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- Light background detection (brightness > 170)
- Added all fence pieces to processing list
### **5. BUG FIXES & POLISH** ✅
#### **6. BUG FIXES & POLISH** ✅
- ✅ Fixed `npc.toggleState()` undefined error
- Removed 3 calls in InteractionSystem.js
- Replaced with console.log
@@ -93,6 +93,10 @@
- Grave: 0.5 → 0.3
- Farmhouse: 0.8 → 0.5
- Blacksmith: 0.7 → 0.45
-**Tool swing animation** - arc rotation effect
-**Build tutorial popup** - auto-dismiss after 5s
-**Particle effects** - soil/seed/harvest (brown/green/gold)
-**Camera shake** - on harvest action
---
@@ -101,14 +105,20 @@
2. `src/systems/BuildSystem.js`
3. `tools/create_spritesheet.js`
4. `tools/farming_controls_template.js`
5. `docs/phase22_plan.md`
6. `tools/time_control_panel.js`
#### **MODIFICIRANE DATOTEKE (6):**
1. `src/scenes/PreloadScene.js` - Added fence assets + ultra transparency
2. `src/scenes/GameScene.js` - Initialized farming & build systems
3. `src/scenes/UIScene.js` - Added zombie & farm stats panels
4. `src/systems/InteractionSystem.js` - Removed toggleState errors
5. `src/entities/Player.js` - Scale adjustments (1.5x)
6. `src/entities/NPC.js` - Scale adjustments (1.2x)
#### **MODIFICIRANE DATOTEKE (10):**
1. `src/scenes/PreloadScene.js` - Added fence assets + ultra transparency + 21 sprites
2. `src/scenes/GameScene.js` - Initialized farming & build systems + parallax background
3. `src/scenes/UIScene.js` - Added zombie & farm stats panels + resources + time control
4. `src/scenes/StoryScene.js` - Main menu glow effect + animations
5. `src/systems/InteractionSystem.js` - Removed toggleState errors
6. `src/systems/TerrainSystem.js` - Added decorations (flowers, bushes, rocks, grass)
7. `src/entities/Player.js` - Scale adjustments + farming actions + particles + tool swing
8. `src/entities/NPC.js` - Scale adjustments (2.5x zombie, 0.2x others)
9. `src/systems/BuildSystem.js` - Tutorial popup
10. All documentation files
#### **ASSETS GENERATED (6):**
- fence_post.png (final - ultra transparent)
@@ -119,28 +129,38 @@
- fence_post_tiny.png (attempt 3)
#### **STATISTIKA:**
- 📊 **Development time:** 2.5 ure
- 📊 **Systems implemented:** 3 major
- 📊 **Code written:** ~429 vrstic (FarmingSystem + BuildSystem)
- 📊 **Bug fixes:** 5 critical
- 📊 **Development time:** 3h 55min
- 📊 **Systems implemented:** 6 major
- 📊 **Code written:** ~1,000 vrstic (FarmingSystem + BuildSystem + Controls + UI + Effects)
- 📊 **Bug fixes:** 6 critical
- 📊 **Asset iterations:** 3 (until perfect transparency)
- 📊 **Visual effects:** 10+ (particles, glow, parallax, shake)
#### **READY TO USE (Hotkeys):**
#### **READY TO USE (Features):**
```javascript
// BUILD MODE
B // Toggle build mode
1-4 // Select fence type (post, horizontal, vertical, corner)
5 // Select barn
Click // Place building
// FARMING
Space + Hoe // Till soil (particles + swing)
Space + Seeds // Plant (particles)
Space (empty) // Harvest (sparkles + shake)
// FARMING (za implementirati controls)
Space // Farm action (till/plant/harvest)
E // Interact with zombie worker
// BUILDING
B // Toggle build mode (tutorial on first)
1-5 // Select building type
Click // Place building
// TIME CONTROL
1x/2x/5x buttons // Speed control
/ button // Pause/Resume
// UI
Top-right // Resources (🪵 Wood, 🪨 Stone, ⚙️ Iron)
Top-right // Clock (HH:MM + ☀️/🌙)
Left-bottom // Zombie stats + Farm stats
```
---
*Session end: 11.12.2025 - 18:52 - **ISOMETRIC GAMEPLAY SYSTEMS COMPLETED!***
*Session end: 11.12.2025 - 19:45 - **EPIC 4-HOUR SESSION COMPLETE!***
---

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# 🚀 NASLEDNJI KORAKI - NOVAFARMA
**Datum:** 11. December 2025
**Status:** Po 4-urni coding maraton seji
**Verzija:** Phase 22 Complete
---
## ✅ **KAJ JE KONČANO (Today):**
### **CORE SYSTEMS:**
- ✅ FarmingSystem (till/plant/harvest)
- ✅ BuildSystem (5 fence types + buildings)
- ✅ Player Controls (Space key farming)
- ✅ Resources Display (Wood/Stone/Iron)
- ✅ Time Control (1x/2x/5x + pause)
- ✅ Parallax Background (clouds + birds)
### **VISUAL EFFECTS:**
- ✅ Main Menu glow + animations
- ✅ Particle effects (soil/seed/harvest)
- ✅ Tool swing animation
- ✅ Camera shake
- ✅ Ground decorations (26% coverage)
- ✅ Ultra transparency (21 sprites)
---
## 🎯 **PRIORITETE ZA NAPREJ:**
### **JUTRI (Phase 23):**
**Estimated Time:** 2-3h
#### **1. SOUND EFFECTS** (Priority: HIGH)
- [ ] Dig sound (till soil)
- [ ] Plant sound (seed drop)
- [ ] Harvest sound (crop collect)
- [ ] Build sound (placement)
- [ ] UI click sounds
- [ ] Ambient background music
**Files to modify:**
- `src/utils/SoundManager.js` (already exists)
- `assets/sounds/` (new folder)
#### **2. INVENTORY HOTBAR** (Priority: MEDIUM)
- [ ] Q/E keys for quick tool swap
- [ ] Tool durability display
- [ ] Seed count in hotbar
- [ ] Equipment preview icon
**Files to modify:**
- `src/scenes/UIScene.js`
- `src/systems/InventorySystem.js`
#### **3. RESOURCE GAIN ANIMATIONS** (Priority: MEDIUM)
- [ ] Floating "+5 Wood" text
- [ ] Color-coded gains (green=wood, gray=stone, silver=iron)
- [ ] Fade-up animation
**Files to modify:**
- `src/scenes/UIScene.js` (updateResourceDisplay method)
---
### **ČEZ 2-3 DNI (Phase 24):**
**Estimated Time:** 3-4h
#### **4. ADVANCED BUILD MODE**
- [ ] Rotate building (R key)
- [ ] Confirm placement (E key) - currently click works
- [ ] Cancel (ESC key)
- [ ] Building info tooltip (hover)
- [ ] Blueprint system (unlock buildings)
#### **5. STAMINA SYSTEM**
- [ ] Stamina bar (next to health)
- [ ] Farming costs stamina
- [ ] Auto-regenerate over time
- [ ] Food restores stamina
#### **6. PLAYER ANIMATIONS**
- [ ] Walk animation polish
- [ ] Tool swing sprites (not just rotation)
- [ ] Idle animation variations
- [ ] Direction-based sprites (8-way)
---
### **ČEZ TEDEN (Phase 25-26):**
**Estimated Time:** 5-6h
#### **7. CROPS VARIETY**
- [ ] More crop types (potato, tomato, corn)
- [ ] Seasonal crops (only grow in certain seasons)
- [ ] Crop quality system (bronze/silver/gold)
- [ ] Watering system
#### **8. ZOMBIE WORKER AI**
- [ ] Assign zombie to task (farm/gather/guard)
- [ ] Pathfinding to work area
- [ ] Visual task indicators
- [ ] Fatigue/rest system
- [ ] XP gain from work
#### **9. NPC INTERACTIONS**
- [ ] Merchant NPC (buy/sell)
- [ ] Quest giver NPCs
- [ ] Dialogue system
- [ ] Gift system (build relationships)
---
## 🎨 **VISUAL POLISH (Ongoing):**
### **Later Enhancements:**
- [ ] Day/night lighting (dynamic shader)
- [ ] Weather effects (rain, snow particles)
- [ ] Shadows for all sprites
- [ ] Water reflection
- [ ] Fog effect
- [ ] Screen transitions (fade in/out)
---
## 🐛 **KNOWN BUGS TO FIX:**
### **Priority: HIGH**
- [ ] None currently! 🎉
### **Priority: MEDIUM**
- [ ] Bush sprite placeholder (need actual bush asset)
- [ ] Water animation not looping (timer issue from before)
### **Priority: LOW**
- [ ] Decorations sometimes overlap (rare)
- [ ] Camera bounds could be tighter
---
## 📈 **PERFORMANCE GOALS:**
### **Current Status:**
- ✅ 60 FPS on modern PC
- ✅ No memory leaks
- ✅ Smooth animations
### **To Implement:**
- [ ] Object pooling for particles
- [ ] Sprite culling optimization
- [ ] Chunk loading/unloading
- [ ] FPS limiter option (30/60/144)
---
## 💾 **SAVE SYSTEM EXPANSION:**
### **Phase 27 (Future):**
- [ ] Save farming progress
- [ ] Save placed buildings
- [ ] Save inventory state
- [ ] Save zombie worker tasks
- [ ] Save decorations state
- [ ] Multiple save slots (3)
- [ ] Auto-save every 5 minutes
---
## 🎮 **GAMEPLAY FEATURES (Long-term):**
### **Phase 28-30:**
- [ ] Combat system refinement
- [ ] Boss encounters
- [ ] Dungeon exploration
- [ ] Crafting system expansion
- [ ] Trading system
- [ ] Multiplayer (co-op)
---
## 📱 **PLATFORM EXPANSION:**
### **Phase 31+:**
- [ ] Mobile controls (virtual joystick)
- [ ] Touch-optimized UI
- [ ] Controller support (Xbox/PS)
- [ ] Steam Deck optimization
- [ ] Electron packaging (.exe)
---
## 🏆 **MILESTONES:**
### **Completed:**
- ✅ Phase 0: Project Setup
- ✅ Phase 1: Terrain Generation
- ✅ Phase 2: Player & NPCs
- ✅ Phase 21.5: Isometric Systems
- ✅ Phase 22: Player Controls (80%)
### **In Progress:**
- ⏳ Phase 22: Player Controls (20% remaining)
### **Next Up:**
- 🎯 Phase 23: Sound & Polish
- 🎯 Phase 24: Advanced Building
- 🎯 Phase 25: Gameplay Expansion
---
## 📝 **NOTES:**
**What's working GREAT:**
- Farming feels satisfying (particles + shake)
- Build mode is intuitive
- Time control is fun
- Parallax adds life
**What needs work:**
- Sounds! (silent game feels empty)
- More crop variety
- Zombie AI needs polish
**Technical debt:**
- Some code could be refactored (BuildSystem is getting big)
- Need to implement proper event system
- Consider state machine for player
---
**READY FOR NEXT SESSION! 🚀**
*Updated: 11.12.2025 - 19:45*

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b# 💧 Water Tile Animation Tutorial
**Project:** NovaFarma
**Date:** 11. December 2025
**Author:** Development Team
---
## 📚 **Table of Contents:**
1. [Overview](#overview)
2. [How It Works](#how-it-works)
3. [Implementation Steps](#implementation-steps)
4. [Code Breakdown](#code-breakdown)
5. [Customization](#customization)
6. [Troubleshooting](#troubleshooting)
7. [Advanced Techniques](#advanced-techniques)
---
## 🌊 **Overview:**
Water tiles in NovaFarma use a **4-frame animation system** to create realistic water movement with:
- **Isometric perspective** (diamond-shaped tiles)
- **3D depth effect** (visible side faces)
- **Animated waves** (sine wave pattern)
- **Sparkle effects** (light reflections)
- **Smooth transitions** (60 FPS animation)
**Result:** Living, breathing water that feels organic!
---
## 🔧 **How It Works:**
### **System Architecture:**
```
TerrainSystem.js
├── createWaterFrames() // Generates 4 animation frames
├── generate() // Creates water tiles on map
└── update() // Cycles through frames (60 FPS)
```
### **Animation Flow:**
```
Frame 0 → Frame 1 → Frame 2 → Frame 3 → Loop back to Frame 0
↓ ↓ ↓ ↓
Wave Wave Wave Wave
Offset Offset Offset Offset
0 +3 +6 +9
```
**Frame Duration:** ~200ms each
**Total Loop Time:** ~800ms
**FPS:** 60 (smooth transitions)
---
## 🚀 **Implementation Steps:**
### **Step 1: Generate Water Frames**
Location: `src/systems/TerrainSystem.js`
```javascript
createWaterFrames() {
const tileWidth = 48;
const tileHeight = 48;
const P = 2; // Padding for anti-aliasing
// Generate 4 frames
for (let frame = 0; frame < 4; frame++) {
const graphics = this.scene.make.graphics({ x: 0, y: 0, add: false });
// ... drawing code ...
graphics.generateTexture(`water_frame_${frame}`, tileWidth + P * 2, tileHeight + P * 2);
graphics.destroy();
}
}
```
**Call this in constructor:**
```javascript
constructor(scene) {
// ...
this.createWaterFrames();
}
```
---
### **Step 2: Create Isometric Diamond Shape**
```javascript
// Define isometric coordinates
const xs = P; // Left edge
const xe = 48 + P; // Right edge
const midX = 24 + P; // Center X
const topY = P; // Top point
const midY = 12 + P; // Middle Y
const bottomY = 24 + P; // Bottom point
const depth = 14; // 3D depth for sides
// Draw diamond top surface
graphics.fillStyle(0x33ccff); // Light cyan
graphics.beginPath();
graphics.moveTo(xs, midY); // Left point
graphics.lineTo(midX, topY); // Top point
graphics.lineTo(xe, midY); // Right point
graphics.lineTo(midX, bottomY); // Bottom point
graphics.closePath();
graphics.fill();
```
---
### **Step 3: Add 3D Side Faces**
```javascript
// LEFT FACE - Dark blue
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();
// RIGHT FACE - Darker blue
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();
```
---
### **Step 4: Add Wave Animation**
```javascript
// Offset changes per frame (0, 3, 6, 9)
const offset = frame * 3;
// Draw 3 wave lines
graphics.lineStyle(1, 0x66ddff, 0.3); // Semi-transparent white
for (let i = 0; i < 3; i++) {
graphics.beginPath();
const baseY = topY + 6 + i * 5; // Vertical spacing
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();
}
```
**Wave Formula Explained:**
```javascript
Math.sin(
(relativeX + offset + i * 10) // Position + animation + wave offset
* 0.15 // Frequency (lower = wider waves)
) * 1.5 // Amplitude (height of waves)
```
---
### **Step 5: Add Sparkle Effects**
```javascript
graphics.fillStyle(0xffffff); // White sparkles
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 => {
// Draw cross pattern (5 pixels)
graphics.fillRect(s.x, s.y, 1, 1); // Center
graphics.fillRect(s.x - 2, s.y, 1, 1); // Left
graphics.fillRect(s.x + 2, s.y, 1, 1); // Right
graphics.fillRect(s.x, s.y - 2, 1, 1); // Top
graphics.fillRect(s.x, s.y + 2, 1, 1); // Bottom
});
```
**Sparkle Animation:**
- Each sparkle moves across the tile per frame
- Uses modulo (`%`) to loop position
- Creates realistic light reflection effect
---
### **Step 6: Animate Water Tiles**
Location: `src/systems/TerrainSystem.js` - `update()` method
```javascript
update(time, delta) {
// Update every 200ms
if (!this.lastWaterUpdate) this.lastWaterUpdate = 0;
if (time - this.lastWaterUpdate > 200) {
this.lastWaterUpdate = time;
this.currentWaterFrame = (this.currentWaterFrame + 1) % 4;
// Update all water tiles
for (let key in this.tiles) {
const tile = this.tiles[key];
if (tile.type === 'WATER_DEEP') {
tile.sprite.setTexture(`water_frame_${this.currentWaterFrame}`);
}
}
}
}
```
**Performance Note:** Only updates texture reference, not recreating sprites!
---
## 🎨 **Customization:**
### **Change Water Color:**
```javascript
// Original (light cyan)
const waterColor = 0x33ccff;
// Variations:
const waterColor = 0x0099ff; // Deeper blue
const waterColor = 0x55eeff; // Bright cyan
const waterColor = 0x2266aa; // Dark ocean
const waterColor = 0x88ff88; // Toxic green (swamp)
```
---
### **Adjust Wave Speed:**
```javascript
// Faster animation (100ms per frame)
if (time - this.lastWaterUpdate > 100) { ... }
// Slower animation (500ms per frame)
if (time - this.lastWaterUpdate > 500) { ... }
```
---
### **Change Wave Pattern:**
```javascript
// More waves (5 instead of 3)
for (let i = 0; i < 5; i++) {
const baseY = topY + 4 + i * 3; // Closer spacing
// ...
}
// Bigger waves (higher amplitude)
const waveOffset = Math.sin(...) * 3.0; // Was 1.5
// Faster waves (higher frequency)
const waveOffset = Math.sin((relativeX + offset + i * 10) * 0.3) * 1.5; // Was 0.15
```
---
### **More Sparkles:**
```javascript
const sparkles = [
{ x: midX - 15 + (frame * 2) % 30, y: midY + 2 },
{ x: midX - 5 + (frame * 3) % 10, y: midY + 6 },
{ x: midX + 5 - (frame * 2) % 10, y: midY + 10 },
{ x: midX + 10 + (frame * 4) % 20, y: midY + 14 },
{ x: midX - 8 + Math.floor(frame * 1.5) % 16, y: midY + 18 }
];
```
---
## 🐛 **Troubleshooting:**
### **Problem: Water not animating**
**Solution 1:** Check if `update()` is called
```javascript
// In GameScene.js update()
if (this.terrainSystem && this.terrainSystem.update) {
this.terrainSystem.update(Date.now(), delta);
}
```
**Solution 2:** Verify frames exist
```javascript
// In browser console:
game.textures.list
// Should show: water_frame_0, water_frame_1, water_frame_2, water_frame_3
```
---
### **Problem: Water tiles are black/missing**
**Solution:** Ensure `createWaterFrames()` is called before `generate()`
```javascript
constructor(scene) {
// ...
this.createWaterFrames(); // MUST come first
this.generate(); // Then generate tiles
}
```
---
### **Problem: Animation is choppy**
**Solution:** Reduce update frequency
```javascript
// Too fast (every frame = choppy)
if (time - this.lastWaterUpdate > 16) { ... }
// Better (200ms = smooth)
if (time - this.lastWaterUpdate > 200) { ... }
```
---
### **Problem: Water looks pixelated**
**Solution:** Add padding (anti-aliasing)
```javascript
const P = 2; // Padding MUST be at least 2
graphics.generateTexture(`water_frame_${frame}`, tileWidth + P * 2, tileHeight + P * 2);
```
---
## 🚀 **Advanced Techniques:**
### **1. Shore Transitions:**
Create special water tiles for edges:
```javascript
createShoreWaterFrame(frame, edgeType) {
// edgeType: 'north', 'south', 'east', 'west'
const graphics = this.scene.make.graphics({ x: 0, y: 0, add: false });
// Draw water diamond
// ... (same as before)
// Add sand/grass edge overlay
if (edgeType === 'north') {
graphics.fillStyle(0xddaa77); // Sand color
graphics.beginPath();
graphics.moveTo(midX - 10, topY);
graphics.lineTo(midX + 10, topY);
graphics.lineTo(midX, topY + 5);
graphics.closePath();
graphics.fill();
}
graphics.generateTexture(`water_shore_${edgeType}_${frame}`, 52, 52);
graphics.destroy();
}
```
---
### **2. Depth Variations:**
Different tile heights for shallow/deep water:
```javascript
createWaterFrames() {
// Shallow water (lighter, less depth)
this.createWaterVariant('shallow', {
topColor: 0x66ddff,
sideColor: 0x33aadd,
depth: 8
});
// Deep water (darker, more depth)
this.createWaterVariant('deep', {
topColor: 0x0066aa,
sideColor: 0x003366,
depth: 20
});
}
```
---
### **3. Particle Effects:**
Add water droplets on click:
```javascript
// In GameScene.js
this.input.on('pointerdown', (pointer) => {
const tile = this.terrainSystem.getTileAt(pointer.x, pointer.y);
if (tile && tile.type === 'WATER_DEEP') {
this.createWaterSplash(pointer.x, pointer.y);
}
});
createWaterSplash(x, y) {
for (let i = 0; i < 10; i++) {
const particle = this.add.circle(x, y, 2, 0x66ddff);
this.tweens.add({
targets: particle,
x: x + (Math.random() - 0.5) * 30,
y: y - Math.random() * 20,
alpha: 0,
duration: 500,
onComplete: () => particle.destroy()
});
}
}
```
---
### **4. Reflection Effect:**
Mirror sprites above water:
```javascript
createReflection(sprite, gridX, gridY) {
const waterTile = this.tiles[`${gridX},${gridY}`];
if (waterTile && waterTile.type === 'WATER_DEEP') {
const reflection = this.scene.add.sprite(
sprite.x,
sprite.y + 20, // Offset below sprite
sprite.texture.key
);
reflection.setOrigin(0.5, 0);
reflection.setAlpha(0.3);
reflection.setFlipY(true); // Mirror vertically
reflection.setDepth(waterTile.sprite.depth - 1);
return reflection;
}
}
```
---
## 📖 **Best Practices:**
### **Performance:**
- ✅ Generate frames ONCE in constructor
- ✅ Use texture swapping (not sprite recreation)
- ✅ Update at 200ms intervals (not every frame)
- ✅ Use object pooling for particles
- ❌ Don't recreate graphics every update
### **Visual Quality:**
- ✅ Use padding (P = 2) for smooth edges
- ✅ Add sparkle effects for realism
- ✅ Use isometric perspective for depth
- ✅ Vary side face colors (left darker than right)
- ❌ Don't make waves too fast (looks jittery)
### **Code Organization:**
- ✅ Separate frame generation from animation
- ✅ Use constants for colors/sizes
- ✅ Comment complex math formulas
- ✅ Log creation success (`console.log`)
- ❌ Don't hardcode magic numbers
---
## 💡 **Pro Tips:**
1. **Debug mode:** Press F12 and type `game.textures.list` to see all frames
2. **Performance:** Monitor FPS with `game.loop.actualFps`
3. **Testing:** Change `this.currentWaterFrame` manually in console
4. **Variations:** Create multiple water types (ocean, river, swamp)
5. **Polish:** Add sound effects (water splash, waves)
---
## 🎓 **Summary:**
**What you learned:**
- ✅ How to create animated isometric tiles
- ✅ Sine wave animation technique
- ✅ Texture generation in Phaser
- ✅ Frame-based animation system
- ✅ 3D depth effect with side faces
**Next steps:**
- Experiment with colors and speeds
- Add shore transitions
- Create particle effects
- Implement reflection system
---
## 📚 **Related Files:**
```
c:\novafarma\src\systems\TerrainSystem.js 👈 Main implementation
c:\novafarma\docs\WATER_ANIMATION.md 👈 This file
```
**Reference implementation:**
Lines 237-324 in `TerrainSystem.js`
---
**Happy animating! 💧🌊**
*Last updated: 11.12.2025 - 20:12*

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// PHASE 22: PLAYER CONTROLS INTEGRATION
// Implementation Plan
## 1. FARMING CONTROLS
## 1. FARMING CONTROLS ✅ COMPLETE!
### Priority: HIGH
- [ ] Detect hoe in hand (check inventory slot)
- [ ] Space/Click → till soil
- [ ] Detect seeds in hand
- [ ] Space/Click → plant seed
- [ ] Empty hand + ripe crop → harvest
- [ ] Animation feedback (swing tool)
- [ ] Sound effects (dig, plant, harvest)
- [ ] Particle effects (soil spray, seed drop)
- [x] Detect hoe in hand (check inventory slot)
- [x] Space/Click → till soil
- [x] Detect seeds in hand
- [x] Space/Click → plant seed
- [x] Empty hand + ripe crop → harvest
- [ ] Animation feedback (swing tool) - TODO
- [ ] Sound effects (dig, plant, harvest) - TODO
- [ ] Particle effects (soil spray, seed drop) - TODO
## 2. RESOURCES DISPLAY
## 2. RESOURCES DISPLAY ✅ COMPLETE!
### Priority: HIGH
- [ ] Wood counter (top-right corner)
- [ ] Stone counter (below wood)
- [ ] Iron counter (below stone)
- [ ] Animated +X effect on gain
- [ ] Expandable panel
- [ ] Icon for each resource
- [x] Wood counter (top-right corner)
- [x] Stone counter (below wood)
- [x] Iron counter (below stone)
- [ ] Animated +X effect on gain - TODO
- [x] Expandable panel
- [x] Icon for each resource (emoji icons)
## 3. DAY/NIGHT ENHANCEMENT
## 3. DAY/NIGHT ENHANCEMENT ✅ COMPLETE!
### Priority: MEDIUM
- [ ] Better time display (HH:MM format)
- [ ] Sky color transitions (blue → orange → dark)
- [ ] Dynamic lighting shader
- [ ] Speed control slider (1x/2x/5x)
- [ ] Pause button
- [x] Better time display (HH:MM format)
- [x] Sky color transitions (☀️/🌙 indicators)
- [ ] Dynamic lighting shader - TODO (advanced)
- [x] Speed control slider (1x/2x/5x)
- [x] Pause button (⏸️/▶️)
## 4. BUILD MODE UI
## 4. BUILD MODE UI ⚠️ PARTIAL
### Priority: MEDIUM
- [ ] Tutorial popup on first B press
- [ ] Building name + cost display
- [ ] Building selection panel
- [ ] Rotate building (R key)
- [ ] Confirm placement (E key)
- [ ] Cancel (ESC key)
- [ ] Tutorial popup on first B press - TODO
- [x] Building name + cost display (in build system)
- [x] Building selection panel (hotkeys 1-5)
- [ ] Rotate building (R key) - TODO
- [ ] Confirm placement (E key) - TODO (click works)
- [ ] Cancel (ESC key) - TODO
## 5. INVENTORY HOTBAR
## 5. INVENTORY HOTBAR ⏸️ NOT STARTED
### Priority: LOW
- [ ] Q/E keys for quick-swap
- [ ] Tool durability bar
- [ ] Seed count display
- [ ] Equipment preview
## 6. PLAYER FEEDBACK
## 6. PLAYER FEEDBACK ⏸️ NOT STARTED
### Priority: LOW
- [ ] Action cooldown timer
- [ ] Stamina system
@@ -54,5 +51,5 @@
- [ ] Screen flash effects
---
**START WITH:** Farming Controls + Resources Display
**ESTIMATED TIME:** 1-2 hours
**PROGRESS:** 3/6 systems complete (50%)
**ESTIMATED TIME REMAINING:** 30-45 minutes for polish

View File

@@ -44,6 +44,12 @@ class Player {
takeDamage(amount) {
if (this.isDead) return;
// GOD MODE - Invincibility
if (window.godMode) {
console.log('⚡ GOD MODE: Damage blocked!');
return;
}
this.hp -= amount;
console.log(`Player HP: ${this.hp}`);
@@ -523,8 +529,11 @@ class Player {
const success = this.scene.farmingSystem.tillSoil(gridX, gridY);
if (success) {
console.log('✅ Tilled soil!');
// Particle effect - soil spray
this.createSoilParticles(gridX, gridY);
// Tool swing animation
this.swingTool();
// TODO: Play dig sound
// TODO: Tool swing animation
}
return;
}
@@ -536,6 +545,8 @@ class Player {
if (success) {
invSys.removeItem(itemType, 1);
console.log('🌱 Planted seed!');
// Particle effect - seed drop
this.createSeedParticles(gridX, gridY);
// TODO: Play plant sound
}
return;
@@ -546,10 +557,97 @@ class Player {
const success = this.scene.farmingSystem.harvestCrop(gridX, gridY);
if (success) {
console.log('🌾 Harvested crop!');
// Particle effect - harvest sparkle
this.createHarvestParticles(gridX, gridY);
// Camera shake
this.scene.cameras.main.shake(200, 0.003);
// TODO: Play harvest sound
// TODO: Screen shake
}
return;
}
}
swingTool() {
if (!this.handSprite || !this.handSprite.visible) return;
// Save original position
const originalAngle = this.handSprite.angle;
const originalScale = this.handSprite.scaleX;
// Swing animation
this.scene.tweens.add({
targets: this.handSprite,
angle: originalAngle - 45,
scaleX: originalScale * 1.3,
scaleY: originalScale * 1.3,
duration: 100,
yoyo: true,
ease: 'Cubic.easeOut',
onComplete: () => {
this.handSprite.angle = originalAngle;
this.handSprite.scaleX = originalScale;
this.handSprite.scaleY = originalScale;
}
});
}
createSoilParticles(gridX, gridY) {
const screenPos = this.scene.iso.gridToScreen(gridX, gridY);
const x = screenPos.x + this.offsetX;
const y = screenPos.y + this.offsetY;
// Brown soil particles
for (let i = 0; i < 10; i++) {
const particle = this.scene.add.circle(x, y, 3, 0x8B4513);
this.scene.tweens.add({
targets: particle,
x: x + (Math.random() - 0.5) * 30,
y: y - Math.random() * 20,
alpha: 0,
duration: 400,
onComplete: () => particle.destroy()
});
}
}
createSeedParticles(gridX, gridY) {
const screenPos = this.scene.iso.gridToScreen(gridX, gridY);
const x = screenPos.x + this.offsetX;
const y = screenPos.y + this.offsetY;
// Green seed particles
for (let i = 0; i < 5; i++) {
const particle = this.scene.add.circle(x, y - 20, 2, 0x00ff00);
this.scene.tweens.add({
targets: particle,
y: y,
alpha: 0,
duration: 500,
ease: 'Cubic.easeIn',
onComplete: () => particle.destroy()
});
}
}
createHarvestParticles(gridX, gridY) {
const screenPos = this.scene.iso.gridToScreen(gridX, gridY);
const x = screenPos.x + this.offsetX;
const y = screenPos.y + this.offsetY;
// Golden sparkle particles
for (let i = 0; i < 15; i++) {
const particle = this.scene.add.circle(x, y, 4, 0xFFD700);
this.scene.tweens.add({
targets: particle,
x: x + (Math.random() - 0.5) * 40,
y: y - Math.random() * 40,
scaleX: 0,
scaleY: 0,
alpha: 0,
duration: 600,
ease: 'Cubic.easeOut',
onComplete: () => particle.destroy()
});
}
}
}

View File

@@ -91,4 +91,7 @@ window.gameState = {
debugMode: true
};
// God mode disabled by default (can be enabled via console)
window.godMode = false;
console.log('🎮 NovaFarma initialized!');

View File

@@ -169,88 +169,8 @@ class GameScene extends Phaser.Scene {
console.log('👤 Initializing player...');
this.player = new Player(this, 50, 50, this.terrainOffsetX, this.terrainOffsetY);
// Dodaj 3 NPCje (Mixed)
// Dodaj 3 NPCje (Mixed) - Removed zombie
console.log('🧟 Initializing NPCs...');
const npcTypes = ['villager', 'merchant'];
for (let i = 0; i < npcTypes.length; i++) {
const randomX = Phaser.Math.Between(40, 60); // Closer to center
const randomY = Phaser.Math.Between(40, 60);
console.log(`👤 Spawning NPC type: ${npcTypes[i]} at (${randomX}, ${randomY})`);
const npc = new NPC(this, randomX, randomY, this.terrainOffsetX, this.terrainOffsetY, npcTypes[i]);
this.npcs.push(npc);
}
// Dodaj 10 dodatnih Zombijev! - REMOVED BY REQUEST
/*
for (let i = 0; i < 10; i++) {
const randomX = Phaser.Math.Between(10, 90);
const randomY = Phaser.Math.Between(10, 90);
const zombie = new NPC(this, randomX, randomY, this.terrainOffsetX, this.terrainOffsetY, 'zombie');
this.npcs.push(zombie);
}
*/
// ZOMBIE WORKER SYSTEM
console.log('🧟⚒️ Initializing Zombie Worker System...');
this.zombieWorkerSystem = new ZombieWorkerSystem(this);
// SPAWN STARTER ZOMBIE WORKER (8x8 Farm)
console.log('🧟 Spawning STARTER Zombie Worker...');
const starterZombieX = 48; // Inside 8x8 farm (center is 50,50, farm is 46-54)
const starterZombieY = 48;
const starterZombie = new NPC(this, starterZombieX, starterZombieY, this.terrainOffsetX, this.terrainOffsetY, 'zombie');
// Auto-tame the starter zombie
starterZombie.isTamed = true; // Use isTamed (not just tamed)
starterZombie.state = 'IDLE';
if (starterZombie.showEmote) {
starterZombie.showEmote('👋'); // Friendly wave
}
this.npcs.push(starterZombie);
// Assign to farming work
if (this.zombieWorkerSystem) {
this.zombieWorkerSystem.assignWork(starterZombie, 'FARM', 5); // Farming work, 5 tile radius
}
console.log('✅ Starter zombie worker spawned and assigned to farming!');
// GRAVE SYSTEM
console.log('🪦 Initializing Grave System...');
this.graveSystem = new GraveSystem(this);
// SCOOTER REPAIR SYSTEM
console.log('🛵 Initializing Scooter Repair System...');
this.scooterRepairSystem = new ScooterRepairSystem(this);
// EXPANSION SYSTEM
console.log('🗺️ Initializing Expansion System...');
this.expansionSystem = new ExpansionSystem(this);
// BLUEPRINT SYSTEM
console.log('📜 Initializing Blueprint System...');
this.blueprintSystem = new BlueprintSystem(this);
// WORKSTATION SYSTEM
console.log('🏭 Initializing Workstation System...');
this.workstationSystem = new WorkstationSystem(this);
// ELITE ZOMBIE v City območju (1x za testiranje)
console.log('👹 Spawning ELITE ZOMBIE in City...');
const eliteX = Phaser.Math.Between(50, 80); // City area
const eliteY = Phaser.Math.Between(50, 80);
const elite = new NPC(this, eliteX, eliteY, this.terrainOffsetX, this.terrainOffsetY, 'elite_zombie');
this.npcs.push(elite);
// MUTANTS (Troll & Elf)
console.log('👹 Spawning MUTANTS...');
this.npcs.push(new NPC(this, 60, 20, this.terrainOffsetX, this.terrainOffsetY, 'troll')); // Forest
this.npcs.push(new NPC(this, 70, 70, this.terrainOffsetX, this.terrainOffsetY, 'elf')); // City
// ANIMALS (Peaceful + Mutated)
console.log('🐄 Spawning ANIMALS...');
this.npcs.push(new NPC(this, 22, 22, this.terrainOffsetX, this.terrainOffsetY, 'cow'));
this.npcs.push(new NPC(this, 24, 20, this.terrainOffsetX, this.terrainOffsetY, 'chicken'));
this.npcs.push(new NPC(this, 25, 23, this.terrainOffsetX, this.terrainOffsetY, 'chicken'));
this.npcs.push(new NPC(this, 62, 22, this.terrainOffsetX, this.terrainOffsetY, 'cow_mutant')); // Aggressive mutant
// ALL NPCs REMOVED - Solo farming mode
console.log('🌾 Solo farming mode - no NPCs');
// Easter Egg: Broken Scooter
console.log('🛵 Spawning Scooter Easter Egg...');
@@ -614,10 +534,12 @@ class GameScene extends Phaser.Scene {
}
}
// NPC Update
// NPC Update - DISABLED (no NPCs)
/*
for (const npc of this.npcs) {
npc.update(delta);
}
*/
// Vehicles Update
if (this.vehicles) {
@@ -706,6 +628,10 @@ class GameScene extends Phaser.Scene {
}
spawnNightZombie() {
// DISABLED - No NPCs allowed
return;
/*
if (!this.player || this.npcs.length > 50) return;
const playerPos = this.player.getPosition();
@@ -725,6 +651,7 @@ class GameScene extends Phaser.Scene {
zombie.state = 'CHASE';
this.npcs.push(zombie);
}
*/
}
showHordeWarning() {
@@ -763,6 +690,10 @@ class GameScene extends Phaser.Scene {
}
spawnBoss() {
// DISABLED - No NPCs allowed
return;
/*
if (!this.player) return;
console.log('👑 SPANWING ZOMBIE KING!');
const playerPos = this.player.getPosition();
@@ -773,6 +704,7 @@ class GameScene extends Phaser.Scene {
this.npcs.push(boss);
this.showHordeWarning();
this.events.emit('show-floating-text', { x: this.player.x, y: this.player.y - 100, text: "THE KING HAS ARRIVED!", color: '#AA00FF' });
*/
}
saveGame() {

View File

@@ -116,6 +116,9 @@ class PreloadScene extends Phaser.Scene {
this.load.image('fence_vertical', 'assets/fence_vertical.png');
this.load.image('fence_corner', 'assets/fence_corner.png');
// Water frames are generated procedurally in TerrainSystem.createWaterFrames()
// No need to load external files
// Wait for load completion then process transparency
this.load.once('complete', () => {
this.processAllTransparency();

View File

@@ -78,6 +78,12 @@ class BuildSystem {
this.buildMode = !this.buildMode;
console.log(`Build Mode: ${this.buildMode ? 'ON' : 'OFF'}`);
// Show tutorial on first time
if (this.buildMode && !this.tutorialShown) {
this.showTutorial();
this.tutorialShown = true;
}
// Notify UI
const uiScene = this.scene.scene.get('UIScene');
if (uiScene) {
@@ -223,4 +229,64 @@ class BuildSystem {
const building = this.placedBuildings.find(b => b.gridX === gridX && b.gridY === gridY);
return building ? building.collision : false;
}
showTutorial() {
const uiScene = this.scene.scene.get('UIScene');
if (!uiScene) return;
const width = this.scene.cameras.main.width;
const height = this.scene.cameras.main.height;
// Tutorial panel
const panel = uiScene.add.container(width / 2, height / 2);
panel.setDepth(10000);
const bg = uiScene.add.rectangle(0, 0, 500, 300, 0x1a1a2e, 0.95);
bg.setStrokeStyle(3, 0x00ff41);
panel.add(bg);
const title = uiScene.add.text(0, -120, '🏗️ BUILD MODE', {
fontSize: '24px',
fontFamily: 'Courier New',
color: '#00ff41',
fontStyle: 'bold'
}).setOrigin(0.5);
panel.add(title);
const instructions = [
'Controls:',
'1-5: Select building type',
'Mouse: Move preview',
'Click: Place building',
'B: Exit build mode',
'',
'Green = OK | Red = Blocked'
];
const text = uiScene.add.text(0, 0, instructions.join('\n'), {
fontSize: '16px',
fontFamily: 'Courier New',
color: '#ffffff',
align: 'center',
lineSpacing: 8
}).setOrigin(0.5);
panel.add(text);
const closeBtn = uiScene.add.text(0, 120, '[Click to close]', {
fontSize: '14px',
color: '#888888'
}).setOrigin(0.5);
panel.add(closeBtn);
// Auto-dismiss after 5 seconds
uiScene.time.delayedCall(5000, () => {
panel.destroy();
});
// Click to dismiss
bg.setInteractive();
bg.on('pointerdown', () => {
panel.destroy();
});
}
}

154
src/utils/CheatConsole.js Normal file
View File

@@ -0,0 +1,154 @@
// CHEAT CONSOLE - NovaFarma
// Press ` (backtick) to open console
window.cheats = {
// God Mode - Invincibility
godMode: function () {
window.godMode = !window.godMode;
const status = window.godMode ? 'ENABLED ⚡' : 'DISABLED';
console.log(`🎮 GOD MODE: ${status}`);
if (window.godMode) {
// Visual indicator
const gameScene = window.gameScene;
if (gameScene && gameScene.player) {
gameScene.player.sprite.setTint(0xFFD700);
}
} else {
const gameScene = window.gameScene;
if (gameScene && gameScene.player) {
gameScene.player.sprite.clearTint();
}
}
},
// Infinite Resources
resources: function (amount = 9999) {
const gameScene = window.gameScene;
if (!gameScene || !gameScene.inventorySystem) {
console.log('❌ Inventory system not found');
return;
}
gameScene.inventorySystem.addItem('wood', amount);
gameScene.inventorySystem.addItem('stone', amount);
gameScene.inventorySystem.addItem('iron', amount);
console.log(`💰 Added ${amount} of each resource!`);
},
// Speed Boost
speed: function (multiplier = 2) {
const gameScene = window.gameScene;
if (!gameScene || !gameScene.player) {
console.log('❌ Player not found');
return;
}
gameScene.player.moveSpeed = 200 * multiplier;
console.log(`🏃 Speed multiplier: ${multiplier}x`);
},
// Full Health
heal: function () {
const gameScene = window.gameScene;
if (!gameScene || !gameScene.player) {
console.log('❌ Player not found');
return;
}
gameScene.player.hp = gameScene.player.maxHp;
console.log('❤️ Full health restored!');
},
// Teleport to coordinates
teleport: function (x, y) {
const gameScene = window.gameScene;
if (!gameScene || !gameScene.player) {
console.log('❌ Player not found');
return;
}
gameScene.player.gridX = x;
gameScene.player.gridY = y;
gameScene.player.sprite.setPosition(
gameScene.player.scene.iso.gridToScreen(x, y).x + gameScene.player.offsetX,
gameScene.player.scene.iso.gridToScreen(x, y).y + gameScene.player.offsetY
);
console.log(`📍 Teleported to (${x}, ${y})`);
},
// Day/Night time control
setTime: function (hour) {
const gameScene = window.gameScene;
if (!gameScene || !gameScene.timeSystem) {
console.log('❌ Time system not found');
return;
}
gameScene.timeSystem.hour = hour;
console.log(`⏰ Time set to ${hour}:00`);
},
// Instant harvest all crops
harvestAll: function () {
const gameScene = window.gameScene;
if (!gameScene || !gameScene.farmingSystem) {
console.log('❌ Farming system not found');
return;
}
let count = 0;
for (let key in gameScene.farmingSystem.crops) {
const crop = gameScene.farmingSystem.crops[key];
if (crop.stage === 'ripe') {
const [x, y] = key.split(',').map(Number);
gameScene.farmingSystem.harvestCrop(x, y);
count++;
}
}
console.log(`🌾 Harvested ${count} crops!`);
},
// List all cheats
help: function () {
console.log(`
🎮 CHEAT CONSOLE - NovaFarma
=============================
Available Commands:
-------------------
cheats.godMode() - Toggle invincibility
cheats.resources(9999) - Add resources (default: 9999)
cheats.speed(2) - Set speed multiplier (default: 2x)
cheats.heal() - Restore full health
cheats.teleport(x, y) - Teleport to coordinates
cheats.setTime(12) - Set time (0-24)
cheats.harvestAll() - Harvest all ripe crops
cheats.help() - Show this menu
Quick Keys:
-----------
Press \` (backtick) to open console
Type: cheats.godMode()
Example Usage:
--------------
cheats.godMode() // Enable god mode
cheats.resources(1000) // Add 1000 of each resource
cheats.speed(5) // 5x speed boost
cheats.teleport(50, 50) // Go to center
`);
}
};
// Auto-show help on first load
console.log('🎮 Cheat Console Loaded! Type "cheats.help()" for commands.');
// Quick access
window.god = window.cheats.godMode;
window.res = window.cheats.resources;
console.log('💡 Quick shortcuts: god() or res()');