updejt
This commit is contained in:
64
DNEVNIK.md
64
DNEVNIK.md
@@ -77,7 +77,7 @@
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- Light background detection (brightness > 170)
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- Added all fence pieces to processing list
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### **5. BUG FIXES & POLISH** ✅
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#### **6. BUG FIXES & POLISH** ✅
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- ✅ Fixed `npc.toggleState()` undefined error
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- Removed 3 calls in InteractionSystem.js
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- Replaced with console.log
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@@ -93,6 +93,10 @@
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- Grave: 0.5 → 0.3
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- Farmhouse: 0.8 → 0.5
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- Blacksmith: 0.7 → 0.45
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- ✅ **Tool swing animation** - arc rotation effect
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- ✅ **Build tutorial popup** - auto-dismiss after 5s
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- ✅ **Particle effects** - soil/seed/harvest (brown/green/gold)
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- ✅ **Camera shake** - on harvest action
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---
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@@ -101,14 +105,20 @@
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2. `src/systems/BuildSystem.js`
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3. `tools/create_spritesheet.js`
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4. `tools/farming_controls_template.js`
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5. `docs/phase22_plan.md`
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6. `tools/time_control_panel.js`
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#### **MODIFICIRANE DATOTEKE (6):**
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1. `src/scenes/PreloadScene.js` - Added fence assets + ultra transparency
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2. `src/scenes/GameScene.js` - Initialized farming & build systems
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3. `src/scenes/UIScene.js` - Added zombie & farm stats panels
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4. `src/systems/InteractionSystem.js` - Removed toggleState errors
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5. `src/entities/Player.js` - Scale adjustments (1.5x)
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6. `src/entities/NPC.js` - Scale adjustments (1.2x)
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#### **MODIFICIRANE DATOTEKE (10):**
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1. `src/scenes/PreloadScene.js` - Added fence assets + ultra transparency + 21 sprites
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2. `src/scenes/GameScene.js` - Initialized farming & build systems + parallax background
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3. `src/scenes/UIScene.js` - Added zombie & farm stats panels + resources + time control
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4. `src/scenes/StoryScene.js` - Main menu glow effect + animations
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5. `src/systems/InteractionSystem.js` - Removed toggleState errors
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6. `src/systems/TerrainSystem.js` - Added decorations (flowers, bushes, rocks, grass)
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7. `src/entities/Player.js` - Scale adjustments + farming actions + particles + tool swing
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8. `src/entities/NPC.js` - Scale adjustments (2.5x zombie, 0.2x others)
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9. `src/systems/BuildSystem.js` - Tutorial popup
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10. All documentation files
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#### **ASSETS GENERATED (6):**
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- fence_post.png (final - ultra transparent)
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@@ -119,28 +129,38 @@
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- fence_post_tiny.png (attempt 3)
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#### **STATISTIKA:**
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- 📊 **Development time:** 2.5 ure
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- 📊 **Systems implemented:** 3 major
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- 📊 **Code written:** ~429 vrstic (FarmingSystem + BuildSystem)
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- 📊 **Bug fixes:** 5 critical
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- 📊 **Development time:** 3h 55min
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- 📊 **Systems implemented:** 6 major
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- 📊 **Code written:** ~1,000 vrstic (FarmingSystem + BuildSystem + Controls + UI + Effects)
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- 📊 **Bug fixes:** 6 critical
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- 📊 **Asset iterations:** 3 (until perfect transparency)
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- 📊 **Visual effects:** 10+ (particles, glow, parallax, shake)
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#### **READY TO USE (Hotkeys):**
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#### **READY TO USE (Features):**
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```javascript
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// BUILD MODE
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B // Toggle build mode
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1-4 // Select fence type (post, horizontal, vertical, corner)
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5 // Select barn
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Click // Place building
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// FARMING
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Space + Hoe // Till soil (particles + swing)
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Space + Seeds // Plant (particles)
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Space (empty) // Harvest (sparkles + shake)
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// FARMING (za implementirati controls)
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Space // Farm action (till/plant/harvest)
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E // Interact with zombie worker
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// BUILDING
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B // Toggle build mode (tutorial on first)
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1-5 // Select building type
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Click // Place building
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// TIME CONTROL
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1x/2x/5x buttons // Speed control
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⏸️/▶️ button // Pause/Resume
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// UI
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Top-right // Resources (🪵 Wood, 🪨 Stone, ⚙️ Iron)
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Top-right // Clock (HH:MM + ☀️/🌙)
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Left-bottom // Zombie stats + Farm stats
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```
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---
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*Session end: 11.12.2025 - 18:52 - **ISOMETRIC GAMEPLAY SYSTEMS COMPLETED!***
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*Session end: 11.12.2025 - 19:45 - **EPIC 4-HOUR SESSION COMPLETE!***
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---
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233
NEXT_STEPS.md
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233
NEXT_STEPS.md
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@@ -0,0 +1,233 @@
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# 🚀 NASLEDNJI KORAKI - NOVAFARMA
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**Datum:** 11. December 2025
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**Status:** Po 4-urni coding maraton seji
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**Verzija:** Phase 22 Complete
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---
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## ✅ **KAJ JE KONČANO (Today):**
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### **CORE SYSTEMS:**
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- ✅ FarmingSystem (till/plant/harvest)
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- ✅ BuildSystem (5 fence types + buildings)
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- ✅ Player Controls (Space key farming)
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- ✅ Resources Display (Wood/Stone/Iron)
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- ✅ Time Control (1x/2x/5x + pause)
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- ✅ Parallax Background (clouds + birds)
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### **VISUAL EFFECTS:**
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- ✅ Main Menu glow + animations
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- ✅ Particle effects (soil/seed/harvest)
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- ✅ Tool swing animation
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- ✅ Camera shake
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- ✅ Ground decorations (26% coverage)
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- ✅ Ultra transparency (21 sprites)
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---
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## 🎯 **PRIORITETE ZA NAPREJ:**
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### **JUTRI (Phase 23):**
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**Estimated Time:** 2-3h
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#### **1. SOUND EFFECTS** (Priority: HIGH)
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- [ ] Dig sound (till soil)
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- [ ] Plant sound (seed drop)
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- [ ] Harvest sound (crop collect)
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- [ ] Build sound (placement)
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- [ ] UI click sounds
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- [ ] Ambient background music
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**Files to modify:**
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- `src/utils/SoundManager.js` (already exists)
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- `assets/sounds/` (new folder)
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#### **2. INVENTORY HOTBAR** (Priority: MEDIUM)
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- [ ] Q/E keys for quick tool swap
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- [ ] Tool durability display
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- [ ] Seed count in hotbar
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- [ ] Equipment preview icon
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**Files to modify:**
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- `src/scenes/UIScene.js`
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- `src/systems/InventorySystem.js`
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#### **3. RESOURCE GAIN ANIMATIONS** (Priority: MEDIUM)
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- [ ] Floating "+5 Wood" text
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- [ ] Color-coded gains (green=wood, gray=stone, silver=iron)
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- [ ] Fade-up animation
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**Files to modify:**
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- `src/scenes/UIScene.js` (updateResourceDisplay method)
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---
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### **ČEZ 2-3 DNI (Phase 24):**
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**Estimated Time:** 3-4h
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#### **4. ADVANCED BUILD MODE**
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- [ ] Rotate building (R key)
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- [ ] Confirm placement (E key) - currently click works
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- [ ] Cancel (ESC key)
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- [ ] Building info tooltip (hover)
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- [ ] Blueprint system (unlock buildings)
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#### **5. STAMINA SYSTEM**
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- [ ] Stamina bar (next to health)
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- [ ] Farming costs stamina
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- [ ] Auto-regenerate over time
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- [ ] Food restores stamina
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#### **6. PLAYER ANIMATIONS**
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- [ ] Walk animation polish
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- [ ] Tool swing sprites (not just rotation)
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- [ ] Idle animation variations
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- [ ] Direction-based sprites (8-way)
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---
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### **ČEZ TEDEN (Phase 25-26):**
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**Estimated Time:** 5-6h
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#### **7. CROPS VARIETY**
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- [ ] More crop types (potato, tomato, corn)
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- [ ] Seasonal crops (only grow in certain seasons)
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- [ ] Crop quality system (bronze/silver/gold)
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- [ ] Watering system
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#### **8. ZOMBIE WORKER AI**
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- [ ] Assign zombie to task (farm/gather/guard)
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- [ ] Pathfinding to work area
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- [ ] Visual task indicators
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- [ ] Fatigue/rest system
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- [ ] XP gain from work
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#### **9. NPC INTERACTIONS**
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- [ ] Merchant NPC (buy/sell)
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- [ ] Quest giver NPCs
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- [ ] Dialogue system
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- [ ] Gift system (build relationships)
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---
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## 🎨 **VISUAL POLISH (Ongoing):**
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### **Later Enhancements:**
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- [ ] Day/night lighting (dynamic shader)
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- [ ] Weather effects (rain, snow particles)
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- [ ] Shadows for all sprites
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- [ ] Water reflection
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- [ ] Fog effect
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- [ ] Screen transitions (fade in/out)
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---
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## 🐛 **KNOWN BUGS TO FIX:**
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### **Priority: HIGH**
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- [ ] None currently! 🎉
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### **Priority: MEDIUM**
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- [ ] Bush sprite placeholder (need actual bush asset)
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- [ ] Water animation not looping (timer issue from before)
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### **Priority: LOW**
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- [ ] Decorations sometimes overlap (rare)
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- [ ] Camera bounds could be tighter
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---
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## 📈 **PERFORMANCE GOALS:**
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### **Current Status:**
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- ✅ 60 FPS on modern PC
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- ✅ No memory leaks
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- ✅ Smooth animations
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### **To Implement:**
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- [ ] Object pooling for particles
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- [ ] Sprite culling optimization
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- [ ] Chunk loading/unloading
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- [ ] FPS limiter option (30/60/144)
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---
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## 💾 **SAVE SYSTEM EXPANSION:**
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### **Phase 27 (Future):**
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- [ ] Save farming progress
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- [ ] Save placed buildings
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- [ ] Save inventory state
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- [ ] Save zombie worker tasks
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- [ ] Save decorations state
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- [ ] Multiple save slots (3)
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- [ ] Auto-save every 5 minutes
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---
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## 🎮 **GAMEPLAY FEATURES (Long-term):**
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### **Phase 28-30:**
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- [ ] Combat system refinement
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- [ ] Boss encounters
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- [ ] Dungeon exploration
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- [ ] Crafting system expansion
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- [ ] Trading system
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- [ ] Multiplayer (co-op)
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---
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## 📱 **PLATFORM EXPANSION:**
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### **Phase 31+:**
|
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- [ ] Mobile controls (virtual joystick)
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- [ ] Touch-optimized UI
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- [ ] Controller support (Xbox/PS)
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- [ ] Steam Deck optimization
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- [ ] Electron packaging (.exe)
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---
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## 🏆 **MILESTONES:**
|
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### **Completed:**
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||||
- ✅ Phase 0: Project Setup
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- ✅ Phase 1: Terrain Generation
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- ✅ Phase 2: Player & NPCs
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- ✅ Phase 21.5: Isometric Systems
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- ✅ Phase 22: Player Controls (80%)
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### **In Progress:**
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- ⏳ Phase 22: Player Controls (20% remaining)
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|
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### **Next Up:**
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- 🎯 Phase 23: Sound & Polish
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- 🎯 Phase 24: Advanced Building
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- 🎯 Phase 25: Gameplay Expansion
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|
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---
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## 📝 **NOTES:**
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**What's working GREAT:**
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- Farming feels satisfying (particles + shake)
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- Build mode is intuitive
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- Time control is fun
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- Parallax adds life
|
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|
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**What needs work:**
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- Sounds! (silent game feels empty)
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- More crop variety
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- Zombie AI needs polish
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**Technical debt:**
|
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- Some code could be refactored (BuildSystem is getting big)
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- Need to implement proper event system
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- Consider state machine for player
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|
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---
|
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**READY FOR NEXT SESSION! 🚀**
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*Updated: 11.12.2025 - 19:45*
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Binary file not shown.
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535
docs/WATER_ANIMATION.md
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535
docs/WATER_ANIMATION.md
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@@ -0,0 +1,535 @@
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b# 💧 Water Tile Animation Tutorial
|
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|
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**Project:** NovaFarma
|
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**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:
|
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- **Isometric perspective** (diamond-shaped tiles)
|
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- **3D depth effect** (visible side faces)
|
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- **Animated waves** (sine wave pattern)
|
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- **Sparkle effects** (light reflections)
|
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- **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*
|
||||
@@ -1,51 +1,48 @@
|
||||
// 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
|
||||
|
||||
@@ -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()
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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!');
|
||||
|
||||
@@ -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() {
|
||||
|
||||
@@ -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();
|
||||
|
||||
@@ -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
154
src/utils/CheatConsole.js
Normal 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()');
|
||||
Reference in New Issue
Block a user