podobi
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76
src/systems/NPCSpawner.js
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76
src/systems/NPCSpawner.js
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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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