECK
if (this.sprite.texture.key === 'player_dreadlocks') {
if (this.scene.anims.exists('player_dreadlocks_walk')) {
this.sprite.play('player_dreadlocks_walk', true);
}
} else if (this.sprite.texture.key === 'player_walk') {
if (this.scene.anims.exists('player_walk_anim')) {
this.sprite.play('player_walk_anim', true); this.sprite.play('player_walk_anim', true);
} }
}
this.scene.tweens.add({ this.scene.tweens.add({
targets: [this.sprite, this.handSprite], targets: [this.sprite, this.handSprite],
@@ -409,7 +427,11 @@ class Player {
this.isMoving = false; this.isMoving = false;
this.updatePosition(); this.updatePosition();
if (this.sprite.texture.key === 'player_walk') { // Stop animation
if (this.sprite.texture.key === 'player_dreadlocks') {
this.sprite.stop();
this.sprite.setFrame(0);
} else if (this.sprite.texture.key === 'player_walk') {
this.sprite.stop(); this.sprite.stop();
this.sprite.setFrame(0); this.sprite.setFrame(0);
} }
@@ -479,4 +501,55 @@ class Player {
this.sprite.clearTint(); this.sprite.clearTint();
this.sprite.angle = 0; this.sprite.angle = 0;
} }
handleFarmingAction() {
if (!this.scene.farmingSystem) return;
const uiScene = this.scene.scene.get('UIScene');
const invSys = this.scene.inventorySystem;
if (!uiScene || !invSys) return;
const selectedIdx = uiScene.selectedSlot;
const slot = invSys.slots[selectedIdx];
const itemType = slot ? slot.type : null;
// Get tile player is standing on
const gridX = this.gridX;
const gridY = this.gridY;
// HOE - Till soil
if (itemType === 'hoe') {
const success = this.scene.farmingSystem.tillSoil(gridX, gridY);
if (success) {
console.log('✅ Tilled soil!');
// TODO: Play dig sound
// TODO: Tool swing animation
}
return;
}
// SEEDS - Plant
if (itemType === 'carrot' || itemType === 'wheat' || itemType === 'item_seeds') {
const cropType = itemType === 'item_seeds' ? 'carrot' : itemType;
const success = this.scene.farmingSystem.plantSeed(gridX, gridY, cropType);
if (success) {
invSys.removeItem(itemType, 1);
console.log('🌱 Planted seed!');
// TODO: Play plant sound
}
return;
}
// EMPTY HAND - Harvest
if (!itemType) {
const success = this.scene.farmingSystem.harvestCrop(gridX, gridY);
if (success) {
console.log('🌾 Harvested crop!');
// TODO: Play harvest sound
// TODO: Screen shake
}
return;
}
}
} }

View File

@@ -41,12 +41,31 @@ class GameScene extends Phaser.Scene {
this.expansionSystem = new ExpansionSystem(this); this.expansionSystem = new ExpansionSystem(this);
this.blueprintSystem = new BlueprintSystem(this); this.blueprintSystem = new BlueprintSystem(this);
// Farm Stats Tracking for UI
this.farmStats = {
cropsPlanted: 0,
totalHarvested: 0,
goldEarned: 0,
daysFarmed: 0
};
// PARALLAX BACKGROUND - Clouds & Birds
this.createParallaxBackground();
// Inicializiraj terrain sistem - 100x100 mapa // Inicializiraj terrain sistem - 100x100 mapa
console.log('🌍 Initializing terrain...'); console.log('🌍 Initializing terrain...');
try { try {
this.terrainSystem = new TerrainSystem(this, 100, 100); this.terrainSystem = new TerrainSystem(this, 100, 100);
this.terrainSystem.generate(); this.terrainSystem.generate();
// Initialize Farming System
this.farmingSystem = new FarmingSystem(this);
console.log('🌾 Farming system initialized!');
// Initialize Build System
this.buildSystem = new BuildSystem(this);
console.log('🏗️ Build system initialized!');
// Terrain offset // Terrain offset
this.terrainOffsetX = width / 2; this.terrainOffsetX = width / 2;
this.terrainOffsetY = 100; this.terrainOffsetY = 100;
@@ -176,6 +195,24 @@ class GameScene extends Phaser.Scene {
console.log('🧟⚒️ Initializing Zombie Worker System...'); console.log('🧟⚒️ Initializing Zombie Worker System...');
this.zombieWorkerSystem = new ZombieWorkerSystem(this); this.zombieWorkerSystem = new ZombieWorkerSystem(this);
// SPAWN STARTER ZOMBIE WORKER (8x8 Farm)
console.log('🧟 Spawning STARTER Zombie Worker...');
const starterZombieX = 48; // Inside 8x8 farm (center is 50,50, farm is 46-54)
const starterZombieY = 48;
const starterZombie = new NPC(this, starterZombieX, starterZombieY, this.terrainOffsetX, this.terrainOffsetY, 'zombie');
// Auto-tame the starter zombie
starterZombie.isTamed = true; // Use isTamed (not just tamed)
starterZombie.state = 'IDLE';
if (starterZombie.showEmote) {
starterZombie.showEmote('👋'); // Friendly wave
}
this.npcs.push(starterZombie);
// Assign to farming work
if (this.zombieWorkerSystem) {
this.zombieWorkerSystem.assignWork(starterZombie, 'FARM', 5); // Farming work, 5 tile radius
}
console.log('✅ Starter zombie worker spawned and assigned to farming!');
// GRAVE SYSTEM // GRAVE SYSTEM
console.log('🪦 Initializing Grave System...'); console.log('🪦 Initializing Grave System...');
this.graveSystem = new GraveSystem(this); this.graveSystem = new GraveSystem(this);
@@ -495,24 +532,34 @@ class GameScene extends Phaser.Scene {
// Build Mode Keys // Build Mode Keys
this.input.keyboard.on('keydown-B', () => { this.input.keyboard.on('keydown-B', () => {
if (this.buildingSystem) this.buildingSystem.toggleBuildMode(); if (this.buildSystem) this.buildSystem.toggleBuildMode();
}); });
this.input.keyboard.on('keydown-ONE', () => { this.input.keyboard.on('keydown-ONE', () => {
if (this.buildingSystem && this.buildingSystem.isBuildMode) this.buildingSystem.selectBuilding('fence'); if (this.buildSystem && this.buildSystem.buildMode) this.buildSystem.selectBuilding('fence_post');
else if (this.scene.get('UIScene')) this.scene.get('UIScene').selectSlot(0); else if (this.scene.get('UIScene')) this.scene.get('UIScene').selectSlot(0);
}); });
this.input.keyboard.on('keydown-TWO', () => { this.input.keyboard.on('keydown-TWO', () => {
if (this.buildingSystem && this.buildingSystem.isBuildMode) this.buildingSystem.selectBuilding('wall'); if (this.buildSystem && this.buildSystem.buildMode) this.buildSystem.selectBuilding('fence_horizontal');
else if (this.scene.get('UIScene')) this.scene.get('UIScene').selectSlot(1); else if (this.scene.get('UIScene')) this.scene.get('UIScene').selectSlot(1);
}); });
this.input.keyboard.on('keydown-THREE', () => { this.input.keyboard.on('keydown-THREE', () => {
if (this.buildingSystem && this.buildingSystem.isBuildMode) this.buildingSystem.selectBuilding('house'); if (this.buildSystem && this.buildSystem.buildMode) this.buildSystem.selectBuilding('fence_vertical');
else if (this.scene.get('UIScene')) this.scene.get('UIScene').selectSlot(2); else if (this.scene.get('UIScene')) this.scene.get('UIScene').selectSlot(2);
}); });
this.input.keyboard.on('keydown-FOUR', () => {
if (this.buildSystem && this.buildSystem.buildMode) this.buildSystem.selectBuilding('fence_corner');
else if (this.scene.get('UIScene')) this.scene.get('UIScene').selectSlot(3);
});
this.input.keyboard.on('keydown-FIVE', () => {
if (this.buildSystem && this.buildSystem.buildMode) this.buildSystem.selectBuilding('barn');
else if (this.scene.get('UIScene')) this.scene.get('UIScene').selectSlot(4);
});
// Soft Reset (F4) // Soft Reset (F4)
this.input.keyboard.on('keydown-F4', () => window.location.reload()); this.input.keyboard.on('keydown-F4', () => window.location.reload());
@@ -530,6 +577,7 @@ class GameScene extends Phaser.Scene {
if (this.lootSystem) this.lootSystem.update(delta); if (this.lootSystem) this.lootSystem.update(delta);
if (this.interactionSystem) this.interactionSystem.update(delta); if (this.interactionSystem) this.interactionSystem.update(delta);
if (this.farmingSystem) this.farmingSystem.update(delta); if (this.farmingSystem) this.farmingSystem.update(delta);
if (this.buildSystem) this.buildSystem.update(delta);
if (this.questSystem) this.questSystem.update(delta); if (this.questSystem) this.questSystem.update(delta);
if (this.multiplayerSystem) this.multiplayerSystem.update(delta); if (this.multiplayerSystem) this.multiplayerSystem.update(delta);
@@ -816,6 +864,9 @@ class GameScene extends Phaser.Scene {
window.Antigravity.Update(this, delta); window.Antigravity.Update(this, delta);
} }
// Parallax background update
this.updateParallax(delta);
// Terrain system update (za water animacijo) // Terrain system update (za water animacijo)
if (this.terrainSystem && this.terrainSystem.update) { if (this.terrainSystem && this.terrainSystem.update) {
this.terrainSystem.update(Date.now(), delta); this.terrainSystem.update(Date.now(), delta);
@@ -823,4 +874,69 @@ class GameScene extends Phaser.Scene {
console.warn('⚠️ TerrainSystem.update not available!'); console.warn('⚠️ TerrainSystem.update not available!');
} }
} }
createParallaxBackground() {
const width = this.cameras.main.width;
const height = this.cameras.main.height;
// Parallax container
this.parallaxContainer = this.add.container(0, 0);
this.parallaxContainer.setDepth(-1000); // Always behind everything
this.clouds = [];
this.birds = [];
// Create 5 clouds
for (let i = 0; i < 5; i++) {
const cloud = this.add.text(
Math.random() * width * 2,
Math.random() * height * 0.5,
'☁️',
{ fontSize: `${30 + Math.random() * 20}px` }
);
cloud.speed = 0.3 + Math.random() * 0.2; // 0.3-0.5x speed
this.parallaxContainer.add(cloud);
this.clouds.push(cloud);
}
// Create 3 birds
for (let i = 0; i < 3; i++) {
const bird = this.add.text(
Math.random() * width * 2,
100 + Math.random() * 200,
'🐦',
{ fontSize: '20px' }
);
bird.speed = 0.5 + Math.random() * 0.3; // 0.5-0.8x speed
this.parallaxContainer.add(bird);
this.birds.push(bird);
}
console.log('☁️ Parallax background created!');
}
updateParallax(delta) {
if (!this.parallaxContainer) return;
const width = this.cameras.main.width;
// Update clouds
this.clouds.forEach(cloud => {
cloud.x -= cloud.speed * (delta / 16);
if (cloud.x < -100) {
cloud.x = width + 100;
cloud.y = Math.random() * this.cameras.main.height * 0.5;
}
});
// Update birds
this.birds.forEach(bird => {
bird.x -= bird.speed * (delta / 16);
bird.y += Math.sin(Date.now() / 1000 + bird.x) * 0.5; // Flutter effect
if (bird.x < -100) {
bird.x = width + 100;
bird.y = 100 + Math.random() * 200;
}
});
}
} }

View File

@@ -78,12 +78,44 @@ class PreloadScene extends Phaser.Scene {
this.load.image('fence_full', 'assets/fence_full.png'); this.load.image('fence_full', 'assets/fence_full.png');
this.load.image('wall_damaged', 'assets/wall_damaged.png'); this.load.image('wall_damaged', 'assets/wall_damaged.png');
// Voxel stil asset-i (2.5D) // Voxel stil asset-i (2.5D)
this.load.image('tree_voxel_green', 'assets/tree_voxel_green.png'); this.load.image('tree_voxel_green', 'assets/tree_voxel_green.png');
this.load.image('tree_voxel_blue', 'assets/tree_voxel_blue.png'); this.load.image('tree_voxel_blue', 'assets/tree_voxel_blue.png');
this.load.image('tree_voxel_dead', 'assets/tree_voxel_dead.png'); this.load.image('tree_voxel_dead', 'assets/tree_voxel_dead.png');
this.load.image('rock_voxel', 'assets/rock_voxel.png'); this.load.image('rock_voxel', 'assets/rock_voxel.png');
// NEW ISOMETRIC 2.5D ASSETS (Stardew Valley style)
// Buildings & Structures
this.load.image('barn_isometric', 'assets/barn_isometric.png');
this.load.image('farmhouse_isometric', 'assets/farmhouse_isometric.png');
this.load.image('fence_isometric', 'assets/fence_isometric.png');
this.load.image('bridge_isometric', 'assets/bridge_isometric.png');
this.load.image('blacksmith_workshop', 'assets/blacksmith_workshop.png');
this.load.image('ruins_building', 'assets/ruins_building.png');
// Farm & Crops
this.load.image('soil_tilled', 'assets/soil_tilled.png');
this.load.image('carrots_stages', 'assets/carrots_stages.png');
this.load.image('flowers_pink_isometric', 'assets/flowers_pink_isometric.png');
// Characters - SPRITESHEETS (6 frames @ 64x64 each)
this.load.spritesheet('player_dreadlocks', 'assets/player_dreadlocks.png', {
frameWidth: 64,
frameHeight: 64
});
this.load.spritesheet('zombie_worker', 'assets/zombie_worker.png', {
frameWidth: 64,
frameHeight: 64
});
this.load.image('grave_zombie', 'assets/grave_zombie.png');
// Fence pieces (separate parts)
this.load.image('fence_post', 'assets/fence_post.png');
this.load.image('fence_horizontal', 'assets/fence_horizontal.png');
this.load.image('fence_vertical', 'assets/fence_vertical.png');
this.load.image('fence_corner', 'assets/fence_corner.png');
// Wait for load completion then process transparency // Wait for load completion then process transparency
this.load.once('complete', () => { this.load.once('complete', () => {
this.processAllTransparency(); this.processAllTransparency();
@@ -98,6 +130,7 @@ class PreloadScene extends Phaser.Scene {
createAnimations() { createAnimations() {
if (this.anims.exists('player_walk_anim')) return; if (this.anims.exists('player_walk_anim')) return;
// Old animations
this.anims.create({ this.anims.create({
key: 'player_walk_anim', key: 'player_walk_anim',
frames: this.anims.generateFrameNumbers('player_walk', { start: 0, end: 5 }), frames: this.anims.generateFrameNumbers('player_walk', { start: 0, end: 5 }),
@@ -111,6 +144,22 @@ class PreloadScene extends Phaser.Scene {
frameRate: 8, frameRate: 8,
repeat: -1 repeat: -1
}); });
// NEW: Isometric character animations (6 frames)
this.anims.create({
key: 'player_dreadlocks_walk',
frames: this.anims.generateFrameNumbers('player_dreadlocks', { start: 0, end: 5 }),
frameRate: 10,
repeat: -1
});
this.anims.create({
key: 'zombie_worker_walk',
frames: this.anims.generateFrameNumbers('zombie_worker', { start: 0, end: 5 }),
frameRate: 8,
repeat: -1
});
console.log('🎞️ Animations created!'); console.log('🎞️ Animations created!');
} }
@@ -162,13 +211,58 @@ class PreloadScene extends Phaser.Scene {
'tree_voxel_green', 'tree_voxel_green',
'tree_voxel_blue', 'tree_voxel_blue',
'tree_voxel_dead', 'tree_voxel_dead',
'rock_voxel' 'rock_voxel',
// NEW ISOMETRIC 2.5D ASSETS - Remove transparency
'barn_isometric',
'farmhouse_isometric',
'fence_isometric',
'bridge_isometric',
'blacksmith_workshop',
'ruins_building',
'soil_tilled',
'carrots_stages',
'flowers_pink_isometric',
// NOTE: player_dreadlocks and zombie_worker are SPRITESHEETS - don't process!
'grave_zombie',
// NEW FENCE PIECES
'fence_post',
'fence_horizontal',
'fence_vertical',
'fence_corner',
// ANIMALS & NPCs
'chicken',
'cow',
'cow_mutant',
'elf',
'troll',
'villager',
'npc_merchant',
'npc_zombie',
// STRUCTURES
'structure_house',
'wall_damaged',
'city_wall',
// MISC OBJECTS
'wheat_sprite',
'grass_sprite',
'leaf_sprite',
'stone_sprite'
]; ];
spritesToProcess.forEach(spriteKey => { spritesToProcess.forEach(spriteKey => {
this.processSpriteTransparency(spriteKey); this.processSpriteTransparency(spriteKey);
}); });
// ULTRA AGGRESSIVE: Fence Post only
if (this.textures.exists('fence_post')) {
this.ultraRemoveBackground('fence_post');
}
console.log('✅ All sprites transparency processed!'); console.log('✅ All sprites transparency processed!');
} }
@@ -191,21 +285,45 @@ class PreloadScene extends Phaser.Scene {
const imageData = ctx.getImageData(0, 0, canvas.width, canvas.height); const imageData = ctx.getImageData(0, 0, canvas.width, canvas.height);
const data = imageData.data; const data = imageData.data;
// Remove backgrounds // Remove backgrounds - IMPROVED CHECKBOARD DETECTION
for (let i = 0; i < data.length; i += 4) { for (let i = 0; i < data.length; i += 4) {
const r = data[i]; const r = data[i];
const g = data[i + 1]; const g = data[i + 1];
const b = data[i + 2]; const b = data[i + 2];
// Remove white/light gray backgrounds (Checkerboard & White) // Remove ALL grayscale colors (checkboard pattern)
// Target grays: R,G,B should be similar and high value. // Checkboard has both light (204,204,204) and dark (153,153,153) squares
if (r > 150 && g > 150 && b > 150) { const isGrayscale = Math.abs(r - g) < 15 && Math.abs(g - b) < 15 && Math.abs(r - b) < 15;
// Check if it's grayscale (checkerboard is usually perfect gray)
if (Math.abs(r - g) < 30 && Math.abs(g - b) < 30) { if (isGrayscale) {
data[i + 3] = 0; // ULTRA-AGGRESSIVE: Remove ALL grays from 100-240
const isAnyGray = r >= 100 && r <= 240;
if (isAnyGray) {
data[i + 3] = 0; // Make transparent
} }
} }
// AGGRESSIVE: Remove ALL light backgrounds (AI-generated sprites)
const brightness = (r + g + b) / 3;
const isVeryLight = brightness > 170 && Math.abs(r - g) < 50 && Math.abs(g - b) < 50;
if (isVeryLight) {
data[i + 3] = 0; // Make transparent
}
// ULTRA AGGRESSIVE: Remove PURE WHITE backgrounds
const isWhite = r > 240 && g > 240 && b > 240;
if (isWhite) {
data[i + 3] = 0; // Make transparent
}
// ULTRA AGGRESSIVE: Remove OFF-WHITE backgrounds (cream, beige)
const isOffWhite = brightness > 230 && Math.abs(r - g) < 20 && Math.abs(g - b) < 20;
if (isOffWhite) {
data[i + 3] = 0; // Make transparent
}
// Special: Remove brown/tan backgrounds (merchant sprite) // Special: Remove brown/tan backgrounds (merchant sprite)
if (spriteKey === 'merchant_sprite') { if (spriteKey === 'merchant_sprite') {
// Brown detection: R > G > B, warm tones // Brown detection: R > G > B, warm tones
@@ -360,4 +478,42 @@ class PreloadScene extends Phaser.Scene {
startGame(); startGame();
}); });
} }
ultraRemoveBackground(spriteKey) {
if (!this.textures.exists(spriteKey)) return;
const texture = this.textures.get(spriteKey);
const source = texture.getSourceImage();
const canvas = document.createElement('canvas');
canvas.width = source.width;
canvas.height = source.height;
const ctx = canvas.getContext('2d', { willReadFrequently: true });
ctx.drawImage(source, 0, 0);
const imageData = ctx.getImageData(0, 0, canvas.width, canvas.height);
const data = imageData.data;
// Remove EVERYTHING except brown wood colors
for (let i = 0; i < data.length; i += 4) {
const r = data[i];
const g = data[i + 1];
const b = data[i + 2];
// Keep only brown/wood colors: R > G > B and R is dominant
const isBrown = r > g && g > b && r > 80 && r < 200;
if (!isBrown) {
data[i + 3] = 0; // Make transparent
}
}
ctx.putImageData(imageData, 0, 0);
// Remove old texture and create new one from canvas
this.textures.remove(spriteKey);
this.textures.addCanvas(spriteKey, canvas);
console.log(`🔥 ULTRA removed background from ${spriteKey}`);
}
} }

View File

@@ -11,17 +11,60 @@ class StoryScene extends Phaser.Scene {
const bg = this.add.rectangle(0, 0, width, height, 0x0a0a0a); const bg = this.add.rectangle(0, 0, width, height, 0x0a0a0a);
bg.setOrigin(0); bg.setOrigin(0);
// Title // GLOW EFFECT for title (multiple Text objects)
const titleGlow1 = this.add.text(width / 2, 80, 'NOVAFARMA', {
fontSize: '72px',
fontFamily: 'Courier New',
color: '#00ff41',
fontStyle: 'bold'
});
titleGlow1.setOrigin(0.5);
titleGlow1.setAlpha(0.3);
titleGlow1.setScale(1.05);
const titleGlow2 = this.add.text(width / 2, 80, 'NOVAFARMA', {
fontSize: '72px',
fontFamily: 'Courier New',
color: '#00ff41',
fontStyle: 'bold'
});
titleGlow2.setOrigin(0.5);
titleGlow2.setAlpha(0.5);
titleGlow2.setScale(1.02);
// Main title
const title = this.add.text(width / 2, 80, 'NOVAFARMA', { const title = this.add.text(width / 2, 80, 'NOVAFARMA', {
fontSize: '72px', fontSize: '72px',
fontFamily: 'Courier New', fontFamily: 'Courier New',
color: '#00ff41', color: '#00ff41',
fontStyle: 'bold', fontStyle: 'bold',
stroke: '#000000', stroke: '#003311',
strokeThickness: 6 strokeThickness: 8
}); });
title.setOrigin(0.5); title.setOrigin(0.5);
// Pulsing glow animation
this.tweens.add({
targets: [titleGlow1, titleGlow2],
scaleX: 1.08,
scaleY: 1.08,
alpha: 0.6,
duration: 2000,
yoyo: true,
repeat: -1,
ease: 'Sine.easeInOut'
});
// Subtle title bounce
this.tweens.add({
targets: title,
y: 75,
duration: 3000,
yoyo: true,
repeat: -1,
ease: 'Sine.easeInOut'
});
// Subtitle // Subtitle
const subtitle = this.add.text(width / 2, 150, '2084 - Survival Farm', { const subtitle = this.add.text(width / 2, 150, '2084 - Survival Farm', {
fontSize: '20px', fontSize: '20px',

View File

@@ -91,6 +91,8 @@ class UIScene extends Phaser.Scene {
} }
this.createOxygenBar(); this.createOxygenBar();
this.createZombieStatsPanel();
this.createFarmStatsPanel();
} }
// ... (rest of class) ... // ... (rest of class) ...
@@ -318,6 +320,8 @@ class UIScene extends Phaser.Scene {
// Re-create UI elements at new positions // Re-create UI elements at new positions
this.createClock(); this.createClock();
this.createGoldDisplay(); this.createGoldDisplay();
this.createResourcesDisplay();
this.createTimeControlPanel();
this.createInventoryBar(); this.createInventoryBar();
this.createInventoryBar(); this.createInventoryBar();
this.createDebugInfo(); this.createDebugInfo();
@@ -580,6 +584,62 @@ class UIScene extends Phaser.Scene {
this.clockText.setOrigin(0.5, 0.5); this.clockText.setOrigin(0.5, 0.5);
} }
createResourcesDisplay() {
const startX = this.scale.width - 160;
const startY = 110; // Below gold display
const spacing = 35;
// Container
this.resourcesContainer = this.add.container(0, 0);
this.resourcesContainer.setDepth(1000);
// Resources to display
const resources = [
{ key: 'wood', label: '🪵', color: '#8B4513' },
{ key: 'stone', label: '🪨', color: '#808080' },
{ key: 'iron', label: '⚙️', color: '#C0C0C0' }
];
this.resourceTexts = {};
resources.forEach((res, i) => {
const y = startY + (i * spacing);
// Background
const bg = this.add.graphics();
bg.fillStyle(0x1a1a1a, 0.7);
bg.fillRect(startX, y, 140, 28);
bg.lineStyle(2, parseInt(res.color.replace('#', '0x')), 0.6);
bg.strokeRect(startX, y, 140, 28);
this.resourcesContainer.add(bg);
// Icon/Label
const icon = this.add.text(startX + 10, y + 14, res.label, {
fontSize: '18px'
}).setOrigin(0, 0.5);
this.resourcesContainer.add(icon);
// Count text
const text = this.add.text(startX + 40, y + 14, `${res.key.toUpperCase()}: 0`, {
fontSize: '14px',
fontFamily: 'Courier New',
fill: res.color,
fontStyle: 'bold'
}).setOrigin(0, 0.5);
this.resourcesContainer.add(text);
this.resourceTexts[res.key] = text;
});
}
updateResourceDisplay(resource, amount) {
if (!this.resourceTexts) return;
const text = this.resourceTexts[resource];
if (text) {
text.setText(`${resource.toUpperCase()}: ${amount}`);
}
}
createGoldDisplay() { createGoldDisplay() {
if (this.goldBg) this.goldBg.destroy(); if (this.goldBg) this.goldBg.destroy();
if (this.goldText) this.goldText.destroy(); if (this.goldText) this.goldText.destroy();
@@ -660,7 +720,141 @@ class UIScene extends Phaser.Scene {
this.setBarValue(this.hungerBar, stats.hunger); this.setBarValue(this.hungerBar, stats.hunger);
this.setBarValue(this.thirstBar, stats.thirst); this.setBarValue(this.thirstBar, stats.thirst);
} }
// Update Zombie Stats Panel (starter zombie worker)
if (this.gameScene.npcs && this.gameScene.npcs.length > 0) {
const zombieWorker = this.gameScene.npcs.find(npc => npc.type === 'zombie' && npc.isTamed);
if (zombieWorker) {
this.updateZombieStats(zombieWorker);
} }
}
// Update Farm Stats Panel
if (this.gameScene.farmStats) {
this.updateFarmStats(this.gameScene.farmStats);
}
// Update Clock Display (HH:MM format)
if (this.clockText && this.gameScene.timeSystem) {
const ts = this.gameScene.timeSystem;
const hour = Math.floor(ts.hour);
const minute = Math.floor((ts.hour - hour) * 60);
const hourStr = hour.toString().padStart(2, '0');
const minStr = minute.toString().padStart(2, '0');
// Day/Night indicator
const isNight = hour < 6 || hour >= 18;
const period = isNight ? '🌙' : '☀️';
this.clockText.setText(`Day ${ts.day} - ${hourStr}:${minStr} ${period}`);
}
// Update Resources Display
if (this.resourceTexts && this.gameScene.inventorySystem) {
const inv = this.gameScene.inventorySystem;
this.updateResourceDisplay('wood', inv.getItemCount('wood'));
this.updateResourceDisplay('stone', inv.getItemCount('stone'));
this.updateResourceDisplay('iron', inv.getItemCount('iron'));
}
}
createTimeControlPanel() {
const x = this.scale.width - 170;
const y = 250; // Below resources
this.timeControlContainer = this.add.container(x, y);
this.timeControlContainer.setDepth(1000);
// Background
const bg = this.add.graphics();
bg.fillStyle(0x1a1a2a, 0.8);
bg.fillRect(0, 0, 150, 100);
bg.lineStyle(2, 0x4a90e2, 0.8);
bg.strokeRect(0, 0, 150, 100);
this.timeControlContainer.add(bg);
// Title
const title = this.add.text(75, 15, 'TIME SPEED', {
fontSize: '12px',
fontFamily: 'Courier New',
fill: '#ffffff',
fontStyle: 'bold'
}).setOrigin(0.5, 0.5);
this.timeControlContainer.add(title);
// Speed buttons
const speeds = [
{ label: '1x', value: 1.0, y: 40 },
{ label: '2x', value: 2.0, y: 60 },
{ label: '5x', value: 5.0, y: 80 }
];
this.timeSpeedButtons = [];
speeds.forEach((speed, i) => {
const btn = this.add.text(75, speed.y, speed.label, {
fontSize: '14px',
fontFamily: 'Courier New',
fill: '#4a90e2',
fontStyle: 'bold',
backgroundColor: '#1a1a2a',
padding: { x: 20, y: 5 }
}).setOrigin(0.5, 0.5);
btn.setInteractive({ useHandCursor: true });
btn.on('pointerdown', () => {
this.setTimeSpeed(speed.value);
this.highlightSpeedButton(i);
});
this.timeControlContainer.add(btn);
this.timeSpeedButtons.push(btn);
});
this.highlightSpeedButton(0);
// Pause button
const pauseBtn = this.add.text(10, 15, '⏸️', { fontSize: '18px' }).setOrigin(0, 0.5);
pauseBtn.setInteractive({ useHandCursor: true });
pauseBtn.on('pointerdown', () => this.toggleTimePause());
this.timeControlContainer.add(pauseBtn);
this.pauseBtn = pauseBtn;
}
setTimeSpeed(speed) {
if (this.gameScene && this.gameScene.timeSystem) {
this.gameScene.timeSystem.timeScale = speed;
console.log(`⏱️ Time speed: ${speed}x`);
}
}
highlightSpeedButton(index) {
this.timeSpeedButtons.forEach((btn, i) => {
if (i === index) {
btn.setStyle({ fill: '#ffff00', backgroundColor: '#2a4a6a' });
} else {
btn.setStyle({ fill: '#4a90e2', backgroundColor: '#1a1a2a' });
}
});
}
toggleTimePause() {
if (!this.gameScene || !this.gameScene.timeSystem) return;
const ts = this.gameScene.timeSystem;
if (ts.timeScale === 0) {
ts.timeScale = this.lastTimeScale || 1.0;
this.pauseBtn.setText('▶️');
console.log('▶️ Time resumed');
} else {
this.lastTimeScale = ts.timeScale;
ts.timeScale = 0;
this.pauseBtn.setText('⏸️');
console.log('⏸️ Time paused');
}
}
toggleBuildMenu(isVisible) { toggleBuildMenu(isVisible) {
if (!this.buildMenuContainer) { if (!this.buildMenuContainer) {
this.createBuildMenuInfo(); this.createBuildMenuInfo();
@@ -1897,4 +2091,166 @@ class UIScene extends Phaser.Scene {
this.scene.start('StoryScene'); this.scene.start('StoryScene');
} }
} }
// ========== NEW: ZOMBIE & FARM STATS PANELS ==========
createZombieStatsPanel() {
const panelWidth = 220;
const panelHeight = 140;
const x = 20;
const y = 120; // Below player stats
// Container
this.zombieStatsContainer = this.add.container(x, y);
this.zombieStatsContainer.setDepth(1000);
// Background
const bg = this.add.graphics();
bg.fillStyle(0x1a1a2e, 0.9);
bg.fillRect(0, 0, panelWidth, panelHeight);
bg.lineStyle(2, 0x8a2be2, 0.8); // Purple border
bg.strokeRect(0, 0, panelWidth, panelHeight);
this.zombieStatsContainer.add(bg);
// Title
const title = this.add.text(panelWidth / 2, 15, '🧟 ZOMBIE WORKER', {
fontSize: '14px',
fontFamily: 'Courier New',
fill: '#8a2be2',
fontStyle: 'bold'
}).setOrigin(0.5);
this.zombieStatsContainer.add(title);
// Stats Text
this.zombieNameText = this.add.text(10, 35, 'Name: Worker #1', {
fontSize: '12px',
fill: '#ffffff'
});
this.zombieStatsContainer.add(this.zombieNameText);
this.zombieTaskText = this.add.text(10, 55, 'Task: IDLE', {
fontSize: '12px',
fill: '#ffff00'
});
this.zombieStatsContainer.add(this.zombieTaskText);
this.zombieLevelText = this.add.text(10, 75, 'Level: 1 (0/100 XP)', {
fontSize: '12px',
fill: '#00ff00'
});
this.zombieStatsContainer.add(this.zombieLevelText);
// Energy Bar
const energyLabel = this.add.text(10, 95, 'ENERGY:', { fontSize: '11px', fill: '#aaaaaa' });
this.zombieStatsContainer.add(energyLabel);
this.zombieEnergyBar = this.drawMiniBar(10, 110, panelWidth - 20, 15, 0x00aaff, 100);
this.zombieStatsContainer.add(this.zombieEnergyBar.bg);
this.zombieStatsContainer.add(this.zombieEnergyBar.fill);
// Initially visible
this.zombieStatsContainer.setVisible(true);
}
createFarmStatsPanel() {
const panelWidth = 220;
const panelHeight = 120;
const x = 20;
const y = 280; // Below zombie stats
// Container
this.farmStatsContainer = this.add.container(x, y);
this.farmStatsContainer.setDepth(1000);
// Background
const bg = this.add.graphics();
bg.fillStyle(0x1a2e1a, 0.9);
bg.fillRect(0, 0, panelWidth, panelHeight);
bg.lineStyle(2, 0x00ff00, 0.8); // Green border
bg.strokeRect(0, 0, panelWidth, panelHeight);
this.farmStatsContainer.add(bg);
// Title
const title = this.add.text(panelWidth / 2, 15, '🌾 FARM STATS', {
fontSize: '14px',
fontFamily: 'Courier New',
fill: '#00ff00',
fontStyle: 'bold'
}).setOrigin(0.5);
this.farmStatsContainer.add(title);
// Stats
this.farmCropsPlantedText = this.add.text(10, 40, 'Crops Planted: 0', {
fontSize: '12px',
fill: '#ffffff'
});
this.farmStatsContainer.add(this.farmCropsPlantedText);
this.farmCropsHarvestedText = this.add.text(10, 60, 'Total Harvested: 0', {
fontSize: '12px',
fill: '#ffff00'
});
this.farmStatsContainer.add(this.farmCropsHarvestedText);
this.farmGoldEarnedText = this.add.text(10, 80, 'Gold Earned: 0g', {
fontSize: '12px',
fill: '#ffd700'
});
this.farmStatsContainer.add(this.farmGoldEarnedText);
this.farmDaysText = this.add.text(10, 100, 'Days Farmed: 0', {
fontSize: '12px',
fill: '#aaaaaa'
});
this.farmStatsContainer.add(this.farmDaysText);
}
drawMiniBar(x, y, width, height, color, initialPercent = 100) {
// Background
const bg = this.add.graphics();
bg.fillStyle(0x000000, 0.5);
bg.fillRect(x, y, width, height);
bg.lineStyle(1, 0xffffff, 0.3);
bg.strokeRect(x, y, width, height);
// Fill
const fill = this.add.graphics();
fill.fillStyle(color, 1);
const maxWidth = width - 4;
const currentWidth = (maxWidth * initialPercent) / 100;
fill.fillRect(x + 2, y + 2, currentWidth, height - 4);
return { bg, fill, x, y, width, height, color };
}
setMiniBarValue(bar, percent) {
percent = Phaser.Math.Clamp(percent, 0, 100);
bar.fill.clear();
bar.fill.fillStyle(bar.color, 1);
const maxWidth = bar.width - 4;
const currentWidth = (maxWidth * percent) / 100;
bar.fill.fillRect(bar.x + 2, bar.y + 2, currentWidth, bar.height - 4);
}
// Update methods (call from update())
updateZombieStats(zombie) {
if (!zombie || !this.zombieStatsContainer) return;
this.zombieStatsContainer.setVisible(true);
if (this.zombieNameText) this.zombieNameText.setText(`Name: ${zombie.name || 'Worker #1'}`);
if (this.zombieTaskText) this.zombieTaskText.setText(`Task: ${zombie.task || 'IDLE'}`);
if (this.zombieLevelText) this.zombieLevelText.setText(`Level: ${zombie.level || 1} (${zombie.xp || 0}/100 XP)`);
const energy = zombie.energy !== undefined ? zombie.energy : 100;
if (this.zombieEnergyBar) this.setMiniBarValue(this.zombieEnergyBar, energy);
}
updateFarmStats(stats) {
if (!stats || !this.farmStatsContainer) return;
if (this.farmCropsPlantedText) this.farmCropsPlantedText.setText(`Crops Planted: ${stats.cropsPlanted || 0}`);
if (this.farmCropsHarvestedText) this.farmCropsHarvestedText.setText(`Total Harvested: ${stats.totalHarvested || 0}`);
if (this.farmGoldEarnedText) this.farmGoldEarnedText.setText(`Gold Earned: ${stats.goldEarned || 0}g`);
if (this.farmDaysText) this.farmDaysText.setText(`Days Farmed: ${stats.daysFarmed || 0}`);
}
} }

226
src/systems/BuildSystem.js Normal file
View File

@@ -0,0 +1,226 @@
class BuildSystem {
constructor(scene) {
this.scene = scene;
this.buildMode = false;
this.selectedBuilding = 'fence';
this.previewSprite = null;
this.placedBuildings = [];
// Building definitions
this.buildings = {
'fence': {
name: 'Fence (Old)',
textureKey: 'fence_isometric',
cost: { wood: 2 },
collision: false,
scale: 0.3
},
'fence_post': {
name: 'Fence Post',
textureKey: 'fence_post',
cost: { wood: 1 },
collision: false,
scale: 0.2
},
'fence_horizontal': {
name: 'Fence →',
textureKey: 'fence_horizontal',
cost: { wood: 2 },
collision: false,
scale: 0.2
},
'fence_vertical': {
name: 'Fence ↓',
textureKey: 'fence_vertical',
cost: { wood: 2 },
collision: false,
scale: 0.2
},
'fence_corner': {
name: 'Fence ⌞',
textureKey: 'fence_corner',
cost: { wood: 2 },
collision: false,
scale: 0.2
},
'barn': {
name: 'Barn',
textureKey: 'barn_isometric',
cost: { wood: 40, stone: 20 },
collision: true,
scale: 0.5
},
'grave': {
name: 'Grave',
textureKey: 'grave_zombie',
cost: { stone: 10 },
collision: false,
scale: 0.3
},
'farmhouse': {
name: 'Farmhouse',
textureKey: 'farmhouse_isometric',
cost: { wood: 50, stone: 30, gold: 100 },
collision: true,
scale: 0.5
},
'blacksmith': {
name: 'Blacksmith',
textureKey: 'blacksmith_workshop',
cost: { wood: 30, stone: 40, gold: 80 },
collision: true,
scale: 0.45
}
};
}
toggleBuildMode() {
this.buildMode = !this.buildMode;
console.log(`Build Mode: ${this.buildMode ? 'ON' : 'OFF'}`);
// Notify UI
const uiScene = this.scene.scene.get('UIScene');
if (uiScene) {
uiScene.toggleBuildMenu(this.buildMode);
}
// Show/hide preview
if (this.buildMode) {
this.createPreview();
} else {
this.destroyPreview();
}
return this.buildMode;
}
selectBuilding(buildingId) {
if (!this.buildings[buildingId]) return;
this.selectedBuilding = buildingId;
// Update UI
const uiScene = this.scene.scene.get('UIScene');
if (uiScene) {
uiScene.updateBuildSelection(this.buildings[buildingId].name);
}
// Refresh preview
if (this.buildMode) {
this.destroyPreview();
this.createPreview();
}
}
createPreview() {
const building = this.buildings[this.selectedBuilding];
if (!this.scene.textures.exists(building.textureKey)) {
console.warn(`Texture not found: ${building.textureKey}`);
return;
}
this.previewSprite = this.scene.add.sprite(0, 0, building.textureKey);
this.previewSprite.setOrigin(0.5, 1);
this.previewSprite.setAlpha(0.6);
this.previewSprite.setDepth(10000); // Always on top
this.previewSprite.setScale(building.scale || 1.0);
}
destroyPreview() {
if (this.previewSprite) {
this.previewSprite.destroy();
this.previewSprite = null;
}
}
update() {
if (!this.buildMode || !this.previewSprite) return;
// Follow mouse
const pointer = this.scene.input.activePointer;
const worldPoint = this.scene.cameras.main.getWorldPoint(pointer.x, pointer.y);
const gridPos = this.scene.iso.toGrid(worldPoint.x, worldPoint.y);
const screenPos = this.scene.iso.toScreen(gridPos.x, gridPos.y);
this.previewSprite.setPosition(screenPos.x, screenPos.y);
// Check if can place
const canPlace = this.canPlaceAt(gridPos.x, gridPos.y);
this.previewSprite.setTint(canPlace ? 0x00ff00 : 0xff0000);
// Place on click
if (pointer.isDown && canPlace) {
this.placeBuilding(gridPos.x, gridPos.y);
}
}
canPlaceAt(gridX, gridY) {
// Check if already has building
const exists = this.placedBuildings.find(b => b.gridX === gridX && b.gridY === gridY);
if (exists) return false;
// Check terrain (only on farm tiles)
if (!this.scene.terrainSystem) return false;
const tile = this.scene.terrainSystem.getTile(gridX, gridY);
if (!tile || tile.type !== 'farm') return false;
// Check cost
const building = this.buildings[this.selectedBuilding];
if (!this.hasResources(building.cost)) return false;
return true;
}
hasResources(cost) {
const inv = this.scene.inventorySystem;
if (!inv) return false;
for (const [resource, amount] of Object.entries(cost)) {
if (resource === 'gold') {
if (inv.gold < amount) return false;
} else {
if (!inv.hasItem(resource, amount)) return false;
}
}
return true;
}
placeBuilding(gridX, gridY) {
const building = this.buildings[this.selectedBuilding];
// Consume resources
const inv = this.scene.inventorySystem;
for (const [resource, amount] of Object.entries(building.cost)) {
if (resource === 'gold') {
inv.gold -= amount;
} else {
inv.removeItem(resource, amount);
}
}
// Create sprite
const screenPos = this.scene.iso.toScreen(gridX, gridY);
const sprite = this.scene.add.sprite(screenPos.x, screenPos.y, building.textureKey);
sprite.setOrigin(0.5, 1);
sprite.setScale(building.scale || 1.0);
sprite.setDepth(this.scene.iso.getDepth(gridX, gridY) + 5); // Above terrain
// Store
this.placedBuildings.push({
gridX,
gridY,
type: this.selectedBuilding,
sprite,
collision: building.collision
});
console.log(`🏗️ Placed ${building.name} at (${gridX}, ${gridY})`);
// Update UI
this.scene.events.emit('update-inventory');
}
isCollisionAt(gridX, gridY) {
const building = this.placedBuildings.find(b => b.gridX === gridX && b.gridY === gridY);
return building ? building.collision : false;
}
}

View File

@@ -1,239 +1,216 @@
const CROP_DATA = {
'wheat': {
name: 'Wheat',
seedItem: 'seeds_wheat',
harvestItem: 'wheat',
stages: 4,
growthTime: 10, // Seconds per stage (Total 30s)
regrow: false,
color: 0xffdd00
},
'corn': {
name: 'Corn',
seedItem: 'seeds_corn',
harvestItem: 'corn',
stages: 4,
growthTime: 15, // Slower (Total 45s)
regrow: true, // Corn regrows!
regrowStage: 2, // Goes back to stage 2
color: 0xffaa00
}
};
class FarmingSystem { class FarmingSystem {
constructor(scene) { constructor(scene) {
this.scene = scene; this.scene = scene;
this.growthTimer = 0; this.crops = []; // Active crops in world
this.growthTickRate = 1000;
// Crop definitions
this.cropTypes = {
'carrot': {
name: 'Carrot',
growthStages: 4,
daysPerStage: 1,
sellPrice: 10,
seedCost: 5
},
'wheat': {
name: 'Wheat',
growthStages: 4,
daysPerStage: 2,
sellPrice: 15,
seedCost: 8
}
};
} }
// Called by InteractionSystem // Till soil at grid position
interact(gridX, gridY, toolType) { tillSoil(gridX, gridY) {
const terrain = this.scene.terrainSystem; if (!this.scene.terrainSystem) return false;
const tile = terrain.getTile(gridX, gridY);
if (!tile) return false;
// 1. HARVEST
if (tile.hasCrop) {
const crop = terrain.cropsMap.get(`${gridX},${gridY}`);
if (crop && crop.stage === CROP_DATA[crop.type].stages) {
this.harvest(gridX, gridY);
return true;
}
}
// 2. TILLING
if (toolType === 'hoe') {
const typeName = tile.type.name || tile.type;
if (typeName.includes('grass') || typeName === 'dirt') {
if (!tile.hasDecoration && !tile.hasCrop) {
terrain.setTileType(gridX, gridY, 'farmland');
if (this.scene.soundManager) this.scene.soundManager.playDig();
// Archaeology: Chance to find artefact
if (Math.random() < 0.15) {
if (this.scene.interactionSystem) { // Using InteractionSystem spawnLoot wrapper or LootSystem directly?
// InteractionSystem has spawnLoot method that wraps inventory adding and text.
this.scene.interactionSystem.spawnLoot(gridX, gridY, 'artefact_old', 1);
}
}
return true;
}
}
}
// 3. PLANTING
// Check if tool is a seed
const isSeed = toolType.startsWith('seeds_') || toolType === 'seeds';
if (isSeed) {
const typeName = tile.type.name || tile.type;
if (typeName === 'farmland' && !tile.hasCrop && !tile.hasDecoration) {
// Determine crop type from seed name
// "seeds_corn" -> "corn", "seeds" -> "wheat" (default)
let cropType = 'wheat';
if (toolType === 'seeds_corn') cropType = 'corn';
if (toolType === 'seeds_wheat') cropType = 'wheat';
this.plant(gridX, gridY, cropType);
// Consumption
if (this.scene.inventorySystem) {
this.scene.inventorySystem.removeItem(toolType, 1);
}
return true;
}
}
// 4. WATERING
if (toolType === 'watering_can') {
if (tile.hasCrop) {
const crop = terrain.cropsMap.get(`${gridX},${gridY}`);
if (crop && !crop.isWatered) {
this.waterCrop(gridX, gridY);
return true;
}
}
}
// Check if already tilled
const key = `${gridX},${gridY}`;
if (this.isTilled(gridX, gridY)) {
console.log('Already tilled!');
return false; return false;
} }
plant(x, y, type = 'wheat') { // Mark as tilled in terrain
const terrain = this.scene.terrainSystem; if (!this.scene.terrainSystem.tilledSoil) {
const data = CROP_DATA[type]; this.scene.terrainSystem.tilledSoil = new Set();
}
const cropData = { this.scene.terrainSystem.tilledSoil.add(key);
gridX: x,
gridY: y, // Visual feedback - place tilled soil sprite
stage: 1, const screenPos = this.scene.iso.toScreen(gridX, gridY);
type: type,
timer: 0, if (this.scene.textures.exists('soil_tilled')) {
maxTime: data.growthTime const sprite = this.scene.add.sprite(screenPos.x, screenPos.y, 'soil_tilled');
sprite.setOrigin(0.5, 1);
sprite.setScale(1.0);
sprite.setDepth(this.scene.iso.getDepth(gridX, gridY) - 1); // Below crops
// Store reference
if (!this.scene.terrainSystem.tilledSprites) {
this.scene.terrainSystem.tilledSprites = new Map();
}
this.scene.terrainSystem.tilledSprites.set(key, sprite);
}
console.log(`✅ Tilled soil at (${gridX}, ${gridY})`);
return true;
}
isTilled(gridX, gridY) {
if (!this.scene.terrainSystem || !this.scene.terrainSystem.tilledSoil) return false;
return this.scene.terrainSystem.tilledSoil.has(`${gridX},${gridY}`);
}
// Plant seed
plantSeed(gridX, gridY, cropType) {
if (!this.isTilled(gridX, gridY)) {
console.log('Need to till soil first!');
return false;
}
// Check if already has crop
if (this.getCropAt(gridX, gridY)) {
console.log('Already has a crop!');
return false;
}
// Create crop
const crop = {
gridX,
gridY,
type: cropType,
stage: 0,
daysInStage: 0,
plantedDay: this.scene.timeSystem ? this.scene.timeSystem.day : 0
}; };
terrain.addCrop(x, y, cropData);
if (this.scene.soundManager) { this.crops.push(crop);
this.scene.soundManager.playPlant();
// Visual - create sprite
this.updateCropSprite(crop);
// Update farm stats
if (this.scene.farmStats) {
this.scene.farmStats.cropsPlanted++;
} }
if (this.scene.questSystem) this.scene.questSystem.trackAction('plant'); console.log(`🌱 Planted ${cropType} at (${gridX}, ${gridY})`);
console.log(`🌱 Planted ${type} at ${x},${y}`); return true;
} }
harvest(x, y) { getCropAt(gridX, gridY) {
const terrain = this.scene.terrainSystem; return this.crops.find(c => c.gridX === gridX && c.gridY === gridY);
const crop = terrain.cropsMap.get(`${x},${y}`);
if (!crop) return;
const data = CROP_DATA[crop.type];
// Sound
if (this.scene.soundManager) {
this.scene.soundManager.playHarvest();
} }
// Loot updateCropSprite(crop) {
if (this.scene.interactionSystem) { const screenPos = this.scene.iso.toScreen(crop.gridX, crop.gridY);
this.scene.interactionSystem.spawnLoot(x, y, data.harvestItem, 1);
// Chance for seeds // Remove old sprite
if (Math.random() > 0.4) { if (crop.sprite) {
this.scene.interactionSystem.spawnLoot(x, y, data.seedItem, 1); crop.sprite.destroy();
} }
// Extra harvest chance // Determine texture based on stage
if (Math.random() > 0.5) { let textureKey = `crop_${crop.type}_stage_${crop.stage}`;
this.scene.interactionSystem.spawnLoot(x, y, data.harvestItem, 1);
// Fallback textures
if (!this.scene.textures.exists(textureKey)) {
textureKey = 'carrots_stages'; // Use carrot stages as fallback
} }
// XP Gain if (this.scene.textures.exists(textureKey)) {
if (this.scene.statsSystem) { crop.sprite = this.scene.add.sprite(screenPos.x, screenPos.y, textureKey);
this.scene.statsSystem.addXP(data.harvestItem === 'corn' ? 15 : 10); crop.sprite.setOrigin(0.5, 1);
crop.sprite.setScale(0.8);
crop.sprite.setDepth(this.scene.iso.getDepth(crop.gridX, crop.gridY));
} }
} }
// Regrow or Destroy // Harvest crop
if (data.regrow) { harvestCrop(gridX, gridY) {
crop.stage = data.regrowStage; const crop = this.getCropAt(gridX, gridY);
crop.timer = 0; if (!crop) return false;
crop.isWatered = false; // Reset watering status
terrain.updateCropVisual(x, y, crop.stage); const cropDef = this.cropTypes[crop.type];
console.log(`🔄 ${crop.type} regrowing...`); const isRipe = crop.stage >= (cropDef.growthStages - 1);
} else {
terrain.removeCrop(x, y); if (!isRipe) {
} console.log('Crop not ready yet!');
return false;
} }
waterCrop(x, y) { // Give items
const terrain = this.scene.terrainSystem; if (this.scene.inventorySystem) {
const crop = terrain.cropsMap.get(`${x},${y}`); this.scene.inventorySystem.addItem(crop.type, 1);
if (!crop) return;
crop.isWatered = true;
crop.growthBoost = 2.0; // 2x faster growth!
// Visual feedback - tint slightly blue
const key = `${x},${y}`;
if (terrain.visibleCrops.has(key)) {
const sprite = terrain.visibleCrops.get(key);
sprite.setTint(0xAADDFF); // Light blue tint
} }
// Sound effect // Give gold
if (this.scene.soundManager) { const goldEarned = cropDef.sellPrice;
this.scene.soundManager.playPlant(); // Re-use plant sound for now if (this.scene.inventorySystem) {
this.scene.inventorySystem.gold += goldEarned;
} }
// Floating text // Update farm stats
if (this.scene.farmStats) {
this.scene.farmStats.totalHarvested++;
this.scene.farmStats.goldEarned += goldEarned;
}
// Remove crop
if (crop.sprite) crop.sprite.destroy();
this.crops = this.crops.filter(c => c !== crop);
console.log(`🌾 Harvested ${crop.type}! (+${goldEarned} gold)`);
// Show floating text
if (this.scene.events) {
this.scene.events.emit('show-floating-text', { this.scene.events.emit('show-floating-text', {
x: x * 48, x: screenPos.x,
y: y * 48, y: screenPos.y - 30,
text: '💧 Watered!', text: `+${goldEarned}g`,
color: '#00AAFF' color: '#FFD700'
}); });
console.log(`💧 Watered crop at ${x},${y}`);
} }
update(delta) { return true;
this.growthTimer += delta; }
if (this.growthTimer < 1000) return;
const secondsPassed = this.growthTimer / 1000;
this.growthTimer = 0;
const terrain = this.scene.terrainSystem; // Update - called each game day
if (!terrain) return; updateDay() {
this.crops.forEach(crop => {
const cropDef = this.cropTypes[crop.type];
for (const [key, crop] of terrain.cropsMap) { crop.daysInStage++;
const data = CROP_DATA[crop.type];
if (!data) continue;
if (crop.stage < data.stages) { // Advance stage?
// Apply growth boost if watered if (crop.daysInStage >= cropDef.daysPerStage) {
const growthMultiplier = crop.growthBoost || 1.0; crop.daysInStage = 0;
crop.timer += secondsPassed * growthMultiplier;
if (crop.timer >= data.growthTime) {
crop.stage++; crop.stage++;
crop.timer = 0;
// Clear watering boost after growth // Cap at max stage
if (crop.isWatered) { if (crop.stage >= cropDef.growthStages) {
crop.isWatered = false; crop.stage = cropDef.growthStages - 1;
crop.growthBoost = 1.0;
// Remove blue tint
if (terrain.visibleCrops.has(key)) {
const sprite = terrain.visibleCrops.get(key);
sprite.clearTint();
}
} }
terrain.updateCropVisual(crop.gridX, crop.gridY, crop.stage); // Update visual
this.updateCropSprite(crop);
console.log(`🌱 Crop grew! Stage ${crop.stage}/${cropDef.growthStages - 1}`);
} }
});
} }
// Update - called each frame
update() {
// Update sprite depths if camera moved
this.crops.forEach(crop => {
if (crop.sprite) {
crop.sprite.setDepth(this.scene.iso.getDepth(crop.gridX, crop.gridY));
} }
});
} }
} }

View File

@@ -86,7 +86,7 @@ class InteractionSystem {
handleTalk(npc) { handleTalk(npc) {
if (!this.scene.hybridSkillSystem) { if (!this.scene.hybridSkillSystem) {
npc.toggleState(); console.log('Talk with:', npc.type);
return; return;
} }
@@ -120,7 +120,7 @@ class InteractionSystem {
color: color color: color
}); });
npc.toggleState(); // Stop moving briefly // NPC pauses briefly (handled by AI)
} }
handleInteraction(gridX, gridY, isAttack = false) { handleInteraction(gridX, gridY, isAttack = false) {
@@ -247,7 +247,7 @@ class InteractionSystem {
return; return;
} }
if (!isAttack) npc.toggleState(); // NPC interaction complete
return; return;
} }
} }
@@ -301,11 +301,8 @@ class InteractionSystem {
} }
} }
// 4. Try Farming Action // 4. Farming is now handled via Player Space key (handleFarmingAction)
if (this.scene.farmingSystem && !isAttack) { // No click farming anymore
const didFarm = this.scene.farmingSystem.interact(gridX, gridY, activeTool);
if (didFarm) return;
}
// 5. Try damage decoration // 5. Try damage decoration
const id = `${gridX},${gridY}`; const id = `${gridX},${gridY}`;

View File

@@ -1,7 +1,7 @@
// ======================================================== // ========================================================
// NOVE GLOBALNE KONSTANTE ZA LOKACIJE // NOVE GLOBALNE KONSTANTE ZA LOKACIJE
// ======================================================== // ========================================================
const FARM_SIZE = 100; // 100x100 VELIKA PLATFORMA! const FARM_SIZE = 8; // 8x8 MICRO FARM - Začetek igre!
const FARM_CENTER_X = 50; // Center mape (50,50) const FARM_CENTER_X = 50; // Center mape (50,50)
const FARM_CENTER_Y = 50; // Center mape (50,50) const FARM_CENTER_Y = 50; // Center mape (50,50)
@@ -453,6 +453,7 @@ class TerrainSystem {
} }
} }
// --- CHUNK DECORATION PASS --- // --- CHUNK DECORATION PASS ---
// DISABLED - User wants clean platform (no trees, rocks, flowers) // DISABLED - User wants clean platform (no trees, rocks, flowers)
@@ -477,6 +478,81 @@ class TerrainSystem {
// this.addDecoration(pos.x, pos.y, 'path_stone'); // this.addDecoration(pos.x, pos.y, 'path_stone');
// } // }
// }); // });
// MICRO FARM FENCE (8x8 starting area) - DISABLED FOR NOW
// Will be added properly later
const farmMinX = FARM_CENTER_X - FARM_SIZE / 2;
const farmMaxX = FARM_CENTER_X + FARM_SIZE / 2;
const farmMinY = FARM_CENTER_Y - FARM_SIZE / 2;
const farmMaxY = FARM_CENTER_Y + FARM_SIZE / 2;
// DECORATIONS: Flowers & Bushes on grass tiles (random)
for (let y = startY; y < endY; y++) {
for (let x = startX; x < endX; x++) {
const tile = this.tiles[y][x]; // Corrected access to this.tiles
// Only on grass tiles, outside farm area
if (tile && tile.type === 'GRASS_FULL' && // Changed 'grass' to 'GRASS_FULL' to match terrainType.name
(x < farmMinX || x > farmMaxX || y < farmMinY || y > farmMaxY)) {
const rand = Math.random();
// 10% chance for flowers
if (rand < 0.10) {
const flowerTypes = ['flowers_new', 'flowers_pink_isometric'];
const randomType = flowerTypes[Math.floor(Math.random() * flowerTypes.length)];
this.addDecoration(x, y, randomType);
}
// 8% chance for grass patches (visual variety)
else if (rand >= 0.10 && rand < 0.18) {
this.addDecoration(x, y, 'grass_sprite');
}
// 5% chance for bushes
else if (rand >= 0.18 && rand < 0.23) {
this.addDecoration(x, y, 'bush_small');
}
// 3% chance for small rocks
else if (rand >= 0.23 && rand < 0.26) {
const rockTypes = ['rock_small', 'rock_2'];
const randomRock = rockTypes[Math.floor(Math.random() * rockTypes.length)];
this.addDecoration(x, y, randomRock);
}
}
}
}
// Check if this chunk contains farm border
if (cx * this.chunkSize <= farmMaxX && (cx + 1) * this.chunkSize >= farmMinX &&
cy * this.chunkSize <= farmMaxY && (cy + 1) * this.chunkSize >= farmMinY) {
// Top border (y = farmMinY)
if (startY <= farmMinY && endY > farmMinY) {
for (let x = Math.max(startX, farmMinX); x <= Math.min(endX - 1, farmMaxX); x++) {
this.addDecoration(x, farmMinY, 'fence_isometric');
}
}
// Bottom border (y = farmMaxY)
if (startY <= farmMaxY && endY > farmMaxY) {
for (let x = Math.max(startX, farmMinX); x <= Math.min(endX - 1, farmMaxX); x++) {
this.addDecoration(x, farmMaxY, 'fence_isometric');
}
}
// Left border (x = farmMinX)
if (startX <= farmMinX && endX > farmMinX) {
for (let y = Math.max(startY, farmMinY); y <= Math.min(endY - 1, farmMaxY); y++) {
this.addDecoration(farmMinX, y, 'fence_isometric');
}
}
// Right border (x = farmMaxX)
if (startX <= farmMaxX && endX > farmMaxX) {
for (let y = Math.max(startY, farmMinY); y <= Math.min(endY - 1, farmMaxY); y++) {
this.addDecoration(farmMaxX, y, 'fence_isometric');
}
}
}
} }
updateChunks(camera) { updateChunks(camera) {
@@ -732,14 +808,15 @@ class TerrainSystem {
typeLower.includes('small_rock') || typeLower.includes('small_rock') ||
typeLower.includes('path_stone') || typeLower.includes('path_stone') ||
typeLower.includes('mushroom') || typeLower.includes('mushroom') ||
typeLower.includes('puddle'); typeLower.includes('puddle') ||
typeLower.includes('fence'); // OGRAJE SO PREHODNE!
const isSolid = !isSmallDecor && ( const isSolid = !isSmallDecor && (
typeLower.includes('tree') || typeLower.includes('tree') ||
typeLower.includes('sapling') || typeLower.includes('sapling') ||
typeLower.includes('rock') || typeLower.includes('rock') ||
typeLower.includes('stone') || typeLower.includes('stone') ||
typeLower.includes('fence') || // fence REMOVED - it's walkable now!
typeLower.includes('wall') || typeLower.includes('wall') ||
typeLower.includes('signpost') || typeLower.includes('signpost') ||
typeLower.includes('hill') || typeLower.includes('hill') ||

View File

@@ -0,0 +1,58 @@
// Spritesheet Creator - combines 6 individual frames into horizontal spritesheet
const { createCanvas, loadImage } = require('canvas');
const fs = require('fs');
const path = require('path');
async function createSpritesheet(frames, outputPath) {
const frameWidth = 64;
const frameHeight = 64;
const totalWidth = frameWidth * frames.length;
const canvas = createCanvas(totalWidth, frameHeight);
const ctx = canvas.getContext('2d');
console.log(`Creating spritesheet: ${totalWidth}x${frameHeight}`);
for (let i = 0; i < frames.length; i++) {
try {
const img = await loadImage(frames[i]);
ctx.drawImage(img, i * frameWidth, 0, frameWidth, frameHeight);
console.log(` Frame ${i + 1}: ${path.basename(frames[i])}`);
} catch (err) {
console.error(`Error loading frame ${i + 1}:`, err.message);
}
}
const buffer = canvas.toBuffer('image/png');
fs.writeFileSync(outputPath, buffer);
console.log(`✅ Spritesheet saved: ${outputPath}`);
}
// Define frame paths
const playerFrames = [
'C:/Users/hipod/.gemini/antigravity/brain/c3cb08b5-19b4-4254-a001-eeab1394eb46/player_frame_1_idle_1765466652332.png',
'C:/Users/hipod/.gemini/antigravity/brain/c3cb08b5-19b4-4254-a001-eeab1394eb46/player_frame_2_left_1765466686157.png',
'C:/Users/hipod/.gemini/antigravity/brain/c3cb08b5-19b4-4254-a001-eeab1394eb46/player_frame_3_mid_left_1765466722379.png',
'C:/Users/hipod/.gemini/antigravity/brain/c3cb08b5-19b4-4254-a001-eeab1394eb46/player_frame_4_right_1765466767612.png',
'C:/Users/hipod/.gemini/antigravity/brain/c3cb08b5-19b4-4254-a001-eeab1394eb46/player_frame_5_mid_right_1765466812029.png',
'C:/Users/hipod/.gemini/antigravity/brain/c3cb08b5-19b4-4254-a001-eeab1394eb46/player_frame_6_idle_return_1765466859078.png'
];
const zombieFrames = [
'C:/Users/hipod/.gemini/antigravity/brain/c3cb08b5-19b4-4254-a001-eeab1394eb46/zombie_frame_1_idle_1765466924235.png',
'C:/Users/hipod/.gemini/antigravity/brain/c3cb08b5-19b4-4254-a001-eeab1394eb46/zombie_frame_2_left_1765466975297.png',
'C:/Users/hipod/.gemini/antigravity/brain/c3cb08b5-19b4-4254-a001-eeab1394eb46/zombie_frame_3_mid_left_1765467026661.png',
'C:/Users/hipod/.gemini/antigravity/brain/c3cb08b5-19b4-4254-a001-eeab1394eb46/zombie_frame_4_right_1765467064996.png',
'C:/Users/hipod/.gemini/antigravity/brain/c3cb08b5-19b4-4254-a001-eeab1394eb46/zombie_frame_5_mid_right_1765467114381.png',
'C:/Users/hipod/.gemini/antigravity/brain/c3cb08b5-19b4-4254-a001-eeab1394eb46/zombie_frame_6_idle_return_1765467152088.png'
];
// Run
(async () => {
console.log('🎬 Creating spritesheets...\n');
await createSpritesheet(playerFrames, 'c:/novafarma/assets/player_dreadlocks.png');
await createSpritesheet(zombieFrames, 'c:/novafarma/assets/zombie_worker.png');
console.log('\n✅ ALL DONE!');
})();

View File

@@ -0,0 +1,69 @@
// FARMING CONTROLS - Add to Player.js
// In handleAction() method, add this code:
handleFarmingAction() {
if (!this.scene.farmingSystem) return;
const selectedSlot = this.scene.scene.get('UIScene').selectedSlot;
const inventory = this.scene.inventorySystem;
const item = inventory ? inventory.slots[selectedSlot] : null;
const itemType = item ? item.type : null;
// Get grid position player is facing
const facingX = this.gridX;
const facingY = this.gridY;
// Adjust based on direction (optional - or use mouse click position)
// For now, use tile player is standing on
// HOE - Till soil
if (itemType === 'hoe') {
const success = this.scene.farmingSystem.tillSoil(facingX, facingY);
if (success) {
// Play sound/animation
if (this.scene.soundManager) this.scene.soundManager.playDig();
}
return;
}
// SEEDS - Plant
if (itemType === 'carrot' || itemType === 'wheat') {
const success = this.scene.farmingSystem.plantSeed(facingX, facingY, itemType);
if (success) {
// Consume seed
inventory.removeItem(itemType, 1);
if (this.scene.soundManager) this.scene.soundManager.playPlant();
}
return;
}
// EMPTY HAND - Harvest
if (!itemType) {
const success = this.scene.farmingSystem.harvestCrop(facingX, facingY);
if (success) {
if (this.scene.soundManager) this.scene.soundManager.playHarvest();
}
return;
}
}
// In Player update(), listen for SPACE or MOUSE CLICK:
// Add to existing input handling:
/*
if (this.scene.input.keyboard.checkDown(this.scene.input.keyboard.addKey('SPACE'), 300)) {
this.handleFarmingAction();
}
*/
// OR use mouse click on tile:
/*
this.scene.input.on('pointerdown', (pointer) => {
const worldPoint = this.scene.cameras.main.getWorldPoint(pointer.x, pointer.y);
const gridPos = this.scene.iso.toGrid(worldPoint.x, worldPoint.y);
// Farming action at clicked tile
this.farmAtTile(gridPos.x, gridPos.y);
});
*/

109
tools/time_control_panel.js Normal file
View File

@@ -0,0 +1,109 @@
// Time Speed Control Panel
// Add to UIScene.js
createTimeControlPanel() {
const x = this.scale.width - 170;
const y = 250; // Below resources
// Container
this.timeControlContainer = this.add.container(x, y);
this.timeControlContainer.setDepth(1000);
// Background
const bg = this.add.graphics();
bg.fillStyle(0x1a1a2a, 0.8);
bg.fillRect(0, 0, 150, 100);
bg.lineStyle(2, 0x4a90e2, 0.8);
bg.strokeRect(0, 0, 150, 100);
this.timeControlContainer.add(bg);
// Title
const title = this.add.text(75, 15, 'TIME SPEED', {
fontSize: '12px',
fontFamily: 'Courier New',
fill: '#ffffff',
fontStyle: 'bold'
}).setOrigin(0.5, 0.5);
this.timeControlContainer.add(title);
// Speed buttons
const speeds = [
{ label: '1x', value: 1.0, y: 40 },
{ label: '2x', value: 2.0, y: 60 },
{ label: '5x', value: 5.0, y: 80 }
];
this.timeSpeedButtons = [];
speeds.forEach((speed, i) => {
const btn = this.add.text(75, speed.y, speed.label, {
fontSize: '14px',
fontFamily: 'Courier New',
fill: '#4a90e2',
fontStyle: 'bold',
backgroundColor: '#1a1a2a',
padding: { x: 20, y: 5 }
}).setOrigin(0.5, 0.5);
btn.setInteractive({ useHandCursor: true });
btn.on('pointerdown', () => {
this.setTimeSpeed(speed.value);
this.highlightSpeedButton(i);
});
this.timeControlContainer.add(btn);
this.timeSpeedButtons.push(btn);
});
// Highlight default (1x)
this.highlightSpeedButton(0);
// Pause button
const pauseBtn = this.add.text(10, 15, '⏸️', {
fontSize: '18px'
}).setOrigin(0, 0.5);
pauseBtn.setInteractive({ useHandCursor: true });
pauseBtn.on('pointerdown', () => {
this.toggleTimePause();
});
this.timeControlContainer.add(pauseBtn);
this.pauseBtn = pauseBtn;
}
setTimeSpeed(speed) {
if (this.gameScene && this.gameScene.timeSystem) {
this.gameScene.timeSystem.timeScale = speed;
console.log(`⏱️ Time speed: ${speed}x`);
}
}
highlightSpeedButton(index) {
this.timeSpeedButtons.forEach((btn, i) => {
if (i === index) {
btn.setStyle({ fill: '#ffff00', backgroundColor: '#2a4a6a' });
} else {
btn.setStyle({ fill: '#4a90e2', backgroundColor: '#1a1a2a' });
}
});
}
toggleTimePause() {
if (!this.gameScene || !this.gameScene.timeSystem) return;
const ts = this.gameScene.timeSystem;
if (ts.timeScale === 0) {
// Unpause
ts.timeScale = this.lastTimeScale || 1.0;
this.pauseBtn.setText('⏸️');
console.log('▶️ Time resumed');
} else {
// Pause
this.lastTimeScale = ts.timeScale;
ts.timeScale = 0;
this.pauseBtn.setText('▶️');
console.log('⏸️ Time paused');
}
}

160
tools/ui_panels_code.js Normal file
View File

@@ -0,0 +1,160 @@
// ZOMBIE & FARM STATS PANELS - Add to UIScene.js
// Call this in create() method:
createZombieStatsPanel() {
const panelWidth = 220;
const panelHeight = 140;
const x = 20;
const y = 120; // Below player stats
// Container
this.zombieStatsContainer = this.add.container(x, y);
this.zombieStatsContainer.setDepth(1000);
// Background
const bg = this.add.graphics();
bg.fillStyle(0x1a1a2e, 0.9);
bg.fillRect(0, 0, panelWidth, panelHeight);
bg.lineStyle(2, 0x8a2be2, 0.8); // Purple border (zombie theme)
bg.strokeRect(0, 0, panelWidth, panelHeight);
this.zombieStatsContainer.add(bg);
// Title
const title = this.add.text(panelWidth / 2, 15, '🧟 ZOMBIE WORKER', {
fontSize: '14px',
fontFamily: 'Courier New',
fill: '#8a2be2',
fontStyle: 'bold'
}).setOrigin(0.5);
this.zombieStatsContainer.add(title);
// Stats Text
this.zombieNameText = this.add.text(10, 35, 'Name: Worker #1', {
fontSize: '12px',
fill: '#ffffff'
});
this.zombieStatsContainer.add(this.zombieNameText);
this.zombieTaskText = this.add.text(10, 55, 'Task: IDLE', {
fontSize: '12px',
fill: '#ffff00'
});
this.zombieStatsContainer.add(this.zombieTaskText);
this.zombieLevelText = this.add.text(10, 75, 'Level: 1 (0/100 XP)', {
fontSize: '12px',
fill: '#00ff00'
});
this.zombieStatsContainer.add(this.zombieLevelText);
// Energy Bar
this.add.text(10, 95, 'ENERGY:', { fontSize: '11px', fill: '#aaaaaa' });
this.zombieEnergyBar = this.drawMiniBar(10, 110, panelWidth - 20, 15, 0x00aaff, 100);
this.zombieStatsContainer.add(this.zombieEnergyBar.bg);
this.zombieStatsContainer.add(this.zombieEnergyBar.fill);
// Initially hidden - shows when zombie is selected/nearby
this.zombieStatsContainer.setVisible(false);
}
createFarmStatsPanel() {
const panelWidth = 220;
const panelHeight = 120;
const x = 20;
const y = 280; // Below zombie stats
// Container
this.farmStatsContainer = this.add.container(x, y);
this.farmStatsContainer.setDepth(1000);
// Background
const bg = this.add.graphics();
bg.fillStyle(0x1a2e1a, 0.9);
bg.fillRect(0, 0, panelWidth, panelHeight);
bg.lineStyle(2, 0x00ff00, 0.8); // Green border (farm theme)
bg.strokeRect(0, 0, panelWidth, panelHeight);
this.farmStatsContainer.add(bg);
// Title
const title = this.add.text(panelWidth / 2, 15, '🌾 FARM STATS', {
fontSize: '14px',
fontFamily: 'Courier New',
fill: '#00ff00',
fontStyle: 'bold'
}).setOrigin(0.5);
this.farmStatsContainer.add(title);
// Stats
this.farmCropsPlantedText = this.add.text(10, 40, 'Crops Planted: 0', {
fontSize: '12px',
fill: '#ffffff'
});
this.farmStatsContainer.add(this.farmCropsPlantedText);
this.farmCropsHarvestedText = this.add.text(10, 60, 'Total Harvested: 0', {
fontSize: '12px',
fill: '#ffff00'
});
this.farmStatsContainer.add(this.farmCropsHarvestedText);
this.farmGoldEarnedText = this.add.text(10, 80, 'Gold Earned: 0g', {
fontSize: '12px',
fill: '#ffd700'
});
this.farmStatsContainer.add(this.farmGoldEarnedText);
this.farmDaysText = this.add.text(10, 100, 'Days Farmed: 0', {
fontSize: '12px',
fill: '#aaaaaa'
});
this.farmStatsContainer.add(this.farmDaysText);
}
drawMiniBar(x, y, width, height, color, initialPercent = 100) {
// Background
const bg = this.add.graphics();
bg.fillStyle(0x000000, 0.5);
bg.fillRect(x, y, width, height);
bg.lineStyle(1, 0xffffff, 0.3);
bg.strokeRect(x, y, width, height);
// Fill
const fill = this.add.graphics();
fill.fillStyle(color, 1);
const maxWidth = width - 4;
const currentWidth = (maxWidth * initialPercent) / 100;
fill.fillRect(x + 2, y + 2, currentWidth, height - 4);
return { bg, fill, x, y, width, height, color };
}
setMiniBarValue(bar, percent) {
percent = Phaser.Math.Clamp(percent, 0, 100);
bar.fill.clear();
bar.fill.fillStyle(bar.color, 1);
const maxWidth = bar.width - 4;
const currentWidth = (maxWidth * percent) / 100;
bar.fill.fillRect(bar.x + 2, bar.y + 2, currentWidth, bar.height - 4);
}
// Update methods (call from update())
updateZombieStats(zombie) {
if (!zombie || !this.zombieStatsContainer) return;
this.zombieStatsContainer.setVisible(true);
this.zombieNameText.setText(`Name: ${zombie.name || 'Worker #1'}`);
this.zombieTaskText.setText(`Task: ${zombie.task || 'IDLE'}`);
this.zombieLevelText.setText(`Level: ${zombie.level || 1} (${zombie.xp || 0}/100 XP)`);
const energy = zombie.energy !== undefined ? zombie.energy : 100;
this.setMiniBarValue(this.zombieEnergyBar, energy);
}
updateFarmStats(stats) {
if (!stats || !this.farmStatsContainer) return;
this.farmCropsPlantedText.setText(`Crops Planted: ${stats.cropsPlanted || 0}`);
this.farmCropsHarvestedText.setText(`Total Harvested: ${stats.totalHarvested || 0}`);
this.farmGoldEarnedText.setText(`Gold Earned: ${stats.goldEarned || 0}g`);
this.farmDaysText.setText(`Days Farmed: ${stats.daysFarmed || 0}`);
}