združen time in weather

This commit is contained in:
2025-12-07 04:39:45 +01:00
parent 03a9cd46a2
commit 9c01c44ebe
5 changed files with 199 additions and 322 deletions

View File

@@ -87,9 +87,10 @@ class GameScene extends Phaser.Scene {
this.setupCamera();
// Initialize Time & Stats
console.log('⏳ Initializing Time & Stats...');
this.timeSystem = new TimeSystem(this);
this.timeSystem.create();
// Initialize Weather System (Unified: Time + DayNight + Weather)
console.log('🌦️ Initializing Unified Weather System...');
this.weatherSystem = new WeatherSystem(this);
this.timeSystem = this.weatherSystem; // Alias for compatibility with other systems (e.g. UIScene, Farming)
this.statsSystem = new StatsSystem(this);
this.inventorySystem = new InventorySystem(this);
@@ -97,13 +98,7 @@ class GameScene extends Phaser.Scene {
this.farmingSystem = new FarmingSystem(this);
this.buildingSystem = new BuildingSystem(this);
// Initialize Weather System
console.log('🌦️ Initializing Weather System...');
this.weatherSystem = new WeatherSystem(this);
// Initialize Day/Night Cycle
console.log('🌅 Initializing Day/Night System...');
this.dayNightSystem = new DayNightSystem(this, this.timeSystem);
// DayNightSystem removed (merged into WeatherSystem)
// Initialize Sound Manager
console.log('🎵 Initializing Sound Manager...');
@@ -198,11 +193,11 @@ class GameScene extends Phaser.Scene {
update(time, delta) {
// Update Systems
if (this.timeSystem) this.timeSystem.update(delta);
// TimeSystem update removed (handled by WeatherSystem)
if (this.statsSystem) this.statsSystem.update(delta);
if (this.interactionSystem) this.interactionSystem.update(delta);
if (this.farmingSystem) this.farmingSystem.update(delta);
if (this.dayNightSystem) this.dayNightSystem.update();
// DayNight update removed (handled by WeatherSystem)
if (this.weatherSystem) this.weatherSystem.update(delta);
// Update Parallax (foreground grass fading)

View File

@@ -1,95 +0,0 @@
class DayNightSystem {
constructor(scene, timeSystem) {
this.scene = scene;
this.timeSystem = timeSystem;
// Visual overlay
this.overlay = null;
this.currentPhase = 'day'; // dawn, day, dusk, night
this.init();
}
init() {
// No local overlay - using UIScene.overlayGraphics
}
update() {
if (!this.timeSystem) return;
const hour = this.timeSystem.getCurrentHour();
const phase = this.getPhase(hour);
if (phase !== this.currentPhase) {
this.currentPhase = phase;
console.log(`🌅 Time of Day: ${phase} (${hour}:00)`);
}
this.updateLighting(hour);
}
getPhase(hour) {
if (hour >= 5 && hour < 7) return 'dawn';
if (hour >= 7 && hour < 18) return 'day';
if (hour >= 18 && hour < 20) return 'dusk';
return 'night';
}
updateLighting(hour) {
// Get Shared Overlay from UI Scene
const uiScene = this.scene.scene.get('UIScene');
if (!uiScene || !uiScene.overlayGraphics) return;
const graphics = uiScene.overlayGraphics;
// IMPORTANT: DayNight is the FIRST system to render to overlay, so it MUST CLEAR it.
graphics.clear();
const width = uiScene.scale.width;
const height = uiScene.scale.height;
let color = 0x000033; // Default night blue
let alpha = 0;
if (hour >= 0 && hour < 5) {
// Deep Night (0-5h) - Dark blue
color = 0x000033;
alpha = 0.6;
} else if (hour >= 5 && hour < 7) {
// Dawn (5-7h) - Orange/Pink gradient
color = 0xFF6B35;
const progress = (hour - 5) / 2; // 0-1
alpha = 0.6 - (progress * 0.6); // 0.6 -> 0
} else if (hour >= 7 && hour < 18) {
// Day (7-18h) - No overlay (bright)
alpha = 0;
} else if (hour >= 18 && hour < 20) {
// Dusk (18-20h) - Orange/Purple
color = 0x8B4789;
const progress = (hour - 18) / 2; // 0-1
alpha = progress * 0.5; // 0 -> 0.5
} else if (hour >= 20 && hour < 24) {
// Night (20-24h) - Dark blue
color = 0x000033;
const progress = (hour - 20) / 4; // 0-1
alpha = 0.5 + (progress * 0.1); // 0.5 -> 0.6
}
if (alpha > 0) {
graphics.fillStyle(color, alpha);
graphics.fillRect(0, 0, width, height);
}
}
getCurrentPhase() {
return this.currentPhase;
}
isNight() {
return this.currentPhase === 'night';
}
isDay() {
return this.currentPhase === 'day';
}
}

View File

@@ -1,107 +0,0 @@
class TimeSystem {
constructor(scene) {
this.scene = scene;
// Konfiguracija
this.fullDaySeconds = 300; // 5 minut za cel dan (real-time)
this.startTime = 8; // Začetek ob 8:00
// Stanje
this.gameTime = this.startTime; // 0 - 24
this.dayCount = 1;
// Lighting overlay
this.lightOverlay = null; // Ustvarjen bo v GameScene ali tu? Bolje tu če imamo dostop.
}
create() {
// Overlay za temo
// Uporabimo velik pravokotnik čez cel ekran, ki je fixiran na kamero
// Ampak ker imamo UIScene, je bolje da je overlay v GameScene, ampak nad vsem razen UI.
// Najlažje: canvas tinting ali graphics overlay.
// Za preprostost: Modificiramo ambient light ali tintamo igralca/teren?
// Phaser 3 ima setTint.
// Najboljši efekt za 2D: Temno moder rectangle z 'MULTIPLY' blend mode čez GameScene.
const width = this.scene.cameras.main.width * 2; // Malo večji za varnost
const height = this.scene.cameras.main.height * 2;
this.lightOverlay = this.scene.add.rectangle(0, 0, width, height, 0x000022);
this.lightOverlay.setScrollFactor(0);
this.lightOverlay.setDepth(9000); // Pod UI (UI je v drugi sceni), ampak nad igro
this.lightOverlay.setBlendMode(Phaser.BlendModes.MULTIPLY);
this.lightOverlay.setAlpha(0); // Začetek dan (0 alpha)
}
update(delta) {
// Povečaj čas
// delta je v ms.
// fullDaySeconds = 24 game hours.
// 1 game hour = fullDaySeconds / 24 seconds.
const seconds = delta / 1000;
const gameHoursPerRealSecond = 24 / this.fullDaySeconds;
this.gameTime += seconds * gameHoursPerRealSecond;
if (this.gameTime >= 24) {
this.gameTime -= 24;
this.dayCount++;
console.log(`🌞 Day ${this.dayCount} started!`);
}
this.updateLighting();
this.updateUI();
}
updateLighting() {
if (!this.lightOverlay) return;
// Izračunaj svetlobo (Alpha vrednost senc)
// 0 = Dan (Prozoren overlay)
// 0.8 = Polnoč (Temen overlay)
let alpha = 0;
const t = this.gameTime;
// Preprosta logika:
// 6:00 - 18:00 = Dan (0 alpha)
// 18:00 - 20:00 = Mrak (prehod 0 -> 0.7)
// 20:00 - 4:00 = Noč (0.7 alpha)
// 4:00 - 6:00 = Jutro (prehod 0.7 -> 0)
if (t >= 6 && t < 18) {
alpha = 0; // Dan
} else if (t >= 18 && t < 20) {
alpha = ((t - 18) / 2) * 0.7; // Mrak
} else if (t >= 20 || t < 4) {
alpha = 0.7; // Noč
} else if (t >= 4 && t < 6) {
alpha = 0.7 - ((t - 4) / 2) * 0.7; // Jutro
}
this.lightOverlay.setAlpha(alpha);
}
updateUI() {
const uiScene = this.scene.scene.get('UIScene');
if (uiScene && uiScene.clockText) {
const hours = Math.floor(this.gameTime);
const minutes = Math.floor((this.gameTime - hours) * 60);
const timeString = `${hours.toString().padStart(2, '0')}:${minutes.toString().padStart(2, '0')}`;
uiScene.clockText.setText(`Day ${this.dayCount} - ${timeString}`);
}
}
getCurrentHour() {
return Math.floor(this.gameTime);
}
getGameTime() {
return this.gameTime;
}
getDayCount() {
return this.dayCount;
}
}

View File

@@ -1,138 +1,170 @@
class WeatherSystem {
constructor(scene) {
this.scene = scene;
this.currentWeather = 'clear'; // clear, rain, storm, fog
this.weatherDuration = 0;
this.maxWeatherDuration = 30000; // 30s per weather cycle
// Weather effects containers
this.rainParticles = [];
this.overlay = null;
// --- Time Configuration ---
this.fullDaySeconds = 300; // 5 minutes = 24 game hours
this.gameTime = 8; // Start at 8:00
this.dayCount = 1;
// --- Weather Configuration ---
this.currentWeather = 'clear';
this.weatherDuration = 0;
this.maxWeatherDuration = 10000; // Random duration logic handles this
this.rainParticles = []; // {x, y, speed, length}
// --- State ---
this.currentPhase = 'day';
this.init();
}
init() {
// No local overlay - we use UI Scene
// Start weather cycle
this.changeWeather();
}
getOverlay() {
const uiScene = this.scene.scene.get('UIScene');
if (uiScene && uiScene.weatherGraphics) {
return uiScene.weatherGraphics;
if (uiScene && uiScene.overlayGraphics) {
return uiScene.overlayGraphics;
}
return null;
}
changeWeather() {
// Clean up old weather
this.clearWeather();
// Random new weather
const weathers = ['clear', 'clear', 'rain', 'fog']; // Clear more common
this.currentWeather = weathers[Math.floor(Math.random() * weathers.length)];
this.weatherDuration = 0;
console.log(`🌦️ Weather changed to: ${this.currentWeather}`);
// Apply new weather effects
this.applyWeather();
}
applyWeather() {
if (this.currentWeather === 'rain') {
this.startRain();
// Play rain sound
if (this.scene.soundManager) {
this.scene.soundManager.playRainSound();
}
} else if (this.currentWeather === 'fog') {
this.applyFog();
} else if (this.currentWeather === 'storm') {
this.startRain(true);
// Play rain sound (louder?)
if (this.scene.soundManager) {
this.scene.soundManager.playRainSound();
}
} else {
// Clear weather - stop ambient sounds
if (this.scene.soundManager) {
this.scene.soundManager.stopRainSound();
}
}
}
startRain(heavy = false) {
const width = this.scene.scale.width;
const height = this.scene.scale.height;
// Create rain drops (keep logic for drops)
const dropCount = heavy ? 150 : 100;
for (let i = 0; i < dropCount; i++) {
const drop = {
x: Math.random() * width,
y: Math.random() * height,
speed: heavy ? Phaser.Math.Between(400, 600) : Phaser.Math.Between(200, 400),
length: heavy ? Phaser.Math.Between(10, 15) : Phaser.Math.Between(5, 10)
};
this.rainParticles.push(drop);
}
// No drawing here - handled in renderWeather
}
applyFog() {
// No drawing here - handled in renderWeather
}
clearWeather() {
this.rainParticles = [];
// No clearing here - handled by DayNightSystem clearing the frame
}
update(delta) {
this.weatherDuration += delta;
// 1. Update Time
this.updateTime(delta);
// Change weather periodically
// 2. Update Weather Logic (Durations, Changes)
this.updateWeatherLogic(delta);
// 3. Update Physics (Rain drops)
this.updateWeatherPhysics(delta);
// 4. Render Atmosphere (Time + Weather)
this.render();
}
updateTime(delta) {
const seconds = delta / 1000;
const gameHoursPerRealSecond = 24 / this.fullDaySeconds;
this.gameTime += seconds * gameHoursPerRealSecond;
if (this.gameTime >= 24) {
this.gameTime -= 24;
this.dayCount++;
console.log(`🌞 Day ${this.dayCount} started!`);
}
// Update Phase
const phase = this.getPhase(this.gameTime);
if (phase !== this.currentPhase) {
this.currentPhase = phase;
console.log(`🌅 Time of Day: ${phase} (${Math.floor(this.gameTime)}:00)`);
}
// Update UI Clock
const uiScene = this.scene.scene.get('UIScene');
if (uiScene && uiScene.clockText) {
const hours = Math.floor(this.gameTime);
const minutes = Math.floor((this.gameTime - hours) * 60);
const timeString = `${hours.toString().padStart(2, '0')}:${minutes.toString().padStart(2, '0')}`;
uiScene.clockText.setText(`Day ${this.dayCount} - ${timeString}`);
}
}
getPhase(hour) {
if (hour >= 5 && hour < 7) return 'dawn';
if (hour >= 7 && hour < 18) return 'day';
if (hour >= 18 && hour < 20) return 'dusk';
return 'night';
}
updateWeatherLogic(delta) {
this.weatherDuration += delta;
if (this.weatherDuration > this.maxWeatherDuration) {
this.changeWeather();
}
// Always render active weather
if (this.currentWeather !== 'clear') {
this.renderWeather(delta);
}
}
renderWeather(delta) {
const overlay = this.getOverlay();
if (!overlay) return;
const height = this.scene.scale.height;
const width = this.scene.scale.width;
// FOG
if (this.currentWeather === 'fog') {
overlay.fillStyle(0xcccccc, 0.4);
overlay.fillRect(0, 0, width, height);
return;
}
// RAIN / STORM
updateWeatherPhysics(delta) {
if (this.currentWeather === 'rain' || this.currentWeather === 'storm') {
// Update physics
const width = this.scene.scale.width;
const height = this.scene.scale.height;
for (const drop of this.rainParticles) {
drop.y += (drop.speed * delta) / 1000;
// Wrap around
if (drop.y > height) {
drop.y = -10;
drop.x = Math.random() * width;
}
}
}
}
// Darken background for storm/rain (additive to DayNight)
render() {
const overlay = this.getOverlay();
if (!overlay) return;
// IMPORTANT: Clear previous frame to avoid buildup
overlay.clear();
const width = this.scene.scale.width;
const height = this.scene.scale.height;
// --- LAYER 1: Day/Night Cycle ---
this.renderDayNight(overlay, width, height);
// --- LAYER 2: Weather Effects (Fog, Rain darkness) ---
this.renderWeatherEffects(overlay, width, height);
}
renderDayNight(overlay, width, height) {
const hour = this.gameTime;
let color = 0x000033; // Default night
let alpha = 0;
if (hour >= 0 && hour < 5) { // Deep Night
color = 0x000033; alpha = 0.6;
} else if (hour >= 5 && hour < 7) { // Dawn
color = 0xFF6B35;
const progress = (hour - 5) / 2;
alpha = 0.6 - (progress * 0.6);
} else if (hour >= 7 && hour < 18) { // Day
alpha = 0;
} else if (hour >= 18 && hour < 20) { // Dusk
color = 0x8B4789;
const progress = (hour - 18) / 2;
alpha = progress * 0.5;
} else if (hour >= 20 && hour < 24) { // Night
color = 0x000033;
const progress = (hour - 20) / 4;
alpha = 0.5 + (progress * 0.1);
}
if (alpha > 0) {
overlay.fillStyle(color, alpha);
overlay.fillRect(0, 0, width, height);
}
}
renderWeatherEffects(overlay, width, height) {
// Fog
if (this.currentWeather === 'fog') {
overlay.fillStyle(0xcccccc, 0.4);
overlay.fillRect(0, 0, width, height);
}
// Rain / Storm
if (this.currentWeather === 'rain' || this.currentWeather === 'storm') {
const isDark = this.currentWeather === 'storm' ? 0.3 : 0.2;
// Additive darkness for storm
overlay.fillStyle(0x000033, isDark);
overlay.fillRect(0, 0, width, height);
@@ -147,13 +179,65 @@ class WeatherSystem {
}
}
getCurrentWeather() {
return this.currentWeather;
changeWeather() {
this.clearWeather();
const rand = Math.random();
if (rand < 0.6) {
this.currentWeather = 'clear';
this.maxWeatherDuration = Phaser.Math.Between(10000, 30000);
} else if (rand < 0.8) {
this.currentWeather = 'rain';
this.startRain(false);
this.maxWeatherDuration = Phaser.Math.Between(10000, 20000);
} else if (rand < 0.9) {
this.currentWeather = 'storm';
this.startRain(true);
this.maxWeatherDuration = Phaser.Math.Between(8000, 15000);
} else {
this.currentWeather = 'fog';
this.maxWeatherDuration = Phaser.Math.Between(10000, 20000);
}
this.weatherDuration = 0;
console.log(`Weather changed to: ${this.currentWeather}`);
}
setWeather(weather) {
this.currentWeather = weather;
this.weatherDuration = 0;
this.applyWeather();
startRain(heavy) {
const width = this.scene.scale.width;
const height = this.scene.scale.height;
const dropCount = heavy ? 150 : 100;
for (let i = 0; i < dropCount; i++) {
this.rainParticles.push({
x: Math.random() * width,
y: Math.random() * height,
speed: heavy ? Phaser.Math.Between(400, 600) : Phaser.Math.Between(200, 400),
length: heavy ? Phaser.Math.Between(10, 15) : Phaser.Math.Between(5, 10)
});
}
}
clearWeather() {
this.rainParticles = [];
}
// --- Getters for Other Systems ---
getCurrentHour() {
return Math.floor(this.gameTime);
}
getDayCount() {
return this.dayCount;
}
isNight() {
const hour = this.gameTime;
return hour >= 20 || hour < 5;
}
isDay() {
const hour = this.gameTime;
return hour >= 7 && hour < 18;
}
}