popravek zombijo

This commit is contained in:
2025-12-07 13:16:04 +01:00
parent 2404d44ef7
commit 98059a2659
9 changed files with 577 additions and 385 deletions

View File

@@ -316,6 +316,7 @@ class NPC {
if (this.attackCooldownTimer > 0) return;
this.attackCooldownTimer = 1500;
// Attack Animation (Jump)
if (this.sprite) {
this.scene.tweens.add({
targets: this.sprite,
@@ -324,9 +325,12 @@ class NPC {
});
}
if (this.scene.statsSystem) {
// Apply Damage to Player
if (this.scene.player && this.scene.player.takeDamage) {
console.log('🧟 Zombie ATTACKS Player!');
this.scene.player.takeDamage(10);
} else if (this.scene.statsSystem) {
this.scene.statsSystem.takeDamage(10);
this.scene.cameras.main.shake(100, 0.005);
}
}
@@ -441,6 +445,52 @@ class NPC {
if (idx > -1) this.scene.npcs.splice(idx, 1);
}
tame() {
if (this.state === 'TAMED' || this.type !== 'zombie') return;
this.state = 'TAMED';
console.log('🧟❤️ Zombie TAMED!');
// Visual Feedback
const headX = this.sprite.x;
const headY = this.sprite.y - 40;
const heart = this.scene.add.text(headX, headY, '❤️', { fontSize: '20px' });
heart.setOrigin(0.5);
heart.setDepth(this.sprite.depth + 100);
this.scene.tweens.add({
targets: heart,
y: headY - 30,
alpha: 0,
duration: 1500,
onComplete: () => heart.destroy()
});
// Change color slightly to indicate friend
this.sprite.setTint(0xAAFFAA);
// Hide Health Bar if tamed (optional)
if (this.healthBarBg) {
this.healthBarBg.setVisible(false);
this.healthBar.setVisible(false);
}
this.addTamedEyes();
}
addTamedEyes() {
if (this.eyesGroup) return;
this.eyesGroup = this.scene.add.container(this.sprite.x, this.sprite.y);
this.eyesGroup.setDepth(this.sprite.depth + 1);
const eyeL = this.scene.add.rectangle(-4, -54, 4, 4, 0x00FFFF); // Cyan eyes
const eyeR = this.scene.add.rectangle(4, -54, 4, 4, 0x00FFFF);
this.eyesGroup.add([eyeL, eyeR]);
}
destroy() {
if (this.sprite) this.sprite.destroy();
if (this.healthBar) this.healthBar.destroy();

View File

@@ -21,6 +21,11 @@ class Player {
this.direction = 'down';
this.lastDir = { x: 0, y: 1 }; // Default south
// Stats
this.hp = 100;
this.maxHp = 100;
this.isDead = false;
// Kreira sprite
this.createSprite();
@@ -29,13 +34,52 @@ class Player {
// Space za napad
this.scene.input.keyboard.on('keydown-SPACE', () => {
this.attack();
if (!this.isDead) this.attack();
});
// Začetna pozicija
this.updatePosition();
}
takeDamage(amount) {
if (this.isDead) return;
this.hp -= amount;
console.log(`Player HP: ${this.hp}`);
// Visual Feedback
this.scene.cameras.main.shake(100, 0.01);
this.sprite.setTint(0xff0000);
this.scene.time.delayedCall(200, () => {
if (!this.isDead) this.sprite.clearTint();
});
// Update UI (če obstaja StatsSystem ali UI)
if (this.scene.statsSystem) {
// Scene specific stats update if linked
}
if (this.hp <= 0) {
this.die();
}
}
die() {
this.isDead = true;
this.sprite.setTint(0x555555);
this.sprite.setRotation(Math.PI / 2); // Lie down
console.log('💀 PLAYER DIED');
// 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
}).setOrigin(0.5).setDepth(20000);
this.scene.time.delayedCall(3000, () => {
window.location.reload();
});
}
createSprite() {
// Prefer animated sprite if available
let texKey = 'player_walk'; // Spritesheet

View File

@@ -1,3 +1,43 @@
// --- Global Error Handler ---
class ErrorHandler {
static init() {
window.onerror = (message, source, lineno, colno, error) => {
ErrorHandler.showError(message, source, lineno, colno, error);
return false;
};
window.addEventListener('unhandledrejection', (event) => {
ErrorHandler.showError('Unhandled Promise Rejection', '', 0, 0, event.reason);
});
console.log('🛡️ Global Error Handler Initialized');
}
static showError(message, source, lineno, colno, error) {
console.error('🔥 CRITICAL ERROR:', message);
if (document.getElementById('error-overlay')) return;
const div = document.createElement('div');
div.id = 'error-overlay';
div.style.cssText = 'position:fixed;top:0;left:0;width:100%;height:100%;background:rgba(20,0,0,0.95);color:#ffaaaa;z-index:999999;display:flex;flex-direction:column;justify-content:center;align-items:center;font-family:monospace;padding:20px;text-align:center;';
const stack = error && error.stack ? error.stack : '';
div.innerHTML = `
<h1 style="color:#ff4444;margin-bottom:20px;">☠️ OOPS! GAME CRASHED ☠️</h1>
<div style="background:rgba(0,0,0,0.5);padding:15px;border:1px solid #ff4444;max-width:800px;max-height:300px;overflow:auto;text-align:left;margin-bottom:20px;white-space:pre-wrap;">
<strong>${message}</strong><br>
<small>${source}:${lineno}:${colno}</small><br><br>
${stack}
</div>
<div>
<button onclick="window.location.reload()" style="padding:15px 30px;font-size:18px;font-weight:bold;background:#44aa44;color:white;border:none;cursor:pointer;border-radius:5px;margin-right:10px;">🔄 RELOAD GAME</button>
<button onclick="document.getElementById('error-overlay').remove()" style="padding:15px 30px;font-size:14px;background:#666;color:white;border:none;cursor:pointer;border-radius:5px;">IGNORE</button>
</div>
`;
document.body.appendChild(div);
}
}
ErrorHandler.init();
// Phaser Game Configuration
const config = {
type: Phaser.CANVAS, // Canvas renderer za pixel-perfect ostrino

View File

@@ -448,8 +448,21 @@ class UIScene extends Phaser.Scene {
}
update() {
// Here we could update bars based on player stats
// if (this.gameScene && this.gameScene.player) { ... }
if (!this.gameScene) return;
// Sync HP Bar
if (this.gameScene.player && this.healthBar) {
const hp = this.gameScene.player.hp !== undefined ? this.gameScene.player.hp : 100;
const maxHp = this.gameScene.player.maxHp || 100;
this.setBarValue(this.healthBar, (hp / maxHp) * 100);
}
// Sync Hunger/Thirst (if stats system exists)
if (this.gameScene.statsSystem && this.hungerBar && this.thirstBar) {
const stats = this.gameScene.statsSystem;
this.setBarValue(this.hungerBar, stats.hunger);
this.setBarValue(this.thirstBar, stats.thirst);
}
}
toggleBuildMenu(isVisible) {
if (!this.buildMenuContainer) {

View File

@@ -25,9 +25,6 @@ class TerrainSystem {
this.lastCullX = -9999;
this.lastCullY = -9999;
// Object Pools
// Tiles will use Blitter, so no Sprite Pool needed for them.
this.blitters = new Map(); // Key: textureKey, Value: Blitter Object
// Object Pools
this.tilePool = new ObjectPool(
() => {
@@ -104,6 +101,23 @@ class TerrainSystem {
return baseType;
}
// Helper za določanje tipa terena glede na noise vrednost
getTerrainType(value) {
if (value < this.terrainTypes.WATER.threshold) return this.terrainTypes.WATER;
if (value < this.terrainTypes.SAND.threshold) return this.terrainTypes.SAND;
if (value < this.terrainTypes.GRASS_FULL.threshold) return this.terrainTypes.GRASS_FULL; // Fallback grass
if (value < this.terrainTypes.GRASS_TOP.threshold) return this.terrainTypes.GRASS_TOP;
if (value < this.terrainTypes.DIRT.threshold) return this.terrainTypes.DIRT;
return this.terrainTypes.STONE;
}
getTile(x, y) {
if (x >= 0 && x < this.width && y >= 0 && y < this.height) {
return this.tiles[y][x];
}
return null;
}
// Generiraj teksture za tiles (da ne uporabljamo Počasnih Graphics objektov)
createTileTextures() {
console.log('🎨 Creating tile textures...');
@@ -178,45 +192,6 @@ class TerrainSystem {
graphics.closePath();
graphics.fillPath();
// 4. Add Minecraft-style texture pattern on top
if (type.name === 'grass_full' || type.name === 'grass_top') {
// Grass texture: Random pixel pattern
graphics.fillStyle(0x4a9d3f, 0.3); // Slightly darker green
for (let i = 0; i < 8; i++) {
const px = Math.random() * tileW;
const py = Math.random() * tileH;
graphics.fillRect(px, py, 2, 2);
}
} else if (type.name === 'dirt') {
// Dirt texture: Darker spots
graphics.fillStyle(0x6d5838, 0.4);
for (let i = 0; i < 6; i++) {
const px = Math.random() * tileW;
const py = Math.random() * tileH;
graphics.fillRect(px, py, 3, 3);
}
} else if (type.name === 'stone') {
// Stone texture: Gray spots
graphics.fillStyle(0x666666, 0.3);
for (let i = 0; i < 10; i++) {
const px = Math.random() * tileW;
const py = Math.random() * tileH;
graphics.fillRect(px, py, 2, 1);
}
} else if (type.name === 'path') {
// Path texture: Small gravel stones
graphics.fillStyle(0x7a5e42, 0.5); // Darker brown
for (let i = 0; i < 12; i++) {
const px = Math.random() * tileW;
const py = Math.random() * tileH;
graphics.fillRect(px, py, 2, 2);
}
}
// 5. Crisp black outline for block definition
graphics.lineStyle(1, 0x000000, 0.3);
graphics.strokePath();
// Generate texture
graphics.generateTexture(key, tileW, tileH + thickness);
graphics.destroy();
@@ -227,27 +202,21 @@ class TerrainSystem {
}
createGravestoneSprite() {
// Extract gravestone from objects_pack (approx position in atlas)
// Gravestone appears to be around position row 4, column 4-5 in the pack
const canvas = document.createElement('canvas');
const size = 32; // Approximate sprite size
const size = 32;
canvas.width = size;
canvas.height = size;
const ctx = canvas.getContext('2d', { willReadFrequently: true });
const sourceTexture = this.scene.textures.get('objects_pack');
const sourceImg = sourceTexture.getSourceImage();
// Extract gravestone (cross tombstone) - estimated coords
// Adjust these values based on actual sprite sheet layout
const sourceX = 240; // Approximate X position
const sourceY = 160; // Approximate Y position
ctx.drawImage(sourceImg, sourceX, sourceY, size, size, 0, 0, size, size);
// Create texture
this.scene.textures.addCanvas('gravestone', canvas);
console.log('✅ Gravestone sprite extracted!');
if (this.scene.textures.exists('objects_pack')) {
const sourceTexture = this.scene.textures.get('objects_pack');
const sourceImg = sourceTexture.getSourceImage();
const sourceX = 240;
const sourceY = 160;
ctx.drawImage(sourceImg, sourceX, sourceY, size, size, 0, 0, size, size);
this.scene.textures.addCanvas('gravestone', canvas);
console.log('✅ Gravestone sprite extracted!');
}
}
// Generiraj teren (data only)
@@ -257,90 +226,51 @@ class TerrainSystem {
// Zagotovi teksture
this.createTileTextures();
// DELETED Blitter Init
// Zagotovi decoration teksture - check for custom sprites first
if (!this.scene.textures.exists('flower')) {
TextureGenerator.createFlowerSprite(this.scene, 'flower');
}
// Bush - use custom stone sprite if available
if (!this.scene.textures.exists('flower')) TextureGenerator.createFlowerSprite(this.scene, 'flower');
if (this.scene.textures.exists('stone_sprite')) {
// Use stone_sprite for bushes (rocks)
if (!this.scene.textures.exists('bush')) {
this.scene.textures.addImage('bush', this.scene.textures.get('stone_sprite').getSourceImage());
}
if (!this.scene.textures.exists('bush')) this.scene.textures.addImage('bush', this.scene.textures.get('stone_sprite').getSourceImage());
} else if (!this.scene.textures.exists('bush')) {
TextureGenerator.createBushSprite(this.scene, 'bush');
}
// Tree - use custom tree sprite if available
if (this.scene.textures.exists('tree_sprite')) {
if (!this.scene.textures.exists('tree')) {
this.scene.textures.addImage('tree', this.scene.textures.get('tree_sprite').getSourceImage());
}
if (!this.scene.textures.exists('tree')) this.scene.textures.addImage('tree', this.scene.textures.get('tree_sprite').getSourceImage());
} else if (!this.scene.textures.exists('tree')) {
TextureGenerator.createTreeSprite(this.scene, 'tree');
}
// Gravestone - extract from objects_pack
if (this.scene.textures.exists('objects_pack') && !this.scene.textures.exists('gravestone')) {
this.createGravestoneSprite();
}
// Crop textures
for (let i = 1; i <= 4; i++) {
if (!this.scene.textures.exists(`crop_stage_${i}`))
TextureGenerator.createCropSprite(this.scene, `crop_stage_${i}`, i);
if (!this.scene.textures.exists(`crop_stage_${i}`)) TextureGenerator.createCropSprite(this.scene, `crop_stage_${i}`, i);
}
this.decorationsMap.clear();
this.decorations = [];
this.cropsMap.clear();
// Generiraj tile podatke
for (let y = 0; y < this.height; y++) {
this.tiles[y] = [];
for (let x = 0; x < this.width; x++) {
const noiseValue = this.noise.getNormalized(x, y, 0.05, 4);
// Elevation (druga Perlin noise layer za hribe)
let elevation = this.noise.getNormalized(x, y, 0.03, 3);
// Get terrain type based on BOTH noise and elevation (Y-layer)
let terrainType = this.getTerrainTypeByElevation(noiseValue, elevation);
// === PATH GENERATION ===
// Use a separate noise layer for paths (higher frequency for winding roads)
const pathNoise = this.noise.getNormalized(x, y, 0.08, 2);
// Create minimal paths - if noise is in a very specific narrow band
// Avoid water (0.3 threshold) and edges
if (pathNoise > 0.48 && pathNoise < 0.52 && noiseValue > 0.35) {
terrainType = this.terrainTypes.PATH;
}
// === FLOATING ISLAND EDGE ===
const edgeDistance = 2; // Tiles from edge (tighter border)
const isNearEdge = x < edgeDistance || x >= this.width - edgeDistance ||
y < edgeDistance || y >= this.height - edgeDistance;
const edgeDistance = 2;
const isNearEdge = x < edgeDistance || x >= this.width - edgeDistance || y < edgeDistance || y >= this.height - edgeDistance;
const isEdge = x === 0 || x === this.width - 1 || y === 0 || y === this.height - 1;
const isEdge = x === 0 || x === this.width - 1 ||
y === 0 || y === this.height - 1;
if (isEdge) terrainType = this.terrainTypes.STONE;
// Override terrain type at edges
if (isEdge) {
terrainType = this.terrainTypes.STONE; // Cliff wall (stone edge)
} else if (isNearEdge) {
// Keep Y-layer system active
}
// Flatten edges (cliff drop-off for floating island effect)
if (isEdge) {
elevation = 0; // Flat cliff wall
} else if (isNearEdge) {
elevation = Math.max(0, elevation - 0.2); // Slight dip near edge
}
if (isEdge) elevation = 0;
else if (isNearEdge) elevation = Math.max(0, elevation - 0.2);
this.tiles[y][x] = {
gridX: x,
@@ -348,45 +278,32 @@ class TerrainSystem {
type: terrainType.name,
texture: terrainType.texture,
height: noiseValue,
elevation: elevation, // 0-1 (0=low, 1=high)
yLayer: terrainType.yLayer, // Y-stacking layer
elevation: elevation,
yLayer: terrainType.yLayer,
hasDecoration: false,
hasCrop: false
};
// Generacija dekoracij (shranimo v data, ne ustvarjamo sprite-ov še)
if (x > 5 && x < this.width - 5 && y > 5 && y < this.height - 5) {
let decorType = null;
let maxHp = 1;
let scale = 1.0; // Default scale
let scale = 1.0;
if (terrainType.name.includes('grass')) { // Check ANY grass type
if (terrainType.name.includes('grass')) {
const rand = Math.random();
// Na hribih več kamnov
if (elevation > 0.6 && rand < 0.05) {
decorType = 'bush'; // Kamni
decorType = 'bush';
maxHp = 5;
} else if (rand < 0.025) { // Reduced to 2.5% trees (optimum balance)
} else if (rand < 0.025) {
decorType = 'tree';
maxHp = 5;
// TREE SIZING LOGIC
// 20% Normal (1.0)
// 60% Medium (0.6-0.8)
// 20% Tiny (0.2)
const sizeRand = Math.random();
if (sizeRand < 0.2) {
scale = 0.25; // 20% Tiny (0.25 visible enough)
} else if (sizeRand < 0.8) {
scale = 0.6 + Math.random() * 0.2; // 60% Scale 0.6-0.8
} else {
scale = 1.0; // 20% Full size
}
if (sizeRand < 0.2) scale = 0.25;
else if (sizeRand < 0.8) scale = 0.6 + Math.random() * 0.2;
else scale = 1.0;
} else if (rand < 0.03) {
decorType = 'gravestone'; // 💀 Nagrobniki
maxHp = 10; // Težje uničiti
decorType = 'gravestone';
maxHp = 10;
} else if (rand < 0.08) {
decorType = 'flower';
maxHp = 1;
@@ -405,37 +322,29 @@ class TerrainSystem {
id: key,
maxHp: maxHp,
hp: maxHp,
scale: scale // Save scale
scale: scale
};
this.decorations.push(decorData);
this.decorationsMap.set(key, decorData);
this.tiles[y][x].hasDecoration = true;
}
}
}
}
console.log('✅ Terrain and decorations data generated!');
console.log('✅ Terrain and decorations generated!');
}
// DAMAGE / INTERACTION LOGIC
damageDecoration(x, y, amount) {
const key = `${x},${y}`;
const decor = this.decorationsMap.get(key);
if (!decor) return false;
decor.hp -= amount;
// Visual feedback (flash red)
if (this.visibleDecorations.has(key)) {
const sprite = this.visibleDecorations.get(key);
sprite.setTint(0xff0000);
this.scene.time.delayedCall(100, () => sprite.clearTint());
// Shake effect?
this.scene.tweens.add({
targets: sprite,
x: sprite.x + 2,
@@ -449,17 +358,14 @@ class TerrainSystem {
this.removeDecoration(x, y);
return 'destroyed';
}
return 'hit';
}
removeDecoration(x, y) {
const key = `${x},${y}`;
const decor = this.decorationsMap.get(key);
if (!decor) return;
// Remove visual
if (this.visibleDecorations.has(key)) {
const sprite = this.visibleDecorations.get(key);
sprite.setVisible(false);
@@ -467,60 +373,38 @@ class TerrainSystem {
this.visibleDecorations.delete(key);
}
// Remove data
this.decorationsMap.delete(key);
// Remove from array (slow but needed for save compat for now)
const index = this.decorations.indexOf(decor);
if (index > -1) this.decorations.splice(index, 1);
if (this.tiles[y] && this.tiles[y][x]) this.tiles[y][x].hasDecoration = false;
// Update tile flag
if (this.tiles[y] && this.tiles[y][x]) {
this.tiles[y][x].hasDecoration = false;
}
return decor.type; // Return type for dropping loot
return decor.type;
}
placeStructure(x, y, structureType) {
if (this.decorationsMap.has(`${x},${y}`)) return false;
const decorData = {
gridX: x,
gridY: y,
type: structureType, // 'struct_fence', etc.
type: structureType,
id: `${x},${y}`,
maxHp: 5,
hp: 5
};
// Add to data
this.decorations.push(decorData);
this.decorationsMap.set(decorData.id, decorData);
// Update tile
const tile = this.getTile(x, y);
if (tile) tile.hasDecoration = true;
// Force Visual Update immediately?
// updateCulling will catch it on next frame, but to be safe:
this.lastCullX = -9999; // Force update
this.lastCullX = -9999;
return true;
}
// --- Dynamic Tile Modification ---
setTileType(x, y, typeName) {
if (!this.tiles[y] || !this.tiles[y][x]) return;
const typeDef = Object.values(this.terrainTypes).find(t => t.name === typeName);
if (!typeDef) return;
this.tiles[y][x].type = typeName;
this.tiles[y][x].texture = typeDef.texture;
// Force visual update if visible
const key = `${x},${y}`;
if (this.visibleTiles.has(key)) {
const sprite = this.visibleTiles.get(key);
@@ -532,15 +416,12 @@ class TerrainSystem {
const key = `${x},${y}`;
this.cropsMap.set(key, cropData);
this.tiles[y][x].hasCrop = true;
this.tiles[y][x].hasCrop = true;
// updateCulling loop will pick it up on next frame but we force it
this.lastCullX = -9999;
}
removeCrop(x, y) {
const key = `${x},${y}`;
if (this.cropsMap.has(key)) {
// Remove visual
if (this.visibleCrops.has(key)) {
const sprite = this.visibleCrops.get(key);
sprite.setVisible(false);
@@ -560,35 +441,16 @@ class TerrainSystem {
}
}
// Initialize rendering (called once)
init(offsetX, offsetY) {
this.offsetX = offsetX;
this.offsetY = offsetY;
}
// Update culling (called every frame)
updateCulling(camera) {
// Throttling Optimization - TEMPORARILY DISABLED FOR DEBUG
// const dist = Phaser.Math.Distance.Between(camera.scrollX, camera.scrollY, this.lastCullX, this.lastCullY);
// if (dist < 50) return;
// Debug log once
if (!this.hasLogged) {
console.log('UpdateCulling running. Camera:', camera.scrollX, camera.scrollY);
this.hasLogged = true;
}
this.lastCullX = camera.scrollX;
this.lastCullY = camera.scrollY;
// ... (rest of setup)
// Simple Culling
const view = camera.worldView;
// Optimization: Adjust buffer based on View Distance setting
let buffer = 200;
if (this.scene.settings && this.scene.settings.viewDistance === 'LOW') {
buffer = 50;
}
if (this.scene.settings && this.scene.settings.viewDistance === 'LOW') buffer = 50;
const left = view.x - buffer - this.offsetX;
const top = view.y - buffer - this.offsetY;
const right = view.x + view.width + buffer - this.offsetX;
@@ -604,12 +466,6 @@ class TerrainSystem {
const minGridY = Math.floor(Math.min(p1.y, p2.y, p3.y, p4.y));
const maxGridY = Math.ceil(Math.max(p1.y, p2.y, p3.y, p4.y));
// Debug bounds once
if (!this.hasLoggedBounds) {
console.log('Culling Bounds:', minGridX, maxGridX, minGridY, maxGridY);
this.hasLoggedBounds = true;
}
const startX = Math.max(0, minGridX);
const endX = Math.min(this.width, maxGridX);
const startY = Math.max(0, minGridY);
@@ -621,119 +477,68 @@ class TerrainSystem {
for (let y = startY; y < endY; y++) {
for (let x = startX; x < endX; x++) {
if (x >= 0 && x < this.width && y >= 0 && y < this.height) {
const key = `${x},${y}`;
neededKeys.add(key);
// TILES
const key = `${x},${y}`;
neededKeys.add(key);
// Tile Logic
if (!this.visibleTiles.has(key)) {
const tilePos = this.iso.toScreen(x, y);
const tileData = this.tiles[y][x];
if (!this.visibleTiles.has(key)) {
const tile = this.tiles[y][x];
const screenPos = this.iso.toScreen(x, y);
const sprite = this.tilePool.get();
// Get from Pool
const sprite = this.tilePool.get();
sprite.setTexture(tileData.texture);
sprite.setPosition(screenPos.x + this.offsetX, screenPos.y + this.offsetY);
sprite.setTexture(tile.texture);
sprite.setDepth(this.iso.getDepth(x, y));
this.visibleTiles.set(key, sprite);
}
// Elevation effect
const elevationOffset = tileData.elevation * -25;
sprite.setPosition(
tilePos.x + this.offsetX,
tilePos.y + this.offsetY + elevationOffset
);
// DECORATIONS
const decor = this.decorationsMap.get(key);
if (decor) {
neededDecorKeys.add(key);
if (!this.visibleDecorations.has(key)) {
const sprite = this.decorationPool.get();
const screenPos = this.iso.toScreen(x, y);
// Senčenje
if (tileData.type.includes('grass')) {
let brightness = 1.0;
if (tileData.elevation > 0.5) {
brightness = 1.0 + (tileData.elevation - 0.5) * 1.0;
} else {
brightness = 0.7 + tileData.elevation * 0.6;
}
sprite.setTint(Phaser.Display.Color.GetColor(
Math.min(255, Math.floor(92 * brightness)),
Math.min(255, Math.floor(184 * brightness)),
Math.min(255, Math.floor(92 * brightness))
));
sprite.setPosition(screenPos.x + this.offsetX, screenPos.y + this.offsetY);
// Fix for house sprite
if (decor.type.includes('house_sprite') || decor.type.includes('market_sprite')) {
sprite.setTexture(decor.type);
sprite.setScale(decor.scale || 1.0);
} else {
sprite.clearTint();
sprite.setTexture(decor.type);
sprite.setScale(decor.scale || 1);
}
// FIXED DEPTH FOR DEBUG
sprite.setDepth(-1000);
sprite.setVisible(true);
// Origin adjusted for buildings
if (decor.type.includes('house') || decor.type.includes('market')) {
sprite.setOrigin(0.5, 0.8); // Adjusted origin for buildings
} else {
sprite.setOrigin(0.5, 1);
}
this.visibleTiles.set(key, sprite);
sprite.setDepth(this.iso.getDepth(x, y) + 1); // Above tile
this.visibleDecorations.set(key, sprite);
}
}
// Crop Logic
if (this.tiles[y][x].hasCrop) {
neededCropKeys.add(key);
if (!this.visibleCrops.has(key)) {
const cropData = this.cropsMap.get(key);
if (cropData) {
const cropPos = this.iso.toScreen(x, y);
const tileData = this.tiles[y][x];
const elevationOffset = tileData.elevation * -25;
const sprite = this.cropPool.get();
sprite.setTexture(`crop_stage_${cropData.stage}`);
sprite.setPosition(
cropPos.x + this.offsetX,
cropPos.y + this.offsetY + this.iso.tileHeight / 2 + elevationOffset
);
// Crop depth = Y pos
const depth = this.iso.getDepth(x, y);
sprite.setDepth(depth);
this.visibleCrops.set(key, sprite);
}
}
}
// Decoration Logic
if (this.tiles[y][x].hasDecoration) {
neededDecorKeys.add(key);
if (!this.visibleDecorations.has(key)) {
// Fast lookup from map
const decor = this.decorationsMap.get(key);
const tileData = this.tiles[y][x];
const elevationOffset = tileData.elevation * -25;
if (decor) {
const decorPos = this.iso.toScreen(x, y);
const sprite = this.decorationPool.get();
sprite.setTexture(decor.type);
// Apply same elevation offset as tile
sprite.setPosition(
decorPos.x + this.offsetX,
decorPos.y + this.offsetY + this.iso.tileHeight / 2 + elevationOffset
);
const depth = this.iso.getDepth(x, y);
// Depth strategy: Base of object sorting.
// Add small offset based on type if needed, but mainly use Y
sprite.setDepth(depth);
// Apply scale if present
if (decor.scale) sprite.setScale(decor.scale);
else sprite.setScale(1);
sprite.flipX = (x + y) % 2 === 0;
// Sprites are just visual now, interaction handled by InteractionSystem via grid
// sprite.setInteractive(...) removed to fix conflicts
this.visibleDecorations.set(key, sprite);
}
}
// CROPS
const crop = this.cropsMap.get(key);
if (crop) {
neededCropKeys.add(key);
if (!this.visibleCrops.has(key)) {
const sprite = this.cropPool.get();
const screenPos = this.iso.toScreen(x, y);
sprite.setPosition(screenPos.x + this.offsetX, screenPos.y + this.offsetY);
sprite.setTexture(`crop_stage_${crop.stage}`);
sprite.setDepth(this.iso.getDepth(x, y) + 0.5);
this.visibleCrops.set(key, sprite);
}
}
}
}
// Cleanup invisible tiles
// Cleanup tiles
for (const [key, sprite] of this.visibleTiles) {
if (!neededKeys.has(key)) {
sprite.setVisible(false);
@@ -742,7 +547,7 @@ class TerrainSystem {
}
}
// Cleanup invisible decorations
// Cleanup decorations
for (const [key, sprite] of this.visibleDecorations) {
if (!neededDecorKeys.has(key)) {
sprite.setVisible(false);
@@ -751,7 +556,7 @@ class TerrainSystem {
}
}
// Cleanup visible crops
// Cleanup crops
for (const [key, sprite] of this.visibleCrops) {
if (!neededCropKeys.has(key)) {
sprite.setVisible(false);
@@ -760,21 +565,4 @@ class TerrainSystem {
}
}
}
// Helper functions
getTerrainType(value) {
for (const type of Object.values(this.terrainTypes)) {
if (value < type.threshold) {
return type;
}
}
return this.terrainTypes.STONE;
}
getTile(gridX, gridY) {
if (gridX >= 0 && gridX < this.width && gridY >= 0 && gridY < this.height) {
return this.tiles[gridY][gridX];
}
return null;
}
}

107
src/utils/ErrorHandler.js Normal file
View File

@@ -0,0 +1,107 @@
// Global Error Handler
// Ujame kritične napake in prikaže prijazen "Crash Screen" namesto belega zaslona.
export class ErrorHandler {
static init() {
window.onerror = (message, source, lineno, colno, error) => {
ErrorHandler.showError(message, source, lineno, colno, error);
// return true; // Če vrnemo true, zavremo izpis v konzolo (ne želimo tega)
return false;
};
window.addEventListener('unhandledrejection', (event) => {
ErrorHandler.showError('Unhandled Promise Rejection', '', 0, 0, event.reason);
});
console.log('🛡️ Global Error Handler Initialized');
}
static showError(message, source, lineno, colno, error) {
console.error('🔥 CRITICAL ERROR HAUGHT:', message);
// Prepreči podvajanje overlayev
if (document.getElementById('error-overlay')) return;
// Ustvari overlay element
const overlay = document.createElement('div');
overlay.id = 'error-overlay';
overlay.style.cssText = `
position: fixed;
top: 0; left: 0; width: 100%; height: 100%;
background-color: rgba(20, 0, 0, 0.95);
color: #ffaaaa;
z-index: 999999;
display: flex;
flex-direction: column;
align-items: center;
justify-content: center;
font-family: 'Consolas', 'Courier New', monospace;
text-align: center;
padding: 20px;
box-sizing: border-box;
`;
const title = document.createElement('h1');
title.innerText = '💀 OOPS! GAME CRASHED 💀';
title.style.color = '#ff4444';
title.style.marginBottom = '20px';
const msgBox = document.createElement('div');
msgBox.innerText = `${message}\n\nFile: ${source}\nLine: ${lineno}:${colno}\n\n${error ? error.stack : ''}`;
msgBox.style.cssText = `
background: rgba(0,0,0,0.5);
padding: 15px;
border: 1px solid #ff4444;
max-width: 800px;
max-height: 300px;
overflow: auto;
white-space: pre-wrap;
text-align: left;
font-size: 12px;
margin-bottom: 30px;
color: #fff;
`;
const btnContainer = document.createElement('div');
const btnReload = document.createElement('button');
btnReload.innerText = '🔄 RELOAD GAME';
btnReload.style.cssText = `
padding: 15px 30px;
font-size: 18px;
font-weight: bold;
background: #44aa44;
color: white;
border: none;
cursor: pointer;
border-radius: 5px;
margin-right: 15px;
`;
btnReload.onclick = () => window.location.reload();
const btnIgnore = document.createElement('button');
btnIgnore.innerText = 'IGNORE & TRY TO CONTINUE';
btnIgnore.style.cssText = `
padding: 15px 30px;
font-size: 14px;
background: #666;
color: white;
border: none;
cursor: pointer;
border-radius: 5px;
`;
btnIgnore.onclick = () => {
overlay.remove();
console.log('⚠️ User ignored critical error.');
};
btnContainer.appendChild(btnReload);
btnContainer.appendChild(btnIgnore);
overlay.appendChild(title);
overlay.appendChild(msgBox);
overlay.appendChild(btnContainer);
document.body.appendChild(overlay);
}
}

View File

@@ -571,6 +571,49 @@ class TextureGenerator {
ctx.lineTo(32, 40);
ctx.fill();
} else if (type === 'market') {
// Market Stall
// Wooden base
ctx.fillStyle = '#8B4513';
ctx.fillRect(4, 30, 56, 34); // Big base
// Counter
ctx.fillStyle = '#DEB887'; // Burlywood
ctx.fillRect(0, 40, 64, 10);
// Posts
ctx.fillStyle = '#5C4033';
ctx.fillRect(4, 10, 4, 30);
ctx.fillRect(56, 10, 4, 30);
// Striped Roof
ctx.fillStyle = '#FF0000'; // Red
ctx.beginPath();
ctx.moveTo(32, 0);
ctx.lineTo(64, 15);
ctx.lineTo(0, 15);
ctx.fill();
// White stripes
ctx.fillStyle = '#FFFFFF';
ctx.beginPath();
ctx.moveTo(32, 0);
ctx.lineTo(40, 15);
ctx.lineTo(32, 15);
ctx.fill();
ctx.beginPath();
ctx.moveTo(32, 0);
ctx.lineTo(24, 15);
ctx.lineTo(16, 15);
ctx.fill();
// Goods (Apples/Items)
ctx.fillStyle = '#00FF00';
ctx.beginPath(); ctx.arc(10, 38, 4, 0, Math.PI * 2); ctx.fill();
ctx.fillStyle = '#FF0000';
ctx.beginPath(); ctx.arc(20, 38, 4, 0, Math.PI * 2); ctx.fill();
} else if (type === 'ruin') {
// Isometric Ruin
@@ -922,5 +965,29 @@ class TextureGenerator {
canvas.refresh();
}
// 7. BONE
if (!scene.textures.exists('item_bone')) {
const size = 32;
const canvas = scene.textures.createCanvas('item_bone', size, size);
const ctx = canvas.getContext();
ctx.clearRect(0, 0, size, size);
// Bone shape
ctx.strokeStyle = '#E8E8E8'; // Off-white
ctx.lineWidth = 6;
ctx.lineCap = 'round';
ctx.beginPath();
ctx.moveTo(10, 10);
ctx.lineTo(22, 22);
ctx.stroke();
// Knobs
ctx.fillStyle = '#E8E8E8';
ctx.beginPath(); ctx.arc(10, 10, 4, 0, Math.PI * 2); ctx.fill();
ctx.beginPath(); ctx.arc(22, 22, 4, 0, Math.PI * 2); ctx.fill();
canvas.refresh();
}
}
}