phase 12 koncxana

This commit is contained in:
2025-12-08 14:16:24 +01:00
parent f3d476e843
commit 81a7895c10
11 changed files with 547 additions and 39 deletions

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@@ -216,18 +216,18 @@ Implementacija jedrnih mehanik iz novega koncepta "Krvava Žetev".
## 🧬 Phase 12: Exploration & Legacy (Endgame) ## 🧬 Phase 12: Exploration & Legacy (Endgame)
- [ ] **Livestock System** - [ ] **Livestock System**
- [ ] Hlev za živali. - [x] Hlev za živali.
- [ ] Loot Tables: Normalno vs. Mutirano (Mleko vs. Svetleče Mleko). - [x] Loot Tables: Normalno vs. Mutirano (Mleko vs. Svetleče Mleko).
- [ ] **Ocean System** - [ ] **Ocean System**
- [ ] Potapljanje (animacija, kisik bar). - [x] Potapljanje (animacija, kisik bar).
- [ ] Čoln (Vehicle controller). - [x] Čoln (Vehicle controller).
- [ ] Generacija Otokov (Island Nodes). - [x] Generacija Otokov (Island Nodes).
- [ ] **Legacy System (Generacije)** - [x] **Legacy System (Generacije)**
- [ ] Age Counter (Leta/Letni časi). - [x] Age Counter (Leta/Letni časi).
- [ ] Marriage Logic + Child Spawn. - [x] Marriage Logic + Child Spawn.
- [ ] **Inheritance**: Prenos inventarja/farme na novega lika ob smrti. - [x] **Inheritance**: Prenos inventarja/farme na novega lika ob smrti.
- [ ] **Fractions** - [ ] **Fractions**
- [ ] Reputation System za Mutante (Dobri/Zlobni). - [x] Reputation System za Mutante (Dobri/Zlobni).
## 🌡️ Phase 13: Elements & Survival (Hardcore) ## 🌡️ Phase 13: Elements & Survival (Hardcore)
- [ ] **Weather System v2.0** - [ ] **Weather System v2.0**

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@@ -98,6 +98,7 @@
<script src="src/systems/BlueprintSystem.js"></script> <script src="src/systems/BlueprintSystem.js"></script>
<script src="src/systems/CollectionSystem.js"></script> <script src="src/systems/CollectionSystem.js"></script>
<script src="src/systems/HybridSkillSystem.js"></script> <script src="src/systems/HybridSkillSystem.js"></script>
<script src="src/systems/OceanSystem.js"></script>
<!-- Multiplayer --> <!-- Multiplayer -->
<script src="https://cdn.socket.io/4.7.2/socket.io.min.js"></script> <script src="https://cdn.socket.io/4.7.2/socket.io.min.js"></script>

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@@ -51,6 +51,11 @@ class NPC {
this.moveSpeed = type.includes('chicken') ? 120 : 60; // Chickens faster than cows this.moveSpeed = type.includes('chicken') ? 120 : 60; // Chickens faster than cows
this.gridMoveTime = type.includes('chicken') ? 250 : 500; this.gridMoveTime = type.includes('chicken') ? 250 : 500;
this.passive = true; // NEW FLAG this.passive = true; // NEW FLAG
if (type.includes('cow')) {
this.milkReady = true; // Starts milkable
this.milkCooldown = 0;
}
} else { } else {
this.hp = 20; this.hp = 20;
this.maxHp = 20; this.maxHp = 20;
@@ -244,6 +249,18 @@ class NPC {
return; return;
} }
// 3.1 Livestock Production Logic
if (this.type.includes('cow') && !this.milkReady) {
this.milkCooldown -= delta;
if (this.milkCooldown <= 0) {
this.milkReady = true;
// Optional: Visual indicator (milk particle?)
if (this.scene.events) this.scene.events.emit('show-floating-text', {
x: this.sprite.x, y: this.sprite.y - 40, text: '!', color: '#FFFFFF'
});
}
}
// 3. AI Logic // 3. AI Logic
if (this.type !== 'merchant' && this.state !== 'TAMED' && this.state !== 'FOLLOW' && !this.passive) { if (this.type !== 'merchant' && this.state !== 'TAMED' && this.state !== 'FOLLOW' && !this.passive) {
this.handleAggressiveAI(delta); this.handleAggressiveAI(delta);

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@@ -280,6 +280,8 @@ class GameScene extends Phaser.Scene {
this.multiplayerSystem = new MultiplayerSystem(this); this.multiplayerSystem = new MultiplayerSystem(this);
this.worldEventSystem = new WorldEventSystem(this); this.worldEventSystem = new WorldEventSystem(this);
this.hybridSkillSystem = new HybridSkillSystem(this); this.hybridSkillSystem = new HybridSkillSystem(this);
this.oceanSystem = new OceanSystem(this);
this.legacySystem = new LegacySystem(this);
// Initialize Sound Manager // Initialize Sound Manager
console.log('🎵 Initializing Sound Manager...'); console.log('🎵 Initializing Sound Manager...');

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@@ -24,6 +24,11 @@ class UIScene extends Phaser.Scene {
// this.createDebugInfo(); // this.createDebugInfo();
this.createSettingsButton(); this.createSettingsButton();
// Listeners for Age
if (this.gameScene) {
this.gameScene.events.on('update-age-ui', (data) => this.updateAge(data.gen, data.age));
}
// Resize event // Resize event
this.scale.on('resize', this.resize, this); this.scale.on('resize', this.resize, this);
@@ -58,6 +63,10 @@ class UIScene extends Phaser.Scene {
this.craftingRecipes = [ this.craftingRecipes = [
{ id: 'axe', name: 'Stone Axe', req: { 'wood': 3, 'stone': 3 }, output: 1, type: 'tool', desc: 'Used for chopping trees.' }, { id: 'axe', name: 'Stone Axe', req: { 'wood': 3, 'stone': 3 }, output: 1, type: 'tool', desc: 'Used for chopping trees.' },
{ id: 'pickaxe', name: 'Stone Pickaxe', req: { 'wood': 3, 'stone': 3 }, output: 1, type: 'tool', desc: 'Used for mining rocks.' }, { id: 'pickaxe', name: 'Stone Pickaxe', req: { 'wood': 3, 'stone': 3 }, output: 1, type: 'tool', desc: 'Used for mining rocks.' },
{ id: 'bucket', name: 'Iron Bucket', req: { 'iron_bar': 2 }, output: 1, type: 'tool', desc: 'Used for milking cows.' },
{ id: 'stable', name: 'Stable', req: { 'wood': 40, 'stone': 20 }, output: 1, type: 'building', desc: 'Shelter for animals.', buildingId: 'stable' },
{ id: 'animal_feed', name: 'Animal Feed', req: { 'wheat': 2 }, output: 1, type: 'item', desc: 'Food for livestock.' },
{ id: 'boat', name: 'Wood Boat', req: { 'wood': 25 }, output: 1, type: 'vehicle', desc: 'Travel on water.' },
{ id: 'hoe', name: 'Stone Hoe', req: { 'wood': 2, 'stone': 2 }, output: 1, type: 'tool', desc: 'Prepares soil for planting.' }, { id: 'hoe', name: 'Stone Hoe', req: { 'wood': 2, 'stone': 2 }, output: 1, type: 'tool', desc: 'Prepares soil for planting.' },
{ id: 'sword', name: 'Stone Sword', req: { 'wood': 5, 'stone': 2 }, output: 1, type: 'weapon', desc: 'Deals damage to zombies.' }, { id: 'sword', name: 'Stone Sword', req: { 'wood': 5, 'stone': 2 }, output: 1, type: 'weapon', desc: 'Deals damage to zombies.' },
{ id: 'fence', name: 'Wood Fence', req: { 'wood': 2 }, output: 1, type: 'building', desc: 'Simple barrier.' }, { id: 'fence', name: 'Wood Fence', req: { 'wood': 2 }, output: 1, type: 'building', desc: 'Simple barrier.' },
@@ -66,6 +75,16 @@ class UIScene extends Phaser.Scene {
{ id: 'mint', name: 'Mint', req: { 'stone': 50, 'iron_bar': 5 }, output: 1, type: 'machine', desc: 'Mints coins from bars.' }, { id: 'mint', name: 'Mint', req: { 'stone': 50, 'iron_bar': 5 }, output: 1, type: 'machine', desc: 'Mints coins from bars.' },
{ id: 'grave', name: 'Grave', req: { 'stone': 10 }, output: 1, type: 'furniture', desc: 'Resting place for zombies.' } { id: 'grave', name: 'Grave', req: { 'stone': 10 }, output: 1, type: 'furniture', desc: 'Resting place for zombies.' }
]; ];
// OXYGEN EVENTS
if (this.gameScene) {
this.gameScene.events.on('update-inventory', () => this.updateInventoryUI());
this.gameScene.events.on('show-floating-text', (data) => this.showFloatingText(data));
this.gameScene.events.on('update-oxygen', (data) => this.updateOxygen(data));
this.gameScene.events.on('hide-oxygen', () => this.hideOxygen());
}
this.createOxygenBar();
} }
// ... (rest of class) ... // ... (rest of class) ...
@@ -563,6 +582,7 @@ class UIScene extends Phaser.Scene {
bg.fillStyle(0xDAA520, 0.2); // Goldish bg bg.fillStyle(0xDAA520, 0.2); // Goldish bg
bg.fillRect(x, y, 130, 30); bg.fillRect(x, y, 130, 30);
bg.lineStyle(2, 0xFFD700, 0.8); bg.lineStyle(2, 0xFFD700, 0.8);
bg.lineStyle(2, 0xFFD700, 0.8);
bg.strokeRect(x, y, 130, 30); bg.strokeRect(x, y, 130, 30);
this.goldBg = bg; // Save ref this.goldBg = bg; // Save ref
@@ -574,6 +594,16 @@ class UIScene extends Phaser.Scene {
fontStyle: 'bold' fontStyle: 'bold'
}); });
this.goldText.setOrigin(0.5, 0.5); this.goldText.setOrigin(0.5, 0.5);
// GENERATION / AGE UI (Below Gold)
if (this.genText) this.genText.destroy();
this.genText = this.add.text(x + 65, y + 40, 'Gen: 1 | Age: 18', {
fontSize: '12px', color: '#AAAAAA'
}).setOrigin(0.5);
}
updateAge(gen, age) {
if (this.genText) this.genText.setText(`Gen: ${gen} | Age: ${age}`);
} }
updateGold(amount) { updateGold(amount) {
@@ -1445,4 +1475,43 @@ class UIScene extends Phaser.Scene {
}); });
} }
} }
// --- OXYGEN BAR ---
createOxygenBar() {
this.oxygenContainer = this.add.container(this.scale.width / 2, this.scale.height - 100);
this.oxygenContainer.setDepth(2000);
// Bg
const bg = this.add.rectangle(0, 0, 204, 24, 0x000000);
bg.setStrokeStyle(2, 0xffffff);
this.oxygenContainer.add(bg);
// Bar
this.oxygenBar = this.add.rectangle(-100, 0, 200, 20, 0x00FFFF);
this.oxygenBar.setOrigin(0, 0.5);
this.oxygenContainer.add(this.oxygenBar);
// Text
const text = this.add.text(0, -25, 'OXYGEN', {
fontSize: '14px', fontStyle: 'bold', fontFamily: 'monospace', color: '#00FFFF'
}).setOrigin(0.5);
this.oxygenContainer.add(text);
this.oxygenContainer.setVisible(false);
}
updateOxygen(data) {
if (!this.oxygenContainer) return;
this.oxygenContainer.setVisible(true);
const percent = Math.max(0, data.current / data.max);
this.oxygenBar.width = 200 * percent;
// Color warning
if (percent < 0.3) this.oxygenBar.fillColor = 0xFF0000;
else this.oxygenBar.fillColor = 0x00FFFF;
}
hideOxygen() {
if (this.oxygenContainer) this.oxygenContainer.setVisible(false);
}
} }

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@@ -9,7 +9,8 @@ class BuildingSystem {
wall: { name: 'Stone Wall', cost: { stone: 2 }, w: 1, h: 1 }, wall: { name: 'Stone Wall', cost: { stone: 2 }, w: 1, h: 1 },
house: { name: 'House', cost: { wood: 20, stone: 20, gold: 50 }, w: 1, h: 1 }, // Visual is bigger but anchor is 1 tile house: { name: 'House', cost: { wood: 20, stone: 20, gold: 50 }, w: 1, h: 1 }, // Visual is bigger but anchor is 1 tile
barn: { name: 'Barn', cost: { wood: 50, stone: 10 }, w: 1, h: 1 }, barn: { name: 'Barn', cost: { wood: 50, stone: 10 }, w: 1, h: 1 },
silo: { name: 'Silo', cost: { wood: 30, stone: 30 }, w: 1, h: 1 } silo: { name: 'Silo', cost: { wood: 30, stone: 30 }, w: 1, h: 1 },
stable: { name: 'Stable', cost: { wood: 40, stone: 20 }, w: 1, h: 1 }
}; };
// Textures init // Textures init
@@ -18,6 +19,7 @@ class BuildingSystem {
if (!this.scene.textures.exists('struct_house')) TextureGenerator.createStructureSprite(this.scene, 'struct_house', 'house'); if (!this.scene.textures.exists('struct_house')) TextureGenerator.createStructureSprite(this.scene, 'struct_house', 'house');
if (!this.scene.textures.exists('struct_barn')) TextureGenerator.createStructureSprite(this.scene, 'struct_barn', 'barn'); if (!this.scene.textures.exists('struct_barn')) TextureGenerator.createStructureSprite(this.scene, 'struct_barn', 'barn');
if (this.scene.textures.exists('struct_silo')) TextureGenerator.createStructureSprite(this.scene, 'struct_silo', 'silo'); if (this.scene.textures.exists('struct_silo')) TextureGenerator.createStructureSprite(this.scene, 'struct_silo', 'silo');
if (!this.scene.textures.exists('struct_stable')) TextureGenerator.createStructureSprite(this.scene, 'struct_stable', 'stable');
// House Lv2 Texture // House Lv2 Texture
TextureGenerator.createStructureSprite(this.scene, 'struct_house_lv2', 'house_lv2'); TextureGenerator.createStructureSprite(this.scene, 'struct_house_lv2', 'house_lv2');
} }

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@@ -157,6 +157,12 @@ class InteractionSystem {
return; return;
} }
// 3.3.1 BOAT DEPLOY
if (activeTool === 'boat' && !isAttack && this.scene.oceanSystem) {
this.scene.oceanSystem.useBoat();
return;
}
// 3.4 Check for Vehicles (Scooter) // 3.4 Check for Vehicles (Scooter)
if (!isAttack && this.scene.vehicles) { if (!isAttack && this.scene.vehicles) {
for (const vehicle of this.scene.vehicles) { for (const vehicle of this.scene.vehicles) {
@@ -215,6 +221,32 @@ class InteractionSystem {
} }
} }
// 3.6 Check for Livestock Interaction (Milking)
if (npc.type.includes('cow') && activeTool === 'bucket' && !isAttack) {
if (npc.milkReady) {
npc.milkReady = false;
npc.milkCooldown = 60000; // 60s cooldown
const product = npc.type.includes('mutant') ? 'glowing_milk' : 'milk';
if (invSys) {
invSys.addItem(product, 1);
this.scene.events.emit('show-floating-text', {
x: npc.sprite.x, y: npc.sprite.y - 40, text: `+1 ${product}`, color: '#FFFFFF'
});
console.log(`🥛 Milked ${npc.type}: ${product}`);
// Optional: Replace bucket with empty? No, bucket is tool.
// Maybe replace bucket with bucket_milk if it was a single use item, but let's keep it as tool.
}
} else {
this.scene.events.emit('show-floating-text', {
x: npc.sprite.x, y: npc.sprite.y - 40, text: 'Not ready...', color: '#AAAAAA'
});
}
return;
}
if (!isAttack) npc.toggleState(); if (!isAttack) npc.toggleState();
return; return;
} }

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@@ -1,44 +1,144 @@
class LegacySystem { class LegacySystem {
constructor(scene) { constructor(scene) {
this.scene = scene; this.scene = scene;
this.worldAge = 0; // Days passed
this.generation = 1;
this.currentAge = 18; // Protagonist age
this.family = { // AGE & GENERATION
partner: null, this.generation = 1;
children: [] this.birthDay = 1; // Global Day count when current char was born
this.currentAge = 18; // Start at 18
// FAMILY
this.isMarried = false;
this.spouseName = null;
this.childName = null;
this.childAge = 0;
// FRACTIONS / REPUTATION
this.reputation = {
survivors: 0, // Human NPCs
mutants: -50, // Starts hostile
zombies: 0 // Handled by Hybrid Skill, but we can track here too
}; };
console.log('⏳ LegacySystem: Initialized (Gen ' + this.generation + ')'); // Listen for Day Change logic
this.scene.events.on('update', (time, delta) => this.update(time, delta));
} }
// Call daily update(time, delta) {
advanceDay() { if (!this.scene.weatherSystem) return;
this.worldAge++;
// Age Logic const currentDay = this.scene.weatherSystem.dayCount;
if (this.worldAge % 365 === 0) {
this.currentAge++; // Calculate Age
console.log('🎂 Birthday! Now age:', this.currentAge); // 1 Year = 28 Days (4 seasons * 7 days).
const daysAlive = Math.max(0, currentDay - this.birthDay);
const yearsAlive = Math.floor(daysAlive / 28);
// Don't spam update
if (this.currentAge !== 18 + yearsAlive) {
this.currentAge = 18 + yearsAlive;
this.scene.events.emit('update-age-ui', { gen: this.generation, age: this.currentAge });
}
// Child Growth
if (this.childName && currentDay % 28 === 0) {
// Child ages up logic could go here
} }
} }
marry(npcId) { // --- REPUTATION ---
this.family.partner = npcId; modifyReputation(fraction, amount) {
console.log('💍 Married to:', npcId); if (this.reputation[fraction] !== undefined) {
} this.reputation[fraction] += amount;
// Clamp -100 to 100
this.reputation[fraction] = Phaser.Math.Clamp(this.reputation[fraction], -100, 100);
haveChild(name) { if (this.scene.player) {
if (this.family.children.length < 2) { this.scene.events.emit('show-floating-text', {
this.family.children.push({ name: name, age: 0 }); x: this.scene.player.sprite.x,
console.log('👶 New Child:', name); y: this.scene.player.sprite.y - 60,
text: `Reputation (${fraction}): ${amount > 0 ? '+' : ''}${amount}`,
color: amount > 0 ? '#00FF00' : '#FF0000'
});
}
} }
} }
dieAndInherit(heirIndex) { // --- MARRIAGE ---
console.log('⚰️ Character Died. Passing legacy...'); propose(npc) {
if (this.isMarried) {
this.showText("You are already married!");
return;
}
// Logic: Need Ring and High Rep
const hasRing = this.scene.inventorySystem && this.scene.inventorySystem.hasItem('gold_coin'); // Placeholder: use Gold Coin as "Ring" for now
// Or better: Let's create 'ring' item? For now, Gold Coins (50?).
// Let's require 50 Gold Coins for now? Or specific item?
// Let's assume inventory checks are done before calling this, or simple check here.
const highRep = this.reputation.survivors >= 50;
// Temp logic: Always succeed if rep > 0 for testing?
if (highRep) {
this.isMarried = true;
this.spouseName = npc.name || "Villager";
this.showText(`You married ${this.spouseName}!`);
} else {
this.showText("They refused... (Need 50 Rep)");
}
}
haveChild() {
if (!this.isMarried) return;
if (this.childName) return;
this.childName = "Baby Jr.";
this.childAge = 0;
this.showText("A child is born!");
}
// --- INHERITANCE / DEATH ---
triggerInheritance() {
console.log('💀 TRIGGERING INHERITANCE...');
// 1. Increment Generation
this.generation++; this.generation++;
this.currentAge = 18; // Reset age for heir
// TODO: Transfer inventory and stats // 2. Reset Player Stats
if (this.scene.weatherSystem) {
this.birthDay = this.scene.weatherSystem.dayCount; // Born today
}
this.currentAge = 18; // Reset age
this.isMarried = false;
this.spouseName = null;
this.childName = null; // Clean slate (child became protagonist)
// 3. Clear transient reputation, but keep a bit?
// Inheritance bonus: Keep 20% of rep?
this.reputation.survivors = Math.floor(this.reputation.survivors * 0.2);
this.reputation.mutants = Math.floor(this.reputation.mutants * 0.2) - 40; // Still suspicious
this.showText(`Step Id: 760
Generation ${this.generation} Begins!`, '#FFD700');
// Heal
if (this.scene.player) {
this.scene.player.hp = this.scene.player.maxHp;
this.scene.player.isDead = false;
this.scene.player.sprite.setTint(0xffffff);
this.scene.player.sprite.setAlpha(1);
}
}
showText(msg, color = '#FFFFFF') {
const player = this.scene.player;
if (player) {
this.scene.events.emit('show-floating-text', {
x: player.sprite.x, y: player.sprite.y - 50, text: msg, color: color
});
}
} }
} }

181
src/systems/OceanSystem.js Normal file
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@@ -0,0 +1,181 @@
class OceanSystem {
constructor(scene) {
this.scene = scene;
this.isDiving = false;
this.oxygen = 100;
this.maxOxygen = 100;
this.oxygenDecayRate = 10; // Oxygen lost per second
this.oxygenRegenRate = 20; // Oxygen gained per second
this.damageTimer = 0;
// Visual Effects
this.overlay = null;
this.bubbleParticles = null;
// Boat
this.currentBoat = null;
this.isBoating = false;
// Init UI Event Listener
this.scene.events.on('update', (time, delta) => {
this.update(time, delta);
this.updateBoatVisuals();
});
}
update(time, delta) {
if (!this.scene.player) return;
const playerPos = this.scene.player.getPosition();
const tile = this.scene.terrainSystem.getTile(playerPos.x, playerPos.y);
if (tile && tile.type && tile.type.name === 'water') {
// Check if boating
if (this.isBoating) {
// No drowning logic if in boat
this.oxygen = this.maxOxygen; // Regaining oxygen/safe
} else {
this.enterWater();
this.handleDiving(delta);
}
} else {
// LAND LOGIC
// If boating on land -> Beaching/Stop boating
if (this.isBoating) {
this.exitBoat();
}
this.exitWater();
this.handleRegen(delta);
}
// Update UI
if (this.isDiving || this.oxygen < this.maxOxygen) {
this.scene.events.emit('update-oxygen', { current: this.oxygen, max: this.maxOxygen });
} else {
this.scene.events.emit('hide-oxygen');
}
}
enterWater() {
if (this.isDiving) return;
this.isDiving = true;
console.log('🌊 Entered Water');
// Visuals
if (!this.overlay) {
this.overlay = this.scene.add.rectangle(0, 0, this.scene.scale.width, this.scene.scale.height, 0x0000FF, 0.3);
this.overlay.setScrollFactor(0);
this.overlay.setDepth(9000); // Above most things, below UI
}
this.overlay.setVisible(true);
// Slow player?
// Slow player?
this.scene.player.moveSpeed = 60; // Slower in water
}
useBoat(boatItem) {
if (this.isBoating) {
this.exitBoat();
return;
}
// Check if on water or near water?
// Actually, let's allow "deploying" boat anywhere, but only moving fast on water?
// OR: Only allow deploying on water tile.
const playerPos = this.scene.player.getPosition();
const tile = this.scene.terrainSystem.getTile(playerPos.x, playerPos.y);
if (tile && tile.type && tile.type.name === 'water') {
this.enterBoat(playerPos.x, playerPos.y);
} else {
this.scene.events.emit('show-floating-text', {
x: this.scene.player.sprite.x, y: this.scene.player.sprite.y - 50, text: 'Must be in water!', color: '#FF0000'
});
}
}
enterBoat() {
this.isBoating = true;
this.isDiving = false;
if (this.overlay) this.overlay.setVisible(false); // No blue overlay on boat
// Visual change
this.scene.player.moveSpeed = 200; // Fast speed!
// Create boat visual under player?
// Simplified: Change player texture or add container
if (!this.currentBoat) {
this.currentBoat = this.scene.add.sprite(0, 0, 'boat');
this.currentBoat.setDepth(this.scene.player.sprite.depth - 1);
}
this.currentBoat.setVisible(true);
this.scene.events.emit('show-floating-text', {
x: this.scene.player.sprite.x, y: this.scene.player.sprite.y - 50, text: 'Deployed Boat!', color: '#00FFFF'
});
}
exitBoat() {
this.isBoating = false;
if (this.currentBoat) this.currentBoat.setVisible(false);
// Return to normal or water speed?
// Logic in update loop will handle re-entering water state if still on water
this.scene.player.moveSpeed = 150;
}
exitWater() {
if (!this.isDiving) return;
this.isDiving = false;
console.log('🏖️ Exited Water');
if (this.overlay) this.overlay.setVisible(false);
// Restore speed
this.scene.player.moveSpeed = 150; // Normal speed
}
handleDiving(delta) {
this.oxygen -= (this.oxygenDecayRate * delta) / 1000;
if (this.oxygen <= 0) {
this.oxygen = 0;
this.damageTimer += delta;
if (this.damageTimer > 1000) {
this.damageTimer = 0;
this.scene.player.takeDamage(5);
this.scene.events.emit('show-floating-text', {
x: this.scene.player.sprite.x,
y: this.scene.player.sprite.y - 50,
text: 'Drowning!',
color: '#FF0000'
});
}
}
}
handleRegen(delta) {
if (this.oxygen < this.maxOxygen) {
this.oxygen += (this.oxygenRegenRate * delta) / 1000;
if (this.oxygen > this.maxOxygen) this.oxygen = this.maxOxygen;
}
updateBoatVisuals() {
if (this.isBoating && this.currentBoat && this.scene.player) {
this.currentBoat.x = this.scene.player.sprite.x;
this.currentBoat.y = this.scene.player.sprite.y + 10; // Slightly below
this.currentBoat.setDepth(this.scene.player.sprite.depth - 1);
// Flip based on movement?
// Access input vector or previous pos?
// Simplified:
if (this.scene.input.keyboard.checkDown(this.scene.input.keyboard.addKey('A'), 100)) this.currentBoat.setFlipX(false);
if (this.scene.input.keyboard.checkDown(this.scene.input.keyboard.addKey('D'), 100)) this.currentBoat.setFlipX(true);
}
}
}
}

View File

@@ -277,7 +277,12 @@ class TerrainSystem {
if (x < 3 || x >= this.width - 3 || y < 3 || y >= this.height - 3) { if (x < 3 || x >= this.width - 3 || y < 3 || y >= this.height - 3) {
terrainType = this.terrainTypes.GRASS_FULL; terrainType = this.terrainTypes.GRASS_FULL;
} else { } else {
if (elevation < -0.6) terrainType = this.terrainTypes.WATER; if (elevation < -0.6) terrainType = this.terrainTypes.WATER; // Deep Ocean
else if (elevation < -0.4 && Math.random() < 0.2) {
// ISOLATED ISLANDS (Nodes)
// If we are in deep water but get random bump -> Island
terrainType = this.terrainTypes.SAND;
}
else if (elevation > 0.1) terrainType = this.terrainTypes.SAND; else if (elevation > 0.1) terrainType = this.terrainTypes.SAND;
else if (elevation > 0.2) terrainType = this.terrainTypes.GRASS_FULL; else if (elevation > 0.2) terrainType = this.terrainTypes.GRASS_FULL;
else if (elevation > 0.3) terrainType = this.terrainTypes.GRASS_TOP; else if (elevation > 0.3) terrainType = this.terrainTypes.GRASS_TOP;

View File

@@ -229,6 +229,17 @@ class TextureGenerator {
ctx.beginPath(); ctx.arc(32, 16, 4, 0, Math.PI * 2); ctx.fill(); ctx.beginPath(); ctx.arc(32, 16, 4, 0, Math.PI * 2); ctx.fill();
} }
} else if (name === 'stable') {
// Stable
ctx.fillStyle = '#8B4513'; // Wood
ctx.fillRect(0, 16, 32, 16);
ctx.fillStyle = '#A0522D'; // Roof
ctx.beginPath();
ctx.moveTo(0, 16); ctx.lineTo(16, 0); ctx.lineTo(32, 16);
ctx.fill();
// Door
ctx.fillStyle = '#000';
ctx.fillRect(10, 20, 12, 12);
} else { } else {
// Generic box for others // Generic box for others
ctx.fillStyle = '#8B4513'; ctx.fillStyle = '#8B4513';
@@ -629,6 +640,62 @@ class TextureGenerator {
drawBlock(ctx, 10, 8, '#696969'); drawBlock(ctx, 10, 8, '#696969');
c.refresh(); c.refresh();
} }
// 6. BUCKET (Empty)
{
const { c, ctx } = refresh('item_bucket');
// Body
drawBlock(ctx, 12, 14, '#C0C0C0');
drawBlock(ctx, 14, 14, '#C0C0C0');
drawBlock(ctx, 16, 14, '#C0C0C0');
drawBlock(ctx, 11, 12, '#C0C0C0');
drawBlock(ctx, 17, 12, '#C0C0C0');
drawBlock(ctx, 10, 10, '#C0C0C0');
drawBlock(ctx, 18, 10, '#C0C0C0');
// Handle
ctx.fillStyle = '#696969';
ctx.fillRect(10, 6, 12, 2);
c.refresh();
}
// 7. BUCKET_MILK
{
const { c, ctx } = refresh('item_bucket_milk');
// Body (Same as bucket)
drawBlock(ctx, 12, 14, '#C0C0C0');
drawBlock(ctx, 14, 14, '#C0C0C0');
drawBlock(ctx, 16, 14, '#C0C0C0');
drawBlock(ctx, 11, 12, '#C0C0C0');
drawBlock(ctx, 17, 12, '#C0C0C0');
// Milk Content
ctx.fillStyle = '#FFFFFF';
ctx.fillRect(12, 10, 8, 4);
c.refresh();
}
// 8. BUCKET_MILK_GLOWING
{
const { c, ctx } = refresh('item_bucket_milk_glowing');
// Body
drawBlock(ctx, 12, 14, '#C0C0C0');
drawBlock(ctx, 14, 14, '#C0C0C0');
drawBlock(ctx, 16, 14, '#C0C0C0');
drawBlock(ctx, 11, 12, '#C0C0C0');
drawBlock(ctx, 17, 12, '#C0C0C0');
// Glowing Milk Content
ctx.fillStyle = '#00FF00';
ctx.fillRect(12, 10, 8, 4);
c.refresh();
}
} }
static createItemSprites(scene) { static createItemSprites(scene) {
@@ -643,7 +710,10 @@ class TextureGenerator {
{ name: 'item_bone', color: '#F5F5DC' }, // Beige { name: 'item_bone', color: '#F5F5DC' }, // Beige
{ name: 'item_scrap', color: '#B87333' }, // Copper/Bronze (kovinski kos) { name: 'item_scrap', color: '#B87333' }, // Copper/Bronze (kovinski kos)
{ name: 'item_chip', color: '#00CED1' }, // DarkTurquoise (elektronski chip) { name: 'item_chip', color: '#00CED1' }, // DarkTurquoise (elektronski chip)
{ name: 'artefact_old', color: '#8B4513' } // Ancient Pot (Brown) { name: 'artefact_old', color: '#8B4513' }, // Ancient Pot (Brown)
{ name: 'milk', color: '#FFFFFF' }, // White
{ name: 'glowing_milk', color: '#00FF00' }, // Green
{ name: 'animal_feed', color: '#F4A460' } // Sandy Brown (Feed)
]; ];
items.forEach(item => { items.forEach(item => {
const it = typeof item === 'string' ? item : item.name; const it = typeof item === 'string' ? item : item.name;
@@ -778,6 +848,7 @@ class TextureGenerator {
TextureGenerator.createToolSprites(this.scene); TextureGenerator.createToolSprites(this.scene);
TextureGenerator.createItemSprites(this.scene); TextureGenerator.createItemSprites(this.scene);
TextureGenerator.createScooterSprite(this.scene, 'scooter', false); TextureGenerator.createScooterSprite(this.scene, 'scooter', false);
TextureGenerator.createBoatSprite(this.scene, 'boat');
TextureGenerator.createScooterSprite(this.scene, 'scooter_broken', true); TextureGenerator.createScooterSprite(this.scene, 'scooter_broken', true);
TextureGenerator.createAnimatedWaterSprite(this.scene); TextureGenerator.createAnimatedWaterSprite(this.scene);
TextureGenerator.createPathStoneSprite(this.scene, 'path_stone'); TextureGenerator.createPathStoneSprite(this.scene, 'path_stone');
@@ -954,6 +1025,34 @@ class TextureGenerator {
canvas.refresh(); canvas.refresh();
} }
static createBoatSprite(scene, key = 'boat') {
if (scene.textures.exists(key)) return;
const canvas = scene.textures.createCanvas(key, 48, 24);
const ctx = canvas.getContext();
ctx.clearRect(0, 0, 48, 24);
// Hull (Wood)
ctx.fillStyle = '#8B4513';
ctx.beginPath();
ctx.moveTo(0, 0);
ctx.lineTo(48, 0);
ctx.lineTo(40, 24);
ctx.lineTo(8, 24);
ctx.closePath();
ctx.fill();
// Rim
ctx.strokeStyle = '#603010';
ctx.lineWidth = 2;
ctx.strokeRect(2, 2, 44, 20);
// Seat
ctx.fillStyle = '#603010';
ctx.fillRect(16, 8, 16, 4);
canvas.refresh();
}
static createChickenSprite(scene, key, activeMutation) { static createChickenSprite(scene, key, activeMutation) {
if (scene.textures.exists(key)) return; if (scene.textures.exists(key)) return;
const canvas = scene.textures.createCanvas(key, 24, 24); const canvas = scene.textures.createCanvas(key, 24, 24);