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