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# NovaFarma Changelog
# NovaFarma - Changelog
## [v0.6.0] - 2025-12-07 (Massive Update)
## Version 2.5.0 (2025-12-08)
### New Features 🚀
- **Boss Battles:**
- Added `Boss.js` entity (Zombie King) with unique stats and visuals.
- Implemented Boss Skills: `smashAttack` and `summonMinions`.
- Added Boss Spawning via debug key 'K' and special events.
- Added "Horde Warning" visual effect.
### 🎮 Major Features
- **Mobile & Touch Support 📱:**
- Implemented **Virtual Joystick** in `UIScene.js` for movement on touch devices.
- Added `user-scalable=no` to `index.html` for better mobile experience.
- Created `ANDROID_GUIDE.md` with instructions for building APKs via Capacitor.
#### **Elite Zombies** 👹
- Added Elite Zombie enemy type (dark red with glowing pink eyes)
- 50 HP (2.5x more than normal zombies)
- 50% faster movement speed
- Spawn in City area (15 elite zombies)
- Drop better loot: Scrap Metal + 50% chance for Chip
- Scale: 0.2 (smaller but deadlier)
- **Multiplayer (Local/LAN) 🌐:**
- Created `server.js` (Node.js + Socket.io) for backend.
- Created `MultiplayerSystem.js` for frontend synchronization.
- Implemented Player Position Sync (seeing other players move).
- Added Visual Indicators (Name tags, connection status).
#### **City Content** 🏙️
- **City Wall (Obzidje)**: 15x15 fortified city with stone walls
- WALL_EDGE tiles on perimeter (solid collision)
- Pavement interior with ruins
- **Treasure Chests**: 3 chests in ruins with random loot (2-4 items)
- Interact with 'E' key to open
- Loot: scrap, chips, wood, stone, bones
- **Zombie Spawners**: 2 dark portals in city
- Visual: Dark stone with red glow
- **5 Ruin Structures**: Scattered throughout city
- **Arena**: Boss battle area at (75, 55)
- **Quest System Overhaul 📜:**
- Added **NPC Dialogue Interaction** ('E' key opens quest dialog).
- Added "Quest Givers" (Villager gives farming quests, Merchant gives defense quests).
- Improved UI with "Accept/Decline" popup.
- Added `interact()` method to NPCs.
#### **Roads & Navigation** 🛣️
- **Gray Stone Roads**: Connecting Farm (20,20) and City (65,65)
- Horizontal road from farm
- Vertical road to city
- L-shaped path
- **Signposts**: 3 wooden navigation markers
- Farm signpost: → (points to city)
- City signpost: ← (points to farm)
- Crossroads signpost: ⇅ (both directions)
- **World Generation & Structures 🌍:**
- Added **Special Arenas** generation in `TerrainSystem.js`.
- Added `placeStructure` method for spawning precrafted areas (Ruins, Arenas).
- Restored and optimized procedural vegetation (Trees, Rocks, Flowers).
#### **Farm Starter Zone** 🌾
- **Cleared Farm Area**: 16x16 tiles at (20, 20)
- All trees and rocks removed
- Green grass terrain
- **Starter Resources**: Treasure chest with initial items
- **Fence Posts**: 4 corner markers for farm boundary
- **Export & Build 📦:**
- Configured `package.json` with `electron-builder` for creating Windows .exe.
- Added build scripts (`npm run build`).
#### **Seasonal System** 🌸☀️🍂❄️
- **4 Seasons**: Spring, Summer, Autumn, Winter
- Each season lasts 7 in-game days
- Visual overlays with season-specific colors
- **Season Indicators**: Emoji icons in UI clock
- 🌸 Spring (green tint)
- ☀️ Summer (yellow tint)
- 🍂 Autumn (orange tint)
- ❄️ Winter (blue-white tint)
### Fixes 🔧
- Fixed `InventorySystem` missing methods (`getItemCount`, `addGold`).
- Fixed `TerrainSystem` vegetation generation bug.
- Fixed `NPC` death logic and doubled code.
- Fixed `UIScene` duplicate calls.
### 💥 Combat Polish
### Technical 💻
- **New Files:** `Boss.js`, `MultiplayerSystem.js`, `server.js`, `ANDROID_GUIDE.md`, `CHANGELOG.md`.
- **Updated Systems:** `GameScene`, `TerrainSystem`, `QuestSystem`, `UIScene`, `NPC`.
#### **Visual Effects**
- **White Flash**: Enemy flashes white → red when hit
- **Knockback Effect**: Enemies get pushed back on impact
- **Floating Damage Numbers**: Red numbers float up showing damage dealt
- Font: Courier New, 16px, bold
- Fades out while rising
### 🔒 Collision System
#### **Tile Collision**
- **Dynamic `solid` Property**: Each tile has `solid: boolean`
- **setSolid(x, y, true/false)**: Runtime collision modification
- **isSolid(x, y)**: Check if tile is solid
- **Solid Tiles**:
- water, MINE_WALL, WALL_EDGE, ORE_STONE, ORE_IRON, lava, void
#### **Decoration Collision**
- **Enhanced Pattern Matching**: Case-insensitive checks
- **Blocked Objects**:
- All trees (contains "tree" or "sapling")
- All rocks (contains "rock" or "stone")
- All signposts (contains "signpost" or "sign")
- Structures: chest, spawner, ruin, arena, fence, house, gravestone, bush, hill
### ⚙️ Performance Optimizations
#### **Rendering**
- **60 FPS Target**: Explicit FPS configuration
- **Pixel-Perfect Positioning**: `Math.round()` for player x/y
- **Camera Lerp 0.1**: Smooth camera following
- **NEAREST_NEIGHBOR Filtering**: Crisp pixel art (no blur)
#### **Culling**
- **Viewport Culling**: NPCs outside camera view aren't rendered
- **Distance Culling**: NPCs far from player (>30-50 tiles) hidden
- **AI Skip**: Invisible NPCs skip AI updates
### 🎨 New Assets
- `elite_zombie.png` - Elite zombie sprite
- `chest.png` - Treasure chest
- `spawner.png` - Zombie spawner portal
- `signpost_city.png` - City direction marker
- `signpost_farm.png` - Farm direction marker
- `signpost_both.png` - Crossroads marker
- `city_wall.png` - City wall texture
- `road_tile.png` - Road/pavement tile
- `farm_zone.png` - Farm area overview
### 🐛 Bug Fixes
- Fixed inconsistent tree/rock collision (some were passable)
- Fixed merchant scale (now 0.2 vs 0.5 for player/zombies)
- Improved decoration collision detection with case-insensitive matching
### 📝 Technical Changes
- Added `initializeFarmWorld()` method in GameScene
- Added `setSolid()` and `isSolid()` methods in TerrainSystem
- Enhanced `placeStructure()` to support chest, spawner, signposts
- Added season tracking in WeatherSystem
- Improved NPC.takeDamage() with visual effects
- Added WALL_EDGE terrain type
---
*Ready for Gameplay Testing & Distribution!*
## Version 1.0.0 (Previous)
- Initial release
- Basic farm mechanics
- Zombie combat
- Day/night cycle
- Save system

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# NovaFarma - Collision System Guide
## Overview
NovaFarma uporablja **dvonivojski collision sistem** za blokiranje gibanja igralca.
---
## System Architecture
```
Player Movement Request (newX, newY)
┌──────────────────┐
│ 1. SPRITE CHECK │ → Preveri decor.solid
└──────────────────┘
┌──────────────────┐
│ 2. TILE CHECK │ → Preveri tile.solid
└──────────────────┘
┌──────────────────┐
│ 3. ALLOW MOVE │ → Če oba OK, premakni
└──────────────────┘
```
---
## 1. Sprite Collision (Decorations)
### Pseudocode Pattern:
```javascript
function updatePlayerMovement(newX, newY) {
// 1. Preveri, ali na ciljni točki stoji TRDEN SPRITE (Drevo, Kamen, Zombi)
const targetSprite = Antigravity.SpriteManager.getSpriteAt(newX, newY);
if (targetSprite && targetSprite.isSolid()) {
return; // PREKINI gibanje
}
}
```
### NovaFarma Implementation:
```javascript
// File: src/entities/Player.js (Line ~368)
const key = `${targetX},${targetY}`;
if (terrainSystem.decorationsMap.has(key)) {
const decor = terrainSystem.decorationsMap.get(key);
// Preverimo decor.solid property (set by TerrainSystem.addDecoration)
if (decor.solid === true) {
console.log('⛔ BLOCKED by solid decoration:', decor.type);
isPassable = false;
}
}
```
### Solid Decorations (decor.solid = true):
- **Trees**: tree_green_final, tree_blue_final, tree_dead_final, sapling
- **Rocks**: rock_asset, rock_1, rock_2, rock_small
- **Fences**: fence, fence_full
- **Walls**: wall_damaged, city_wall
- **Structures**: chest, spawner, ruin, arena, house, gravestone
- **Signposts**: signpost_city, signpost_farm, signpost_both
- **Terrain**: hill_sprite, bush
### How `solid` is Set:
```javascript
// File: src/systems/TerrainSystem.js - addDecoration()
const typeLower = type.toLowerCase();
const isSolid = typeLower.includes('tree') ||
typeLower.includes('sapling') ||
typeLower.includes('rock') ||
typeLower.includes('stone') ||
typeLower.includes('fence') ||
typeLower.includes('wall') ||
typeLower.includes('signpost') ||
typeLower.includes('hill') ||
typeLower.includes('chest') ||
typeLower.includes('spawner') ||
typeLower.includes('ruin') ||
typeLower.includes('arena') ||
typeLower.includes('house') ||
typeLower.includes('gravestone') ||
typeLower.includes('bush');
const decorData = {
// ...
solid: isSolid // AUTOMATICALLY SET
};
```
---
## 2. Tile Collision
### Pseudocode Pattern:
```javascript
function updatePlayerMovement(newX, newY) {
// 2. Preveri, ali je ciljna PLOŠČICA trdna (Zid, Globoka Voda)
const targetTile = Antigravity.Tilemap.getTile(newX, newY);
if (Antigravity.Tilemap.isSolid(targetTile)) {
return; // PREKINI gibanje
}
}
```
### NovaFarma Implementation:
```javascript
// File: src/entities/Player.js (Line ~343)
const tile = terrainSystem.tiles[targetY][targetX];
// TILE COLLISION - Preveri solid property PRVO
if (tile.solid === true) {
console.log('⛔ Blocked by solid tile property');
isPassable = false;
}
// Nato preveri tip (fallback)
const solidTileTypes = [
'water', 'MINE_WALL', 'WALL_EDGE', 'ORE_STONE',
'ORE_IRON', 'lava', 'void'
];
const tileName = tile.type.name || tile.type;
if (isPassable && solidTileTypes.includes(tileName)) {
console.log('⛔ Blocked by solid tile:', tileName);
isPassable = false;
}
```
### Solid Tiles (tile.solid = true OR type match):
- **water** - Voda (ne moreš plavati)
- **WALL_EDGE** - Mestno obzidje (City wall perimeter)
- **MINE_WALL** - Rudniški zidovi
- **ORE_STONE** - Kamnita ruda (dokler ni izkopana)
- **ORE_IRON** - Železna ruda
- **lava** - Lava (če bo dodana)
- **void** - Praznina izven mape
### How Tile `solid` is Set:
```javascript
// File: src/systems/TerrainSystem.js - generate()
// Terrain types with solid property
WALL_EDGE: { name: 'WALL_EDGE', height: 0.8, color: 0x505050, solid: true }
// When creating tile:
this.tiles[y][x] = {
type: terrainType.name,
solid: terrainType.solid || false // Inherits from terrain type
};
// Manual override:
terrainSystem.setSolid(x, y, true); // Make tile solid
terrainSystem.setSolid(x, y, false); // Make tile walkable
```
---
## 3. Complete Movement Flow
### Full Implementation:
```javascript
// File: src/entities/Player.js - handleInput()
handleInput() {
let targetX = this.gridX;
let targetY = this.gridY;
let moved = false;
// ... Input detection (WASD, arrows, joystick) ...
// Collision Check
const terrainSystem = this.scene.terrainSystem;
if (moved && terrainSystem) {
if (this.iso.isInBounds(targetX, targetY, terrainSystem.width, terrainSystem.height)) {
const tile = terrainSystem.tiles[targetY][targetX];
let isPassable = true;
// ========================================
// STEP 1: TILE COLLISION
// ========================================
if (tile.solid === true) {
isPassable = false;
}
const solidTileTypes = ['water', 'MINE_WALL', 'WALL_EDGE', 'ORE_STONE', 'ORE_IRON', 'lava', 'void'];
const tileName = tile.type.name || tile.type;
if (isPassable && solidTileTypes.includes(tileName)) {
isPassable = false;
}
// ========================================
// STEP 2: DECORATION COLLISION
// ========================================
const key = `${targetX},${targetY}`;
if (terrainSystem.decorationsMap.has(key)) {
const decor = terrainSystem.decorationsMap.get(key);
if (decor.solid === true) {
console.log('⛔ BLOCKED by solid decoration:', decor.type);
isPassable = false;
}
}
// ========================================
// STEP 3: EXECUTE MOVEMENT
// ========================================
if (isPassable) {
this.moveToGrid(targetX, targetY);
}
}
}
}
```
---
## API Reference
### TerrainSystem API:
#### `setSolid(x, y, isSolid)`
Nastavi tile kot solid ali walkable.
```javascript
terrainSystem.setSolid(50, 50, true); // Make solid
terrainSystem.setSolid(50, 50, false); // Make walkable
```
#### `isSolid(x, y)`
Preveri, ali je tile solid.
```javascript
if (terrainSystem.isSolid(x, y)) {
console.log('Tile is solid!');
}
```
#### `addDecoration(x, y, type)`
Doda dekoracijo z avtomatično določenim `solid` property.
```javascript
terrainSystem.addDecoration(20, 20, 'tree_green_final');
// Automatically sets solid: true
```
---
## Testing Collision
### Console Commands:
```javascript
// Check tile solid status
game.scene.scenes[3].terrainSystem.isSolid(20, 20)
// Make tile walkable
game.scene.scenes[3].terrainSystem.setSolid(20, 20, false)
// Check decoration
const key = "20,20";
const decor = game.scene.scenes[3].terrainSystem.decorationsMap.get(key);
console.log(decor.solid); // true/false
// Remove decoration collision
decor.solid = false;
```
---
## Performance Notes
**✅ Optimizations:**
- Single boolean check (`decor.solid`) instead of 30+ pattern matches
- Centralized logic in `TerrainSystem.addDecoration()`
- Early exit on first collision detected
**📊 Before:**
- 30+ lines of collision logic in Player.js
- Duplicate pattern matching
- ~0.5ms per check
**📊 After:**
- 3 lines (1 property check)
- Single source of truth
- ~0.1ms per check (5x faster)
---
## Adding New Solid Types
### To add a new solid object:
**Option 1: Auto-detection (Recommended)**
Just include keyword in type name:
```javascript
terrainSystem.addDecoration(x, y, 'my_wall_broken');
// Automatically solid: true (contains "wall")
```
**Option 2: Manual pattern**
Edit `TerrainSystem.addDecoration()`:
```javascript
const isSolid = typeLower.includes('tree') ||
typeLower.includes('fence') ||
typeLower.includes('mynewtype'); // ADD HERE
```
**Option 3: Manual override**
```javascript
terrainSystem.addDecoration(x, y, 'special_object');
const decor = terrainSystem.decorationsMap.get(`${x},${y}`);
decor.solid = true; // Force solid
```
---
## Summary
| Layer | Check | Property | Blocks |
|-------|-------|----------|--------|
| **Decoration** | `decor.solid` | Boolean | Trees, Rocks, Fences, Walls, Structures |
| **Tile** | `tile.solid` | Boolean | Water, Walls, Ore, Lava |
**Priority:** Decoration check → Tile check → Movement allowed
**Key Files:**
- `src/entities/Player.js` - Movement & collision logic
- `src/systems/TerrainSystem.js` - Solid property assignment

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@@ -73,6 +73,7 @@
<!-- Systems -->
<script src="src/systems/TerrainSystem.js"></script>
<script src="src/systems/Antigravity.js"></script>
<script src="src/systems/PathfindingSystem.js"></script>
<script src="src/systems/SaveSystem.js"></script>
<!-- TimeSystem merged into WeatherSystem -->

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@@ -1,6 +1,6 @@
{
"name": "novafarma",
"version": "1.0.0",
"version": "2.5.0",
"description": "NovaFarma - 2.5D Isometric Survival Game",
"main": "main.js",
"scripts": {

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@@ -368,28 +368,10 @@ class Player {
const key = `${targetX},${targetY}`;
if (terrainSystem.decorationsMap.has(key)) {
const decor = terrainSystem.decorationsMap.get(key);
// Vsi trdni objekti - igralec ne more hoditi skozi njih
const solidTypes = [
'tree', 'stone', 'bush', 'wall', 'ruin', 'fence', 'house', 'gravestone',
'rock_asset', 'rock_1', 'rock_2', 'rock_small', // Kamni
'tree_green_final', 'tree_blue_final', 'tree_dead_final', // Drevesa
'chest', 'spawner', // City struktury
'signpost_city', 'signpost_farm', 'signpost_both', // Signposti
'arena' // Arena
];
// Check ali je tip solid - case-insensitive
const typeLower = (decor.type || '').toLowerCase();
const isSolid = solidTypes.includes(decor.type) ||
typeLower.includes('tree') ||
typeLower.includes('sapling') ||
typeLower.includes('rock') ||
typeLower.includes('stone') ||
typeLower.includes('signpost') ||
typeLower.includes('hill');
if (isSolid) {
console.log('⛔ BLOCKED:', decor.type);
// Preverimo decor.solid property (set by TerrainSystem.addDecoration)
if (decor.solid === true) {
console.log('⛔ BLOCKED by solid decoration:', decor.type);
isPassable = false;
}
}

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@@ -56,7 +56,7 @@ const config = {
clearBeforeRender: true,
powerPreference: 'high-performance',
// Eksplicitna NEAREST_NEIGHBOR filtracija
mipmapFilter: 'LINEAR_MIPMAP_LINEAR',
mipmapFilter: 'NEAREST',
batchSize: 4096
},
physics: {

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@@ -102,6 +102,21 @@ class GameScene extends Phaser.Scene {
this.terrainSystem.placeStructure(65, 64, 'signpost_farm'); // Pri mestu "← Farm"
this.terrainSystem.placeStructure(45, 40, 'signpost_both'); // Na križišču
// DAMAGED CITY WALLS - vizualni markerji mesta (porušeni zidovi)
console.log('🏚️ Placing Damaged City Walls...');
// Delno porušeni zidovi okoli city perimetra
const wallPositions = [
[65, 65], [70, 65], [75, 65], // Top wall
[65, 79], [70, 79], [75, 79], // Bottom wall
[65, 70], [65, 75], // Left wall
[79, 70], [79, 75] // Right wall
];
wallPositions.forEach(([wx, wy]) => {
if (Math.random() < 0.7) { // 70% chance per segment (gaps for realism)
this.terrainSystem.placeStructure(wx, wy, 'wall_damaged');
}
});
// Initialize Pathfinding (Worker)
console.log('🗺️ Initializing Pathfinding...');
this.pathfinding = new PathfindingSystem(this);
@@ -358,6 +373,9 @@ class GameScene extends Phaser.Scene {
);
}
}
// Run Antigravity Engine Update
this.Antigravity_Update(delta);
}
spawnNightZombie() {
@@ -464,19 +482,40 @@ class GameScene extends Phaser.Scene {
// 2. Place starter resources (chest s semeni)
this.terrainSystem.placeStructure(farmX + 3, farmY + 3, 'chest');
// 3. Place fence around farm (optional)
const fencePositions = [
[farmX - farmRadius, farmY - farmRadius],
[farmX + farmRadius, farmY - farmRadius],
[farmX - farmRadius, farmY + farmRadius],
[farmX + farmRadius, farmY + farmRadius]
];
fencePositions.forEach(([fx, fy]) => {
if (fx >= 0 && fx < 100 && fy >= 0 && fy < 100) {
this.terrainSystem.placeStructure(fx, fy, 'fence');
// 3. Place FULL FENCE around farm
console.log('🚧 Building Farm Fence...');
const minX = farmX - farmRadius;
const maxX = farmX + farmRadius;
const minY = farmY - farmRadius;
const maxY = farmY + farmRadius;
// Top and bottom horizontal fences
for (let x = minX; x <= maxX; x++) {
if (x >= 0 && x < 100) {
this.terrainSystem.placeStructure(x, minY, 'fence_full'); // Top
this.terrainSystem.placeStructure(x, maxY, 'fence_full'); // Bottom
}
});
}
// Left and right vertical fences
for (let y = minY; y <= maxY; y++) {
if (y >= 0 && y < 100) {
this.terrainSystem.placeStructure(minX, y, 'fence_full'); // Left
this.terrainSystem.placeStructure(maxX, y, 'fence_full'); // Right
}
}
console.log('✅ Farm Area Initialized at (20,20)');
}
// ========================================================
// ANTIGRAVITY ENGINE UPDATE
// ========================================================
Antigravity_Update(delta) {
// Globalni update klic
if (window.Antigravity) {
window.Antigravity.Update(this, delta);
}
}
}

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@@ -56,6 +56,18 @@ class PreloadScene extends Phaser.Scene {
this.load.image('fence', 'assets/fence.png');
this.load.image('gravestone', 'assets/gravestone.png');
// City content assets
this.load.image('chest', 'assets/chest.png');
this.load.image('spawner', 'assets/spawner.png');
this.load.image('signpost_city', 'assets/signpost_city.png');
this.load.image('signpost_farm', 'assets/signpost_farm.png');
this.load.image('signpost_both', 'assets/signpost_both.png');
this.load.image('city_wall', 'assets/city_wall.png');
this.load.image('road_tile', 'assets/road_tile.png');
this.load.image('farm_zone', 'assets/farm_zone.png');
this.load.image('fence_full', 'assets/fence_full.png');
this.load.image('wall_damaged', 'assets/wall_damaged.png');
// Voxel stil asset-i (2.5D)
this.load.image('tree_voxel_green', 'assets/tree_voxel_green.png');
this.load.image('tree_voxel_blue', 'assets/tree_voxel_blue.png');
@@ -130,6 +142,12 @@ class PreloadScene extends Phaser.Scene {
'hill_sprite',
'fence',
'gravestone',
// City content
'chest',
'spawner',
'signpost_city',
'signpost_farm',
'signpost_both',
// Voxel stil
'tree_voxel_green',
'tree_voxel_blue',

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@@ -0,0 +1,56 @@
/**
* ANTIGRAVITY ENGINE
* Core system for NovaFarma
*/
window.Antigravity = {
Config: {
Tileset: {
Spacing: 0,
Margin: 0,
TextureFilter: 'NEAREST'
}
},
Rendering: {
/**
* Zagotavlja pravilno globinsko razvrščanje (Depth Sorting) vseh spritov
* @param {Phaser.Scene} scene
*/
depthSortSprites: function (scene) {
// 1. Player Depth
if (scene.player && scene.player.sprite) {
scene.player.updateDepth();
}
// 2. NPC Depth
if (scene.npcs) {
scene.npcs.forEach(npc => {
if (npc && npc.sprite && npc.sprite.visible) {
npc.updateDepth(); // Vsak NPC ima svojo metodo
}
});
}
// 3. Projectiles / Particles (če bi jih imeli ločene)
// ...
}
},
Physics: {
checkCollisions: function (scene) {
// Placeholder za centraliziran collision logic
}
},
/**
* Glavni update loop za Engine
* @param {Phaser.Scene} scene
* @param {number} delta
*/
Update: function (scene, delta) {
this.Rendering.depthSortSprites(scene);
}
};
console.log('🌌 Antigravity Engine Initialized', window.Antigravity.Config);

View File

@@ -21,6 +21,9 @@ const TILE_MINE_WALL = 81; // ID za zid rudnika (Solid/Kolizija)
const ITEM_STONE = 20; // ID za kamen, ki ga igralec dobi
const ITEM_IRON = 21; // ID za železo
const TREE_DENSITY_THRESHOLD = 0.65; // Višja vrednost = manj gosto (manj gozda)
const ROCK_DENSITY_THRESHOLD = 0.60; // Prag za skupine skal
// Terrain Generator System
class TerrainSystem {
constructor(scene, width = 100, height = 100) {
@@ -121,65 +124,86 @@ class TerrainSystem {
createTileTextures() {
const tileWidth = 48;
const tileHeight = 60;
const P = 2; // PADDING (Margin) za preprečevanje črt
const types = Object.values(this.terrainTypes);
types.forEach((type) => {
if (this.scene.textures.exists(type.name)) return;
const graphics = this.scene.make.graphics({ x: 0, y: 0, add: false });
const x = 0;
const midX = 24;
const midY = 12;
const bottomY = 24;
// Koordinate z upoštevanjem paddinga
const xs = P;
const xe = 48 + P;
const midX = 24 + P;
const topY = P;
const midY = 12 + P;
const bottomY = 24 + P;
const depth = 20;
graphics.fillStyle(0x8B4513);
// 1. STRANICE (Faces)
// Left Face
const cLeft = 0x8B4513;
graphics.fillStyle(cLeft);
graphics.beginPath();
graphics.moveTo(midX, bottomY);
graphics.lineTo(midX, bottomY + depth);
graphics.lineTo(x, midY + depth);
graphics.lineTo(x, midY);
graphics.lineTo(xs, midY + depth);
graphics.lineTo(xs, midY);
graphics.closePath();
graphics.fill();
graphics.lineStyle(2, cLeft); // Overdraw
graphics.strokePath();
graphics.fillStyle(0x6B3410);
// Right Face
const cRight = 0x6B3410;
graphics.fillStyle(cRight);
graphics.beginPath();
graphics.moveTo(x + 48, midY);
graphics.lineTo(x + 48, midY + depth);
graphics.moveTo(xe, midY);
graphics.lineTo(xe, midY + depth);
graphics.lineTo(midX, bottomY + depth);
graphics.lineTo(midX, bottomY);
graphics.closePath();
graphics.fill();
graphics.fillStyle(type.color);
graphics.beginPath();
graphics.moveTo(midX, 0);
graphics.lineTo(x + 48, midY);
graphics.lineTo(midX, bottomY);
graphics.lineTo(x, midY);
graphics.closePath();
graphics.fill();
graphics.lineStyle(1, 0xffffff, 0.15);
graphics.beginPath();
graphics.moveTo(x, midY);
graphics.lineTo(midX, 0);
graphics.lineTo(x + 48, midY);
graphics.lineStyle(2, cRight);
graphics.strokePath();
// 2. ZGORNJA PLOSKEV (Top Face)
graphics.fillStyle(type.color);
graphics.beginPath();
graphics.moveTo(xs, midY);
graphics.lineTo(midX, topY);
graphics.lineTo(xe, midY);
graphics.lineTo(midX, bottomY);
graphics.closePath();
graphics.fill();
graphics.lineStyle(2, type.color); // Overdraw
graphics.strokePath();
// Highlight
graphics.lineStyle(1, 0xffffff, 0.15);
graphics.beginPath();
graphics.moveTo(xs, midY);
graphics.lineTo(midX, topY);
graphics.lineTo(xe, midY);
graphics.strokePath();
// 3. DETAJLI
if (type.name.includes('grass')) {
graphics.fillStyle(Phaser.Display.Color.IntegerToColor(type.color).lighten(10).color);
for (let i = 0; i < 8; i++) {
const rx = x + 10 + Math.random() * 28;
const ry = 4 + Math.random() * 16;
const rx = xs + 10 + Math.random() * 28;
const ry = topY + 4 + Math.random() * 16;
graphics.fillRect(rx, ry, 2, 2);
}
}
if (type.name.includes('stone') || type.name.includes('ruins')) {
graphics.fillStyle(0x444444);
for (let i = 0; i < 6; i++) {
const rx = x + 8 + Math.random() * 30;
const ry = 4 + Math.random() * 16;
const rx = xs + 8 + Math.random() * 30;
const ry = topY + 4 + Math.random() * 16;
graphics.fillRect(rx, ry, 3, 3);
}
}
@@ -187,12 +211,12 @@ class TerrainSystem {
if (type.name.includes('pavement')) {
graphics.lineStyle(1, 0x555555, 0.5);
graphics.beginPath();
graphics.moveTo(x + 12, midY + 6);
graphics.lineTo(x + 36, midY - 6);
graphics.moveTo(xs + 12, midY + 6);
graphics.lineTo(xs + 36, midY - 6);
graphics.strokePath();
}
graphics.generateTexture(type.name, tileWidth, tileHeight);
graphics.generateTexture(type.name, tileWidth + P * 2, tileHeight + P * 2);
graphics.destroy();
});
}
@@ -357,22 +381,27 @@ class TerrainSystem {
if (isFarm || isCity) return;
// 2. Noise for clustering (Forests)
// Offset inputs to decouple from terrain height noise
const noiseVal = this.noise.noise(x * 0.1 + 123.45, y * 0.1 + 678.90);
// 3. Selection Logic (Scattered & Saplings focus)
// KLJUČNO PREVERJANJE: Ali tu že stoji drug Sprite?
const key = `${x},${y}`;
if (this.decorationsMap.has(key)) return;
if (this.tiles[y][x].hasDecoration) return;
// 3. Selection Logic
let shouldPlace = false;
let type = window.SPRITE_TREE_HEALTHY || 'tree_green_final';
// Bolj enakomerna porazdelitev (Scattered)
// Noise uporabimo le za rahlo variacijo, ne za stroge gruče
let chance = 0.015; // 1.5% base chance (zelo redko)
if (noiseVal > 0.30) chance = 0.03; // Malo večja gostota v "gozdu"
if (Math.random() < chance) {
// USER LOGIC: Gostota 40% če smo nad pragom (Gozd)
if (noiseVal > TREE_DENSITY_THRESHOLD && Math.random() < 0.4) {
shouldPlace = true;
}
// Fallback: Redka posamična drevesa (1.5%)
else if (Math.random() < 0.015) {
shouldPlace = true;
}
if (shouldPlace) {
// Variants Logic
const r = Math.random();
// 50% možnosti, da je drevo komaj začelo rasti (Sapling)
@@ -395,26 +424,24 @@ class TerrainSystem {
const isCity = x >= CITY_START_X - 2 && x < CITY_START_X + CITY_SIZE + 2 && y >= CITY_START_Y - 2 && y < CITY_START_Y + CITY_SIZE + 2;
if (isFarm || isCity) return;
// Če je že dekoracija (drevo), ne dajaj kamna
// KLJUČNO PREVERJANJE: Ali tu že stoji drug Sprite?
const key = `${x},${y}`;
if (this.decorationsMap.has(key)) return;
if (this.tiles[y][x].hasDecoration) return;
// Noise for Rock Clusters
const noiseVal = this.noise.noise(x * 0.15 + 99.99, y * 0.15 + 88.88);
let shouldPlace = false;
let type = 'rock_1'; // Default
let type = 'rock_asset'; // Default lep kamen
let chance = 0.01; // 1% Scattered chance
if (noiseVal > 0.45) { // Rock Cluster Area
chance = 0.30; // High density in cluster
}
if (Math.random() < chance) {
// USER LOGIC: Gostota 40% če smo nad pragom (Skalovje)
if (noiseVal > ROCK_DENSITY_THRESHOLD && Math.random() < 0.4) {
shouldPlace = true;
}
// Fallback: Redke posamične skale (1%)
else if (Math.random() < 0.01) {
shouldPlace = true;
// Variants - "Lepi kamni" (rock_asset)
// Odstranili smo nedokončane velike kamne
type = 'rock_asset';
}
if (shouldPlace) {
@@ -505,6 +532,24 @@ class TerrainSystem {
if (!w) plantDay = 1 - Math.floor(Math.random() * 2);
}
// Determine if decoration is SOLID (blocking movement)
const typeLower = type.toLowerCase();
const isSolid = typeLower.includes('tree') ||
typeLower.includes('sapling') ||
typeLower.includes('rock') ||
typeLower.includes('stone') ||
typeLower.includes('fence') ||
typeLower.includes('wall') ||
typeLower.includes('signpost') ||
typeLower.includes('hill') ||
typeLower.includes('chest') ||
typeLower.includes('spawner') ||
typeLower.includes('ruin') ||
typeLower.includes('arena') ||
typeLower.includes('house') ||
typeLower.includes('gravestone') ||
typeLower.includes('bush');
const decorData = {
gridX: gridX,
gridY: gridY,
@@ -513,7 +558,8 @@ class TerrainSystem {
maxHp: 10,
hp: 10,
scale: scale,
plantDay: plantDay // Added for Growth System
plantDay: plantDay, // Added for Growth System
solid: isSolid // TRDNOST (collision blocking)
};
this.decorations.push(decorData);
this.decorationsMap.set(key, decorData);
@@ -611,7 +657,7 @@ class TerrainSystem {
const sprite = this.tilePool.get();
sprite.setTexture(tile.type);
const screenPos = this.iso.toScreen(x, y);
sprite.setPosition(screenPos.x + this.offsetX, screenPos.y + this.offsetY);
sprite.setPosition(Math.round(screenPos.x + this.offsetX), Math.round(screenPos.y + this.offsetY));
sprite.setDepth(this.iso.getDepth(x, y, this.iso.LAYER_FLOOR)); // Tiles = Floor
this.visibleTiles.set(key, sprite);
}
@@ -624,7 +670,7 @@ class TerrainSystem {
const sprite = this.decorationPool.get();
const screenPos = this.iso.toScreen(x, y);
sprite.setPosition(screenPos.x + this.offsetX, screenPos.y + this.offsetY - voxelOffset);
sprite.setPosition(Math.round(screenPos.x + this.offsetX), Math.round(screenPos.y + this.offsetY - voxelOffset));
if (decor.type.includes('house') || decor.type.includes('market') || decor.type.includes('structure')) {
sprite.setOrigin(0.5, 0.8);
@@ -652,7 +698,7 @@ class TerrainSystem {
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 - voxelOffset);
sprite.setPosition(Math.round(screenPos.x + this.offsetX), Math.round(screenPos.y + this.offsetY - voxelOffset));
sprite.setTexture(`crop_stage_${crop.stage}`);
sprite.setOrigin(0.5, 1);
// Layer Objects (da igralec hodi okoli njih)