podobi
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@@ -94,6 +94,11 @@ class BuildSystem {
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if (!this.buildings[buildingId]) return;
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this.selectedBuilding = buildingId;
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// Play UI click sound
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if (this.scene.soundManager) {
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this.scene.soundManager.playUIClick();
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}
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// Refresh preview
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if (this.buildMode) {
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this.destroyPreview();
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@@ -319,6 +324,11 @@ class BuildSystem {
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collision: building.collision
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});
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// Play build sound
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if (this.scene.soundManager) {
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this.scene.soundManager.playBuild();
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}
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console.log(`🏗️ Placed ${building.name} at (${gridX}, ${gridY})`);
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// Update UI
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@@ -56,6 +56,11 @@ class FarmingSystem {
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this.scene.terrainSystem.tilledSprites.set(key, sprite);
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}
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// Play dig sound
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if (this.scene.soundManager) {
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this.scene.soundManager.playDig();
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}
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console.log(`✅ Tilled soil at (${gridX}, ${gridY})`);
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return true;
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}
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@@ -98,6 +103,11 @@ class FarmingSystem {
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this.scene.farmStats.cropsPlanted++;
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}
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// Play plant sound
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if (this.scene.soundManager) {
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this.scene.soundManager.playPlant();
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}
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console.log(`🌱 Planted ${cropType} at (${gridX}, ${gridY})`);
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return true;
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}
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@@ -164,6 +174,11 @@ class FarmingSystem {
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if (crop.sprite) crop.sprite.destroy();
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this.crops = this.crops.filter(c => c !== crop);
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// Play harvest sound
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if (this.scene.soundManager) {
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this.scene.soundManager.playHarvest();
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}
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console.log(`🌾 Harvested ${crop.type}! (+${goldEarned} gold)`);
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// Show floating text
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76
src/systems/NPCSpawner.js
Normal file
76
src/systems/NPCSpawner.js
Normal file
@@ -0,0 +1,76 @@
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// NPCSpawner.js - Sistem za spawnjanje NPCjev
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class NPCSpawner {
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constructor(scene) {
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this.scene = scene;
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this.spawnInterval = 30000; // 30 sekund
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this.maxNPCs = 3; // 3 NPCji na 100x100 mapo
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this.spawnTimer = 0;
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console.log('🧑 NPCSpawner: Initialized');
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}
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spawnInitialNPCs() {
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// Spawn 3 NPCs at random locations
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for (let i = 0; i < this.maxNPCs; i++) {
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this.spawnRandomNPC();
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}
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console.log(`✅ Spawned ${this.maxNPCs} initial NPCs`);
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}
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spawnRandomNPC() {
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if (!this.scene.terrainSystem || !this.scene.npcs) return;
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// Random position (avoid farm area 20,20)
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let x, y, attempts = 0;
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do {
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x = Phaser.Math.Between(5, 95);
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y = Phaser.Math.Between(5, 95);
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attempts++;
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} while (this.isTooCloseToFarm(x, y) && attempts < 50);
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// Check if tile is valid
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const tile = this.scene.terrainSystem.getTile(x, y);
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if (!tile || tile.type === 'water') return;
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// Check if decoration exists
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const key = `${x},${y}`;
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if (this.scene.terrainSystem.decorationsMap.has(key)) return;
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// Spawn NPC
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const npc = new NPC(
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this.scene,
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x,
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y,
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this.scene.terrainOffsetX || 0,
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this.scene.terrainOffsetY || 0,
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'zombie' // Type
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);
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// Set to PASSIVE mode (random walk)
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npc.state = 'PASSIVE';
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npc.isTamed = false;
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this.scene.npcs.push(npc);
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console.log(`🧟 Spawned NPC at (${x}, ${y})`);
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}
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isTooCloseToFarm(x, y) {
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const farmX = 50; // Farm center (updated from 20,20 to 50,50)
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const farmY = 50;
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const farmRadius = 15;
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const dist = Math.sqrt((x - farmX) ** 2 + (y - farmY) ** 2);
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return dist < farmRadius;
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}
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update(delta) {
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// Check if we need to spawn more NPCs
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if (this.scene.npcs.length < this.maxNPCs) {
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this.spawnTimer += delta;
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if (this.spawnTimer >= this.spawnInterval) {
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this.spawnTimer = 0;
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this.spawnRandomNPC();
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}
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}
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}
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}
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@@ -299,7 +299,8 @@ class SoundManager {
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playHarvest() { this.playSFX('harvest'); }
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playBuild() { this.playSFX('build'); }
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playPickup() { this.playSFX('pickup'); }
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playDig() { this.playSFX('dig'); } // Dodano
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playDig() { this.playSFX('dig'); }
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playUIClick() { this.beepUIClick(); } // UI click sound
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playAttack() { this.beepAttack(); }
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playHit() { this.beepHit(); }
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playFootstep() { this.beepFootstep(); }
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@@ -307,6 +308,22 @@ class SoundManager {
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playRainSound() { this.startRainNoise(); }
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stopRainSound() { this.stopRainNoise(); }
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beepUIClick() {
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if (!this.scene.sound.context) return;
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const ctx = this.scene.sound.context;
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const osc = ctx.createOscillator();
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const gain = ctx.createGain();
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osc.connect(gain);
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gain.connect(ctx.destination);
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// Quick, pleasant click sound
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osc.frequency.value = 800;
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osc.type = 'sine';
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gain.gain.setValueAtTime(0.08, ctx.currentTime);
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gain.gain.exponentialRampToValueAtTime(0.01, ctx.currentTime + 0.05);
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osc.start();
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osc.stop(ctx.currentTime + 0.05);
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}
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beepDig() {
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if (!this.scene.sound.context) return;
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const ctx = this.scene.sound.context;
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@@ -833,8 +833,9 @@ class TerrainSystem {
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const isSolid = !isSmallDecor && (
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typeLower.includes('tree') ||
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typeLower.includes('sapling') ||
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typeLower.includes('rock') ||
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typeLower.includes('stone') ||
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// ROCKS REMOVED - walkable now!
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// typeLower.includes('rock') ||
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// typeLower.includes('stone') ||
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// fence REMOVED - it's walkable now!
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typeLower.includes('wall') ||
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typeLower.includes('signpost') ||
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