feat(expansion): implement Phase 3 (Town Restoration) and Phase 4 (Cannabis Textiles)

- Added TownSquareScene and linked it with M key transition
- Integrated TownRestorationSystem with material costs and inventory
- Added locked shop items in NPCShopSystem until buildings are restored
- Updated InteractionSystem to handle ruin restoration triggers
- Expanded Cannabis farming to yield Hemp Fiber
- Added Hemp Clothing crafting recipe and procedural icons
- Refactored StatusEffectSystem and NPCShopSystem to global classes
This commit is contained in:
2025-12-27 23:32:22 +01:00
parent 611cd35777
commit 822c586843
12 changed files with 454 additions and 40 deletions

View File

@@ -1,4 +1,5 @@
// Game Scene - Glavna igralna scena
class GameScene extends Phaser.Scene {
constructor() {
super({ key: 'GameScene' });
@@ -6,13 +7,14 @@ class GameScene extends Phaser.Scene {
this.terrainContainer = null;
this.player = null;
this.npcs = []; // Array za NPCje
this.statusEffectSystem = null;
// Settings
this.settings = {
viewDistance: 'HIGH', // LOW, MEDIUM, HIGH
particles: 'HIGH', // NONE, LOW, HIGH
viewDistance: 'HIGH',
particles: 'HIGH',
shadows: true
};
this.townRestorationSystem = null;
}
async create() {
@@ -258,6 +260,7 @@ class GameScene extends Phaser.Scene {
// Initialize Farming System
this.farmingSystem = new FarmingSystem(this);
this.statusEffectSystem = new StatusEffectSystem(this);
console.log('🌾 Farming system initialized!');
// Initialize Build System
@@ -759,6 +762,12 @@ class GameScene extends Phaser.Scene {
this.craftingUI.toggle();
}
});
// Add M key to transition to Town Square
this.input.keyboard.on('keydown-M', () => {
console.log('🔄 Transitioning to Town Square...');
this.scene.start('TownSquareScene');
});
});
// ========================================================
@@ -774,6 +783,8 @@ class GameScene extends Phaser.Scene {
this.lootSystem = new LootSystem(this);
this.interactionSystem = new InteractionSystem(this);
this.farmingSystem = new FarmingSystem(this);
this.statusEffectSystem = new StatusEffectSystem(this);
this.townRestorationSystem = new TownRestorationSystem(this);
this.buildingSystem = new BuildingSystem(this);
// this.pathfinding = new Pathfinding(this); // REMOVED: Using PathfindingSystem (Worker) instead
this.questSystem = new QuestSystem(this);
@@ -1879,6 +1890,7 @@ class GameScene extends Phaser.Scene {
if (this.lootSystem) this.lootSystem.update(delta);
if (this.interactionSystem) this.interactionSystem.update(delta);
if (this.farmingSystem) this.farmingSystem.update(delta);
if (this.statusEffectSystem) this.statusEffectSystem.update(time, delta);
if (this.buildSystem) this.buildSystem.update(delta);
if (this.questSystem) this.questSystem.update(delta);
if (this.multiplayerSystem) this.multiplayerSystem.update(delta);

View File

@@ -0,0 +1,92 @@
class TownSquareScene extends Phaser.Scene {
constructor() {
super({ key: 'TownSquareScene' });
this.buildingsSprites = new Map();
}
create() {
console.log('🏘️ TownSquareScene: Initialized!');
this.cameras.main.setBackgroundColor('#8B4513');
// Access the global TownRestorationSystem
this.townRestorationSystem = window.townRestorationSystem || new TownRestorationSystem(this);
this.add.text(512, 50, 'TOWN SQUARE', {
fontSize: '48px', color: '#FFD700', fontFamily: 'Courier New', fontStyle: 'bold'
}).setOrigin(0.5);
this.add.text(512, 100, 'Press M to go back to Farm', {
fontSize: '18px', color: '#ffffff', fontFamily: 'Courier New'
}).setOrigin(0.5);
// Transition back
this.input.keyboard.on('keydown-M', () => {
this.scene.start('GameScene');
});
// Create Ruins
this.createBuilding(400, 300, 'jakob_shop', 'Jakob\'s Shop');
this.createBuilding(650, 300, 'lena_bakery', 'Lena\'s Bakery');
this.createBuilding(512, 500, 'dr_chen_clinic', 'Dr. Chen\'s Clinic');
}
createBuilding(x, y, id, name) {
if (!this.townRestorationSystem) return;
const buildingData = this.townRestorationSystem.buildings.get(id);
const isRestored = buildingData ? buildingData.isRestored : false;
const color = isRestored ? 0x44aa44 : 0x666666;
const base = this.add.rectangle(x, y, 150, 150, color, 0.8);
base.setStrokeStyle(3, 0xffffff);
const label = this.add.text(x, y, `${name}\n${isRestored ? '✅ RESTORED' : '🏚️ RUIN'}`, {
fontSize: '16px', color: '#ffffff', align: 'center', fontFamily: 'Courier New', fontStyle: 'bold'
}).setOrigin(0.5);
base.setInteractive();
base.on('pointerdown', () => {
const currentData = this.townRestorationSystem.buildings.get(id);
if (!currentData || !currentData.isRestored) {
this.interactWithRuin(id);
} else {
const ui = this.scene.scene.get('UIScene');
if (ui && ui.showNotification) {
ui.showNotification({ text: `${name} is functional!`, icon: '🏪' });
}
}
});
this.buildingsSprites.set(id, { base, label, name });
}
interactWithRuin(id) {
const building = this.townRestorationSystem.buildings.get(id);
if (!building) return;
if (this.townRestorationSystem.hasMaterials(building.materials)) {
this.townRestorationSystem.startRestoration(id);
} else {
const ui = this.scene.scene.get('UIScene');
if (ui && ui.showNotification) {
ui.showNotification({
title: 'Resources Needed',
text: `Wood: ${building.materials.wood}, Stone: ${building.materials.stone}`,
icon: '📦'
});
}
}
}
updateBuildingVisuals(id) {
const sprite = this.buildingsSprites.get(id);
if (sprite) {
sprite.base.setFillStyle(0x44aa44);
sprite.label.setText(`${sprite.name}\n✅ RESTORED`);
// Celebration effect
this.cameras.main.shake(500, 0.01);
console.log(`✨ Visuals updated for ${id}`);
}
}
}