This commit is contained in:
2025-12-07 21:31:44 +01:00
parent 4a0ca267ea
commit 974141c08c
52 changed files with 2485 additions and 397 deletions

127
src/entities/Boss.js Normal file
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@@ -0,0 +1,127 @@
class Boss extends NPC {
constructor(scene, gridX, gridY) {
super(scene, gridX, gridY, scene.terrainOffsetX, scene.terrainOffsetY, 'boss');
this.maxHp = 500;
this.hp = this.maxHp;
this.moveSpeed = 70; // Slower than normal zombies
// Cooldowns
this.summonCooldown = 12000;
this.smashCooldown = 6000;
this.currentSkillTimer = 0;
}
createSprite() {
super.createSprite();
// Customize appearance
this.sprite.setScale(2.0); // Big Boss
this.sprite.setTint(0x6600cc); // Dark Purple
// Add a crown or something? (Text)
this.crown = this.scene.add.text(this.sprite.x, this.sprite.y - 80, '👑', { fontSize: '30px' });
this.crown.setOrigin(0.5);
this.crown.setDepth(this.sprite.depth + 100);
}
update(delta) {
super.update(delta);
// Update Crown position
if (this.crown && this.sprite) {
this.crown.setPosition(this.sprite.x, this.sprite.y - 80);
this.crown.setDepth(this.sprite.depth + 100);
}
if (this.state === 'CHASE' || this.state === 'WANDER') {
this.handleBossSkills(delta);
}
}
handleBossSkills(delta) {
if (!this.scene.player) return;
this.currentSkillTimer += delta;
const dist = Phaser.Math.Distance.Between(this.gridX, this.gridY, this.scene.player.gridX, this.scene.player.gridY);
// Smash Attack (AoE close range)
if (this.currentSkillTimer > this.smashCooldown && dist < 4) {
this.smashAttack();
this.currentSkillTimer = 0; // Reset timer partially? No, full reset for simpler logic
}
// Summon Minions (Long range or cooldown)
else if (this.currentSkillTimer > this.summonCooldown) {
this.summonMinions();
this.currentSkillTimer = 5000; // Give back some time so he doesn't wait full CD for smash
}
}
smashAttack() {
console.log('💥 BOSS SMASH!');
this.scene.cameras.main.shake(300, 0.01);
// Visual Warning
const warning = this.scene.add.circle(this.sprite.x, this.sprite.y, 150, 0xff0000, 0.4);
warning.setScale(0);
this.scene.tweens.add({
targets: warning,
scale: 1,
alpha: 0,
duration: 500,
onComplete: () => {
warning.destroy();
// Damage Logic
const playerPos = this.scene.player.getPosition();
const d = Phaser.Math.Distance.Between(this.sprite.x, this.sprite.y, playerPos.x, playerPos.y); // Pixel distance
if (d < 150) {
this.scene.player.takeDamage(30);
// Knockback
// todo
}
// Sound
if (this.scene.soundManager) this.scene.soundManager.playDeath(); // Placeholder for big boom
}
});
}
summonMinions() {
console.log('🧟🧟🧟 BOSS SUMMONS MINIONS!');
for (let i = 0; i < 3; i++) {
const angle = (Math.PI * 2 / 3) * i;
const dist = 3;
const sx = Math.floor(this.gridX + Math.cos(angle) * dist);
const sy = Math.floor(this.gridY + Math.sin(angle) * dist);
if (this.scene.terrainSystem.getTile(sx, sy)) {
// Spawn normal zombie
// We access GameScene's spawn method or create NPC directly
const zombie = new NPC(this.scene, sx, sy, this.scene.terrainOffsetX, this.scene.terrainOffsetY, 'zombie');
zombie.state = 'CHASE';
this.scene.npcs.push(zombie);
// Spawn Effect
if (this.scene.particleEffects) {
const iso = new IsometricUtils(48, 24);
const pos = iso.toScreen(sx, sy);
this.scene.particleEffects.bloodSplash(pos.x + 300, pos.y + 100); // hardcoded offset fix maybe needed
}
}
}
}
destroy() {
if (this.crown) this.crown.destroy();
super.destroy();
// Boss Drops
if (this.scene.lootSystem) {
this.scene.lootSystem.spawnLoot(this.gridX, this.gridY, 'item_gold', 50);
this.scene.lootSystem.spawnLoot(this.gridX, this.gridY, 'item_sword', 1); // Rare drop
}
// Boss Death Event?
this.scene.events.emit('boss_killed');
}
}

View File

@@ -242,6 +242,8 @@ class NPC {
handlePassiveAI(delta) {
if (this.state === 'TAMED' || this.state === 'FOLLOW') {
// Defensive behavior - attack nearby enemy zombies
this.defendPlayer();
this.followPlayer();
return;
}
@@ -253,6 +255,56 @@ class NPC {
}
}
defendPlayer() {
if (!this.scene.npcs || this.attackCooldownTimer > 0) return;
// Find nearest enemy zombie
let nearestEnemy = null;
let minDist = 6; // Defense radius
for (const npc of this.scene.npcs) {
if (npc === this || npc.state === 'TAMED' || npc.state === 'FOLLOW') continue;
if (npc.type !== 'zombie') continue;
const dist = Phaser.Math.Distance.Between(this.gridX, this.gridY, npc.gridX, npc.gridY);
if (dist < minDist) {
minDist = dist;
nearestEnemy = npc;
}
}
if (nearestEnemy) {
// Attack if close enough
if (minDist <= 1.5) {
this.attackEnemy(nearestEnemy);
} else {
// Move towards enemy
this.moveTowards(nearestEnemy.gridX, nearestEnemy.gridY);
}
}
}
attackEnemy(target) {
if (this.attackCooldownTimer > 0) return;
this.attackCooldownTimer = 1500;
console.log('🧟❤️ Tamed Zombie DEFENDS!');
// Attack Animation
if (this.sprite) {
this.scene.tweens.add({
targets: this.sprite,
y: this.sprite.y - 10,
yoyo: true, duration: 100, repeat: 1
});
}
// Deal Damage
if (target && target.takeDamage) {
target.takeDamage(15); // Tamed zombies hit harder!
}
}
handleAggressiveAI(delta) {
if (!this.scene.player) return;
@@ -289,6 +341,49 @@ class NPC {
}
moveTowards(targetX, targetY) {
// Optimization: if very close, use direct movement (collision checks handled by isValidMove)
const dist = Phaser.Math.Distance.Between(this.gridX, this.gridY, targetX, targetY);
// Use pathfinding for longer distances
if (dist > 2 && this.scene.pathfinding) {
// Check if we need to recalc path (target changed or no path)
const targetKey = `${targetX},${targetY}`;
if (!this.currentPath || this.pathTargetKey !== targetKey || this.currentPath.length === 0) {
// Recalc path (Async Worker)
if (!this.isWaitingForPath) {
this.isWaitingForPath = true;
this.scene.pathfinding.findPath(this.gridX, this.gridY, targetX, targetY, (path) => {
this.isWaitingForPath = false;
this.currentPath = path;
this.pathTargetKey = targetKey;
// Process path once received
if (this.currentPath && this.currentPath.length > 0) {
// Remove start node if it's current pos
if (this.currentPath[0].x === this.gridX && this.currentPath[0].y === this.gridY) {
this.currentPath.shift();
}
}
});
} else {
return; // Wait for path
}
}
// Follow Path
if (this.currentPath && this.currentPath.length > 0) {
const step = this.currentPath[0];
// Move there
this.moveToGrid(step.x, step.y);
// Remove step
this.currentPath.shift();
return;
}
}
// Fallback: Direct Movement (Dumb AI)
const dx = Math.sign(targetX - this.gridX);
const dy = Math.sign(targetY - this.gridY);
let nextX = this.gridX + dx;
@@ -415,6 +510,16 @@ class NPC {
takeDamage(amount) {
this.hp -= amount;
// Hit Sound
if (this.scene.soundManager) {
this.scene.soundManager.playHit();
}
// Blood Splash Effect
if (this.scene.particleEffects) {
this.scene.particleEffects.bloodSplash(this.sprite.x, this.sprite.y - 20);
}
// Show Health Bar
if (this.healthBar) {
this.healthBar.setVisible(true);
@@ -449,6 +554,12 @@ class NPC {
die() {
console.log('🧟💀 Zombie DEAD');
// Death Sound
if (this.scene.soundManager) {
this.scene.soundManager.playDeath();
}
// Spawn loot - BONE
if (this.scene.lootSystem) {
this.scene.lootSystem.spawnLoot(this.gridX, this.gridY, 'item_bone');
@@ -456,6 +567,12 @@ class NPC {
// Fallback
this.scene.interactionSystem.spawnLoot(this.gridX, this.gridY, 'item_bone');
}
// Quest Tracking (Kill)
if (this.scene.questSystem) {
this.scene.questSystem.trackAction(this.type);
}
this.destroy();
const idx = this.scene.npcs.indexOf(this);
@@ -496,6 +613,33 @@ class NPC {
this.addTamedEyes();
}
interact() {
console.log('🗣️ Inteacting with NPC:', this.type);
// Quest Check
if (this.scene.questSystem) {
const availableQuest = this.scene.questSystem.getAvailableQuest(this.type);
if (availableQuest) {
console.log('Quest Available from NPC!');
// Open Dialog UI
const ui = this.scene.scene.get('UIScene');
if (ui && ui.showQuestDialog) {
ui.showQuestDialog(availableQuest, () => {
this.scene.questSystem.startQuest(availableQuest.id);
});
return;
}
}
}
// Default behavior (Emote)
this.showEmote('👋');
// Small jump or animation?
if (this.sprite) {
this.scene.tweens.add({ targets: this.sprite, y: this.sprite.y - 10, yoyo: true, duration: 100 });
}
}
addTamedEyes() {
if (this.eyesGroup) return;

View File

@@ -70,6 +70,11 @@ class Player {
this.sprite.setRotation(Math.PI / 2); // Lie down
console.log('💀 PLAYER DIED');
// Death Sound
if (this.scene.soundManager) {
this.scene.soundManager.playDeath();
}
// Show Game Over / Reload
const txt = this.scene.add.text(this.scene.cameras.main.midPoint.x, this.scene.cameras.main.midPoint.y, 'YOU DIED', {
fontSize: '64px', color: '#ff0000', fontStyle: 'bold', stroke: '#000', strokeThickness: 6
@@ -132,6 +137,12 @@ class Player {
attack() {
console.log('⚔️ Player Attack!');
// Attack Sound
if (this.scene.soundManager) {
this.scene.soundManager.playAttack();
}
if (this.scene.interactionSystem) {
const targetX = this.gridX + this.lastDir.x;
const targetY = this.gridY + this.lastDir.y;
@@ -198,25 +209,40 @@ class Player {
let moved = false;
let facingRight = !this.sprite.flipX;
// WASD
// Determine inputs
let up = this.keys.up.isDown;
let down = this.keys.down.isDown;
let left = this.keys.left.isDown;
let right = this.keys.right.isDown;
// Check Virtual Joystick inputs (from UIScene)
const ui = this.scene.scene.get('UIScene');
if (ui && ui.virtualJoystick) {
if (ui.virtualJoystick.up) up = true;
if (ui.virtualJoystick.down) down = true;
if (ui.virtualJoystick.left) left = true;
if (ui.virtualJoystick.right) right = true;
}
// Apply
let dx = 0;
let dy = 0;
if (this.keys.up.isDown) {
if (up) {
dx = -1; dy = 0;
moved = true;
facingRight = false;
} else if (this.keys.down.isDown) {
} else if (down) {
dx = 1; dy = 0;
moved = true;
facingRight = true;
}
if (this.keys.left.isDown) {
if (left) {
dx = 0; dy = 1;
moved = true;
facingRight = false;
} else if (this.keys.right.isDown) {
} else if (right) {
dx = 0; dy = -1;
moved = true;
facingRight = true;
@@ -275,6 +301,11 @@ class Player {
this.gridX = targetX;
this.gridY = targetY;
// Footstep Sound
if (this.scene.soundManager) {
this.scene.soundManager.playFootstep();
}
const targetScreen = this.iso.toScreen(targetX, targetY);
if (this.sprite.texture.key === 'player_walk') {