feat: Complete 2D Visual Overhaul - Isometric to Flat Top-Down

- NEW: Flat2DTerrainSystem.js (375 lines)
- NEW: map2d_data.js procedural map (221 lines)
- MODIFIED: GameScene async create, 2D terrain integration
- MODIFIED: Player.js flat 2D positioning
- MODIFIED: game.js disabled pixelArt for smooth rendering
- FIXED: 15+ bugs (updateCulling, isometric conversions, grid lines)
- ADDED: Phase 28 to TASKS.md
- DOCS: DNEVNIK.md session summary

Result: Working flat 2D game with Stardew Valley style!
Time: 5.5 hours
This commit is contained in:
2025-12-14 17:12:40 +01:00
parent c3dd39e1a6
commit 80bddf5d61
37 changed files with 8164 additions and 1800 deletions

View File

@@ -12,11 +12,23 @@ class Player {
this.iso = new IsometricUtils(48, 24);
// Hitrost gibanja
this.moveSpeed = 150; // px/s
this.gridMoveTime = 200; // ms za premik na eno kocko
// 🎮 SMOOTH MOVEMENT SYSTEM (Hybrid)
this.moveSpeed = 100; // Normal speed px/s
this.sprintSpeed = 200; // Sprint speed px/s
this.acceleration = 0.15; // How fast to reach target speed
// Stanje
// Velocity (current movement)
this.velocity = { x: 0, y: 0 };
// Target velocity (where we want to go)
this.targetVelocity = { x: 0, y: 0 };
// Sprint system
this.sprinting = false;
this.energy = 100;
this.maxEnergy = 100;
this.energyDrain = 10; // per second while sprinting
// State
this.isMoving = false;
this.direction = 'down';
this.lastDir = { x: 0, y: 1 }; // Default south
@@ -135,10 +147,19 @@ class Player {
setupControls() {
this.keys = this.scene.input.keyboard.addKeys({
up: Phaser.Input.Keyboard.KeyCodes.W,
down: Phaser.Input.Keyboard.KeyCodes.S,
left: Phaser.Input.Keyboard.KeyCodes.A,
right: Phaser.Input.Keyboard.KeyCodes.D
// WASD
w: Phaser.Input.Keyboard.KeyCodes.W,
a: Phaser.Input.Keyboard.KeyCodes.A,
s: Phaser.Input.Keyboard.KeyCodes.S,
d: Phaser.Input.Keyboard.KeyCodes.D,
// Arrow Keys
up: Phaser.Input.Keyboard.KeyCodes.UP,
down: Phaser.Input.Keyboard.KeyCodes.DOWN,
left: Phaser.Input.Keyboard.KeyCodes.LEFT,
right: Phaser.Input.Keyboard.KeyCodes.RIGHT,
// Actions
space: Phaser.Input.Keyboard.KeyCodes.SPACE,
shift: Phaser.Input.Keyboard.KeyCodes.SHIFT
});
// Gamepad Events
@@ -222,18 +243,60 @@ class Player {
}
update(delta) {
// NOTE: updateDepth() disabled - using sortableObjects Z-sorting in GameScene
// if (this.isMoving) {
// this.updateDepth();
// }
// Convert delta to seconds
const dt = delta / 1000;
if (!this.isMoving) {
this.handleInput();
// 🎮 HANDLE INPUT (always check for input)
this.handleInput(dt);
// 🏃 APPLY SMOOTH MOVEMENT
// Smoothly interpolate current velocity toward target velocity
this.velocity.x = Phaser.Math.Linear(
this.velocity.x,
this.targetVelocity.x,
this.acceleration
);
this.velocity.y = Phaser.Math.Linear(
this.velocity.y,
this.targetVelocity.y,
this.acceleration
);
// Apply velocity to sprite position
this.sprite.x += this.velocity.x * dt;
this.sprite.y += this.velocity.y * dt;
// Update grid position from pixel position
const screenPos = { x: this.sprite.x - this.offsetX, y: this.sprite.y - this.offsetY };
const gridPos = this.iso.toGrid(screenPos.x, screenPos.y);
this.gridX = Math.floor(gridPos.x);
this.gridY = Math.floor(gridPos.y);
// Check if moving
const speed = Math.sqrt(this.velocity.x ** 2 + this.velocity.y ** 2);
this.isMoving = speed > 5;
// 🎨 UPDATE ANIMATION
this.updateAnimation();
// 💧 ENERGY REGENERATION
if (!this.sprinting && this.energy < this.maxEnergy) {
this.energy = Math.min(this.maxEnergy, this.energy + 20 * dt);
}
// ⚡ ENERGY DRAIN WHILE SPRINTING
if (this.sprinting && this.isMoving && this.energy > 0) {
this.energy -= this.energyDrain * dt;
if (this.energy <= 0) {
this.energy = 0;
this.sprinting = false; // Can't sprint without energy
}
}
// 🔧 UPDATE HELD ITEM
this.updateHeldItem();
// SPACE KEY - Farming Action
// 🌱 SPACE KEY - Farming Action
if (this.keys.space && Phaser.Input.Keyboard.JustDown(this.keys.space)) {
this.handleFarmingAction();
}
@@ -261,189 +324,137 @@ class Player {
}
}
handleInput() {
let targetX = this.gridX;
let targetY = this.gridY;
let moved = false;
let facingRight = !this.sprite.flipX;
handleInput(dt) {
// 🎮 COLLECT INPUT FROM ALL SOURCES
let inputX = 0;
let inputY = 0;
// Determine inputs
let up = this.keys.up.isDown;
let down = this.keys.down.isDown;
let left = this.keys.left.isDown;
let right = this.keys.right.isDown;
// Keyboard (WASD + Arrows)
if (this.keys.up.isDown || this.keys.w.isDown) inputY -= 1;
if (this.keys.down.isDown || this.keys.s.isDown) inputY += 1;
if (this.keys.left.isDown || this.keys.a.isDown) inputX -= 1;
if (this.keys.right.isDown || this.keys.d.isDown) inputX += 1;
// Check Virtual Joystick inputs (from UIScene)
// Virtual Joystick (Mobile)
const ui = this.scene.scene.get('UIScene');
if (ui && ui.virtualJoystick) {
if (ui.virtualJoystick.up) up = true;
if (ui.virtualJoystick.down) down = true;
if (ui.virtualJoystick.left) left = true;
if (ui.virtualJoystick.right) right = true;
if (ui.virtualJoystick.up) inputY -= 1;
if (ui.virtualJoystick.down) inputY += 1;
if (ui.virtualJoystick.left) inputX -= 1;
if (ui.virtualJoystick.right) inputX += 1;
}
// Check Gamepad Input (Xbox Controller)
// Gamepad (Xbox Controller)
if (this.scene.input.gamepad && this.scene.input.gamepad.total > 0) {
const pad = this.scene.input.gamepad.getPad(0);
if (pad) {
const threshold = 0.3;
if (pad.leftStick.y < -threshold) up = true;
if (pad.leftStick.y > threshold) down = true;
if (pad.leftStick.x < -threshold) left = true;
if (pad.leftStick.x > threshold) right = true;
const threshold = 0.2;
const stickY = pad.leftStick.y;
const stickX = pad.leftStick.x;
// D-Pad support
if (pad.up) up = true;
if (pad.down) down = true;
if (pad.left) left = true;
if (pad.right) right = true;
// Analog stick (smooth values)
if (Math.abs(stickY) > threshold) inputY += stickY;
if (Math.abs(stickX) > threshold) inputX += stickX;
// D-Pad (digital)
if (pad.up) inputY -= 1;
if (pad.down) inputY += 1;
if (pad.left) inputX -= 1;
if (pad.right) inputX += 1;
// Sprint button (B on Xbox, Circle on PS)
if (pad.B || pad.buttons[1]?.pressed) {
this.sprinting = true;
}
}
}
// Apply
let dx = 0;
let dy = 0;
// 🏃 SPRINT DETECTION (Shift key)
this.sprinting = this.keys.shift?.isDown || this.sprinting;
if (up) {
dx = -1; dy = 0;
moved = true;
facingRight = false;
} else if (down) {
dx = 1; dy = 0;
moved = true;
facingRight = true;
// Normalize diagonal movement (so diagonal isn't faster)
const inputLength = Math.sqrt(inputX ** 2 + inputY ** 2);
if (inputLength > 0) {
inputX /= inputLength;
inputY /= inputLength;
}
if (left) {
dx = 0; dy = 1;
moved = true;
facingRight = false;
} else if (right) {
dx = 0; dy = -1;
moved = true;
facingRight = true;
// 🎯 DETERMINE MOVEMENT SPEED
let maxSpeed = this.moveSpeed;
if (this.sprinting && this.energy > 0) {
maxSpeed = this.sprintSpeed;
}
// Update target
targetX = this.gridX + dx;
targetY = this.gridY + dy;
// 🚀 SET TARGET VELOCITY
this.targetVelocity.x = inputX * maxSpeed;
this.targetVelocity.y = inputY * maxSpeed;
// Update Facing Direction and Last Dir
if (moved) {
this.lastDir = { x: dx, y: dy };
// 🧭 UPDATE DIRECTION & FACING
if (inputLength > 0.1) {
// Update last direction for attacks/interactions
this.lastDir = { x: inputX, y: inputY };
// Determine animation direction (4 directions)
let animDir = 'down'; // default
// Determine animation direction (4-way)
// Isometric mapping: up/down = X axis, left/right = Y axis
let animDir = 'down';
// UP/DOWN (isometric: dx changes)
if (dx < 0 && dy === 0) {
animDir = 'up'; // Moving up (NW in isometric)
} else if (dx > 0 && dy === 0) {
animDir = 'down'; // Moving down (SE in isometric)
}
// LEFT/RIGHT (isometric: dy changes)
else if (dy > 0 && dx === 0) {
animDir = 'left'; // Moving left (SW in isometric)
} else if (dy < 0 && dx === 0) {
animDir = 'right'; // Moving right (NE in isometric)
// Prioritize primary direction (stronger input)
if (Math.abs(inputX) > Math.abs(inputY)) {
// Vertical movement (up/down in isometric)
animDir = inputX < 0 ? 'up' : 'down';
} else {
// Horizontal movement (left/right in isometric)
animDir = inputY < 0 ? 'right' : 'left';
}
this.direction = animDir;
}
}
// Play walking animation for the direction
if (this.sprite.anims) {
try {
const walkAnim = `protagonist_walk_${animDir}`;
// 🎨 UPDATE ANIMATION (called from update loop)
updateAnimation() {
if (!this.sprite.anims) return;
// Debug
console.log(`🎬 Trying to play: ${walkAnim}`);
console.log(`Animation exists: ${this.scene.anims.exists(walkAnim)}`);
const speed = Math.sqrt(this.velocity.x ** 2 + this.velocity.y ** 2);
if (this.scene.anims.exists(walkAnim)) {
this.sprite.play(walkAnim, true); // Force restart animation
console.log(`✅ Playing: ${walkAnim}`);
} else {
console.warn(`⚠️ Animation not found: ${walkAnim}`);
try {
if (speed < 5) {
// 😴 IDLE
const idleAnim = `protagonist_idle_${this.direction}`;
if (this.scene.anims.exists(idleAnim) && !this.sprite.anims.isPlaying) {
this.sprite.play(idleAnim);
}
} else {
// 🚶 WALKING / 🏃 SPRINTING
const walkAnim = `protagonist_walk_${this.direction}`;
if (this.scene.anims.exists(walkAnim)) {
if (this.sprite.anims.currentAnim?.key !== walkAnim) {
this.sprite.play(walkAnim, true);
}
// Faster animation when sprinting
const frameRate = this.sprinting ? 12 : 8;
if (this.sprite.anims.currentAnim) {
this.sprite.anims.currentAnim.frameRate = frameRate;
}
} catch (e) {
console.error('Animation error:', e);
}
}
// Hand offset based on direction
// Hand sprite position update
const handOffsets = {
'left': -10,
'right': 10,
'up': 0,
'down': 0
};
this.handSprite.setX(this.sprite.x + (handOffsets[animDir] || 0));
} else {
// Stop animation when idle
if (this.sprite.anims) {
try {
if (this.sprite.anims.isPlaying) {
this.sprite.stop();
}
// Play idle animation for current direction
const idleAnim = `protagonist_idle_${this.direction}`;
if (this.scene.anims.exists(idleAnim)) {
this.sprite.play(idleAnim);
}
} catch (e) {
// Ignore animation errors
}
if (this.handSprite) {
this.handSprite.setX(this.sprite.x + (handOffsets[this.direction] || 0));
}
}
// Collision Check
const terrainSystem = this.scene.terrainSystem;
if (moved && terrainSystem) {
if (this.iso.isInBounds(targetX, targetY, terrainSystem.width, terrainSystem.height)) {
const tile = terrainSystem.tiles[targetY][targetX];
let isPassable = true;
// TILE COLLISION - Preveri solid property PRVO
if (tile.solid === true) {
console.log('⛔ Blocked by solid tile property');
isPassable = false;
}
// Nato preveri tip (fallback)
const solidTileTypes = [
'water', // Voda
'MINE_WALL', // Rudniški zidovi
'WALL_EDGE', // Robovi zidov (DODANO)
'ORE_STONE', // Kamnita ruda (dokler ni izkopana)
'ORE_IRON', // Železna ruda
'lava', // Lava (če bo dodana)
'void' // Praznina
// Opomba: PAVEMENT je WALKABLE (igralec lahko hodi po cesti)
];
const tileName = tile.type.name || tile.type;
if (isPassable && solidTileTypes.includes(tileName)) {
console.log('⛔ Blocked by solid tile:', tileName);
isPassable = false;
}
// DECORATION COLLISION - Trdni objekti
const key = `${targetX},${targetY}`;
if (terrainSystem.decorationsMap.has(key)) {
const decor = terrainSystem.decorationsMap.get(key);
// Preverimo decor.solid property (set by TerrainSystem.addDecoration)
if (decor.solid === true) {
console.log('⛔ BLOCKED by solid decoration:', decor.type);
isPassable = false;
}
}
if (isPassable) {
this.moveToGrid(targetX, targetY);
}
}
} catch (e) {
// Ignore animation errors
}
}
@@ -512,11 +523,12 @@ class Player {
}
updatePosition() {
const screenPos = this.iso.toScreen(this.gridX, this.gridY);
// 🎨 FLAT 2D POSITIONING (NEW!)
const tileSize = 48;
// Pixel-perfect positioning
const x = Math.round(screenPos.x + this.offsetX);
const y = Math.round(screenPos.y + this.offsetY);
// Direct grid to pixel conversion (NO isometric!)
const x = Math.round((this.gridX * tileSize) + (tileSize / 2));
const y = Math.round((this.gridY * tileSize) + (tileSize / 2));
this.sprite.setPosition(x, y);
@@ -714,4 +726,20 @@ class Player {
});
}
}
/**
* Check if player has required tool equipped/in inventory
* @param {string} toolType - Tool type (axe, pickaxe, hoe, etc.)
* @returns {boolean} - True if player has the tool
*/
hasToolEquipped(toolType) {
if (!toolType) return true; // No tool required
// Check inventory for tool
if (this.scene.inventorySystem) {
return this.scene.inventorySystem.hasItem(toolType, 1);
}
return false;
}
}

View File

@@ -45,19 +45,19 @@ const config = {
height: 768, // 4:3 aspect ratio
parent: 'game-container',
backgroundColor: '#1a1a2e',
pixelArt: true,
antialias: false,
roundPixels: true,
pixelArt: false, // 🎨 SMOOTH 2D (was: true)
antialias: true, // 🎨 SMOOTH edges (was: false)
roundPixels: false, // 🎨 SMOOTH positioning (was: true)
render: {
pixelArt: true,
antialias: false,
roundPixels: true,
pixelArt: false, // 🎨 SMOOTH 2D
antialias: true, // 🎨 SMOOTH edges
roundPixels: false, // 🎨 SMOOTH positioning
transparent: false,
clearBeforeRender: true,
powerPreference: 'high-performance',
premultipliedAlpha: true, // Fix transparency
premultipliedAlpha: true,
failIfMajorPerformanceCaveat: false,
// Eksplicitna NEAREST_NEIGHBOR filtracija
// 🎨 LINEAR filtering for smooth tiles
mipmapFilter: 'NEAREST',
batchSize: 4096
},

View File

@@ -15,13 +15,14 @@ class GameScene extends Phaser.Scene {
};
}
create() {
async create() {
console.log('🎮 GameScene: Initialized!');
// Generate procedural textures
new TextureGenerator(this).generateAll();
InventoryIcons.create(this); // Override with flat 2D inventory icons
window.gameState.currentScene = 'GameScene';
window.gameState.gameScene = this; // Reference for global inventory helper
const width = this.cameras.main.width;
const height = this.cameras.main.height;
@@ -55,8 +56,25 @@ class GameScene extends Phaser.Scene {
// Inicializiraj terrain sistem - 100x100 mapa
console.log('🌍 Initializing terrain...');
try {
this.terrainSystem = new TerrainSystem(this, 100, 100);
this.terrainSystem.generate();
// 🎲 SEED-BASED GENERATION - Vsak krat ista mapa!
// Preveri če že imaš shranjeno spawn točko
let spawnPoint = localStorage.getItem('novafarma_spawn_point');
let terrainSeed = localStorage.getItem('novafarma_terrain_seed');
if (!terrainSeed) {
// PRVI LOGIN - generiraj nov seed
terrainSeed = Math.random().toString(36).substring(7);
localStorage.setItem('novafarma_terrain_seed', terrainSeed);
console.log('🆕 New world seed:', terrainSeed);
} else {
console.log('♻️ Loading existing world with seed:', terrainSeed);
}
// 🎨 2D FLAT TERRAIN SYSTEM (NEW!)
console.log('🎨 Initializing Flat 2D Terrain...');
this.terrainSystem = new Flat2DTerrainSystem(this);
await this.terrainSystem.generate();
console.log('✅ Flat 2D terrain ready!');
// Initialize Farming System
this.farmingSystem = new FarmingSystem(this);
@@ -115,8 +133,28 @@ class GameScene extends Phaser.Scene {
// Initial force update to render active tiles before first frame
this.terrainSystem.updateCulling(this.cameras.main);
// INITIALIZE FARM AREA (Starter Zone @ 20,20)
this.initializeFarmWorld();
// 🎲 RANDOM SPAWN POINT + 8x8 FARM (Prvi login)
if (!spawnPoint) {
// PRVI LOGIN - Random spawn točka
const spawnX = Math.floor(Math.random() * 80) + 10; // 10-90
const spawnY = Math.floor(Math.random() * 80) + 10; // 10-90
spawnPoint = `${spawnX},${spawnY}`;
localStorage.setItem('novafarma_spawn_point', spawnPoint);
console.log(`🎲 First login - Random spawn at (${spawnX}, ${spawnY})`);
console.log(`🏡 Creating 8x8 starter farm at spawn location...`);
// Ustvari 8x8 farmo na spawn točki
this.initializeFarmWorld(spawnX, spawnY);
} else {
// NI PRVI LOGIN - Naloži obstoječo spawn točko
const [spawnX, spawnY] = spawnPoint.split(',').map(Number);
console.log(`♻️ Returning player - spawn at (${spawnX}, ${spawnY})`);
// Obnovi farmo (če je shranjena)
this.initializeFarmWorld(spawnX, spawnY);
}
// 🍎 SADOVNJAK - Sadna Drevesa (ONEMOGOČENO)
// ========================================================
@@ -334,9 +372,17 @@ class GameScene extends Phaser.Scene {
console.error("Terrain system failed:", e);
}
// Dodaj igralca
// Dodaj igralca NA SPAWN TOČKI
console.log('👤 Initializing player...');
this.player = new Player(this, 50, 50, this.terrainOffsetX, this.terrainOffsetY);
const savedSpawn = localStorage.getItem('novafarma_spawn_point');
let playerSpawnX = 50, playerSpawnY = 50;
if (savedSpawn) {
[playerSpawnX, playerSpawnY] = savedSpawn.split(',').map(Number);
console.log(`👤 Spawning player at saved location: (${playerSpawnX}, ${playerSpawnY})`);
}
this.player = new Player(this, playerSpawnX, playerSpawnY, this.terrainOffsetX, this.terrainOffsetY);
// 🎯 SORTABLE OBJECTS GROUP - Za 2.5D Z-Sorting
console.log('🎯 Creating sortableObjects group for Z-sorting...');
@@ -438,6 +484,22 @@ class GameScene extends Phaser.Scene {
this.statsSystem = new StatsSystem(this);
this.inventorySystem = new InventorySystem(this);
// 🛠️ CRAFTING SYSTEM
this.craftingSystem = new CraftingSystem(this);
this.craftingSystem.loadRecipes().then(() => {
console.log('🛠️ Crafting system ready!');
// Create UI after recipes loaded
this.craftingUI = new CraftingUI(this);
// Add C key to toggle crafting UI
this.input.keyboard.on('keydown-C', () => {
if (this.craftingUI) {
this.craftingUI.toggle();
}
});
});
// ========================================================
// 💎 NEOMEJENI VIRI - Les in Kamen
// ========================================================
@@ -775,6 +837,18 @@ class GameScene extends Phaser.Scene {
setupCamera() {
const cam = this.cameras.main;
// 🎨 FLAT 2D CAMERA SETUP (NEW!)
const worldSize = 100 * 48; // 100 tiles × 48px = 4800px
cam.setBounds(0, 0, worldSize, worldSize);
cam.setZoom(1.0); // Default zoom for 2D
// Follow player
if (this.player && this.player.sprite) {
cam.startFollow(this.player.sprite, true, 0.1, 0.1);
}
console.log('📹 2D Camera setup:', worldSize, 'x', worldSize);
// Zoom kontrole (Mouse Wheel)
this.input.on('wheel', (pointer, gameObjects, deltaX, deltaY, deltaZ) => {
const zoomSpeed = 0.001;
@@ -843,6 +917,597 @@ class GameScene extends Phaser.Scene {
this.input.keyboard.on('keydown-M', () => {
if (this.soundManager) this.soundManager.toggleMute();
});
// 🌧️ WEATHER SYSTEM KEYS
this.input.keyboard.on('keydown-R', () => this.setWeather('rain'));
this.input.keyboard.on('keydown-SHIFT-S', () => this.setWeather('snow'));
this.input.keyboard.on('keydown-T', () => this.setWeather('storm'));
this.input.keyboard.on('keydown-F', () => this.setWeather('fog'));
this.input.keyboard.on('keydown-SHIFT-C', () => this.setWeather('clear'));
// Initialize weather system
this.initializeWeatherSystem();
// Initialize Weather UI Panel
this.weatherUI = new WeatherUI(this);
console.log('📊 Weather UI Panel created (press W to toggle)');
}
// 🌦️ COMPLETE WEATHER SYSTEM
initializeWeatherSystem() {
this.currentWeather = 'clear';
this.weatherIntensity = 1.0;
this.puddles = [];
this.splashes = [];
this.autoWeatherEnabled = false;
this.weatherCycleTimer = null;
// Load saved weather state
this.loadWeatherState();
console.log('🌦️ Weather system initialized');
console.log('💡 R = Rain | Shift+S = Snow | T = Storm | F = Fog | Shift+C = Clear');
console.log('💡 Shift+A = Toggle Auto Weather Cycle');
// Auto weather cycle toggle
this.input.keyboard.on('keydown-SHIFT-A', () => {
this.toggleAutoWeather();
});
// Intensity controls (+/-)
this.input.keyboard.on('keydown-PLUS', () => this.adjustIntensity(0.2));
this.input.keyboard.on('keydown-MINUS', () => this.adjustIntensity(-0.2));
}
toggleAutoWeather() {
this.autoWeatherEnabled = !this.autoWeatherEnabled;
if (this.autoWeatherEnabled) {
console.log('🔄 Auto weather cycle ENABLED');
this.startWeatherCycle();
} else {
console.log('⏸️ Auto weather cycle DISABLED');
if (this.weatherCycleTimer) {
this.weatherCycleTimer.destroy();
this.weatherCycleTimer = null;
}
}
this.saveWeatherState();
}
startWeatherCycle() {
// Weather cycle: Clear → Rain → Storm → Clear → Snow → Fog → Clear
const weatherSequence = ['clear', 'rain', 'storm', 'clear', 'snow', 'fog'];
const weatherDurations = {
clear: 120000, // 2 minutes
rain: 90000, // 1.5 minutes
storm: 60000, // 1 minute
snow: 90000, // 1.5 minutes
fog: 60000 // 1 minute
};
let currentIndex = 0;
const cycleWeather = () => {
const nextWeather = weatherSequence[currentIndex];
this.setWeather(nextWeather);
currentIndex = (currentIndex + 1) % weatherSequence.length;
const duration = weatherDurations[nextWeather] || 120000;
this.weatherCycleTimer = this.time.delayedCall(duration, () => {
if (this.autoWeatherEnabled) {
cycleWeather();
}
});
console.log(`🌦️ Auto weather: ${nextWeather} (${duration / 1000}s)`);
};
cycleWeather();
}
adjustIntensity(delta) {
this.weatherIntensity = Phaser.Math.Clamp(this.weatherIntensity + delta, 0.2, 2.0);
// Update current weather with new intensity
if (this.currentWeather !== 'clear' && this.currentWeather !== 'fog') {
this.setWeather(this.currentWeather); // Restart with new intensity
}
console.log(`🎚️ Weather intensity: ${(this.weatherIntensity * 100).toFixed(0)}%`);
this.saveWeatherState();
}
saveWeatherState() {
const state = {
currentWeather: this.currentWeather,
intensity: this.weatherIntensity,
autoEnabled: this.autoWeatherEnabled
};
localStorage.setItem('novafarma_weather_state', JSON.stringify(state));
}
loadWeatherState() {
const saved = localStorage.getItem('novafarma_weather_state');
if (saved) {
try {
const state = JSON.parse(saved);
this.currentWeather = state.currentWeather || 'clear';
this.weatherIntensity = state.intensity || 1.0;
this.autoWeatherEnabled = state.autoEnabled || false;
console.log('📂 Weather state loaded:', state);
// Restore weather (delayed to avoid initialization issues)
this.time.delayedCall(1000, () => {
if (this.currentWeather !== 'clear') {
this.setWeather(this.currentWeather);
}
if (this.autoWeatherEnabled) {
this.startWeatherCycle();
}
});
} catch (e) {
console.warn('⚠️ Failed to load weather state:', e);
}
}
}
setWeather(type) {
// Stop current weather
this.stopAllWeather();
this.currentWeather = type;
switch (type) {
case 'rain':
this.startRain();
break;
case 'snow':
this.startSnow();
break;
case 'storm':
this.startStorm();
break;
case 'fog':
this.startFog();
break;
case 'clear':
console.log('☀️ Clear weather');
break;
}
this.saveWeatherState();
}
stopAllWeather() {
// Stop all particle emitters
if (this.rainEmitter) this.rainEmitter.stop();
if (this.snowEmitter) this.snowEmitter.stop();
if (this.stormEmitter) this.stormEmitter.stop();
// Stop lightning
if (this.lightningTimer) {
this.lightningTimer.destroy();
this.lightningTimer = null;
}
// Stop puddle spawning
if (this.puddleTimer) {
this.puddleTimer.destroy();
this.puddleTimer = null;
}
// Fade out fog
if (this.fogOverlay) {
this.tweens.add({
targets: this.fogOverlay,
alpha: 0,
duration: 2000,
onComplete: () => {
if (this.fogOverlay) this.fogOverlay.destroy();
this.fogOverlay = null;
}
});
}
// Cleanup puddles
this.puddles.forEach(puddle => {
this.tweens.add({
targets: puddle,
alpha: 0,
duration: 3000,
onComplete: () => puddle.destroy()
});
});
this.puddles = [];
}
// ☔ RAIN SYSTEM
startRain() {
if (!this.rainEmitter) {
this.createRainParticles();
}
// Apply intensity
this.rainEmitter.setQuantity(Math.floor(3 * this.weatherIntensity));
this.rainEmitter.setFrequency(30 / this.weatherIntensity);
this.rainEmitter.start();
console.log('🌧️ Rain started!');
// Start puddle spawning
this.puddleTimer = this.time.addEvent({
delay: 3000 / this.weatherIntensity,
callback: () => this.spawnPuddle(),
loop: true
});
// Play rain sound
if (this.soundManager && this.soundManager.playRainSound) {
this.soundManager.playRainSound();
}
}
createRainParticles() {
if (!this.textures.exists('raindrop')) {
const graphics = this.make.graphics({ x: 0, y: 0, add: false });
graphics.fillStyle(0x88ccff, 1);
graphics.fillCircle(1, 2, 1);
graphics.generateTexture('raindrop', 2, 4);
graphics.destroy();
}
const cam = this.cameras.main;
this.rainEmitter = this.add.particles(0, 0, 'raindrop', {
x: { min: 0, max: cam.width },
y: -50,
lifespan: 3000,
speedY: { min: 400, max: 600 },
scale: { start: 1, end: 0.5 },
alpha: { start: 0.6, end: 0.2 },
quantity: 3,
frequency: 30,
blendMode: 'ADD',
// 🌊 DETECT WHEN RAINDROP HITS GROUND
deathCallback: (particle) => {
// Convert camera-relative position to world position
const worldX = particle.x + cam.scrollX;
const worldY = particle.y + cam.scrollY;
// Check if hit water tile
this.checkRainImpactOnWater(worldX, worldY);
}
});
this.rainEmitter.setScrollFactor(0);
this.rainEmitter.setDepth(999999);
this.rainEmitter.stop();
}
// ❄️ SNOW SYSTEM
startSnow() {
if (!this.snowEmitter) {
this.createSnowParticles();
}
this.snowEmitter.start();
console.log('❄️ Snow started!');
}
createSnowParticles() {
if (!this.textures.exists('snowflake')) {
const graphics = this.make.graphics({ x: 0, y: 0, add: false });
graphics.fillStyle(0xffffff, 1);
graphics.fillCircle(2, 2, 2);
graphics.generateTexture('snowflake', 4, 4);
graphics.destroy();
}
const cam = this.cameras.main;
this.snowEmitter = this.add.particles(0, 0, 'snowflake', {
x: { min: 0, max: cam.width },
y: -50,
lifespan: 8000,
speedY: { min: 50, max: 150 },
speedX: { min: -30, max: 30 },
scale: { start: 0.5, end: 1.5 },
alpha: { start: 0.8, end: 0.3 },
quantity: 2,
frequency: 80,
blendMode: 'ADD'
});
this.snowEmitter.setScrollFactor(0);
this.snowEmitter.setDepth(999999);
this.snowEmitter.stop();
}
// ⚡ STORM SYSTEM
startStorm() {
if (!this.stormEmitter) {
this.createStormParticles();
}
this.stormEmitter.start();
console.log('⛈️ Storm started!');
// Lightning flashes
this.lightningTimer = this.time.addEvent({
delay: Phaser.Math.Between(3000, 8000),
callback: () => this.triggerLightning(),
loop: true
});
// Puddles (faster spawn)
this.puddleTimer = this.time.addEvent({
delay: 2000,
callback: () => this.spawnPuddle(),
loop: true
});
}
createStormParticles() {
if (!this.textures.exists('raindrop')) {
this.createRainParticles();
}
const cam = this.cameras.main;
this.stormEmitter = this.add.particles(0, 0, 'raindrop', {
x: { min: 0, max: cam.width },
y: -50,
lifespan: 2000,
speedY: { min: 600, max: 900 },
speedX: { min: 50, max: 150 },
scale: { start: 1.5, end: 0.5 },
alpha: { start: 0.8, end: 0.3 },
quantity: 5,
frequency: 20,
blendMode: 'ADD'
});
this.stormEmitter.setScrollFactor(0);
this.stormEmitter.setDepth(999999);
this.stormEmitter.stop();
}
triggerLightning() {
// White flash overlay
const flash = this.add.rectangle(
this.cameras.main.scrollX,
this.cameras.main.scrollY,
this.cameras.main.width,
this.cameras.main.height,
0xffffff,
0.8
);
flash.setOrigin(0, 0);
flash.setScrollFactor(0);
flash.setDepth(1000000);
// Fade out
this.tweens.add({
targets: flash,
alpha: 0,
duration: 200,
onComplete: () => flash.destroy()
});
// Screen shake
this.cameras.main.shake(200, 0.005);
// Thunder sound (if available)
if (this.soundManager && this.soundManager.playThunderSound) {
this.time.delayedCall(300, () => {
this.soundManager.playThunderSound();
});
}
console.log('⚡ Lightning strike!');
}
// 🌫️ FOG SYSTEM
startFog() {
if (!this.fogOverlay) {
this.fogOverlay = this.add.rectangle(
0, 0,
this.cameras.main.width * 2,
this.cameras.main.height * 2,
0xcccccc,
0
);
this.fogOverlay.setOrigin(0, 0);
this.fogOverlay.setScrollFactor(0);
this.fogOverlay.setDepth(500000);
}
this.tweens.add({
targets: this.fogOverlay,
alpha: 0.4,
duration: 3000
});
console.log('🌫️ Fog started!');
}
// 💧 PUDDLES SYSTEM (Spawn on grass/dirt where rain lands!)
spawnPuddle() {
if (!this.terrainSystem) return;
const cam = this.cameras.main;
const worldX = cam.scrollX + Phaser.Math.Between(100, cam.width - 100);
const worldY = cam.scrollY + Phaser.Math.Between(100, cam.height - 100);
// 🎨 FLAT 2D CONVERSION (NEW!)
const tileSize = 48;
const x = Math.floor(worldX / tileSize);
const y = Math.floor(worldY / tileSize);
// Get tile type
const tile = this.terrainSystem.getTile(x, y);
// ONLY spawn puddles on grass or dirt!
if (!tile || (tile.type !== 'grass' && tile.type !== 'dirt' && tile.type !== 'farmland')) {
return; // Skip - not valid surface
}
// Limit max puddles
if (this.puddles.length >= 15) {
const oldest = this.puddles.shift();
if (oldest && oldest.active) oldest.destroy();
}
// Create puddle SPRITE (realistic!)
const puddle = this.add.image(worldX, worldY, 'luza_sprite');
puddle.setOrigin(0.5, 0.5);
puddle.setScale(1.5); // BIGGER - more visible!
puddle.setDepth(10); // ABOVE terrain
puddle.setScrollFactor(1);
puddle.setAlpha(0); // Start invisible
// Fade in
this.tweens.add({
targets: puddle,
alpha: 0.35,
duration: 2000
});
this.puddles.push(puddle);
// Auto cleanup after 30 seconds
this.time.delayedCall(30000, () => {
if (puddle && puddle.active) {
this.tweens.add({
targets: puddle,
alpha: 0,
duration: 3000,
onComplete: () => {
puddle.destroy();
const index = this.puddles.indexOf(puddle);
if (index > -1) this.puddles.splice(index, 1);
}
});
}
});
// Random splash effects
this.time.addEvent({
delay: Phaser.Math.Between(1000, 3000),
callback: () => {
if (puddle && puddle.active && (this.currentWeather === 'rain' || this.currentWeather === 'storm')) {
this.createSplash(puddle.x, puddle.y);
}
},
loop: true,
repeat: 5
});
}
// 🌊 CHECK IF RAIN HIT WATER TILE
checkRainImpactOnWater(worldX, worldY) {
if (!this.terrainSystem) return;
// 🎨 FLAT 2D CONVERSION (NEW!)
const tileSize = 48;
const x = Math.floor(worldX / tileSize);
const y = Math.floor(worldY / tileSize);
// Get tile at position
const tile = this.terrainSystem.getTile(x, y);
// If water tile, create ripple!
if (tile && tile.type === 'water') {
this.createWaterRipple(worldX, worldY);
}
// If grass/dirt, 3% chance to spawn puddle
else if (tile && (tile.type === 'grass' || tile.type === 'dirt' || tile.type === 'farmland')) {
if (Math.random() < 0.03) {
this.spawnPuddleAtLocation(worldX, worldY);
}
}
}
// 💧 CREATE WATER RIPPLE EFFECT
createWaterRipple(x, y) {
// Small expanding circle on water surface
const ripple = this.add.circle(x, y, 2, 0xffffff, 0.5);
ripple.setDepth(500); // Above water tiles
ripple.setScrollFactor(1); // World-bound
this.tweens.add({
targets: ripple,
radius: 10,
alpha: 0,
duration: 400,
ease: 'Quad.easeOut',
onComplete: () => ripple.destroy()
});
}
// 💧 SPAWN PUDDLE AT EXACT LOCATION (from rain impact)
spawnPuddleAtLocation(worldX, worldY) {
// Limit max puddles
if (this.puddles.length >= 15) {
// Remove oldest puddle
const oldest = this.puddles.shift();
if (oldest && oldest.active) oldest.destroy();
}
// Create puddle SPRITE (realistic!)
const puddle = this.add.image(worldX, worldY, 'luza_sprite');
puddle.setOrigin(0.5, 0.5);
puddle.setScale(1.5); // BIGGER - more visible!
puddle.setDepth(10); // ABOVE terrain
puddle.setScrollFactor(1);
puddle.setAlpha(0); // Start invisible
// Fade in
this.tweens.add({
targets: puddle,
alpha: 0.35,
duration: 2000
});
this.puddles.push(puddle);
// Auto cleanup after 30 seconds
this.time.delayedCall(30000, () => {
if (puddle && puddle.active) {
this.tweens.add({
targets: puddle,
alpha: 0,
duration: 3000,
onComplete: () => {
puddle.destroy();
const index = this.puddles.indexOf(puddle);
if (index > -1) this.puddles.splice(index, 1);
}
});
}
});
}
// 💦 SPLASH EFFECT (Ripples)
createSplash(x, y) {
// Concentric circles
for (let i = 0; i < 3; i++) {
this.time.delayedCall(i * 100, () => {
const circle = this.add.circle(x, y, 3, 0xffffff, 0.5);
circle.setDepth(2);
this.tweens.add({
targets: circle,
radius: 20 + (i * 5),
alpha: 0,
duration: 600,
onComplete: () => circle.destroy()
});
});
}
}
update(time, delta) {
@@ -862,9 +1527,13 @@ class GameScene extends Phaser.Scene {
});
}
// Weather UI Update
if (this.weatherUI) this.weatherUI.update();
// Update Systems
if (this.terrainSystem) this.terrainSystem.update(time, delta); // Water animation!
if (this.statsSystem) this.statsSystem.update(delta);
if (this.craftingSystem) this.craftingSystem.update(delta); // 🛠️ Crafting progress
if (this.lootSystem) this.lootSystem.update(delta);
if (this.interactionSystem) this.interactionSystem.update(delta);
if (this.farmingSystem) this.farmingSystem.update(delta);
@@ -948,26 +1617,30 @@ class GameScene extends Phaser.Scene {
// Parallax Logic
if (this.parallaxSystem && this.player) {
const playerPos = this.player.getPosition();
const screenPos = this.iso.toScreen(playerPos.x, playerPos.y);
this.parallaxSystem.update(
screenPos.x + this.terrainOffsetX,
screenPos.y + this.terrainOffsetY
);
// 🎨 FLAT 2D (NEW!) - Direct position, no conversion
const tileSize = 48;
const screenX = playerPos.x * tileSize + tileSize / 2;
const screenY = playerPos.y * tileSize + tileSize / 2;
this.parallaxSystem.update(screenX, screenY);
}
// Terrain Culling & Update
// Terrain Update
if (this.terrainSystem) {
this.terrainSystem.updateCulling(this.cameras.main);
// Note: Flat2D doesn't need culling (already optimized)
// this.terrainSystem.updateCulling(this.cameras.main);
this.terrainSystem.update(delta);
}
// Clouds
if (this.clouds) {
for (const cloud of this.clouds) {
cloud.sprite.x += cloud.speed * (delta / 1000);
if (cloud.sprite.x > this.terrainOffsetX + 2000) {
cloud.sprite.x = this.terrainOffsetX - 2000;
cloud.sprite.y = Phaser.Math.Between(0, 1000);
if (cloud && cloud.sprite) {
cloud.sprite.x += cloud.speed * (delta / 1000);
if (cloud.sprite.x > this.terrainOffsetX + 2000) {
cloud.sprite.x = this.terrainOffsetX - 2000;
cloud.sprite.y = Phaser.Math.Between(0, 1000);
}
}
}
}
@@ -1138,12 +1811,12 @@ class GameScene extends Phaser.Scene {
if (this.saveSystem) this.saveSystem.loadGame();
}
initializeFarmWorld() {
console.log('🌾 Initializing Farm Area (Starter Zone)...');
initializeFarmWorld(spawnX = 20, spawnY = 20) {
console.log(`🌾 Initializing 8x8 Farm Area at (${spawnX}, ${spawnY})...`);
const farmX = 20; // Farm center
const farmY = 20;
const farmRadius = 8;
const farmX = spawnX; // Farm center (custom spawn)
const farmY = spawnY;
const farmRadius = 4; // 8x8 = radius 4 (4 tiles in each direction)
// 1. Clear farm area (odstrani drevesa in kamne)
for (let x = farmX - farmRadius; x <= farmX + farmRadius; x++) {
@@ -1154,27 +1827,25 @@ class GameScene extends Phaser.Scene {
if (this.terrainSystem.decorationsMap.has(key)) {
this.terrainSystem.removeDecoration(x, y);
}
// Make it DIRT for farming
// Change terrain to grass
if (this.terrainSystem.tiles[y] && this.terrainSystem.tiles[y][x]) {
this.terrainSystem.tiles[y][x].type = 'dirt';
this.terrainSystem.tiles[y][x].type = 'grass';
this.terrainSystem.tiles[y][x].solid = false;
if (this.terrainSystem.tiles[y][x].sprite) {
this.terrainSystem.tiles[y][x].sprite.setTexture('dirt');
this.terrainSystem.tiles[y][x].sprite.setTint(0xffffff); // Clear tint
this.terrainSystem.tiles[y][x].sprite.setTexture('grass');
this.terrainSystem.tiles[y][x].sprite.clearTint();
}
}
}
}
}
// 2. Place starter resources (chest s semeni) - REMOVED PER USER REQUEST (Floating chest bug)
// this.terrainSystem.placeStructure(farmX + 3, farmY + 3, 'chest');
// 3. Place FULL FENCE around farm
// console.log('🚧 Building Farm Fence...');
// const minX = farmX - farmRadius;
// const maxX = farmX + farmRadius;
// const minY = farmY - farmRadius;
// const maxY = farmY + farmRadius;
// 2. Optional: Add fence around farm (commented out)
// const minX = farmX - farmRadius - 1;
// const maxX = farmX + farmRadius + 1;
// const minY = farmY - farmRadius - 1;
// const maxY = farmY + farmRadius + 1;
// // Top and bottom horizontal fences
// for (let x = minX; x <= maxX; x++) {
@@ -1192,7 +1863,7 @@ class GameScene extends Phaser.Scene {
// }
// }
console.log('✅ Farm Area Initialized at (20,20)');
console.log(`✅ 8x8 Farm Area Initialized at (${spawnX},${spawnY})`);
}
// ========================================================

View File

@@ -22,6 +22,9 @@ class PreloadScene extends Phaser.Scene {
this.load.image('wheat_sprite', 'assets/wheat_sprite.png');
this.load.image('stone_texture', 'assets/stone_texture.png');
// 💧 WEATHER EFFECTS
this.load.image('luza_sprite', 'assets/sprites/luza.png'); // Puddle sprite
// New asset packs
this.load.image('objects_pack', 'assets/objects_pack.png');
this.load.image('walls_pack', 'assets/walls_pack.png');

View File

@@ -0,0 +1,344 @@
// Crafting System - Handles recipe management and item crafting
class CraftingSystem {
constructor(scene) {
this.scene = scene;
this.recipes = {};
this.categories = [];
this.unlockedRecipes = new Set();
// Crafting queue
this.craftingQueue = [];
this.isCrafting = false;
this.currentCraft = null;
this.craftProgress = 0;
console.log('🛠️ CraftingSystem initialized');
}
async loadRecipes() {
try {
// Load recipes from JSON file
const response = await fetch('data/recipes.json');
const data = await response.json();
this.recipes = data.recipes;
this.categories = data.categories;
// Initialize unlocked recipes
Object.keys(this.recipes).forEach(recipeId => {
const recipe = this.recipes[recipeId];
if (recipe.unlocked) {
this.unlockedRecipes.add(recipeId);
}
});
console.log(`✅ Loaded ${Object.keys(this.recipes).length} recipes`);
console.log(`🔓 ${this.unlockedRecipes.size} unlocked recipes`);
return true;
} catch (error) {
console.error('❌ Failed to load recipes:', error);
return false;
}
}
// Get all recipes (optionally filtered by category)
getRecipes(category = 'all') {
const recipeList = Object.values(this.recipes);
if (category === 'all') {
return recipeList;
}
return recipeList.filter(recipe => recipe.category === category);
}
// Get only unlocked recipes
getUnlockedRecipes(category = 'all') {
return this.getRecipes(category).filter(recipe =>
this.unlockedRecipes.has(recipe.id)
);
}
// Check if recipe is unlocked
isUnlocked(recipeId) {
return this.unlockedRecipes.has(recipeId);
}
// Unlock a recipe
unlockRecipe(recipeId) {
if (this.recipes[recipeId]) {
this.unlockedRecipes.add(recipeId);
console.log(`🔓 Unlocked recipe: ${this.recipes[recipeId].name}`);
// Notify UI
this.scene.events.emit('recipe-unlocked', recipeId);
return true;
}
return false;
}
// Check if player has required ingredients
canCraft(recipeId) {
const recipe = this.recipes[recipeId];
if (!recipe) return false;
// Check if unlocked
if (!this.isUnlocked(recipeId)) {
return { canCraft: false, reason: 'locked' };
}
// Check ingredients
const inventory = this.scene.inventorySystem;
if (!inventory) {
return { canCraft: false, reason: 'no_inventory' };
}
const missing = [];
for (const [itemId, requiredAmount] of Object.entries(recipe.ingredients)) {
const hasAmount = inventory.getItemCount(itemId);
if (hasAmount < requiredAmount) {
missing.push({
item: itemId,
required: requiredAmount,
has: hasAmount,
need: requiredAmount - hasAmount
});
}
}
if (missing.length > 0) {
return { canCraft: false, reason: 'missing_ingredients', missing };
}
return { canCraft: true };
}
// Start crafting an item
craftItem(recipeId) {
const recipe = this.recipes[recipeId];
if (!recipe) {
console.warn(`⚠️ Recipe not found: ${recipeId}`);
return false;
}
// Check if can craft
const check = this.canCraft(recipeId);
if (!check.canCraft) {
console.warn(`⚠️ Cannot craft ${recipe.name}: ${check.reason}`);
return false;
}
// Consume ingredients
const inventory = this.scene.inventorySystem;
for (const [itemId, amount] of Object.entries(recipe.ingredients)) {
inventory.removeItem(itemId, amount);
}
// Add to crafting queue
this.craftingQueue.push({
recipeId: recipeId,
recipe: recipe,
startTime: Date.now(),
duration: recipe.craftTime || 1000
});
console.log(`🔨 Started crafting: ${recipe.name}`);
// Start crafting if not already crafting
if (!this.isCrafting) {
this.startNextCraft();
}
// Emit event
this.scene.events.emit('craft-started', recipeId);
// Play sound
if (this.scene.soundManager && this.scene.soundManager.playCraftSound) {
this.scene.soundManager.playCraftSound();
}
return true;
}
// Start next item in queue
startNextCraft() {
if (this.craftingQueue.length === 0) {
this.isCrafting = false;
this.currentCraft = null;
this.craftProgress = 0;
return;
}
this.isCrafting = true;
this.currentCraft = this.craftingQueue[0];
this.craftProgress = 0;
console.log(`⏳ Processing: ${this.currentCraft.recipe.name}`);
}
// Update crafting progress
update(delta) {
if (!this.isCrafting || !this.currentCraft) return;
const elapsed = Date.now() - this.currentCraft.startTime;
this.craftProgress = Math.min(1.0, elapsed / this.currentCraft.duration);
// Check if finished
if (this.craftProgress >= 1.0) {
this.completeCraft();
}
// Emit progress event for UI
this.scene.events.emit('craft-progress', {
recipe: this.currentCraft.recipe,
progress: this.craftProgress
});
}
// Complete current craft
completeCraft() {
if (!this.currentCraft) return;
const recipe = this.currentCraft.recipe;
// Add result to inventory
const inventory = this.scene.inventorySystem;
inventory.addItem(recipe.result.item, recipe.result.quantity);
console.log(`✅ Crafted: ${recipe.result.quantity}x ${recipe.name}`);
// Emit event
this.scene.events.emit('craft-complete', {
recipeId: recipe.id,
item: recipe.result.item,
quantity: recipe.result.quantity
});
// Play sound
if (this.scene.soundManager && this.scene.soundManager.playSuccessSound) {
this.scene.soundManager.playSuccessSound();
}
// Show floating text
if (this.scene.player && this.scene.player.sprite) {
const text = `+${recipe.result.quantity} ${recipe.name}`;
this.scene.events.emit('floating-text', {
x: this.scene.player.sprite.x,
y: this.scene.player.sprite.y - 50,
text: text,
color: '#00ff00'
});
}
// Remove from queue
this.craftingQueue.shift();
// Start next craft
this.startNextCraft();
}
// Cancel current craft
cancelCraft() {
if (!this.currentCraft) return false;
const recipe = this.currentCraft.recipe;
// Refund ingredients (partial refund based on progress)
const refundPercent = 1.0 - this.craftProgress;
const inventory = this.scene.inventorySystem;
for (const [itemId, amount] of Object.entries(recipe.ingredients)) {
const refundAmount = Math.floor(amount * refundPercent);
if (refundAmount > 0) {
inventory.addItem(itemId, refundAmount);
}
}
console.log(`❌ Cancelled crafting: ${recipe.name} (${Math.floor(refundPercent * 100)}% refund)`);
// Remove from queue
this.craftingQueue.shift();
// Emit event
this.scene.events.emit('craft-cancelled', recipe.id);
// Start next
this.startNextCraft();
return true;
}
// Get current crafting info
getCurrentCraft() {
if (!this.currentCraft) return null;
return {
recipe: this.currentCraft.recipe,
progress: this.craftProgress,
timeRemaining: this.currentCraft.duration * (1 - this.craftProgress)
};
}
// Get queue length
getQueueLength() {
return this.craftingQueue.length;
}
// Clear entire queue
clearQueue() {
// Refund all queued items
this.craftingQueue.forEach(craft => {
const inventory = this.scene.inventorySystem;
for (const [itemId, amount] of Object.entries(craft.recipe.ingredients)) {
inventory.addItem(itemId, amount);
}
});
this.craftingQueue = [];
this.isCrafting = false;
this.currentCraft = null;
this.craftProgress = 0;
console.log('🗑️ Cleared crafting queue');
}
// Save crafting state
getSaveData() {
return {
unlockedRecipes: Array.from(this.unlockedRecipes),
craftingQueue: this.craftingQueue.map(craft => ({
recipeId: craft.recipeId,
startTime: craft.startTime,
duration: craft.duration
})),
currentProgress: this.craftProgress
};
}
// Load crafting state
loadSaveData(data) {
if (!data) return;
// Restore unlocked recipes
if (data.unlockedRecipes) {
this.unlockedRecipes = new Set(data.unlockedRecipes);
}
// Restore crafting queue
if (data.craftingQueue && data.craftingQueue.length > 0) {
this.craftingQueue = data.craftingQueue.map(saved => ({
recipeId: saved.recipeId,
recipe: this.recipes[saved.recipeId],
startTime: saved.startTime,
duration: saved.duration
}));
this.startNextCraft();
}
console.log('💾 Loaded crafting state');
}
}

View File

@@ -0,0 +1,386 @@
// Flat2DTerrainSystem - Complete 2D top-down tile rendering
// Replaces isometric TerrainSystem for Stardew Valley style
class Flat2DTerrainSystem {
constructor(scene) {
this.scene = scene;
this.tileSize = 48;
this.width = 100;
this.height = 100;
// Tile map data
this.tiles = [];
// Rendering containers
this.groundLayer = null;
this.pathsLayer = null;
this.decorLayer = null;
// Textures ready flag
this.texturesReady = false;
console.log('🎨 Flat2DTerrainSystem initialized');
}
async generate() {
console.log('🗺️ Generating flat 2D map...');
// Create textures first
this.createTileTextures();
// Load map data
if (typeof Map2DData !== 'undefined') {
this.tiles = Map2DData.generateMap();
console.log('✅ Map data generated:', this.tiles.length, 'rows');
} else {
console.error('❌ Map2DData not loaded!');
this.createFallbackMap();
}
// Render the map
this.renderMap();
console.log('✅ Flat 2D map ready!');
}
createTileTextures() {
const graphics = this.scene.make.graphics({ x: 0, y: 0, add: false });
const size = this.tileSize;
// GRASS - VIBRANT RICH GREEN! 🌿
graphics.clear();
graphics.fillStyle(0x59b36a); // BRIGHT rich green!
graphics.fillRect(0, 0, size, size);
// Add grass texture - DARKER spots
for (let i = 0; i < 15; i++) {
const x = Math.random() * size;
const y = Math.random() * size;
graphics.fillStyle(0x3a8d4f, 0.5);
graphics.fillCircle(x, y, 2 + Math.random() * 3);
}
// LIGHTER highlights
for (let i = 0; i < 10; i++) {
const x = Math.random() * size;
const y = Math.random() * size;
graphics.fillStyle(0x7ad389, 0.6);
graphics.fillCircle(x, y, 1.5);
}
graphics.generateTexture('tile2d_grass', size, size);
// GRASS WITH FLOWERS
graphics.clear();
graphics.fillStyle(0x4a9d5f);
graphics.fillRect(0, 0, size, size);
// Grass texture
for (let i = 0; i < 10; i++) {
graphics.fillStyle(0x3a8d4f, 0.4);
graphics.fillCircle(Math.random() * size, Math.random() * size, 1.5);
}
// Small flowers
const flowerColors = [0xff6b6b, 0xffd93d, 0x6bcbff];
for (let i = 0; i < 3; i++) {
graphics.fillStyle(flowerColors[Math.floor(Math.random() * 3)]);
graphics.fillCircle(Math.random() * size, Math.random() * size, 2);
}
graphics.generateTexture('tile2d_grass_flowers', size, size);
// DIRT - VIBRANT BROWN! 🟤
graphics.clear();
graphics.fillStyle(0xa87f5a); // BRIGHT brown!
graphics.fillRect(0, 0, size, size);
// Dirt texture - darker clumps
for (let i = 0; i < 20; i++) {
graphics.fillStyle(0x7a5f3a, 0.6);
graphics.fillCircle(Math.random() * size, Math.random() * size, 3 + Math.random() * 4);
}
// Lighter spots
for (let i = 0; i < 12; i++) {
graphics.fillStyle(0xc89f6f, 0.5);
graphics.fillCircle(Math.random() * size, Math.random() * size, 2);
}
graphics.generateTexture('tile2d_dirt', size, size);
// DIRT EDGE - Transition to grass
graphics.clear();
graphics.fillGradientStyle(0x8b6f47, 0x8b6f47, 0x6a9d5f, 0x6a9d5f, 1);
graphics.fillRect(0, 0, size, size);
graphics.generateTexture('tile2d_dirt_edge', size, size);
// WATER - BRIGHT BLUE! 💧
graphics.clear();
graphics.fillStyle(0x3498db); // VIBRANT blue!
graphics.fillRect(0, 0, size, size);
// Water highlights - darker depth
for (let i = 0; i < 8; i++) {
graphics.fillStyle(0x2078ab, 0.4);
graphics.fillCircle(Math.random() * size, Math.random() * size, 4 + Math.random() * 6);
}
// Light reflections
for (let i = 0; i < 12; i++) {
graphics.fillStyle(0x5dade2, 0.5);
graphics.fillCircle(Math.random() * size, Math.random() * size, 2);
}
// White sparkles
for (let i = 0; i < 10; i++) {
graphics.fillStyle(0xffffff, 0.6);
graphics.fillCircle(Math.random() * size, Math.random() * size, 1);
}
graphics.generateTexture('tile2d_water', size, size);
// WATER EDGE - Lighter border
graphics.clear();
graphics.fillGradientStyle(0x4aacdc, 0x4aacdc, 0x1a5f7a, 0x1a5f7a, 0.7);
graphics.fillRect(0, 0, size, size);
graphics.generateTexture('tile2d_water_edge', size, size);
// STONE - Gray
graphics.clear();
graphics.fillStyle(0x808080);
graphics.fillRect(0, 0, size, size);
for (let i = 0; i < 12; i++) {
graphics.fillStyle(0x606060, 0.6);
graphics.fillCircle(Math.random() * size, Math.random() * size, 2 + Math.random() * 3);
}
graphics.generateTexture('tile2d_stone', size, size);
graphics.destroy();
this.texturesReady = true;
console.log('✅ Tile textures created');
}
renderMap() {
// Create layer containers
this.groundLayer = this.scene.add.container(0, 0);
this.pathsLayer = this.scene.add.container(0, 0);
this.decorLayer = this.scene.add.container(0, 0);
// Set depths
this.groundLayer.setDepth(1);
this.pathsLayer.setDepth(2);
this.decorLayer.setDepth(3);
const size = this.tileSize;
// Render all tiles
for (let y = 0; y < this.height; y++) {
for (let x = 0; x < this.width; x++) {
const tile = this.tiles[y][x];
const worldX = x * size;
const worldY = y * size;
// Get texture key from tile type
const textureKey = this.getTileTexture(tile.base);
// Create tile sprite
const tileSprite = this.scene.add.image(worldX, worldY, textureKey);
tileSprite.setOrigin(0, 0);
tileSprite.setDisplaySize(size, size);
// Add to appropriate layer
if (tile.base <= 1) {
this.groundLayer.add(tileSprite);
} else {
this.pathsLayer.add(tileSprite);
}
// Add decoration if exists
if (tile.decoration) {
this.addDecoration(x, y, tile.decoration);
}
}
}
console.log('✅ Map rendered: 3 layers created');
}
getTileTexture(tileType) {
const types = Map2DData.tileTypes;
switch (tileType) {
case types.GRASS: return 'tile2d_grass';
case types.GRASS_FLOWERS: return 'tile2d_grass_flowers';
case types.DIRT: return 'tile2d_dirt';
case types.DIRT_EDGE: return 'tile2d_dirt_edge';
case types.WATER: return 'tile2d_water';
case types.WATER_EDGE: return 'tile2d_water_edge';
case types.STONE: return 'tile2d_stone';
default: return 'tile2d_grass';
}
}
addDecoration(gridX, gridY, decorType) {
const size = this.tileSize;
const worldX = gridX * size + size / 2;
const worldY = gridY * size + size / 2;
const types = Map2DData.tileTypes;
let sprite;
switch (decorType) {
case types.TREE:
sprite = this.createTree(worldX, worldY);
break;
case types.FLOWER_RED:
sprite = this.createFlower(worldX, worldY, 0xff6b6b);
break;
case types.FLOWER_YELLOW:
sprite = this.createFlower(worldX, worldY, 0xffd93d);
break;
case types.FLOWER_BLUE:
sprite = this.createFlower(worldX, worldY, 0x6bcbff);
break;
case types.LILY_PAD:
sprite = this.createLilyPad(worldX, worldY);
break;
case types.BUSH:
sprite = this.createBush(worldX, worldY);
break;
case 'puddle':
sprite = this.createPuddle(worldX, worldY);
break;
}
if (sprite) {
this.decorLayer.add(sprite);
}
}
createTree(x, y) {
const graphics = this.scene.add.graphics();
// Trunk
graphics.fillStyle(0x8B4513);
graphics.fillRect(x - 6, y, 12, 20);
// Crown (round)
graphics.fillStyle(0x2d5016, 0.9);
graphics.fillCircle(x, y - 10, 18);
graphics.fillStyle(0x3a6b1f, 0.8);
graphics.fillCircle(x - 5, y - 12, 14);
graphics.fillCircle(x + 5, y - 8, 12);
graphics.fillStyle(0x4a8d2f, 0.7);
graphics.fillCircle(x, y - 15, 10);
return graphics;
}
createFlower(x, y, color) {
const graphics = this.scene.add.graphics();
// Petals
graphics.fillStyle(color);
for (let i = 0; i < 5; i++) {
const angle = (Math.PI * 2 * i) / 5;
const px = x + Math.cos(angle) * 3;
const py = y + Math.sin(angle) * 3;
graphics.fillCircle(px, py, 2);
}
// Center
graphics.fillStyle(0xFFEB3B);
graphics.fillCircle(x, y, 2);
return graphics;
}
createLilyPad(x, y) {
const graphics = this.scene.add.graphics();
// Lily pad (green circle)
graphics.fillStyle(0x4a8d2f);
graphics.fillCircle(x, y, 8);
// Pink flower
graphics.fillStyle(0xFF69B4);
for (let i = 0; i < 5; i++) {
const angle = (Math.PI * 2 * i) / 5;
const px = x + Math.cos(angle) * 3;
const py = y + Math.sin(angle) * 3;
graphics.fillCircle(px, py, 2);
}
graphics.fillStyle(0xFFD700);
graphics.fillCircle(x, y, 1.5);
return graphics;
}
createBush(x, y) {
const graphics = this.scene.add.graphics();
graphics.fillStyle(0x3a6b1f, 0.9);
graphics.fillCircle(x, y, 10);
graphics.fillCircle(x - 6, y + 2, 8);
graphics.fillCircle(x + 6, y + 2, 8);
graphics.fillStyle(0x4a8d2f, 0.7);
graphics.fillCircle(x, y - 3, 6);
return graphics;
}
createPuddle(x, y) {
// Use existing puddle sprite if available
if (this.scene.textures.exists('luza_sprite')) {
const sprite = this.scene.add.image(x, y, 'luza_sprite');
sprite.setScale(0.8);
sprite.setAlpha(0.4);
return sprite;
}
// Fallback
const graphics = this.scene.add.graphics();
graphics.fillStyle(0x4488bb, 0.5);
graphics.fillEllipse(x, y, 12, 8);
return graphics;
}
createFallbackMap() {
// Create simple fallback if Map2DData fails
for (let y = 0; y < this.height; y++) {
this.tiles[y] = [];
for (let x = 0; x < this.width; x++) {
this.tiles[y][x] = {
base: 0, // Grass
decoration: null,
walkable: true
};
}
}
}
getTile(x, y) {
if (x < 0 || x >= this.width || y < 0 || y >= this.height) {
return null;
}
// Safety check: ensure tiles array is initialized
if (!this.tiles || !this.tiles[y]) {
return null;
}
return this.tiles[y][x];
}
isWalkable(x, y) {
const tile = this.getTile(x, y);
return tile ? tile.walkable : false;
}
update(time, delta) {
// Reserved for animations (water waves, etc)
}
destroy() {
if (this.groundLayer) this.groundLayer.destroy();
if (this.pathsLayer) this.pathsLayer.destroy();
if (this.decorLayer) this.decorLayer.destroy();
}
}

View File

@@ -112,4 +112,13 @@ class InventorySystem {
}
return total >= count;
}
/**
* Alias for addItem() - for simple crafting system compatibility
* @param {string} itemKey - Item type/key
* @param {number} quantity - Amount to add
*/
addItemToInventory(itemKey, quantity) {
return this.addItem(itemKey, quantity);
}
}

View File

@@ -38,13 +38,20 @@ const POND_RADIUS = 4; // Radij ribnika (8x8)
// Terrain Generator System
class TerrainSystem {
constructor(scene, width = 100, height = 100) {
constructor(scene, width = 100, height = 100, seed = null) {
this.scene = scene;
this.width = width;
this.height = height;
// 🎲 SEED-BASED GENERATION
this.seed = seed || Date.now().toString();
console.log(`🌍 TerrainSystem initialized with seed: ${this.seed}`);
// Seeded RNG - vedno isti rezultati za isti seed!
this.rng = this.createSeededRNG(this.seed);
this.iso = new IsometricUtils(48, 24);
this.noise = new PerlinNoise(Date.now());
this.noise = new PerlinNoise(this.hashCode(this.seed));
this.tiles = [];
this.decorations = [];
@@ -151,6 +158,33 @@ class TerrainSystem {
this.tiles = Array.from({ length: this.height }, () => Array(this.width).fill(null));
}
/**
* Create seeded random number generator
* Uses Mulberry32 algorithm for consistent randomness
*/
createSeededRNG(seed) {
let h = this.hashCode(seed);
return function () {
h = Math.imul(h ^ (h >>> 16), 2246822507);
h = Math.imul(h ^ (h >>> 13), 3266489909);
h = (h ^= h >>> 16) >>> 0;
return h / 4294967296; // Return 0-1
};
}
/**
* Convert string seed to numeric hash
*/
hashCode(str) {
let hash = 0;
for (let i = 0; i < str.length; i++) {
const char = str.charCodeAt(i);
hash = ((hash << 5) - hash) + char;
hash = hash & hash; // Convert to 32bit integer
}
return Math.abs(hash);
}
/**
* Preveri, ali je nova lokacija (newX, newY) dovolj oddaljena od vseh
* že postavljenih dreves. Uporablja kvadrat razdalje za hitrejšo optimizacijo.
@@ -175,34 +209,41 @@ class TerrainSystem {
createTileTextures() {
const tileWidth = 48;
const tileHeight = 60;
const P = 2; // PADDING (Margin) za preprečevanje črt
const P = 0; // NO PADDING - seamless tiles!
const types = Object.values(this.terrainTypes);
// POSEBNA OBDELAVA ZA VODO - 2D Stardew Valley Style!
// POSEBNA OBDELAVA ZA VODO - 2D Smooth Pond/Lake Style!
if (!this.scene.textures.exists('water')) {
const waterGraphics = this.scene.make.graphics({ x: 0, y: 0, add: false });
// TEMNA MODRA VODA - dobro vidna!
// RICH BLUE WATER - Stardew Valley style gradient
waterGraphics.fillGradientStyle(
0x0a3d62, 0x0a3d62, // Temno modra (zgoraj)
0x1e5f8c, 0x1e5f8c // Srednje modra (spodaj)
0x1a5f7a, 0x1a5f7a, // Deep blue (top)
0x2a7fbc, 0x2a7fbc // Medium blue (bottom)
);
waterGraphics.fillRect(0, 0, 48, 48);
// Svetli highlights za valovanje
waterGraphics.fillStyle(0x3a8fc2, 0.5);
waterGraphics.fillCircle(12, 12, 10);
waterGraphics.fillCircle(36, 28, 8);
waterGraphics.fillCircle(24, 38, 6);
// SMOOTH WAVE HIGHLIGHTS (organic circles)
waterGraphics.fillStyle(0x4aa3d0, 0.4);
waterGraphics.fillCircle(10, 10, 12);
waterGraphics.fillCircle(35, 25, 10);
waterGraphics.fillCircle(20, 38, 8);
// Temnejši border za kontrast
waterGraphics.lineStyle(2, 0x062a40, 1);
waterGraphics.strokeRect(0, 0, 48, 48);
// Soft shimmer spots
waterGraphics.fillStyle(0x7fc9e8, 0.3);
waterGraphics.fillCircle(15, 20, 6);
waterGraphics.fillCircle(38, 12, 5);
// Bright reflection highlights
waterGraphics.fillStyle(0xffffff, 0.2);
waterGraphics.fillCircle(12, 15, 4);
waterGraphics.fillCircle(32, 30, 3);
// NO BORDER - seamless tiles!
waterGraphics.generateTexture('water', 48, 48);
waterGraphics.destroy();
console.log('🌊 2D Water texture created (Stardew Valley style)!');
console.log('🌊 Smooth pond water texture created (Stardew Valley style)!');
}
types.forEach((type) => {
@@ -231,8 +272,8 @@ class TerrainSystem {
graphics.lineTo(xs, midY);
graphics.closePath();
graphics.fill();
graphics.lineStyle(2, cLeft); // Overdraw
graphics.strokePath();
// graphics.lineStyle(2, cLeft); // NO STROKE!
// graphics.strokePath();
// Right Face
const cRight = 0x6B3410; // RJAVA DIRT - Right face (temnejša)
@@ -244,8 +285,8 @@ class TerrainSystem {
graphics.lineTo(midX, bottomY);
graphics.closePath();
graphics.fill();
graphics.lineStyle(2, cRight);
graphics.strokePath();
// graphics.lineStyle(2, cRight); // NO STROKE!
// graphics.strokePath();
// 2. ZGORNJA PLOSKEV (Top Face)
graphics.fillStyle(type.color);
@@ -256,32 +297,107 @@ class TerrainSystem {
graphics.lineTo(midX, bottomY);
graphics.closePath();
graphics.fill();
graphics.lineStyle(2, type.color); // Overdraw
graphics.strokePath();
// graphics.lineStyle(2, type.color); // NO STROKE!
// graphics.strokePath();
// Highlight
graphics.lineStyle(1, 0xffffff, 0.15);
graphics.beginPath();
graphics.moveTo(xs, midY);
graphics.lineTo(midX, topY);
graphics.lineTo(xe, midY);
graphics.strokePath();
// Highlight - REMOVED for seamless tiles
// graphics.lineStyle(1, 0xffffff, 0.15);
// graphics.beginPath();
// graphics.moveTo(xs, midY);
// graphics.lineTo(midX, topY);
// graphics.lineTo(xe, midY);
// graphics.strokePath();
// 3. DETAJLI
// 3. DETAJLI - ENHANCED!
if (type.name.includes('grass')) {
graphics.fillStyle(Phaser.Display.Color.IntegerToColor(type.color).lighten(10).color);
// Darker grass spots (rich texture)
graphics.fillStyle(Phaser.Display.Color.IntegerToColor(type.color).darken(15).color, 0.4);
for (let i = 0; i < 12; i++) {
const rx = xs + 8 + Math.random() * 32;
const ry = topY + 3 + Math.random() * 18;
const size = 1 + Math.random() * 2;
graphics.fillCircle(rx, ry, size);
}
// Lighter grass highlights (freshness)
graphics.fillStyle(Phaser.Display.Color.IntegerToColor(type.color).lighten(20).color, 0.5);
for (let i = 0; i < 8; i++) {
const rx = xs + 10 + Math.random() * 28;
const ry = topY + 4 + Math.random() * 16;
graphics.fillCircle(rx, ry, 1);
}
// Medium grass blades
graphics.fillStyle(Phaser.Display.Color.IntegerToColor(type.color).lighten(10).color, 0.6);
for (let i = 0; i < 6; i++) {
const rx = xs + 12 + Math.random() * 24;
const ry = topY + 5 + Math.random() * 14;
graphics.fillRect(rx, ry, 1, 2);
}
}
// DIRT texture - Enhanced!
if (type.name.includes('dirt') || type.name === 'DIRT') {
// Darker dirt clumps
graphics.fillStyle(Phaser.Display.Color.IntegerToColor(type.color).darken(20).color, 0.5);
for (let i = 0; i < 10; i++) {
const rx = xs + 8 + Math.random() * 32;
const ry = topY + 3 + Math.random() * 18;
const size = 2 + Math.random() * 3;
graphics.fillCircle(rx, ry, size);
}
// Lighter dirt spots
graphics.fillStyle(Phaser.Display.Color.IntegerToColor(type.color).lighten(15).color, 0.4);
for (let i = 0; i < 8; i++) {
const rx = xs + 10 + Math.random() * 28;
const ry = topY + 4 + Math.random() * 16;
graphics.fillCircle(rx, ry, 1.5);
}
// Small stones in dirt
graphics.fillStyle(0x9b8f77, 0.6);
for (let i = 0; i < 5; i++) {
const rx = xs + 12 + Math.random() * 24;
const ry = topY + 5 + Math.random() * 14;
graphics.fillRect(rx, ry, 2, 2);
}
}
if (type.name.includes('stone') || type.name.includes('ruins')) {
graphics.fillStyle(0x444444);
for (let i = 0; i < 6; i++) {
const rx = xs + 8 + Math.random() * 30;
// Dark stone spots
graphics.fillStyle(0x404040, 0.6);
for (let i = 0; i < 12; i++) {
const rx = xs + 6 + Math.random() * 36;
const ry = topY + 3 + Math.random() * 18;
const size = 2 + Math.random() * 4;
graphics.fillCircle(rx, ry, size);
}
// Medium gray spots
graphics.fillStyle(0x606060, 0.5);
for (let i = 0; i < 10; i++) {
const rx = xs + 8 + Math.random() * 32;
const ry = topY + 4 + Math.random() * 16;
graphics.fillRect(rx, ry, 3, 3);
const size = 1.5 + Math.random() * 3;
graphics.fillCircle(rx, ry, size);
}
// Lighter highlights
graphics.fillStyle(0xa0a0a0, 0.4);
for (let i = 0; i < 8; i++) {
const rx = xs + 10 + Math.random() * 28;
const ry = topY + 5 + Math.random() * 14;
graphics.fillCircle(rx, ry, 1);
}
// Crack lines
graphics.lineStyle(1, 0x303030, 0.3);
for (let i = 0; i < 3; i++) {
graphics.beginPath();
graphics.moveTo(xs + Math.random() * 48, topY + Math.random() * 20);
graphics.lineTo(xs + Math.random() * 48, topY + Math.random() * 20);
graphics.strokePath();
}
}
@@ -304,90 +420,43 @@ class TerrainSystem {
createWaterFrames() {
const tileWidth = 48;
const tileHeight = 48;
const P = 2;
// Generiraj 4 frame-e za water animacijo
// 🌊 SMOOTH ANIMATED POND WATER (Stardew Valley style)
for (let frame = 0; frame < 4; frame++) {
const graphics = this.scene.make.graphics({ x: 0, y: 0, add: false });
const xs = P;
const xe = 48 + P;
const midX = 24 + P;
const topY = P;
const midY = 12 + P;
const bottomY = 24 + P;
const depth = 14;
// 1. BASE WATER - Rich gradient
graphics.fillGradientStyle(
0x1a5f7a, 0x1a5f7a, // Deep blue
0x2a7fbc, 0x2a7fbc // Medium blue
);
graphics.fillRect(0, 0, tileWidth, tileHeight);
// 1. STRANICE (DARK BLUE - kot na sliki!)
// Left Face - temno modra
const cLeft = 0x0066aa;
graphics.fillStyle(cLeft);
graphics.beginPath();
graphics.moveTo(midX, bottomY);
graphics.lineTo(midX, bottomY + depth);
graphics.lineTo(xs, midY + depth);
graphics.lineTo(xs, midY);
graphics.closePath();
graphics.fill();
// 2. ANIMATED WAVE CIRCLES (moving highlights)
const waveOffset = frame * 3;
// Right Face - še temnejša modra
const cRight = 0x004488;
graphics.fillStyle(cRight);
graphics.beginPath();
graphics.moveTo(xe, midY);
graphics.lineTo(xe, midY + depth);
graphics.lineTo(midX, bottomY + depth);
graphics.lineTo(midX, bottomY);
graphics.closePath();
graphics.fill();
// Primary wave circles
graphics.fillStyle(0x4aa3d0, 0.35);
graphics.fillCircle(10 + waveOffset, 10, 12 - frame);
graphics.fillCircle(35 - waveOffset, 25, 10 + frame * 0.5);
graphics.fillCircle(20, 38 + (frame % 2), 8);
// 2. TOP SURFACE - SVETLO CYAN (kot na sliki!)
const waterColor = 0x33ccff;
graphics.fillStyle(waterColor);
graphics.beginPath();
graphics.moveTo(xs, midY);
graphics.lineTo(midX, topY);
graphics.lineTo(xe, midY);
graphics.lineTo(midX, bottomY);
graphics.closePath();
graphics.fill();
// Secondary shimmer
graphics.fillStyle(0x7fc9e8, 0.25);
graphics.fillCircle(15 + (frame * 2), 20, 6);
graphics.fillCircle(38 - frame, 12, 5);
graphics.fillCircle(8, 32 + frame, 4);
// 3. WAVE PATTERN
const offset = frame * 3;
graphics.lineStyle(1, 0x66ddff, 0.3);
// 3. BRIGHT REFLECTION SPOTS (twinkling)
graphics.fillStyle(0xffffff, 0.15 + (frame % 2) * 0.1);
graphics.fillCircle(12, 15, 3 + (frame % 2));
graphics.fillCircle(32 + (frame % 3), 30, 2);
graphics.fillCircle(25, 8, 2);
for (let i = 0; i < 3; i++) {
graphics.beginPath();
const baseY = topY + 6 + i * 5;
for (let px = xs; px <= xe; px += 2) {
const relativeX = px - xs;
const waveOffset = Math.sin((relativeX + offset + i * 10) * 0.15) * 1.5;
const py = baseY + waveOffset;
if (px === xs) graphics.moveTo(px, py);
else graphics.lineTo(px, py);
}
graphics.strokePath();
}
// 4. SPARKLE POINTS
graphics.fillStyle(0xffffff);
const sparkles = [
{ x: midX - 10 + (frame * 2) % 20, y: midY + 3 },
{ x: midX + 8 - (frame * 3) % 16, y: midY + 8 },
{ x: midX - 4 + Math.floor(frame * 1.5) % 8, y: midY + 13 }
];
sparkles.forEach(s => {
graphics.fillRect(s.x, s.y, 1, 1);
graphics.fillRect(s.x - 2, s.y, 1, 1);
graphics.fillRect(s.x + 2, s.y, 1, 1);
graphics.fillRect(s.x, s.y - 2, 1, 1);
graphics.fillRect(s.x, s.y + 2, 1, 1);
});
graphics.generateTexture(`water_frame_${frame}`, tileWidth + P * 2, tileHeight + P * 2);
graphics.generateTexture(`water_frame_${frame}`, tileWidth, tileHeight);
graphics.destroy();
}
console.log('🌊 Water frames created!');
console.log('🌊 Smooth animated pond water created!');
}
generate() {
@@ -468,6 +537,12 @@ class TerrainSystem {
terrainType = this.terrainTypes.WATER; // Voda!
}
// 🏔️ HEIGHT GENERATION (2.5D Elevation)
// Using second Perlin noise layer for smooth hills
const heightNoise = this.noise.noise(x * 0.05, y * 0.05); // Low frequency = smooth hills
const rawHeight = (heightNoise + 1) * 2.5; // Convert -1..1 to 0..5 range
const elevationHeight = Math.floor(rawHeight); // Discrete levels (0-5)
// Create Tile Data
this.tiles[y][x] = {
type: terrainType.name,
@@ -475,7 +550,8 @@ class TerrainSystem {
hasDecoration: false,
hasCrop: false,
solid: terrainType.solid || false,
isHouse: isHouse
isHouse: isHouse,
height: elevationHeight // 🏔️ NEW: Elevation data (0-5)
};
// Track valid positions for decorations (TREES!)
@@ -736,7 +812,7 @@ class TerrainSystem {
if (type === 'ruin') {
for (let y = 0; y < 6; y++) {
for (let x = 0; x < 6; x++) {
if (Math.random() > 0.6) this.addDecoration(gridX + x, gridY + y, 'fence');
// TEMP DISABLED: if (Math.random() > 0.6) this.addDecoration(gridX + x, gridY + y, 'fence');
this.setTile(gridX + x, gridY + y, 'stone');
}
}
@@ -751,7 +827,7 @@ class TerrainSystem {
this.setTile(tx, ty, 'stone');
if (x === 0 || x === size - 1 || y === 0 || y === size - 1) {
if (!(x === Math.floor(size / 2) && y === size - 1)) {
this.addDecoration(tx, ty, 'fence');
// TEMP DISABLED: this.addDecoration(tx, ty, 'fence');
}
}
}
@@ -770,7 +846,7 @@ class TerrainSystem {
const isCenter = (x === 2 || y === 2);
if (isCenter && Math.random() > 0.5) continue;
if (Math.random() > 0.3) {
this.addDecoration(tx, ty, 'fence');
// TEMP DISABLED: this.addDecoration(tx, ty, 'fence');
} else {
// User rocks in ruins
if (Math.random() > 0.5) {
@@ -970,25 +1046,48 @@ class TerrainSystem {
if (!this.visibleTiles.has(key)) {
const sprite = this.tilePool.get();
// Use water texture with animation support
// Use ANIMATED water frames (not static bubble texture!)
if (tile.type === 'water') {
sprite.setTexture('water');
sprite.setTexture('water_frame_0'); // Start with frame 0
sprite.isWater = true; // Mark for animation
// ANIMACIJA: Dodaj alpha tween za valovanje
this.scene.tweens.add({
targets: sprite,
alpha: 0.7,
duration: 1000,
yoyo: true,
repeat: -1,
ease: 'Sine.easeInOut'
});
// NO alpha tween - animation handles it
} else {
sprite.setTexture(tile.type);
}
const screenPos = this.iso.toScreen(x, y);
sprite.setPosition(Math.round(screenPos.x + this.offsetX), Math.round(screenPos.y + this.offsetY));
// 🌊 SKIP HEIGHT EFFECTS FOR WATER (prevents grid lines!)
if (tile.type === 'water') {
sprite.setPosition(
Math.round(screenPos.x + this.offsetX),
Math.round(screenPos.y + this.offsetY)
);
sprite.setScale(1.0);
sprite.clearTint();
} else {
// 🏔️ HEIGHT VISUALIZATION (2.5D Effect) - EXTREME!
const height = tile.height || 0;
// 1. Tint Effect (EXTREME CONTRAST - black valleys, white peaks)
// Height 0 = 0x666666 (dark gray), Height 5 = 0xffffff (pure white)
const tintValue = 0x666666 + (height * 0x333333);
sprite.setTint(tintValue);
// 2. Scale Variation (MASSIVE - 50% size increase!)
const scaleBonus = 1.0 + (height * 0.1); // Max +50% at height 5
sprite.setScale(scaleBonus);
// 3. Y-Offset (HUGE elevation - mountains!)
const elevationOffset = -(height * 15); // Each height level = 15px up!
sprite.setPosition(
Math.round(screenPos.x + this.offsetX),
Math.round(screenPos.y + this.offsetY + elevationOffset)
);
}
sprite.setDepth(this.iso.getDepth(x, y, this.iso.LAYER_FLOOR)); // Tiles = Floor
this.visibleTiles.set(key, sprite);
}
@@ -1019,6 +1118,38 @@ class TerrainSystem {
// Layer Objects
sprite.setDepth(this.iso.getDepth(x, y, this.iso.LAYER_OBJECTS));
// 🎯 HYBRID POINTER EVENTS - Click-to-collect system
// Only for collectible resources (trees, rocks, etc.)
const isCollectible = decor.type.includes('tree') ||
decor.type.includes('rock') ||
decor.type.includes('bush') ||
decor.type.includes('flower');
if (isCollectible) {
// Make interactive with hand cursor
sprite.setInteractive({ useHandCursor: true });
// Store grid position for later use
sprite.setData('gridX', x);
sprite.setData('gridY', y);
sprite.setData('decorType', decor.type);
// HOVER EVENT - Yellow highlight
sprite.on('pointerover', () => {
sprite.setTint(0xffff00); // Yellow highlight
});
sprite.on('pointerout', () => {
sprite.clearTint(); // Remove highlight
});
// CLICK EVENT - Collect resource (with proximity check)
sprite.on('pointerdown', () => {
this.handleResourceClick(x, y, decor.type, sprite);
});
}
this.visibleDecorations.set(key, sprite);
}
}
@@ -1166,11 +1297,136 @@ class TerrainSystem {
}
}
isSolid(x, y) {
if (x >= 0 && x < this.width && y >= 0 && y < this.height) {
return this.tiles[y][x].solid || false;
// 🏔️ HEIGHT-AWARE COLLISION
// Returns true if tile is unwalkable (solid OR cliff)
isSolid(x, y, fromX = null, fromY = null) {
// Out of bounds = solid
if (x < 0 || x >= this.width || y < 0 || y >= this.height) {
return true;
}
return true; // Out of bounds = solid
const tile = this.tiles[y][x];
// 1. Check if tile itself is solid (walls, etc.)
if (tile.solid) {
return true;
}
// 2. Check height difference (cliff detection)
if (fromX !== null && fromY !== null) {
const fromTile = this.getTile(fromX, fromY);
if (fromTile) {
const fromHeight = fromTile.height || 0;
const toHeight = tile.height || 0;
const heightDiff = Math.abs(toHeight - fromHeight);
// Can't walk over height difference > 1 (cliffs!)
if (heightDiff > 1) {
console.log(`🏔️ Blocked by cliff! Height diff: ${heightDiff} (from ${fromHeight} to ${toHeight})`);
return true;
}
}
}
return false; // Walkable
}
/**
* 🎯 HYBRID RESOURCE CLICK HANDLER
* Handles click-to-collect with proximity check
* @param {number} x - Grid X position
* @param {number} y - Grid Y position
* @param {string} decorType - Type of decoration (tree, rock, etc.)
* @param {Phaser.GameObjects.Sprite} sprite - The clicked sprite
*/
handleResourceClick(x, y, decorType, sprite) {
// 1. Get player position
if (!this.scene.player) {
console.warn('⚠️ Player not found');
return;
}
const playerPos = this.scene.player.getPosition();
const playerX = playerPos.x;
const playerY = playerPos.y;
// 2. PROXIMITY CHECK - Player must be within 3 tiles
const distance = Phaser.Math.Distance.Between(playerX, playerY, x, y);
const MAX_DISTANCE = 3; // 3 tiles
if (distance > MAX_DISTANCE) {
// Too far - show warning
console.log(`⚠️ Too far! Distance: ${distance.toFixed(1)} tiles`);
// Visual feedback - shake sprite
this.scene.tweens.add({
targets: sprite,
x: sprite.x + 5,
duration: 50,
yoyo: true,
repeat: 2
});
// Floating text
if (this.scene.events) {
this.scene.events.emit('show-floating-text', {
x: sprite.x,
y: sprite.y - 50,
text: 'Preblizu!',
color: '#ff4444'
});
}
return;
}
// 3. TOOL CHECK - Player needs correct tool
const requiredTool = this.getRequiredTool(decorType);
const hasTool = this.scene.player.hasToolEquipped(requiredTool);
if (!hasTool && requiredTool) {
console.log(`⚠️ Need tool: ${requiredTool}`);
// Floating text
if (this.scene.events) {
this.scene.events.emit('show-floating-text', {
x: sprite.x,
y: sprite.y - 50,
text: `Potrebuješ: ${requiredTool}`,
color: '#ff4444'
});
}
return;
}
// 4. COLLECT - Damage decoration (uses existing HP system)
console.log(`✅ Collecting ${decorType} at (${x}, ${y})`);
// Use existing damage system (maintains HP logic)
const result = this.damageDecoration(x, y, 1); // 1 hit per click
// Optional: Instant collect mode (if you want 1-click collect)
// this.damageDecoration(x, y, 999);
// Sound effect
if (this.scene.soundManager) {
if (decorType.includes('tree')) {
this.scene.soundManager.playChopSound();
} else if (decorType.includes('rock')) {
this.scene.soundManager.playMineSound();
}
}
}
/**
* Get required tool for decoration type
*/
getRequiredTool(decorType) {
if (decorType.includes('tree')) return 'axe';
if (decorType.includes('rock')) return 'pickaxe';
if (decorType.includes('bush')) return 'axe';
return null; // No tool required (flowers, etc.)
}
// Water Animation Update - DISABLED (using tweens now)

380
src/ui/CraftingUI.js Normal file
View File

@@ -0,0 +1,380 @@
// Crafting UI - Visual panel for crafting interface
class CraftingUI {
constructor(scene) {
this.scene = scene;
this.craftingSystem = scene.craftingSystem;
this.isOpen = false;
this.currentCategory = 'all';
this.selectedRecipe = null;
// UI elements
this.container = null;
this.panel = null;
this.categoryButtons = [];
this.recipeList = [];
this.detailsPanel = null;
this.createUI();
this.hide();
// Listen for crafting events
this.setupEventListeners();
console.log('🎨 CraftingUI initialized');
}
createUI() {
const width = this.scene.cameras.main.width;
const height = this.scene.cameras.main.height;
// Main container
this.container = this.scene.add.container(0, 0);
this.container.setDepth(10000);
this.container.setScrollFactor(0);
// Semi-transparent background overlay
const overlay = this.scene.add.rectangle(0, 0, width, height, 0x000000, 0.7);
overlay.setOrigin(0);
overlay.setInteractive();
this.container.add(overlay);
// Main panel (centered)
const panelWidth = 700;
const panelHeight = 500;
const panelX = width / 2 - panelWidth / 2;
const panelY = height / 2 - panelHeight / 2;
this.panel = this.scene.add.rectangle(panelX, panelY, panelWidth, panelHeight, 0x2a1810);
this.panel.setOrigin(0);
this.panel.setStrokeStyle(3, 0x4a3820);
this.container.add(this.panel);
// Title
const title = this.scene.add.text(width / 2, panelY + 20, '🛠️ CRAFTING', {
fontSize: '32px',
fontFamily: 'Georgia, serif',
fill: '#f4e4c1',
stroke: '#2d1b00',
strokeThickness: 4
}).setOrigin(0.5);
this.container.add(title);
// Close button
const closeBtn = this.scene.add.text(panelX + panelWidth - 40, panelY + 20, '✖', {
fontSize: '24px',
fill: '#ff6666'
}).setOrigin(0.5);
closeBtn.setInteractive({ useHandCursor: true });
closeBtn.on('pointerdown', () => this.hide());
closeBtn.on('pointerover', () => closeBtn.setScale(1.2));
closeBtn.on('pointerout', () => closeBtn.setScale(1.0));
this.container.add(closeBtn);
// Category buttons (top)
this.createCategoryButtons(panelX, panelY + 60, panelWidth);
// Recipe list (left side)
this.createRecipeListPanel(panelX + 10, panelY + 120, 300, 350);
// Details panel (right side)
this.createDetailsPanel(panelX + 320, panelY + 120, 370, 350);
}
createCategoryButtons(x, y, width) {
const categories = this.craftingSystem.categories;
const buttonWidth = (width - 40) / categories.length;
categories.forEach((category, index) => {
const btnX = x + 20 + (index * buttonWidth);
const btn = this.scene.add.rectangle(btnX, y, buttonWidth - 10, 40, 0x4a3820);
btn.setOrigin(0, 0.5);
btn.setStrokeStyle(2, 0x6a5840);
btn.setInteractive({ useHandCursor: true });
const text = this.scene.add.text(btnX + buttonWidth / 2 - 5, y, `${category.icon} ${category.name}`, {
fontSize: '14px',
fontFamily: 'Arial',
fill: '#d4c4a1'
}).setOrigin(0.5);
btn.on('pointerdown', () => this.selectCategory(category.id));
btn.on('pointerover', () => {
btn.setFillStyle(0x6a5840);
text.setScale(1.05);
});
btn.on('pointerout', () => {
btn.setFillStyle(0x4a3820);
text.setScale(1.0);
});
this.container.add(btn);
this.container.add(text);
this.categoryButtons.push({ category: category.id, btn, text });
});
}
createRecipeListPanel(x, y, width, height) {
// Background
const bg = this.scene.add.rectangle(x, y, width, height, 0x1a1410);
bg.setOrigin(0);
bg.setStrokeStyle(2, 0x4a3820);
this.container.add(bg);
// Title
const title = this.scene.add.text(x + width / 2, y + 10, 'Recipes', {
fontSize: '18px',
fontFamily: 'Georgia, serif',
fill: '#f4e4c1'
}).setOrigin(0.5, 0);
this.container.add(title);
// Store panel bounds for recipe items
this.recipePanelBounds = { x, y: y + 40, width, height: height - 40 };
}
createDetailsPanel(x, y, width, height) {
// Background
const bg = this.scene.add.rectangle(x, y, width, height, 0x1a1410);
bg.setOrigin(0);
bg.setStrokeStyle(2, 0x4a3820);
this.container.add(bg);
this.detailsPanelBounds = { x, y, width, height };
}
selectCategory(categoryId) {
this.currentCategory = categoryId;
this.refreshRecipeList();
// Update button styles
this.categoryButtons.forEach(({ category, btn, text }) => {
if (category === categoryId) {
btn.setFillStyle(0x6a5840);
text.setStyle({ fill: '#ffffff' });
} else {
btn.setFillStyle(0x4a3820);
text.setStyle({ fill: '#d4c4a1' });
}
});
}
refreshRecipeList() {
// Clear existing recipe items
this.recipeList.forEach(item => item.destroy());
this.recipeList = [];
// Get recipes for current category
const recipes = this.craftingSystem.getUnlockedRecipes(this.currentCategory);
const { x, y, width } = this.recipePanelBounds;
const itemHeight = 50;
recipes.forEach((recipe, index) => {
const itemY = y + (index * itemHeight);
// Check if can craft
const canCraft = this.craftingSystem.canCraft(recipe.id);
// Background
const bg = this.scene.add.rectangle(x + 5, itemY, width - 10, itemHeight - 5, 0x2a1810);
bg.setOrigin(0);
bg.setStrokeStyle(1, canCraft.canCraft ? 0x4a9d5f : 0x6a5840);
bg.setInteractive({ useHandCursor: true });
// Recipe name
const name = this.scene.add.text(x + 15, itemY + itemHeight / 2, recipe.name, {
fontSize: '16px',
fontFamily: 'Arial',
fill: canCraft.canCraft ? '#ffffff' : '#888888'
}).setOrigin(0, 0.5);
// Hover effect
bg.on('pointerover', () => {
bg.setFillStyle(0x3a2820);
name.setScale(1.05);
});
bg.on('pointerout', () => {
bg.setFillStyle(0x2a1810);
name.setScale(1.0);
});
// Click to select
bg.on('pointerdown', () => this.selectRecipe(recipe));
this.container.add(bg);
this.container.add(name);
this.recipeList.push(bg, name);
});
}
selectRecipe(recipe) {
this.selectedRecipe = recipe;
this.showRecipeDetails();
}
showRecipeDetails() {
if (!this.selectedRecipe) return;
// Clear existing details
if (this.detailsContent) {
this.detailsContent.forEach(item => item.destroy());
}
this.detailsContent = [];
const { x, y, width } = this.detailsPanelBounds;
const recipe = this.selectedRecipe;
// Recipe name
const name = this.scene.add.text(x + width / 2, y + 20, recipe.name, {
fontSize: '24px',
fontFamily: 'Georgia, serif',
fill: '#f4e4c1',
stroke: '#2d1b00',
strokeThickness: 2
}).setOrigin(0.5, 0);
this.detailsContent.push(name);
// Description
const desc = this.scene.add.text(x + 20, y + 60, recipe.description, {
fontSize: '14px',
fontFamily: 'Arial',
fill: '#d4c4a1',
wordWrap: { width: width - 40 }
});
this.detailsContent.push(desc);
// Ingredients title
const ingredTitle = this.scene.add.text(x + 20, y + 120, 'Required Ingredients:', {
fontSize: '16px',
fontFamily: 'Arial',
fill: '#f4e4c1',
fontStyle: 'bold'
});
this.detailsContent.push(ingredTitle);
// Ingredients list
const inventory = this.scene.inventorySystem;
let ingredY = y + 150;
for (const [itemId, required] of Object.entries(recipe.ingredients)) {
const has = inventory ? inventory.getItemCount(itemId) : 0;
const hasEnough = has >= required;
const text = this.scene.add.text(x + 30, ingredY, `${itemId}: ${has}/${required}`, {
fontSize: '14px',
fontFamily: 'Arial',
fill: hasEnough ? '#4a9d5f' : '#ff6666'
});
this.detailsContent.push(text);
ingredY += 25;
}
// Result
const resultText = this.scene.add.text(x + 20, ingredY + 20, `Produces: ${recipe.result.quantity}x ${recipe.result.item}`, {
fontSize: '16px',
fontFamily: 'Arial',
fill: '#4aa3d0',
fontStyle: 'bold'
});
this.detailsContent.push(resultText);
// Craft button
const canCraft = this.craftingSystem.canCraft(recipe.id);
const btnY = y + 320;
const craftBtn = this.scene.add.rectangle(x + width / 2, btnY, 200, 40, canCraft.canCraft ? 0x4a9d5f : 0x666666);
craftBtn.setStrokeStyle(2, 0x000000);
const btnText = this.scene.add.text(x + width / 2, btnY, canCraft.canCraft ? '🔨 CRAFT' : '❌ Cannot Craft', {
fontSize: '18px',
fontFamily: 'Arial',
fill: '#ffffff',
fontStyle: 'bold'
}).setOrigin(0.5);
if (canCraft.canCraft) {
craftBtn.setInteractive({ useHandCursor: true });
craftBtn.on('pointerover', () => {
craftBtn.setFillStyle(0x5abd6f);
btnText.setScale(1.1);
});
craftBtn.on('pointerout', () => {
craftBtn.setFillStyle(0x4a9d5f);
btnText.setScale(1.0);
});
craftBtn.on('pointerdown', () => this.craftSelectedRecipe());
}
this.detailsContent.push(craftBtn, btnText);
// Add all to container
this.detailsContent.forEach(item => this.container.add(item));
}
craftSelectedRecipe() {
if (!this.selectedRecipe) return;
const success = this.craftingSystem.craftItem(this.selectedRecipe.id);
if (success) {
// Refresh UI
this.refreshRecipeList();
this.showRecipeDetails();
console.log(`✅ Crafting started: ${this.selectedRecipe.name}`);
}
}
setupEventListeners() {
// Listen for inventory changes to update recipe availability
this.scene.events.on('inventory-changed', () => {
if (this.isOpen) {
this.refreshRecipeList();
if (this.selectedRecipe) {
this.showRecipeDetails();
}
}
});
// Listen for craft completion
this.scene.events.on('craft-complete', (data) => {
if (this.isOpen) {
this.refreshRecipeList();
if (this.selectedRecipe) {
this.showRecipeDetails();
}
}
});
}
show() {
this.isOpen = true;
this.container.setVisible(true);
this.selectCategory(this.currentCategory);
console.log('🛠️ Crafting UI opened');
}
hide() {
this.isOpen = false;
this.container.setVisible(false);
console.log('🛠️ Crafting UI closed');
}
toggle() {
if (this.isOpen) {
this.hide();
} else {
this.show();
}
}
destroy() {
if (this.container) {
this.container.destroy();
}
}
}

265
src/ui/WeatherUI.js Normal file
View File

@@ -0,0 +1,265 @@
/**
* 🌦️ WEATHER CONTROL UI PANEL
* Separate UI for weather system controls
*/
class WeatherUI {
constructor(scene) {
this.scene = scene;
this.container = null;
this.isVisible = false;
this.createPanel();
this.hide(); // Start hidden
// Toggle with W key
this.scene.input.keyboard.on('keydown-W', () => {
this.toggle();
});
}
createPanel() {
const width = 300;
const height = 400;
const x = 20;
const y = 100;
// Main container
this.container = this.scene.add.container(x, y);
this.container.setDepth(900000); // High depth (below debug UI)
this.container.setScrollFactor(0);
// Background
const bg = this.scene.add.rectangle(0, 0, width, height, 0x222222, 0.9);
bg.setOrigin(0, 0);
bg.setStrokeStyle(2, 0x44aaff);
this.container.add(bg);
// Title
const title = this.scene.add.text(width / 2, 20, '🌦️ WEATHER CONTROL', {
fontSize: '20px',
fontFamily: 'Arial',
fontStyle: 'bold',
fill: '#44aaff'
});
title.setOrigin(0.5, 0);
this.container.add(title);
// Current Weather Display
const currentLabel = this.scene.add.text(20, 60, 'Current:', {
fontSize: '16px',
fill: '#ffffff'
});
this.container.add(currentLabel);
this.currentWeatherText = this.scene.add.text(width - 20, 60, 'Clear ☀️', {
fontSize: '16px',
fontStyle: 'bold',
fill: '#ffdd00'
});
this.currentWeatherText.setOrigin(1, 0);
this.container.add(this.currentWeatherText);
// Intensity Display
const intensityLabel = this.scene.add.text(20, 90, 'Intensity:', {
fontSize: '16px',
fill: '#ffffff'
});
this.container.add(intensityLabel);
this.intensityText = this.scene.add.text(width - 20, 90, '100%', {
fontSize: '16px',
fontStyle: 'bold',
fill: '#00ff88'
});
this.intensityText.setOrigin(1, 0);
this.container.add(this.intensityText);
// Intensity Slider Visual
const sliderBg = this.scene.add.rectangle(20, 120, width - 40, 10, 0x444444);
sliderBg.setOrigin(0, 0);
this.container.add(sliderBg);
this.intensityBar = this.scene.add.rectangle(20, 120, (width - 40) * 1.0, 10, 0x00ff88);
this.intensityBar.setOrigin(0, 0);
this.container.add(this.intensityBar);
// Auto Cycle Status
const autoLabel = this.scene.add.text(20, 150, 'Auto Cycle:', {
fontSize: '16px',
fill: '#ffffff'
});
this.container.add(autoLabel);
this.autoText = this.scene.add.text(width - 20, 150, 'OFF', {
fontSize: '16px',
fontStyle: 'bold',
fill: '#ff4444'
});
this.autoText.setOrigin(1, 0);
this.container.add(this.autoText);
// Weather Buttons
const buttonY = 190;
const buttonData = [
{ label: '☀️ Clear', weather: 'clear', color: 0xffdd00 },
{ label: '🌧️ Rain', weather: 'rain', color: 0x44aaff },
{ label: '❄️ Snow', weather: 'snow', color: 0xccccff },
{ label: '⚡ Storm', weather: 'storm', color: 0xff4444 },
{ label: '🌫️ Fog', weather: 'fog', color: 0x888888 }
];
buttonData.forEach((data, index) => {
const btn = this.createButton(
width / 2,
buttonY + (index * 35),
width - 40,
30,
data.label,
data.color,
() => this.scene.setWeather(data.weather)
);
this.container.add(btn);
});
// Controls Help
const helpY = buttonY + (buttonData.length * 35) + 10;
const help = this.scene.add.text(width / 2, helpY,
'CONTROLS:\n' +
'W = Toggle Panel\n' +
'Shift+A = Auto Cycle\n' +
'+/- = Intensity', {
fontSize: '12px',
fill: '#888888',
align: 'center'
});
help.setOrigin(0.5, 0);
this.container.add(help);
}
createButton(x, y, width, height, text, color, onClick) {
const container = this.scene.add.container(x, y);
const bg = this.scene.add.rectangle(0, 0, width, height, color, 0.8);
bg.setStrokeStyle(2, 0xffffff, 0.5);
bg.setInteractive({ useHandCursor: true });
const label = this.scene.add.text(0, 0, text, {
fontSize: '14px',
fontFamily: 'Arial',
fontStyle: 'bold',
fill: '#ffffff'
});
label.setOrigin(0.5, 0.5);
bg.on('pointerover', () => {
bg.setAlpha(1.0);
bg.setStrokeStyle(2, 0xffffff, 1.0);
});
bg.on('pointerout', () => {
bg.setAlpha(0.8);
bg.setStrokeStyle(2, 0xffffff, 0.5);
});
bg.on('pointerdown', () => {
this.scene.tweens.add({
targets: container,
scaleX: 0.95,
scaleY: 0.95,
duration: 100,
yoyo: true
});
onClick();
});
container.add(bg);
container.add(label);
return container;
}
update() {
if (!this.isVisible) return;
// Update current weather display
const weatherIcons = {
clear: '☀️',
rain: '🌧️',
snow: '❄️',
storm: '⚡',
fog: '🌫️'
};
const weatherColors = {
clear: '#ffdd00',
rain: '#44aaff',
snow: '#ccccff',
storm: '#ff4444',
fog: '#888888'
};
const currentWeather = this.scene.currentWeather || 'clear';
const icon = weatherIcons[currentWeather] || '☀️';
const color = weatherColors[currentWeather] || '#ffdd00';
this.currentWeatherText.setText(`${currentWeather.charAt(0).toUpperCase() + currentWeather.slice(1)} ${icon}`);
this.currentWeatherText.setColor(color);
// Update intensity
const intensity = this.scene.weatherIntensity || 1.0;
this.intensityText.setText(`${Math.round(intensity * 100)}%`);
this.intensityBar.setScale((intensity / 2.0), 1); // Max 2.0 = 100% width
// Update auto cycle status
const autoEnabled = this.scene.autoWeatherEnabled || false;
this.autoText.setText(autoEnabled ? 'ON' : 'OFF');
this.autoText.setColor(autoEnabled ? '#00ff88' : '#ff4444');
}
toggle() {
if (this.isVisible) {
this.hide();
} else {
this.show();
}
}
show() {
this.isVisible = true;
this.container.setVisible(true);
// Slide in animation
this.container.setAlpha(0);
this.container.x = -320;
this.scene.tweens.add({
targets: this.container,
x: 20,
alpha: 1,
duration: 300,
ease: 'Back.easeOut'
});
}
hide() {
this.isVisible = false;
// Slide out animation
this.scene.tweens.add({
targets: this.container,
x: -320,
alpha: 0,
duration: 300,
ease: 'Back.easeIn',
onComplete: () => {
this.container.setVisible(false);
}
});
}
destroy() {
if (this.container) {
this.container.destroy();
}
}
}

View File

@@ -0,0 +1,86 @@
/**
* GLOBAL INVENTORY HELPER
* Provides simple object-based inventory access for compatibility
* with simple crafting system format
*
* Automatically syncs with InventorySystem
*/
window.inventory = new Proxy({}, {
/**
* GET - Read inventory count
* Usage: inventory.wood → returns wood count
*/
get(target, prop) {
if (typeof prop === 'symbol' || prop === 'toJSON' || prop === 'toString') {
return target[prop];
}
const gameScene = window.gameState?.gameScene;
if (!gameScene || !gameScene.inventorySystem) {
console.warn('⚠️ InventorySystem not ready yet');
return 0;
}
return gameScene.inventorySystem.getItemCount(prop);
},
/**
* SET - Modify inventory count
* Usage: inventory.wood = 10 → sets wood to 10
* Usage: inventory.wood += 5 → adds 5 wood
* Usage: inventory.wood -= 2 → removes 2 wood
*/
set(target, prop, value) {
if (typeof prop === 'symbol') {
target[prop] = value;
return true;
}
const gameScene = window.gameState?.gameScene;
if (!gameScene || !gameScene.inventorySystem) {
console.warn('⚠️ InventorySystem not ready yet');
return false;
}
// Get current count
const currentCount = gameScene.inventorySystem.getItemCount(prop);
const difference = value - currentCount;
if (difference > 0) {
// Add items
gameScene.inventorySystem.addItem(prop, difference);
} else if (difference < 0) {
// Remove items
gameScene.inventorySystem.removeItem(prop, Math.abs(difference));
}
// ✨ AUTO UI UPDATE
gameScene.inventorySystem.updateUI();
return true;
}
});
/**
* Global helper function for simple crafting system
*/
window.addItemToInventory = function (itemKey, quantity) {
const gameScene = window.gameState?.gameScene;
if (!gameScene || !gameScene.inventorySystem) {
console.warn('⚠️ InventorySystem not ready yet');
return false;
}
const result = gameScene.inventorySystem.addItem(itemKey, quantity);
// ✨ AUTO UI UPDATE
gameScene.inventorySystem.updateUI();
return result;
};
console.log('✅ Global inventory helper initialized');
console.log('💡 Usage: inventory.wood, inventory.stone, etc.');
console.log('💡 Usage: inventory.wood = 10, inventory.wood += 5, etc.');
console.log('✨ UI auto-updates on inventory change!');