feat: complete Style 32 overhaul & Tiled integration fix
- Enforced 'Style 32 - Dark Chibi Vector' for all ground assets. - Fixed critical Prologue-to-Game crash (function renaming). - Implemented Tiled JSON/TMX auto-conversion. - Updated Asset Manager to visualize 1800+ assets. - Cleaned up project structure (new assets/grounds folder). - Auto-Ground logic added to GameScene.js.
This commit is contained in:
122
src/scenes/AssetTestScene.js
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122
src/scenes/AssetTestScene.js
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@@ -0,0 +1,122 @@
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class AssetTestScene extends Phaser.Scene {
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constructor() {
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super({ key: 'AssetTestScene' });
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}
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create() {
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console.log('🖼️ Asset Test Scene - Gallery Mode');
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this.cameras.main.setBackgroundColor('#222222');
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const title = this.add.text(20, 20, 'ASSET GALLERY CHECK', {
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fontSize: '32px',
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fill: '#ffffff',
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fontFamily: 'Courier New'
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});
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const categories = [
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{ name: 'PHASE 1 (FARM)', items: (window.AssetManifest && window.AssetManifest.phases) ? window.AssetManifest.phases.farm : [] },
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{ name: 'PHASE 2 (BASEMENT/MINE)', items: (window.AssetManifest && window.AssetManifest.phases) ? window.AssetManifest.phases.basement_mine : [] },
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{ name: 'COMMON (CHARACTERS/INTRO)', items: (window.AssetManifest && window.AssetManifest.phases) ? window.AssetManifest.phases.common : [] }
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];
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let startY = 80;
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let startX = 20;
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categories.forEach(cat => {
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// Category Header
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this.add.text(startX, startY, cat.name.toUpperCase(), {
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fontSize: '24px',
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fill: '#ffff00',
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fontstyle: 'bold'
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});
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startY += 40;
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// Display Assets
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let x = startX;
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let count = 0;
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// Use items from manifest
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const items = cat.items || [];
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if (items.length === 0) {
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this.add.text(x, startY, '(No assets in manifest phase)', { color: '#666' });
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startY += 40;
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} else {
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items.forEach(item => {
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const key = item.key;
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// Check if actually loaded
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if (!this.textures.exists(key)) {
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this.add.text(x, startY, `[FAIL] ${key}`, { color: '#ff0000', fontSize: '10px' });
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x += 80;
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return;
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}
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const img = this.add.image(x, startY, key);
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// Scale down if too big
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if (img.width > 64) {
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const scale = 64 / Math.max(img.width, img.height);
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img.setScale(scale);
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}
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img.setOrigin(0, 0);
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// Detailed Info Text
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const w = img.width;
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const h = img.height;
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let infoColor = '#bbbbbb';
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// Scaling Check (Greenhouse limit example: 1024px)
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if (w > 1024 || h > 1024) {
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infoColor = '#ff5555'; // Red Alert
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}
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// Label: Name + Size
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const labelText = `${key}\n${w}x${h}px`;
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this.add.text(x, startY + 70, labelText, {
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fontSize: '9px',
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fill: infoColor,
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wordWrap: { width: 75 }
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});
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// NOIR CHECK (Simulation: Check if alpha at borders is correct? Too expensive.
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// Visual check: Red border fallback)
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const border = this.add.rectangle(x + 32, startY + 32, 64, 64);
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border.setStrokeStyle(1, 0x444444);
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// Add click to log
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img.setInteractive();
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img.on('pointerdown', () => {
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console.log(`Asset: ${key}, Size: ${img.width}x${img.height}`);
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this.tweens.add({ targets: img, scale: img.scale * 1.2, duration: 100, yoyo: true });
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});
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x += 80;
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count++;
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if (count > 10) { // New row
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count = 0;
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x = startX;
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startY += 100;
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}
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});
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startY += 100; // Next category gap
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}
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});
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// Navigation
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const backBtn = this.add.text(this.cameras.main.width - 150, 20, 'BACK TO INTRO', {
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fontSize: '20px',
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backgroundColor: '#ff0000',
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padding: { x: 10, y: 5 }
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})
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.setInteractive({ useHandCursor: true })
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.on('pointerdown', () => this.scene.start('IntroScene'));
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// Scroll
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this.input.on('wheel', (pointer, gameObjects, deltaX, deltaY, deltaZ) => {
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this.cameras.main.scrollY += deltaY * 0.5;
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});
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}
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}
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@@ -45,10 +45,48 @@ class BootScene extends Phaser.Scene {
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window.SPRITE_TREE_HEALTHY = 'tree_green_final';
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window.SPRITE_TREE_BLUE = 'tree_blue_final';
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window.SPRITE_TREE_DEAD = 'tree_dead_final';
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window.SPRITE_TREE_DEAD = 'tree_dead_final';
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window.SPRITE_TREE_SAPLING = 'tree_sapling';
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// Takoj po bootu gremo v PreloadScene
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this.time.delayedCall(100, () => {
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// 🌍 GLOBAL FLAGS (Story Registry)
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if (!window.gameState) window.gameState = {};
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window.gameState.story = {
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isAmnesiaActive: true,
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daysPassed: 0,
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parentsGhostFound: false,
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introCompleted: false
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};
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console.log('📜 Story Registry Initialized:', window.gameState.story);
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// 🛠️ DEBUG HOOK: Press 'G' for Gallery
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// Note: BootScene is very short-lived, so we put this here just in case,
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// but typically input listeners are wiped on scene change.
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// Better: We rely on PreloadScene to carry us, BUT user asked for BootScene hook.
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// Since BootScene auto-transitions in 100ms, user has to be VERY fast or we pause.
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// Let's pause auto-transition if user holds G?
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// Better: Just check directly.
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const keys = this.input.keyboard.createCursorKeys();
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// Since we can't reliably catch 'G' in 100ms, let's add it to window and check in PreloadScene?
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// Or simply: Add a global listener that persists (if possible), or just scene start.
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// Let's make BootScene wait a tiny bit longer or add instruction.
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// Actually, user said "V BootScene... dodaj tisti hook".
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this.input.keyboard.on('keydown-G', () => {
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console.log('🖼️ Gallery Shortcut Detected!');
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// Cancel auto transition
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this.transitionEvent.remove();
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this.scene.start('AssetTestScene');
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});
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// Debug Text
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this.add.text(10, 10, 'Press G for Asset Gallery', { fontSize: '12px', fill: '#00ff00' }).setDepth(1000);
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// Takoj po bootu gremo v PreloadScene (razen če G)
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this.transitionEvent = this.time.delayedCall(1500, () => {
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// Increased delay slightly to 1.5s so user has time to read/press G
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// This is Development Mode ONLY tweak
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this.scene.start('PreloadScene');
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});
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}
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@@ -43,11 +43,10 @@ class EnhancedPrologueScene extends Phaser.Scene {
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const { width, height } = this.cameras.main;
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// Start noir music (low volume)
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this.noirMusic = this.sound.add('noir_ambient', {
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this.noirMusic = this.playAudioSafe('noir_ambient', {
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volume: 0.3,
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loop: true
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});
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this.noirMusic.play();
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// Create layers
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this.backgroundLayer = this.add.container(0, 0);
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@@ -93,8 +92,9 @@ class EnhancedPrologueScene extends Phaser.Scene {
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// PHASE 1: Black Screen + Breathing (0:00 - 0:10)
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this.showSubtitle("Everything is dark... why do I only hear silence?");
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const breathingSound = this.sound.add('voice_breathing');
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breathingSound.play();
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this.showSubtitle("Everything is dark... why do I only hear silence?");
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const breathingSound = this.playAudioSafe('voice_breathing');
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// Fade to cellar after breathing + 2s
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breathingSound.once('complete', () => {
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@@ -116,8 +116,7 @@ class EnhancedPrologueScene extends Phaser.Scene {
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ease: 'Sine.easeInOut'
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});
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const flyoverVoice = this.sound.add('voice_flyover');
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flyoverVoice.play();
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const flyoverVoice = this.playAudioSafe('voice_flyover');
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// Show subtitle
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this.time.delayedCall(500, () => {
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@@ -166,8 +165,7 @@ class EnhancedPrologueScene extends Phaser.Scene {
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// Play awakening voice
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this.time.delayedCall(2000, () => {
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const awakeningVoice = this.sound.add('voice_awakening');
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awakeningVoice.play();
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const awakeningVoice = this.playAudioSafe('voice_awakening');
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this.showSubtitle("My head... it hurts. Where am I? Who am I...?");
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@@ -209,8 +207,7 @@ class EnhancedPrologueScene extends Phaser.Scene {
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// Play truth voice
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this.time.delayedCall(1500, () => {
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const truthVoice = this.sound.add('voice_truth');
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truthVoice.play();
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const truthVoice = this.playAudioSafe('voice_truth');
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this.showSubtitle("Kai Marković. 14 years old. That's me. But this other girl... why do I feel so empty?");
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@@ -256,8 +253,7 @@ class EnhancedPrologueScene extends Phaser.Scene {
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// PHASE 5: Determination (2:30 - 3:00)
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this.clearSubtitle();
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const determinationVoice = this.sound.add('voice_determination');
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determinationVoice.play();
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const determinationVoice = this.playAudioSafe('voice_determination');
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this.showSubtitle("Someone is waiting for me out there. I can't remember the face, but I feel the promise.");
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@@ -334,6 +330,30 @@ class EnhancedPrologueScene extends Phaser.Scene {
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this.endIntro();
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}
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playAudioSafe(key, config = {}) {
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try {
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if (this.cache.audio.exists(key)) {
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const sound = this.sound.add(key, config);
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sound.play();
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return sound;
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} else {
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console.warn(`⚠️ Audio key missing: ${key}`);
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// Return dummy object with 'once' method to prevent crashes on event listeners
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return {
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once: (event, callback) => {
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// Simulate immediate completion
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if (event === 'complete') callback();
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},
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stop: () => { },
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play: () => { }
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};
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}
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} catch (e) {
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console.error(`❌ Audio error for ${key}:`, e);
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return { once: (e, cb) => { if (e === 'complete') cb(); }, stop: () => { }, play: () => { } };
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}
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}
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endIntro() {
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console.log('🎬 Intro complete! Launching GameScene...');
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@@ -1,4 +1,5 @@
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// Game Scene - Glavna igralna scena
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// NOTE: WaterPhysicsSystem and AssetManifest must be loaded in index.html, not imported here (Electron/Browser Limitation)
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class GameScene extends Phaser.Scene {
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constructor() {
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@@ -20,6 +21,22 @@ class GameScene extends Phaser.Scene {
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async create() {
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console.log('🎮 GameScene: Initialized!');
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// 🖼️ SETUP BACKGROUND (Direct Farm Image)
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// Checks 'farm_background' (from Phase 1) or fallback 'intro_chaos'
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const bgKey = this.textures.exists('farm_background') ? 'farm_background' : 'intro_chaos';
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if (this.textures.exists(bgKey)) {
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this.add.image(0, 0, bgKey)
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.setOrigin(0, 0)
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.setDisplaySize(this.sys.canvas.width, this.sys.canvas.height)
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.setDepth(-999); // Way back
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console.log(`🖼️ Farm Background Set: ${bgKey}`);
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}
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// 🖼️ SETUP BACKGROUND
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this.currentPhaseBg = null;
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// Phase Selector removed in favor of Tiled Map
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// Generate procedural textures
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new TextureGenerator(this).generateAll();
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InventoryIcons.create(this); // Override with flat 2D inventory icons
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@@ -52,8 +69,8 @@ class GameScene extends Phaser.Scene {
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daysFarmed: 0
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};
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// PARALLAX BACKGROUND - Clouds & Birds
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this.createParallaxBackground();
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// PARALLAX BACKGROUND - DISABLED FOR HARD RESET
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// this.createParallaxBackground();
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// Inicializiraj terrain sistem - 100x100 mapa
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console.log('🌍 Initializing terrain...');
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@@ -150,10 +167,11 @@ class GameScene extends Phaser.Scene {
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console.log(`✅ Biome Enemies ready! (${enemyStats.alive} enemies)`);
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// Quest System
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// Quest System - DISABLED AUTO-START FOR CLEAN VIEW
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this.landmarkQuests = new LandmarkQuestSystem(this);
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this.landmarkQuests.startMainQuest();
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this.landmarkQuests.startExplorationQuests();
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console.log(`✅ Quest System ready! (${this.landmarkQuests.activeQuests.length} active quests)`);
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// this.landmarkQuests.startMainQuest(); // Disable popup
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// this.landmarkQuests.startExplorationQuests(); // Disable popup
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console.log(`✅ Quest System initialized (Passive Mode)`);
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// Map Reveal
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this.mapReveal = new MapRevealSystem(this);
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@@ -171,77 +189,106 @@ class GameScene extends Phaser.Scene {
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console.log('🔍 Checking for NovaFarma map...');
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try {
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if (this.make.tilemap) {
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// Ensure key matches PreloadScene
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if (this.cache.tilemap.exists('NovaFarma')) {
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const map = this.make.tilemap({ key: 'NovaFarma' });
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// DEBUG LOGGING
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console.log('🗺️ Map object created:', map);
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if (map) {
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console.log(`🗺️ Map dimensions: ${map.width}x${map.height} tiles, ${map.widthInPixels}x${map.heightInPixels} pixels`);
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console.log('🗺️ Tilesets:', map.tilesets.map(t => t.name));
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console.log('🗺️ Layers:', map.layers.map(l => l.name));
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}
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if (map && map.width > 0) {
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console.log('✅ FOUND VALID USER MAP: NovaFarma.json');
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this.terrainSystem.loadFromTiled(map);
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// Use terrain system if available, else simple render
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if (this.terrainSystem && this.terrainSystem.loadFromTiled) {
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this.terrainSystem.loadFromTiled(map);
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} else {
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// 🏗️ STANDARD TILED RENDERING (The "Tiled-First" Approach)
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console.log('🗺️ Rendering Tiled Map Layers...');
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// 0. 🌍 AUTO-GROUND (User Request)
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// Automatically fill background with grass if 'Ground' layer is empty or just as a base.
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// Priority: grass_tile (User request), grass_texture, farm_background, intro_chaos
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const groundTextures = ['grass_tile', 'grass_texture', 'farm_background', 'intro_chaos'];
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const bgTexture = groundTextures.find(tex => this.textures.exists(tex));
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if (bgTexture) {
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// Create a TileSprite that covers the whole map
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const bg = this.add.tileSprite(
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0, 0,
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map.widthInPixels, map.heightInPixels,
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bgTexture
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).setOrigin(0, 0).setDepth(-100);
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console.log(`🌱 Auto-Ground applied using texture: ${bgTexture}`);
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}
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// 1. Render Tile Layers (Ground, Objects, Collision, Decoration...)
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const tileset = map.tilesets[0];
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if (tileset) {
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map.layers.forEach(layer => {
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if (layer.type === 'tilelayer') {
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const createdLayer = map.createLayer(layer.name, tileset, 0, 0);
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// Set Depth based on layer name or order
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if (layer.name === 'Objects') createdLayer.setDepth(10); // Above ground
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if (layer.name === 'Collision') createdLayer.setVisible(false); // Hide collision usually
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}
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});
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}
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// 2. Parse Object Layers (Audio, Logic, Spawns)
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try {
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// 🎵 MUSIC PROP
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const mapMusic = map.properties && map.properties.find(p => p.name === 'music')?.value;
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if (mapMusic) {
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console.log(`🎵 Map Triggered Music: ${mapMusic}`);
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// Use sound manager or direct play (SoundManager preferred but let's check safety)
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// Assuming raw Phaser sound for safety if manager not ready
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try {
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this.sound.stopAll(); // Stop previous
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this.sound.play(mapMusic, { loop: true, volume: 0.5 });
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} catch (e) { console.warn("Audio play failed", e); }
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}
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const audioLayer = map.getObjectLayer('Audio_Zones');
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if (audioLayer && audioLayer.objects) {
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console.log(`🎵 Found ${audioLayer.objects.length} Audio Zones`);
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}
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const logicLayer = map.getObjectLayer('Logic') || map.getObjectLayer('Spawns');
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if (logicLayer && logicLayer.objects) {
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console.log(`🧠 Found ${logicLayer.objects.length} Logic Objects`);
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logicLayer.objects.forEach(obj => {
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if (obj.name === 'PlayerSpawn') {
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this.tiledSpawnPoint = { x: obj.x, y: obj.y };
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console.log('📍 Tiled defined Player Spawn:', this.tiledSpawnPoint);
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}
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if (obj.type === 'zombie_spawn') {
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// Register zombie spawn point
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}
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});
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}
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} catch (err) {
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console.warn('⚠️ Error parsing object layers:', err);
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}
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}
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this.tiledMapLoaded = true;
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// UPDATE SYSTEM DIMENSIONS TO MATCH TILED MAP
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this.worldWidth = map.width;
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this.worldHeight = map.height;
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if (this.biomeSystem) {
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this.biomeSystem.worldWidth = map.width;
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this.biomeSystem.worldHeight = map.height;
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// Regenerate biome map for the new dimensions (optional, but consistent)
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this.biomeSystem.generateBiomeMap();
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}
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if (this.structureSystem) {
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this.structureSystem.worldWidth = map.width;
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this.structureSystem.worldHeight = map.height;
|
||||
this.structureSystem.generateAll(); // Re-generate for tiled map
|
||||
}
|
||||
|
||||
// 🕵️ FIND SPAWN POINT IN MAP
|
||||
// 🕵️ FIND SPAWN POINT IN MAP (Optional)
|
||||
const playerLayer = map.getLayer('Player');
|
||||
if (playerLayer) {
|
||||
console.log('👤 Found Player layer, searching for spawn point...');
|
||||
// Find first tile in Player layer
|
||||
map.layers.forEach(layer => {
|
||||
if (layer.name === 'Player') {
|
||||
for (let y = 0; y < layer.height; y++) {
|
||||
for (let x = 0; x < layer.width; x++) {
|
||||
if (layer.data[y][x].index !== -1) {
|
||||
this.tiledSpawnPoint = {
|
||||
x: x * map.tileWidth + map.tileWidth / 2,
|
||||
y: y * map.tileHeight + map.tileHeight / 2
|
||||
};
|
||||
console.log(`📍 Found Player Spawn in Map at (${x}, ${y}) -> World: ${this.tiledSpawnPoint.x}, ${this.tiledSpawnPoint.y}`);
|
||||
return; // Break loops
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
// 🕵️ DEBUG: Check what is under the player (Moved here for scope)
|
||||
if (this.tiledSpawnPoint) {
|
||||
const px = Math.floor(this.tiledSpawnPoint.x / map.tileWidth);
|
||||
const py = Math.floor(this.tiledSpawnPoint.y / map.tileHeight);
|
||||
const groundLayer = map.getLayer('Ground') || map.layers[0];
|
||||
if (groundLayer) {
|
||||
const tile = map.getTileAt(px, py, true, groundLayer.name);
|
||||
const originTile = map.getTileAt(0, 0, true, groundLayer.name);
|
||||
console.log(`🕵️ Inspecting Ground at Player (${px}, ${py}):`, tile ? `Index ${tile.index}` : 'NULL');
|
||||
console.log(`🕵️ Inspecting Ground at Origin (0, 0):`, originTile ? `Index ${originTile.index}` : 'NULL');
|
||||
}
|
||||
}
|
||||
} else {
|
||||
console.warn('⚠️ No "Player" layer found in map!');
|
||||
// Logic to extract spawn point...
|
||||
console.log('👤 Player Layer detected (Logic Placeholder)');
|
||||
}
|
||||
|
||||
} else {
|
||||
console.error('❌ Map created but invalid width (0) or null!');
|
||||
}
|
||||
} else {
|
||||
console.warn('⚠️ Map "NovaFarma" not found in cache. Ensure it is loaded in PreloadScene.');
|
||||
}
|
||||
} catch (e) {
|
||||
console.error('⚠️ CRITICAL ERROR loading NovaFarma map:', e);
|
||||
@@ -253,6 +300,26 @@ class GameScene extends Phaser.Scene {
|
||||
this.terrainSystem.height = 100;
|
||||
await this.terrainSystem.generate();
|
||||
console.log('✅ Flat 2D terrain ready (Procedural)!');
|
||||
|
||||
// 🎨 BACKGROUND (Fallback)
|
||||
// If we are in procedural mode (no Tilemap), let's add a nice background underlay
|
||||
// Use a large texture or color. Since we don't have a single 'farm_background' in Manifest yet,
|
||||
// we'll use a tileable dirt/grass approach or just set color.
|
||||
// But user requested: "V GameScene.js dodaj sliko ozadja kmetije... this.add.image(0, 0, 'farm_background')"
|
||||
// Warning: 'farm_background' is NOT in AssetManifest.js yet. I will check for 'intro_chaos' as placeholder?
|
||||
// Or I should add 'farm_background' to manifest first? User implies it exists.
|
||||
// I'll check existence.
|
||||
if (this.textures.exists('farm_background')) {
|
||||
this.add.image(0, 0, 'farm_background').setOrigin(0, 0).setDepth(-100);
|
||||
console.log('🖼️ Added farm_background');
|
||||
} else if (this.textures.exists('intro_chaos')) {
|
||||
// Placeholder until real BG is ready
|
||||
const bg = this.add.image(0, 0, 'intro_chaos').setOrigin(0, 0).setDepth(-100);
|
||||
bg.setDisplaySize(2000, 2000); // Scale up
|
||||
bg.setAlpha(0.2); // Subtle
|
||||
console.log('🖼️ Added placeholder background (intro_chaos)');
|
||||
}
|
||||
|
||||
} else {
|
||||
console.log('✅ Flat 2D terrain ready (Tiled)!');
|
||||
|
||||
@@ -719,10 +786,11 @@ class GameScene extends Phaser.Scene {
|
||||
// Kamera kontrole
|
||||
this.setupCamera();
|
||||
|
||||
// Initialize Systems
|
||||
console.log('🌦️ Initializing Unified Weather System...');
|
||||
this.weatherSystem = new WeatherSystem(this);
|
||||
this.timeSystem = this.weatherSystem; // Alias
|
||||
// 🌊 WATER PHYSICS SYSTEM (Temporarily Disabled - HARD RESET)
|
||||
// this.waterPhysics = new WaterPhysicsSystem(this);
|
||||
|
||||
// 💧 WATER RIPPLES SYSTEM (Temporarily Disabled)
|
||||
// this.waterRipples = new WaterRipplesSystem(this);
|
||||
|
||||
// 💡 LIGHTING & SHADOW SYSTEM
|
||||
console.log('💡 Initializing Lighting & Shadow System...');
|
||||
@@ -740,7 +808,10 @@ class GameScene extends Phaser.Scene {
|
||||
|
||||
// 🌊 WATER PHYSICS SYSTEM (NEW!)
|
||||
console.log('🌊 Initializing Water Physics System...');
|
||||
this.waterPhysics = new WaterPhysicsSystem(this);
|
||||
// 🌊 WATER PHYSICS SYSTEM (Temporarily Disabled)
|
||||
// console.log('🌊 Initializing Water Physics System...');
|
||||
// this.waterPhysics = new WaterPhysicsSystem(this);
|
||||
|
||||
|
||||
// 💧 WATER RIPPLES SYSTEM (NEW!)
|
||||
console.log('💧 Initializing Water Ripples System...');
|
||||
@@ -2645,6 +2716,8 @@ class GameScene extends Phaser.Scene {
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
@@ -84,470 +84,227 @@ class IntroScene extends Phaser.Scene {
|
||||
}
|
||||
|
||||
create() {
|
||||
console.log('🎬 IntroScene: Starting 60-SECOND EPIC...');
|
||||
|
||||
// Black background
|
||||
console.log('🎬 IntroScene: Amnesia Start Sequence (Fixed Timing)');
|
||||
this.cameras.main.setBackgroundColor('#000000');
|
||||
|
||||
// 🎵 Start ambient audio
|
||||
this.startAmbientAudio();
|
||||
// 1. SHADER INTEGRATION: Gaussian Blur
|
||||
this.blurFX = null;
|
||||
if (this.cameras.main.postFX) {
|
||||
try {
|
||||
this.blurFX = this.cameras.main.postFX.addBlur(0, 0, 0);
|
||||
} catch (e) {
|
||||
console.warn('⚠️ PostFX not supported');
|
||||
}
|
||||
}
|
||||
|
||||
// 📺 Create VHS overlay effects
|
||||
this.createVHSEffects();
|
||||
// Initialize Blur at 20
|
||||
if (this.blurFX) {
|
||||
this.blurFX.strength = 20; // High blur
|
||||
|
||||
// Setup input for skip
|
||||
this.setupSkipControls();
|
||||
// Tween blur to 0 over 6 seconds (Standard Time)
|
||||
this.tweens.add({
|
||||
targets: this.blurFX,
|
||||
strength: 0,
|
||||
duration: 6000,
|
||||
ease: 'Power2.easeOut',
|
||||
onComplete: () => {
|
||||
this.triggerWakeUp();
|
||||
}
|
||||
});
|
||||
} else {
|
||||
// Fallback if shaders not supported
|
||||
this.cameras.main.alpha = 0;
|
||||
this.tweens.add({
|
||||
targets: this.cameras.main,
|
||||
alpha: 1,
|
||||
duration: 6000,
|
||||
onComplete: () => this.triggerWakeUp()
|
||||
});
|
||||
}
|
||||
|
||||
// Enable skip after 5 seconds
|
||||
this.time.delayedCall(5000, () => {
|
||||
this.skipEnabled = true;
|
||||
this.showSkipPrompt();
|
||||
// 2. FLASHBACK ENGINE (Safe Mode)
|
||||
// Images: Birthday (0s), Longboard (1.5s), Dreads (3.0s)
|
||||
this.flashbackSequence([
|
||||
'intro_birthday_cake',
|
||||
'intro_otac_longboard',
|
||||
'intro_ana_barbershop'
|
||||
]);
|
||||
|
||||
// 3. TYPEWRITER LOGIC (Fixed Timing & No Overlap)
|
||||
// Line 1: 0.5s -> 3.0s
|
||||
this.time.delayedCall(500, () => {
|
||||
this.showDialogue('Vse je zamegljeno... Zakaj me vse boli?', 2500);
|
||||
});
|
||||
|
||||
// Start Phase 1
|
||||
this.playPhase1HappyChildhood();
|
||||
// Line 2: 4.0s -> End (starts only after Line 1 is cleared)
|
||||
this.time.delayedCall(4000, () => {
|
||||
this.showDialogue('Kdo so ti ljudje v moji glavi?', 2000);
|
||||
});
|
||||
|
||||
// Audio atmosphere
|
||||
this.startAmbientAudio();
|
||||
}
|
||||
|
||||
flashbackSequence(images) {
|
||||
images.forEach((key, index) => {
|
||||
// Check if asset exists before scheduling
|
||||
if (this.textures.exists(key)) {
|
||||
this.time.delayedCall(index * 1500, () => {
|
||||
this.triggerFlashback(key);
|
||||
});
|
||||
} else {
|
||||
console.warn(`⚠️ Missing flash asset: ${key} - Skipping visual, keeping timing.`);
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
triggerFlashback(key) {
|
||||
// Double check existence
|
||||
if (!this.textures.exists(key)) return;
|
||||
|
||||
const width = this.cameras.main.width;
|
||||
const height = this.cameras.main.height;
|
||||
|
||||
const image = this.add.image(width / 2, height / 2, key);
|
||||
|
||||
// Scale to cover most of screen (maintain aspect ratio)
|
||||
const scale = Math.max(width / image.width, height / image.height) * 0.8;
|
||||
image.setScale(scale);
|
||||
|
||||
image.setAlpha(0);
|
||||
image.setDepth(10);
|
||||
image.setBlendMode(Phaser.BlendModes.ADD);
|
||||
|
||||
// Flash in and out
|
||||
this.tweens.add({
|
||||
targets: image,
|
||||
alpha: { from: 0, to: 0.15 },
|
||||
duration: 500,
|
||||
yoyo: true,
|
||||
hold: 500,
|
||||
onComplete: () => {
|
||||
if (image && image.active) image.destroy();
|
||||
}
|
||||
});
|
||||
|
||||
// Zoom
|
||||
this.tweens.add({
|
||||
targets: image,
|
||||
scale: scale * 1.1,
|
||||
duration: 1500
|
||||
});
|
||||
}
|
||||
|
||||
showDialogue(text, duration) {
|
||||
// OVERLAP FIX: Destroy previous text immediately
|
||||
if (this.currentText) {
|
||||
this.currentText.destroy();
|
||||
this.currentText = null;
|
||||
}
|
||||
|
||||
const width = this.cameras.main.width;
|
||||
const height = this.cameras.main.height;
|
||||
|
||||
const textObj = this.add.text(width / 2, height - 100, '', {
|
||||
fontFamily: 'Courier New',
|
||||
fontSize: '24px',
|
||||
fill: '#ffffff',
|
||||
align: 'center',
|
||||
stroke: '#000000',
|
||||
strokeThickness: 4
|
||||
});
|
||||
textObj.setOrigin(0.5);
|
||||
textObj.setDepth(100);
|
||||
|
||||
this.currentText = textObj; // Track current text
|
||||
|
||||
// Typewriter
|
||||
let charIndex = 0;
|
||||
const speed = 50;
|
||||
|
||||
if (text.length * speed > duration) {
|
||||
// Speed up if text is too long for duration
|
||||
speed = Math.floor(duration / text.length);
|
||||
}
|
||||
|
||||
const timer = this.time.addEvent({
|
||||
delay: speed,
|
||||
callback: () => {
|
||||
if (!textObj.active) return;
|
||||
textObj.text += text[charIndex];
|
||||
charIndex++;
|
||||
|
||||
if (charIndex >= text.length) {
|
||||
timer.remove();
|
||||
// Fade out logic
|
||||
this.time.delayedCall(Math.max(500, duration - (text.length * speed)), () => {
|
||||
if (textObj.active) {
|
||||
this.tweens.add({
|
||||
targets: textObj,
|
||||
alpha: 0,
|
||||
duration: 500,
|
||||
onComplete: () => {
|
||||
if (textObj.active) textObj.destroy();
|
||||
if (this.currentText === textObj) this.currentText = null;
|
||||
}
|
||||
});
|
||||
}
|
||||
});
|
||||
}
|
||||
},
|
||||
repeat: text.length - 1
|
||||
});
|
||||
}
|
||||
|
||||
startAmbientAudio() {
|
||||
try {
|
||||
if (this.cache.audio.exists('noir_ambience')) {
|
||||
this.ambientAudio = this.sound.add('noir_ambience', {
|
||||
volume: 0.2,
|
||||
volume: 0.1, // Start very quiet
|
||||
loop: true
|
||||
});
|
||||
this.ambientAudio.play();
|
||||
// Fade in audio
|
||||
this.tweens.add({
|
||||
targets: this.ambientAudio,
|
||||
volume: 0.4,
|
||||
duration: 6000
|
||||
});
|
||||
}
|
||||
} catch (e) {
|
||||
console.warn('⚠️ Ambient audio not available');
|
||||
}
|
||||
}
|
||||
|
||||
createVHSEffects() {
|
||||
const width = this.cameras.main.width;
|
||||
const height = this.cameras.main.height;
|
||||
triggerWakeUp() {
|
||||
console.log('⚡ TRANSITION: Wake Up!');
|
||||
|
||||
// VHS Scanlines
|
||||
this.scanlines = this.add.graphics();
|
||||
this.scanlines.setDepth(900);
|
||||
// 4. TRANSITION TO GAMEPLAY
|
||||
// White Flash
|
||||
this.cameras.main.flash(1000, 255, 255, 255);
|
||||
|
||||
for (let y = 0; y < height; y += 4) {
|
||||
this.scanlines.fillStyle(0x000000, 0.15);
|
||||
this.scanlines.fillRect(0, y, width, 2);
|
||||
}
|
||||
|
||||
// VHS Noise overlay
|
||||
this.vhsNoise = this.add.rectangle(
|
||||
width / 2,
|
||||
height / 2,
|
||||
width,
|
||||
height,
|
||||
0xffffff,
|
||||
0.03
|
||||
);
|
||||
this.vhsNoise.setDepth(901);
|
||||
|
||||
// Animate noise
|
||||
this.tweens.add({
|
||||
targets: this.vhsNoise,
|
||||
alpha: { from: 0.01, to: 0.05 },
|
||||
duration: 100,
|
||||
yoyo: true,
|
||||
repeat: -1
|
||||
});
|
||||
}
|
||||
|
||||
setupSkipControls() {
|
||||
this.input.keyboard.on('keydown-X', () => this.skipIntro());
|
||||
this.input.keyboard.on('keydown-SPACE', () => this.skipIntro());
|
||||
|
||||
this.input.on('pointerdown', () => {
|
||||
if (this.skipEnabled) {
|
||||
this.skipIntro();
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
showSkipPrompt() {
|
||||
if (this.skipPrompt) return;
|
||||
|
||||
const width = this.cameras.main.width;
|
||||
const height = this.cameras.main.height;
|
||||
|
||||
this.skipPrompt = this.add.text(
|
||||
width - 20,
|
||||
height - 20,
|
||||
'[Hold X to face reality]',
|
||||
{
|
||||
fontFamily: 'Courier New',
|
||||
fontSize: '14px',
|
||||
fill: '#00ffff',
|
||||
stroke: '#000000',
|
||||
strokeThickness: 2
|
||||
}
|
||||
);
|
||||
this.skipPrompt.setOrigin(1, 1);
|
||||
this.skipPrompt.setAlpha(0.7);
|
||||
this.skipPrompt.setDepth(1000);
|
||||
|
||||
this.tweens.add({
|
||||
targets: this.skipPrompt,
|
||||
alpha: { from: 0.7, to: 1.0 },
|
||||
duration: 800,
|
||||
yoyo: true,
|
||||
repeat: -1
|
||||
});
|
||||
}
|
||||
|
||||
skipIntro() {
|
||||
if (!this.skipEnabled) return;
|
||||
|
||||
console.log('⏭️ IntroScene: Skipped by user');
|
||||
|
||||
// Stop all
|
||||
if (this.ambientAudio) this.ambientAudio.stop();
|
||||
if (this.currentVoice) this.currentVoice.stop();
|
||||
this.tweens.killAll();
|
||||
this.time.removeAllEvents();
|
||||
|
||||
// Fade to GameScene
|
||||
this.cameras.main.fadeOut(500, 0, 0, 0);
|
||||
this.cameras.main.once('camerafadeoutcomplete', () => {
|
||||
this.scene.start('StoryScene'); // Main Menu
|
||||
});
|
||||
}
|
||||
|
||||
playVoice(key, subtitleText) {
|
||||
try {
|
||||
if (this.cache.audio.exists(key)) {
|
||||
if (this.currentVoice) this.currentVoice.stop();
|
||||
this.currentVoice = this.sound.add(key, { volume: 0.8 });
|
||||
this.currentVoice.play();
|
||||
}
|
||||
} catch (e) {
|
||||
console.warn(`⚠️ Voice ${key} not available`);
|
||||
}
|
||||
|
||||
// Show subtitle at bottom
|
||||
if (subtitleText) {
|
||||
this.showSubtitle(subtitleText, 2800); // 2.8s duration (slightly less than 3s shot)
|
||||
}
|
||||
}
|
||||
|
||||
showSubtitle(text, duration = 3000) {
|
||||
// Remove previous subtitle
|
||||
if (this.currentText) {
|
||||
this.currentText.destroy();
|
||||
}
|
||||
|
||||
const width = this.cameras.main.width;
|
||||
const height = this.cameras.main.height;
|
||||
|
||||
// Create subtitle at bottom
|
||||
this.currentText = this.add.text(
|
||||
width / 2,
|
||||
height - 100, // 100px from bottom
|
||||
text,
|
||||
{
|
||||
fontFamily: 'Courier New',
|
||||
fontSize: '20px',
|
||||
fill: '#ffffff',
|
||||
stroke: '#000000',
|
||||
strokeThickness: 3,
|
||||
shadow: {
|
||||
offsetX: 2,
|
||||
offsetY: 2,
|
||||
color: '#00ffff',
|
||||
blur: 8,
|
||||
stroke: false,
|
||||
fill: true
|
||||
},
|
||||
align: 'center',
|
||||
wordWrap: { width: width - 100 }
|
||||
}
|
||||
);
|
||||
this.currentText.setOrigin(0.5);
|
||||
this.currentText.setAlpha(0);
|
||||
this.currentText.setDepth(950); // Below VHS but above Polaroid
|
||||
|
||||
// Fade in
|
||||
this.tweens.add({
|
||||
targets: this.currentText,
|
||||
alpha: 1,
|
||||
duration: 500,
|
||||
ease: 'Power2.easeOut'
|
||||
});
|
||||
|
||||
// Fade out before end
|
||||
this.time.delayedCall(duration - 300, () => {
|
||||
if (this.currentText) {
|
||||
this.tweens.add({
|
||||
targets: this.currentText,
|
||||
alpha: 0,
|
||||
duration: 300,
|
||||
onComplete: () => {
|
||||
if (this.currentText) this.currentText.destroy();
|
||||
// Stop audio
|
||||
if (this.ambientAudio) {
|
||||
this.tweens.add({
|
||||
targets: this.ambientAudio,
|
||||
volume: 0,
|
||||
duration: 500,
|
||||
onComplete: () => {
|
||||
if (this.ambientAudio && this.ambientAudio.stop) {
|
||||
this.ambientAudio.stop();
|
||||
}
|
||||
});
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
// ═══════════════════════════════════════════════════════════
|
||||
// PHASE 1: HAPPY MEMORIES (0-15s) - REDESIGNED!
|
||||
// ═══════════════════════════════════════════════════════════
|
||||
playPhase1HappyChildhood() {
|
||||
console.log('🎬 Phase 1: Happy Memories (0-15s) - NEW SEQUENCE');
|
||||
this.currentPhase = 1;
|
||||
|
||||
// Shot 1 (0-2.5s): Kai + Dad Longboard
|
||||
this.showShot('intro_otac_longboard', 0, 2500, { warm: true });
|
||||
this.time.delayedCall(100, () => this.playVoice('kai_01', "Dad and I. Before everything changed."));
|
||||
|
||||
// Shot 2 (2.5-5s): Barbershop - Him (dreads) + Her (coloring)
|
||||
this.showShot('intro_ana_barbershop', 2500, 5000, { warm: true });
|
||||
this.time.delayedCall(2600, () => this.playVoice('ana_01', "Getting ready. We always did things together."));
|
||||
|
||||
// Shot 3 (5-7.5s): Birthday Cake - "HERE WE WERE STILL HAPPY"
|
||||
this.showShot('intro_birthday_cake', 5000, 7500, { warm: true });
|
||||
this.time.delayedCall(5100, () => this.playVoice('kai_02', "Here we were still happy. Still a family."));
|
||||
|
||||
// Shot 4 (7.5-10s): Family Portrait
|
||||
this.showShot('intro_family_portrait', 7500, 10000, { warm: true });
|
||||
this.time.delayedCall(7600, () => this.playVoice('ana_02', "All of us. Together. Perfect."));
|
||||
|
||||
// Shot 5 (10-12.5s): Kai + Ana Holding Hands as Kids
|
||||
this.showShot('intro_twins_childhood', 10000, 12500, { warm: true });
|
||||
this.time.delayedCall(10100, () => this.playVoice('kai_03', "We were always two. Inseparable."));
|
||||
|
||||
// Shot 6 (12.5-15s): Kai's Bedroom
|
||||
this.showShot('intro_bedroom', 12500, 15000, { warm: true });
|
||||
this.time.delayedCall(12600, () => this.playVoice('ana_03', "Our room. Our sanctuary."));
|
||||
|
||||
// Transition to Phase 2
|
||||
this.time.delayedCall(15000, () => this.playPhase2TheVirus());
|
||||
}
|
||||
|
||||
// ═══════════════════════════════════════════════════════════
|
||||
// PHASE 2: THE VIRUS (15-30s)
|
||||
// ═══════════════════════════════════════════════════════════
|
||||
playPhase2TheVirus() {
|
||||
console.log('🎬 Phase 2: The Virus (15-30s)');
|
||||
this.currentPhase = 2;
|
||||
|
||||
// Shot 7 (15-17.5s): Virus
|
||||
this.showShot('intro_virus', 15000, 17500, { toxic: true, glitch: true });
|
||||
this.time.delayedCall(15100, () => this.playVoice('kai_04', "Then came X-Noir. The virus."));
|
||||
|
||||
// Shot 8 (17.5-20s): Chaos
|
||||
this.showShot('intro_chaos', 17500, 20000, { red: true, glitch: true });
|
||||
this.time.delayedCall(17600, () => this.playVoice('ana_04', "Everyone changed. Streets burned."));
|
||||
this.cameras.main.shake(2500, 0.005);
|
||||
|
||||
// Shot 9 (20-22.5s): Zombies
|
||||
this.showShot('intro_zombies', 20000, 22500, { red: true, strobe: true });
|
||||
this.time.delayedCall(20100, () => this.playVoice('kai_05', "Friends became zombies."));
|
||||
|
||||
// Shot 10 (22.5-25s): Parents Ghosts
|
||||
this.showShot('intro_parents_ghosts', 22500, 25000, { fadeIn: true });
|
||||
this.time.delayedCall(22600, () => this.playVoice('ana_05', "Our parents fought... and lost."));
|
||||
|
||||
// Shot 11 (25-30s): Ana Taken
|
||||
this.showShot('intro_ana_taken', 25000, 30000, { red: true });
|
||||
this.time.delayedCall(25100, () => this.playVoice('ana_06', "KAI! DON'T FORGET ME!"));
|
||||
|
||||
// Transition to Phase 3
|
||||
this.time.delayedCall(30000, () => this.playPhase3TheAmnesia());
|
||||
}
|
||||
|
||||
// ═══════════════════════════════════════════════════════════
|
||||
// PHASE 3: AMNESIA & ANA MEMORY (30-60s) - NO AGING SPOILERS!
|
||||
// ═══════════════════════════════════════════════════════════
|
||||
playPhase3TheAmnesia() {
|
||||
console.log('🎬 Phase 3: Amnesia & Ana Memory (30-60s)');
|
||||
this.currentPhase = 3;
|
||||
|
||||
// Shot 12 (30-35s): BLACK SCREEN - "I have no memory"
|
||||
const width = this.cameras.main.width;
|
||||
const height = this.cameras.main.height;
|
||||
|
||||
const blackScreen = this.add.rectangle(width / 2, height / 2, width, height, 0x000000);
|
||||
blackScreen.setAlpha(0);
|
||||
blackScreen.setDepth(50);
|
||||
|
||||
this.tweens.add({
|
||||
targets: blackScreen,
|
||||
alpha: 1,
|
||||
duration: 1000
|
||||
});
|
||||
|
||||
this.time.delayedCall(30500, () => this.playVoice('kai_06', "I have no memory. Everything is... gone."));
|
||||
this.time.delayedCall(33000, () => this.playVoice('kai_07', "They say I'm fourteen. But I don't remember... anything."));
|
||||
|
||||
// Shot 13 (35-40s): Kai Alone in Basement
|
||||
this.time.delayedCall(35000, () => {
|
||||
this.tweens.add({
|
||||
targets: blackScreen,
|
||||
alpha: 0,
|
||||
duration: 1000,
|
||||
onComplete: () => blackScreen.destroy()
|
||||
}
|
||||
});
|
||||
});
|
||||
|
||||
this.showShot('intro_kai_alone', 35000, 40000, { fadeIn: true });
|
||||
this.time.delayedCall(35500, () => this.playVoice('kai_08', "Alone. In darkness. With only... this."));
|
||||
|
||||
// Shot 14 (40-50s): Ana Memory - LAST TIME THEY SAW EACH OTHER
|
||||
this.showShot('intro_ana_memory', 40000, 50000, { fadeIn: true });
|
||||
this.time.delayedCall(40500, () => this.playVoice('ana_07', "Her face. The only thing I remember."));
|
||||
this.time.delayedCall(43500, () => this.playVoice('kai_09', "Ana. My sister. My twin. The last thing I saw... before everything went dark."));
|
||||
|
||||
// Shot 15 (50-55s): Gronk Arrival
|
||||
this.showShot('intro_gronk', 50000, 55000, { fadeIn: true });
|
||||
this.time.delayedCall(50500, () => this.playVoice('gronk_01', "Finally awake, old man. Your mission awaits."));
|
||||
|
||||
// Shot 16 (55-60s): Ana Photo + FINAL DETERMINATION
|
||||
this.showShot('intro_ana_memory', 55000, 60000, { fadeIn: true });
|
||||
this.time.delayedCall(55500, () => this.playVoice('kai_11', "I must find her."));
|
||||
this.time.delayedCall(57500, () => this.playVoice('kai_12', "...even if it takes my entire life."));
|
||||
|
||||
// Transition to Main Menu
|
||||
this.time.delayedCall(60000, () => {
|
||||
console.log('🎬 IntroScene: EPIC COMPLETE! Starting menu...');
|
||||
if (this.ambientAudio) this.ambientAudio.stop();
|
||||
this.cameras.main.fadeOut(1000, 0, 0, 0);
|
||||
this.cameras.main.once('camerafadeoutcomplete', () => {
|
||||
this.scene.start('StoryScene'); // Main Menu
|
||||
});
|
||||
});
|
||||
}
|
||||
|
||||
// Phase 4 removed - integrated into Phase 3!
|
||||
|
||||
showShot(imageKey, startTime, endTime, options = {}) {
|
||||
const width = this.cameras.main.width;
|
||||
const height = this.cameras.main.height;
|
||||
const duration = endTime - startTime;
|
||||
|
||||
this.time.delayedCall(startTime, () => {
|
||||
// CROSSFADE: Store old reference for simultaneous fade
|
||||
const oldPolaroid = this.currentPolaroid;
|
||||
// (Old will fade out WHILE new fades in - see below)
|
||||
|
||||
// Create photo image (65% of screen)
|
||||
const photo = this.add.image(width / 2, height / 2 - 30, imageKey);
|
||||
photo.setAlpha(0);
|
||||
photo.setDepth(20);
|
||||
|
||||
// Scale to 65% of screen size
|
||||
const targetSize = Math.min(width, height) * 0.65;
|
||||
const photoScale = targetSize / Math.max(photo.width, photo.height);
|
||||
photo.setScale(photoScale);
|
||||
|
||||
// Create Polaroid white frame
|
||||
const frameWidth = photo.displayWidth + 40;
|
||||
const frameHeight = photo.displayHeight + 80;
|
||||
|
||||
const frame = this.add.graphics();
|
||||
frame.setDepth(19);
|
||||
frame.setAlpha(0);
|
||||
|
||||
// Dirty white Polaroid background
|
||||
frame.fillStyle(0xf5f5dc, 1);
|
||||
frame.fillRect(
|
||||
(width - frameWidth) / 2,
|
||||
(height - frameHeight) / 2 - 30,
|
||||
frameWidth,
|
||||
frameHeight
|
||||
);
|
||||
|
||||
// Add dirt/grain texture
|
||||
for (let i = 0; i < 50; i++) {
|
||||
const x = (width - frameWidth) / 2 + Math.random() * frameWidth;
|
||||
const y = (height - frameHeight) / 2 - 30 + Math.random() * frameHeight;
|
||||
frame.fillStyle(0xccccbb, 0.3);
|
||||
frame.fillCircle(x, y, 1);
|
||||
}
|
||||
|
||||
this.currentPolaroid = { photo, frame };
|
||||
|
||||
// 🌊 FLOATING ANIMATION
|
||||
this.tweens.add({
|
||||
targets: [photo, frame],
|
||||
y: '-=5',
|
||||
duration: 2000,
|
||||
yoyo: true,
|
||||
repeat: -1,
|
||||
ease: 'Sine.easeInOut'
|
||||
});
|
||||
|
||||
// Apply visual effects
|
||||
if (options.warm) {
|
||||
photo.setTint(0xffddaa);
|
||||
}
|
||||
|
||||
if (options.red) {
|
||||
photo.setTint(0xff6666);
|
||||
}
|
||||
|
||||
if (options.toxic) {
|
||||
photo.setTint(0x66ff66);
|
||||
}
|
||||
|
||||
// CROSSFADE: NEW fades IN (800ms)
|
||||
this.tweens.add({
|
||||
targets: [photo, frame],
|
||||
alpha: 1,
|
||||
duration: 800,
|
||||
ease: 'Power2.easeOut'
|
||||
});
|
||||
|
||||
// SIMULTANEOUSLY: OLD fades OUT (same 800ms)
|
||||
if (oldPolaroid) {
|
||||
this.tweens.add({
|
||||
targets: [oldPolaroid.photo, oldPolaroid.frame],
|
||||
alpha: 0,
|
||||
duration: 800, // Same duration = perfect crossfade!
|
||||
ease: 'Power2.easeIn',
|
||||
onComplete: () => {
|
||||
oldPolaroid.frame.destroy();
|
||||
oldPolaroid.photo.destroy();
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
// OLD GLITCH-OUT removed - crossfade handles transitions now!
|
||||
|
||||
if (options.glitch) {
|
||||
this.tweens.add({
|
||||
targets: [photo, frame],
|
||||
x: { from: width / 2 - 5, to: width / 2 + 5 },
|
||||
duration: 100,
|
||||
repeat: duration / 100,
|
||||
yoyo: true
|
||||
});
|
||||
}
|
||||
|
||||
if (options.strobe) {
|
||||
this.tweens.add({
|
||||
targets: photo,
|
||||
alpha: { from: 0.7, to: 1.0 },
|
||||
duration: 150,
|
||||
repeat: duration / 150,
|
||||
yoyo: true
|
||||
});
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
shutdown() {
|
||||
if (this.ambientAudio) this.ambientAudio.stop();
|
||||
if (this.currentVoice) this.currentVoice.stop();
|
||||
if (this.skipPrompt) this.skipPrompt.destroy();
|
||||
if (this.currentPolaroid) {
|
||||
this.currentPolaroid.frame.destroy();
|
||||
this.currentPolaroid.photo.destroy();
|
||||
}
|
||||
this.tweens.killAll();
|
||||
this.time.removeAllEvents();
|
||||
|
||||
// Switch Scene
|
||||
this.time.delayedCall(1000, () => {
|
||||
// Set flag
|
||||
if (window.gameState && window.gameState.story) {
|
||||
window.gameState.story.isAmnesiaActive = true;
|
||||
}
|
||||
|
||||
this.scene.start('GameScene');
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
@@ -9,11 +9,25 @@ class PreloadScene extends Phaser.Scene {
|
||||
|
||||
this.createLoadingBar();
|
||||
|
||||
// 🛠️ Asset Fix: Create placeholder for missing particles
|
||||
// This prevents crash in WaterPhysicsSystem if 'particle_white' is used before load
|
||||
if (!this.textures.exists('particle_white')) {
|
||||
const g = this.make.graphics({ x: 0, y: 0, add: false });
|
||||
g.fillStyle(0xffffff, 1);
|
||||
g.fillCircle(4, 4, 4);
|
||||
g.generateTexture('particle_white', 8, 8);
|
||||
}
|
||||
|
||||
// ═══════════════════════════════════════════════════════════════
|
||||
// 🎵 AUDIO PRELOAD - Cinematic Voices
|
||||
// ═══════════════════════════════════════════════════════════════
|
||||
this.preloadAudio();
|
||||
|
||||
// ═══════════════════════════════════════════════════════════════
|
||||
// 🌍 LOCALIZATION
|
||||
// ═══════════════════════════════════════════════════════════════
|
||||
this.load.json('localization', 'assets/localization.json');
|
||||
|
||||
// ═══════════════════════════════════════════════════════════════
|
||||
// 🎨 CHARACTER SPRITES - Demo Characters
|
||||
// ═══════════════════════════════════════════════════════════════
|
||||
@@ -29,23 +43,50 @@ class PreloadScene extends Phaser.Scene {
|
||||
}
|
||||
|
||||
preloadCharacterSprites() {
|
||||
console.log('🎨 Preloading character sprites...');
|
||||
console.log('🎨 Preloading ALL ASSETS from AssetManifest...');
|
||||
|
||||
const basePath = 'assets/references/main_characters/';
|
||||
// Dynamic import logic (requires module system, but we'll use direct reference if global or shim)
|
||||
// Since we are in Setup phase, we assume AssetManifest is loaded via script tag or bundler
|
||||
|
||||
// Kai sprites
|
||||
this.loadImageSafe('kai_idle', basePath + 'kai/animations/idle/kai_idle_frame1.png');
|
||||
this.loadImageSafe('kai_walk', basePath + 'kai/animations/walk/kai_walk_frame1.png');
|
||||
// Check if AssetManifest exists globally or we need to rely on the file we created
|
||||
// For this environment, we'll manually iterate the data structure if it's not imported.
|
||||
// But since we just created src/AssetManifest.js, let's try to assume it's available.
|
||||
|
||||
// Ana sprites
|
||||
this.loadImageSafe('ana_idle', basePath + 'ana/animations/idle/ana_idle_frame1.png');
|
||||
this.loadImageSafe('ana_walk', basePath + 'ana/animations/walk/ana_walk_frame1.png');
|
||||
// NOTE: In standard Phaser/Webpack, we would import { AssetManifest } from '../AssetManifest'.
|
||||
// Here we will inject logic to load it. For now, let's assume we can fetch it or it's hardcoded.
|
||||
|
||||
// Susi (companion)
|
||||
this.loadImageSafe('susi_idle', 'assets/references/companions/susi/animations/idle/susi_idle_frame1.png');
|
||||
this.loadImageSafe('susi_run', 'assets/references/companions/susi/animations/run/susi_run_frame1.png');
|
||||
// Load Manifest Images
|
||||
// Since we are using script tags in index.html, window.AssetManifest is already available!
|
||||
if (window.AssetManifest) {
|
||||
const manifest = window.AssetManifest;
|
||||
|
||||
console.log('🎨 Character sprites queued');
|
||||
console.log(`📦 Loading Asset Manifest (Phased)...`);
|
||||
|
||||
// Iterate over phases (farm, basement_mine, etc.)
|
||||
if (manifest.phases) {
|
||||
Object.keys(manifest.phases).forEach(phaseName => {
|
||||
console.log(`Phase: ${phaseName} - ${manifest.phases[phaseName].length} items`);
|
||||
manifest.phases[phaseName].forEach(img => {
|
||||
this.loadImageSafe(img.key, img.path);
|
||||
});
|
||||
});
|
||||
}
|
||||
|
||||
// Iterate over spritesheets
|
||||
if (manifest.spritesheets) {
|
||||
manifest.spritesheets.forEach(sheet => {
|
||||
this.load.spritesheet(sheet.key, sheet.path, sheet.frameConfig);
|
||||
});
|
||||
}
|
||||
|
||||
console.log('✅ AssetManifest Queue Complete');
|
||||
|
||||
// 🗺️ LOAD MAP
|
||||
this.load.tilemapTiledJSON('NovaFarma', 'assets/maps/NovaFarma.json');
|
||||
console.log('🗺️ Preloading NovaFarma.json map...');
|
||||
} else {
|
||||
console.error('❌ Critical: window.AssetManifest not found! Check index.html imports.');
|
||||
}
|
||||
}
|
||||
|
||||
loadImageSafe(key, path) {
|
||||
@@ -474,6 +515,23 @@ class PreloadScene extends Phaser.Scene {
|
||||
zombie.destroy();
|
||||
bg.destroy(); // Ensure bg is destroyed here
|
||||
console.log('✅ PreloadScene: Assets loaded!');
|
||||
|
||||
// 🌍 INITIALIZE LOCALIZATION
|
||||
if (!window.i18n) {
|
||||
try {
|
||||
window.i18n = new LocalizationSystem();
|
||||
const locData = this.cache.json.get('localization');
|
||||
if (locData) {
|
||||
window.i18n.setExternalData(locData);
|
||||
console.log('🌍 Localization initialized with external data');
|
||||
} else {
|
||||
console.warn('⚠️ Localization JSON not found in cache');
|
||||
}
|
||||
} catch (e) {
|
||||
console.error('❌ Localization init failed:', e);
|
||||
}
|
||||
}
|
||||
|
||||
window.gameState.currentScene = 'PreloadScene';
|
||||
|
||||
// ✅ Starting INTRO SEQUENCE (NEW! Jan 10, 2026)
|
||||
|
||||
@@ -22,12 +22,11 @@ class StoryScene extends Phaser.Scene {
|
||||
graphics.fillGradientStyle(0x1a0000, 0x1a0000, 0x000000, 0x000000, 1);
|
||||
graphics.fillRect(0, 0, width, height);
|
||||
|
||||
// 🌫️ NOIR FOG EFFECT
|
||||
// 🌫️ NOIR FOG EFFECT (Fixed per instructions)
|
||||
this.createNoirFog(width, height);
|
||||
|
||||
// 🎵 NOIR BACKGROUND MUSIC (disabled temporarily)
|
||||
// this.playNoirMusic();
|
||||
console.log('🔇 Music disabled temporarily');
|
||||
// 🎵 NOIR BACKGROUND MUSIC
|
||||
this.playNoirMusic();
|
||||
|
||||
|
||||
// MAIN TITLE (horizontal, top center)
|
||||
@@ -113,16 +112,16 @@ class StoryScene extends Phaser.Scene {
|
||||
graphics.generateTexture('fogParticle', 64, 64);
|
||||
graphics.destroy();
|
||||
|
||||
// Fog particle emitter - HUGE & SUBTLE (no circles!)
|
||||
// Fog particle emitter - FIXED PER USER REQUEST: Huge, slow, mist-like
|
||||
this.add.particles(0, 0, 'fogParticle', {
|
||||
x: { min: 0, max: width },
|
||||
y: { min: 0, max: height },
|
||||
scale: { start: 15, end: 20 }, // HUGE particles!
|
||||
alpha: { start: 0.02, end: 0 }, // VERY subtle!
|
||||
lifespan: 8000,
|
||||
speed: { min: 5, max: 20 },
|
||||
frequency: 300,
|
||||
blendMode: 'NORMAL'
|
||||
scale: { start: 15, end: 20 }, // HUGE particles! (15-20x)
|
||||
alpha: { start: 0.02, end: 0 }, // VERY subtle! (0.02)
|
||||
lifespan: 15000, // Slower (longer life)
|
||||
speed: { min: 2, max: 10 }, // Slow movement
|
||||
frequency: 500,
|
||||
blendMode: 'ADD'
|
||||
});
|
||||
|
||||
// NOIR VIGNETTE (dark edges)
|
||||
@@ -141,57 +140,60 @@ class StoryScene extends Phaser.Scene {
|
||||
|
||||
playNoirMusic() {
|
||||
// Play forest evening ambience (noir atmosphere)
|
||||
const key = 'forest_ambient';
|
||||
try {
|
||||
if (this.sound.get('forest_ambient')) {
|
||||
const music = this.sound.add('forest_ambient', {
|
||||
volume: 0.3,
|
||||
loop: true
|
||||
});
|
||||
music.play();
|
||||
console.log('🎵 Noir atmosphere music playing at 30% volume');
|
||||
// STRICT CHECK: Only play if audio exists in cache
|
||||
if (this.cache.audio.exists(key)) {
|
||||
|
||||
// Prevent duplicate playback
|
||||
// Get all playing sounds to check if already playing
|
||||
let isPlaying = false;
|
||||
if (this.sound.sounds) {
|
||||
this.sound.sounds.forEach(s => {
|
||||
if (s.key === key && s.isPlaying) isPlaying = true;
|
||||
});
|
||||
}
|
||||
|
||||
if (!isPlaying) {
|
||||
this.sound.play(key, {
|
||||
volume: 0.3,
|
||||
loop: true
|
||||
});
|
||||
console.log('🎵 Noir atmosphere music playing at 30% volume');
|
||||
}
|
||||
} else {
|
||||
console.warn('⚠️ forest_ambient not loaded yet - trying alternative');
|
||||
// Try to load and play immediately
|
||||
this.load.audio('forest_ambient', 'assets/audio/music/forest_ambient.mp3');
|
||||
this.load.once('complete', () => {
|
||||
try {
|
||||
const music = this.sound.add('forest_ambient', { volume: 0.3, loop: true });
|
||||
music.play();
|
||||
console.log('🎵 Loaded and playing forest_ambient');
|
||||
} catch (e) {
|
||||
console.error('❌ Failed to play music:', e.message);
|
||||
}
|
||||
});
|
||||
this.load.start();
|
||||
console.warn(`⚠️ Audio key not found: ${key} - Skipping to prevent crash.`);
|
||||
}
|
||||
} catch (error) {
|
||||
console.error('❌ Audio error (non-critical):', error.message);
|
||||
console.log('✅ Game continues without music');
|
||||
console.error('❌ Audio error (handled):', error.message);
|
||||
}
|
||||
}
|
||||
|
||||
createMainMenu(width, height) {
|
||||
// Get localized button texts
|
||||
// Ensure i18n is initialized
|
||||
if (!window.i18n) window.i18n = new LocalizationSystem();
|
||||
const i18n = window.i18n;
|
||||
|
||||
// Use keys from localization.json (menu.new_game etc.)
|
||||
const buttons = [
|
||||
{
|
||||
label: i18n ? i18n.t('new_game', '▶ NEW GAME') : '▶ NEW GAME',
|
||||
label: i18n.t('new_game', '▶ NEW GAME'),
|
||||
color: '#8fbc8f',
|
||||
action: () => this.startNewGame()
|
||||
},
|
||||
{
|
||||
label: i18n ? i18n.t('load_game', '📁 LOAD GAME') : '📁 LOAD GAME',
|
||||
label: i18n.t('load_game', '📁 LOAD GAME'),
|
||||
color: '#87ceeb',
|
||||
action: () => this.loadGame()
|
||||
},
|
||||
{
|
||||
label: i18n ? i18n.t('settings', '⚙️ SETTINGS') : '⚙️ SETTINGS',
|
||||
label: i18n.t('settings', '⚙️ SETTINGS'),
|
||||
color: '#daa520',
|
||||
action: () => this.showSettings()
|
||||
},
|
||||
{
|
||||
label: i18n ? i18n.t('exit', '❌ EXIT') : '❌ EXIT',
|
||||
label: i18n.t('exit', '❌ EXIT'),
|
||||
color: '#cd5c5c',
|
||||
action: () => this.exitGame()
|
||||
}
|
||||
@@ -449,8 +451,8 @@ class StoryScene extends Phaser.Scene {
|
||||
|
||||
startNewGame() {
|
||||
console.log('🎮 Starting New Game...');
|
||||
console.log('🎥 Launching ULTIMATE Prologue (100% Polished!)...');
|
||||
this.scene.start('UltimatePrologueScene'); // ✅ ULTIMATE INTRO!
|
||||
console.log('🎥 Launching Amnesia Start Sequence...');
|
||||
this.scene.start('IntroScene'); // ✅ AMNESIA START
|
||||
}
|
||||
|
||||
loadGame() {
|
||||
|
||||
@@ -357,7 +357,7 @@ class UltimatePrologueScene extends Phaser.Scene {
|
||||
this.showQuestBrief();
|
||||
|
||||
// Fade to game
|
||||
this.time.delayedCall(4000, () => this.fadeToGame());
|
||||
this.time.delayedCall(4000, () => this.exitPrologue());
|
||||
});
|
||||
}
|
||||
|
||||
@@ -443,10 +443,10 @@ class UltimatePrologueScene extends Phaser.Scene {
|
||||
|
||||
skipToGame() {
|
||||
console.log('⏭️ Skipping to game...');
|
||||
this.fadeToGame();
|
||||
this.exitPrologue();
|
||||
}
|
||||
|
||||
fadeToGame() {
|
||||
exitPrologue() {
|
||||
console.log('🎬 Intro complete! Starting game...');
|
||||
|
||||
// Fade out music (if exists)
|
||||
|
||||
Reference in New Issue
Block a user