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docs/KRVAVA_ZETEV_ROADMAP.md
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@@ -0,0 +1,315 @@
|
|||||||
|
# 💀 KRVAVA ŽETEV - SPECIFIC FEATURES
|
||||||
|
|
||||||
|
## 🆕 **PHASE 35: ZOMBI DELAVEC SISTEM** (HIGH PRIORITY)
|
||||||
|
|
||||||
|
Implementacija zombi delavcev - jedro Krvava Žetev koncepta.
|
||||||
|
|
||||||
|
- [ ] **Zombi Framework**
|
||||||
|
- [ ] Zombi entity class
|
||||||
|
- [ ] Zombi AI (basic pathfinding)
|
||||||
|
- [ ] Zombi animations (walk, work, idle, decay)
|
||||||
|
- [ ] Zombi stats (HP, stamina, XP, skills)
|
||||||
|
- [ ] **Alfa Sistem (Krotenje)**
|
||||||
|
- [ ] Player je Alfa (hybrid virus)
|
||||||
|
- [ ] Zombiji vohajo igralca
|
||||||
|
- [ ] Krotenje divjih zombijev
|
||||||
|
- [ ] Ukazi zombijem (follow, work, guard)
|
||||||
|
- [ ] **Zombi Delo**
|
||||||
|
- [ ] Farming task (kopanje, sadenje, žetev)
|
||||||
|
- [ ] Mining task (rudarjenje)
|
||||||
|
- [ ] Gathering task (nabiranje)
|
||||||
|
- [ ] Guard task (obramba)
|
||||||
|
- [ ] **Zombi Leveling**
|
||||||
|
- [ ] XP gain glede na nalogo
|
||||||
|
- [ ] Skill specialization (Farmer, Miner, Guard)
|
||||||
|
- [ ] Level up bonusi (hitrost, moč)
|
||||||
|
- [ ] **Zombi Utrujenost & Razpad**
|
||||||
|
- [ ] Stamina sistem (delo = utrujenost)
|
||||||
|
- [ ] Decay timer (počasno razpadanje)
|
||||||
|
- [ ] Smrt zombija → Gnojilo + XP
|
||||||
|
- [ ] **Grobovi (Počitek)**
|
||||||
|
- [ ] Crafting grobov (kamen + zemlja)
|
||||||
|
- [ ] Zombi počitek v grobu
|
||||||
|
- [ ] Regeneracija stamina
|
||||||
|
- [ ] Podaljšanje življenjske dobe
|
||||||
|
|
||||||
|
**Status:** 🔥 HIGH PRIORITY - Jedro igre!
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 🆕 **PHASE 36: HYBRID SKILL SISTEM** (HIGH PRIORITY)
|
||||||
|
|
||||||
|
Igralčeva Hybrid veščina - razumevanje zombijev.
|
||||||
|
|
||||||
|
- [ ] **Hybrid Skill Tree**
|
||||||
|
- [ ] Level 1-10 progression
|
||||||
|
- [ ] XP gain iz zombi smrti (dediščina)
|
||||||
|
- [ ] Skill points allocation
|
||||||
|
- [ ] **Zombi Komunikacija**
|
||||||
|
- [ ] Level 1: Samo godrnjanje ("Hnggg...")
|
||||||
|
- [ ] Level 5: Ključne besede v podnapisih
|
||||||
|
- [ ] Level 10: Celotne stavke (opozorila, spomini)
|
||||||
|
- [ ] **Alfa Moči**
|
||||||
|
- [ ] Večji radius krotenja
|
||||||
|
- [ ] Več zombijev hkrati
|
||||||
|
- [ ] Boljši ukazi (kompleksne naloge)
|
||||||
|
- [ ] Voh Alfe (privlačnost za zombije)
|
||||||
|
- [ ] **Hybrid Abilities**
|
||||||
|
- [ ] Heal zombije (regeneracija)
|
||||||
|
- [ ] Boost zombije (začasna moč)
|
||||||
|
- [ ] Calm divje zombije
|
||||||
|
- [ ] Sense danger (opozorilo)
|
||||||
|
|
||||||
|
**Status:** 🔥 HIGH PRIORITY
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 🆕 **PHASE 37: MICRO FARM & ŠIRITEV** (HIGH PRIORITY)
|
||||||
|
|
||||||
|
Začetek na 8x8 parceli in postopna širitev.
|
||||||
|
|
||||||
|
- [ ] **Micro Farm (8x8)**
|
||||||
|
- [ ] Fiksna začetna parcela
|
||||||
|
- [ ] Omejen prostor (prisili strategijo)
|
||||||
|
- [ ] Tutorial na micro farm
|
||||||
|
- [ ] **Širitev Sistema**
|
||||||
|
- [ ] Odklepanje po 2x2 tiles
|
||||||
|
- [ ] Pošlji zombije da očistijo
|
||||||
|
- [ ] Zombiji pripravijo zemljo
|
||||||
|
- [ ] Plačilo za širitev (resources)
|
||||||
|
- [ ] **Zemljišče Tipi**
|
||||||
|
- [ ] Grass (osnova)
|
||||||
|
- [ ] Forest (drevesa, clearing needed)
|
||||||
|
- [ ] Rocky (kamenje, mining needed)
|
||||||
|
- [ ] Swamp (voda, drainage needed)
|
||||||
|
|
||||||
|
**Status:** 🔥 HIGH PRIORITY
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 🆕 **PHASE 38: OBNOVA MESTA** (MEDIUM PRIORITY)
|
||||||
|
|
||||||
|
Obnova porušenega mesta - socialni element.
|
||||||
|
|
||||||
|
- [ ] **Ruševine**
|
||||||
|
- [ ] Porušene hiše (NPC homes)
|
||||||
|
- [ ] Damage levels (25%, 50%, 75%, 100%)
|
||||||
|
- [ ] Visual progression (repair stages)
|
||||||
|
- [ ] **Obnova Projektov**
|
||||||
|
- [ ] Material requirements (les, kamen, železo, zlato)
|
||||||
|
- [ ] Zombi pomoč (construction work)
|
||||||
|
- [ ] Time to complete
|
||||||
|
- [ ] Completion rewards
|
||||||
|
- [ ] **NPC Srčki (Hearts)**
|
||||||
|
- [ ] Relationship system (1-10 hearts)
|
||||||
|
- [ ] Unlock trgovine z hearts
|
||||||
|
- [ ] Unlock quests z hearts
|
||||||
|
- [ ] Unlock zombi posoja
|
||||||
|
- [ ] **Zombi Posoja (Leasing)**
|
||||||
|
- [ ] Posodi zombije NPC-jem
|
||||||
|
- [ ] Plačilo za zombi delo
|
||||||
|
- [ ] Zombi dobi special XP
|
||||||
|
- [ ] Return zombija (upgraded)
|
||||||
|
- [ ] **NPC Trgovine**
|
||||||
|
- [ ] Kovač (orodja, orožje)
|
||||||
|
- [ ] Pekarica (hrana, recepti)
|
||||||
|
- [ ] Trgovec (semena, materiali)
|
||||||
|
- [ ] Zdravnik (zdravila, cure research)
|
||||||
|
|
||||||
|
**Status:** 📋 MEDIUM PRIORITY
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 🆕 **PHASE 39: MESOJEDKE (MARIO PLANTS)** (MEDIUM PRIORITY)
|
||||||
|
|
||||||
|
Gigantske rože za obrambo in End-Game farming.
|
||||||
|
|
||||||
|
- [ ] **Mesojedke Framework**
|
||||||
|
- [ ] Seed planting
|
||||||
|
- [ ] Growth stages (1-5)
|
||||||
|
- [ ] Gigantska roža (final stage)
|
||||||
|
- [ ] **Hranjenje z Mesom**
|
||||||
|
- [ ] Ne potrebujejo vode
|
||||||
|
- [ ] Potrebujejo meso (zombi deli, mutanti)
|
||||||
|
- [ ] Feeding system
|
||||||
|
- [ ] Growth speed glede na kvaliteto mesa
|
||||||
|
- [ ] **Obramba**
|
||||||
|
- [ ] Auto-attack sovražnikov
|
||||||
|
- [ ] Damage output
|
||||||
|
- [ ] Range (radius)
|
||||||
|
- [ ] Cooldown
|
||||||
|
- [ ] **Pridelek**
|
||||||
|
- [ ] Cvetni listi (rare material)
|
||||||
|
- [ ] Semena (expensive)
|
||||||
|
- [ ] Special drops (legendary items)
|
||||||
|
|
||||||
|
**Status:** 📋 MEDIUM PRIORITY
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 🆕 **PHASE 40: EKONOMIJA - MINTING** (MEDIUM PRIORITY)
|
||||||
|
|
||||||
|
Kovanje zlatnikov - unikaten ekonomski sistem.
|
||||||
|
|
||||||
|
- [ ] **Rudarjenje Zlata**
|
||||||
|
- [ ] Zlata ruda (rare ore)
|
||||||
|
- [ ] Mining locations
|
||||||
|
- [ ] Zombi miners
|
||||||
|
- [ ] **Talilnica (Smelter)**
|
||||||
|
- [ ] Crafting smelter
|
||||||
|
- [ ] Smelt zlato rudo → zlato
|
||||||
|
- [ ] Fuel requirements (coal, wood)
|
||||||
|
- [ ] **Kovalnica (Mint)**
|
||||||
|
- [ ] Crafting mint
|
||||||
|
- [ ] Mint zlato → zlatniki (coins)
|
||||||
|
- [ ] Minting time
|
||||||
|
- [ ] Quality levels (pure gold = more value)
|
||||||
|
- [ ] **Valuta**
|
||||||
|
- [ ] Zlatniki kot glavna valuta
|
||||||
|
- [ ] Ni random coin drops
|
||||||
|
- [ ] Vse preko minting
|
||||||
|
- [ ] Inflation control (limited gold)
|
||||||
|
|
||||||
|
**Status:** 📋 MEDIUM PRIORITY
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 🆕 **PHASE 41: ALBUM (COLLECTION)** (LOW PRIORITY)
|
||||||
|
|
||||||
|
Zbirateljski sistem - odkrivanje sveta.
|
||||||
|
|
||||||
|
- [ ] **Album Framework**
|
||||||
|
- [ ] Album UI (book interface)
|
||||||
|
- [ ] Categories (zombiji, rastline, ribe, mutanti)
|
||||||
|
- [ ] Auto-discovery (first encounter)
|
||||||
|
- [ ] Completion percentage
|
||||||
|
- [ ] **Kategorije**
|
||||||
|
- [ ] Legendarne Zombije (rare types)
|
||||||
|
- [ ] Gigantske Rože (mesojedke)
|
||||||
|
- [ ] Redke Ribe (fishing)
|
||||||
|
- [ ] Mutanti (enemies)
|
||||||
|
- [ ] Defektni Zombiji (lab jokes)
|
||||||
|
- [ ] **Rewards**
|
||||||
|
- [ ] Completion bonuses
|
||||||
|
- [ ] Unlock special items
|
||||||
|
- [ ] Achievements
|
||||||
|
- [ ] Lore entries
|
||||||
|
|
||||||
|
**Status:** 📋 LOW PRIORITY
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 🆕 **PHASE 42: MAIN QUEST - SESTRA** (HIGH PRIORITY)
|
||||||
|
|
||||||
|
Glavna zgodba - iskanje izgubljene sestre.
|
||||||
|
|
||||||
|
- [ ] **Quest Framework**
|
||||||
|
- [ ] Quest tracking
|
||||||
|
- [ ] Quest journal
|
||||||
|
- [ ] Quest markers
|
||||||
|
- [ ] Quest rewards
|
||||||
|
- [ ] **Zgodba**
|
||||||
|
- [ ] Prologue (napad Zmaj-Volka)
|
||||||
|
- [ ] Act 1: Iskanje sledi
|
||||||
|
- [ ] Act 2: Odkrivanje laboratorija
|
||||||
|
- [ ] Act 3: Soočenje z resnico
|
||||||
|
- [ ] Finale: Sestra & zdravilo
|
||||||
|
- [ ] **Zapisi (Lore)**
|
||||||
|
- [ ] Stari zapisi (mining, digging)
|
||||||
|
- [ ] Virus origin story
|
||||||
|
- [ ] Lab experiments
|
||||||
|
- [ ] Zmaj-Volk creation
|
||||||
|
- [ ] **Odločitve**
|
||||||
|
- [ ] Zdravilo ali maščevanje?
|
||||||
|
- [ ] Rešiti sestro ali svet?
|
||||||
|
- [ ] Multiple endings
|
||||||
|
|
||||||
|
**Status:** 🔥 HIGH PRIORITY
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 🆕 **PHASE 43: ZMAJ-VOLK BOSS** (HIGH PRIORITY)
|
||||||
|
|
||||||
|
Najvišji plenilec - epic boss fight.
|
||||||
|
|
||||||
|
- [ ] **Zmaj-Volk Design**
|
||||||
|
- [ ] Hybrid mutant (dragon + wolf)
|
||||||
|
- [ ] Massive size
|
||||||
|
- [ ] Unique animations
|
||||||
|
- [ ] Intimidating presence
|
||||||
|
- [ ] **Boss Fight**
|
||||||
|
- [ ] Multi-phase fight (3 faze)
|
||||||
|
- [ ] Special attacks (fire breath, claw swipe)
|
||||||
|
- [ ] Weak points
|
||||||
|
- [ ] Environmental hazards
|
||||||
|
- [ ] **Boss Arena**
|
||||||
|
- [ ] Special location (ruins, forest)
|
||||||
|
- [ ] Dynamic environment
|
||||||
|
- [ ] Escape routes
|
||||||
|
- [ ] **Rewards**
|
||||||
|
- [ ] Zmaj-Volk trophy
|
||||||
|
- [ ] Legendary loot
|
||||||
|
- [ ] Story progression
|
||||||
|
- [ ] Unlock ending
|
||||||
|
|
||||||
|
**Status:** 🔥 HIGH PRIORITY
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 🆕 **PHASE 44: INVAZIJA (HORDE MODE)** (MEDIUM PRIORITY)
|
||||||
|
|
||||||
|
Wave defense - End-Game content.
|
||||||
|
|
||||||
|
- [ ] **Horde System**
|
||||||
|
- [ ] Wave spawning
|
||||||
|
- [ ] Difficulty scaling
|
||||||
|
- [ ] Enemy types (zombiji, mutanti)
|
||||||
|
- [ ] Boss waves
|
||||||
|
- [ ] **Obramba**
|
||||||
|
- [ ] Mesojedke (auto-defense)
|
||||||
|
- [ ] Guard zombiji (player army)
|
||||||
|
- [ ] Traps and barriers
|
||||||
|
- [ ] Player combat
|
||||||
|
- [ ] **Rewards**
|
||||||
|
- [ ] Wave completion rewards
|
||||||
|
- [ ] Rare loot
|
||||||
|
- [ ] XP bonuses
|
||||||
|
- [ ] Leaderboards
|
||||||
|
|
||||||
|
**Status:** 📋 MEDIUM PRIORITY
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 📊 **KRVAVA ŽETEV - PRIORITY ROADMAP**
|
||||||
|
|
||||||
|
### **HIGH PRIORITY (Začni tukaj):**
|
||||||
|
1. Phase 35: Zombi Delavec Sistem
|
||||||
|
2. Phase 36: Hybrid Skill
|
||||||
|
3. Phase 37: Micro Farm & Širitev
|
||||||
|
4. Phase 42: Main Quest - Sestra
|
||||||
|
5. Phase 43: Zmaj-Volk Boss
|
||||||
|
|
||||||
|
### **MEDIUM PRIORITY (Potem):**
|
||||||
|
6. Phase 38: Obnova Mesta
|
||||||
|
7. Phase 39: Mesojedke
|
||||||
|
8. Phase 40: Minting
|
||||||
|
9. Phase 44: Invazija
|
||||||
|
|
||||||
|
### **LOW PRIORITY (Zadnje):**
|
||||||
|
10. Phase 41: Album
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
**Timeline:**
|
||||||
|
- **Core Systems (35-37):** 3-4 weeks
|
||||||
|
- **Story & Boss (42-43):** 2-3 weeks
|
||||||
|
- **Social & Economy (38-40):** 3-4 weeks
|
||||||
|
- **End-Game (39, 41, 44):** 2-3 weeks
|
||||||
|
|
||||||
|
**Total:** 10-14 weeks (2.5-3.5 months)
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
**💀 KRVAVA ŽETEV - DEATH HARVEST 💀**
|
||||||
|
**Unique Zombie Worker Survival RPG**
|
||||||
|
**Development Start: December 2025** 🚀✨
|
||||||
@@ -92,18 +92,14 @@ class Player {
|
|||||||
}
|
}
|
||||||
|
|
||||||
createSprite() {
|
createSprite() {
|
||||||
// NEW: Use player_dreadlocks sprite (isometric 2.5D)
|
// KRVAVA ŽETEV: Use new protagonist sprite
|
||||||
let texKey = 'player_dreadlocks';
|
let texKey = 'player_protagonist';
|
||||||
|
|
||||||
// Fallback chain if new sprite not loaded
|
// Fallback to generated sprite if not loaded
|
||||||
if (!this.scene.textures.exists(texKey)) {
|
if (!this.scene.textures.exists(texKey)) {
|
||||||
texKey = this.scene.textures.exists('player_walk') ? 'player_walk' : 'player_sprite';
|
console.warn('⚠️ player_protagonist sprite not found! Generating fallback...');
|
||||||
if (!this.scene.textures.exists(texKey)) {
|
TextureGenerator.createPlayerSprite(this.scene, 'player_fallback');
|
||||||
texKey = 'player';
|
texKey = 'player_fallback';
|
||||||
if (!this.scene.textures.exists(texKey)) {
|
|
||||||
TextureGenerator.createPlayerSprite(this.scene, texKey);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// Kreira sprite
|
// Kreira sprite
|
||||||
@@ -113,15 +109,13 @@ class Player {
|
|||||||
screenPos.y + this.offsetY,
|
screenPos.y + this.offsetY,
|
||||||
texKey
|
texKey
|
||||||
);
|
);
|
||||||
this.sprite.setOrigin(0.5, 1);
|
this.sprite.setOrigin(0.5, 0.8); // Changed from 1 to 0.8 to show legs
|
||||||
|
|
||||||
// Scale based on sprite type
|
// Scale based on sprite type
|
||||||
if (texKey === 'player_dreadlocks') {
|
if (texKey === 'player_protagonist') {
|
||||||
this.sprite.setScale(2.5); // MUCH larger for better visibility
|
this.sprite.setScale(1.0); // Smaller protagonist sprite
|
||||||
} else if (texKey === 'player_walk') {
|
|
||||||
this.sprite.setScale(2.5); // Old animated sprite
|
|
||||||
} else {
|
} else {
|
||||||
this.sprite.setScale(1.2); // Old static sprite
|
this.sprite.setScale(1.0); // Fallback sprite
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
@@ -343,10 +337,35 @@ class Player {
|
|||||||
this.lastDir = { x: dx, y: dy };
|
this.lastDir = { x: dx, y: dy };
|
||||||
this.sprite.setFlipX(!facingRight);
|
this.sprite.setFlipX(!facingRight);
|
||||||
|
|
||||||
|
// Play walking animation (with safety check)
|
||||||
|
if (this.sprite.anims) {
|
||||||
|
try {
|
||||||
|
if (this.scene.anims.exists('protagonist_walk') && !this.sprite.anims.isPlaying) {
|
||||||
|
this.sprite.play('protagonist_walk');
|
||||||
|
}
|
||||||
|
} catch (e) {
|
||||||
|
// Ignore animation errors
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
// Hand offset
|
// Hand offset
|
||||||
const handOffset = facingRight ? 10 : -10;
|
const handOffset = facingRight ? 10 : -10;
|
||||||
this.handSprite.setX(this.sprite.x + handOffset);
|
this.handSprite.setX(this.sprite.x + handOffset);
|
||||||
this.handSprite.setFlipX(!facingRight);
|
this.handSprite.setFlipX(!facingRight);
|
||||||
|
} else {
|
||||||
|
// Stop animation when idle (with safety check)
|
||||||
|
if (this.sprite.anims) {
|
||||||
|
try {
|
||||||
|
if (this.sprite.anims.isPlaying) {
|
||||||
|
this.sprite.stop();
|
||||||
|
}
|
||||||
|
if (this.scene.anims.exists('protagonist_idle')) {
|
||||||
|
this.sprite.play('protagonist_idle');
|
||||||
|
}
|
||||||
|
} catch (e) {
|
||||||
|
// Ignore animation errors
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// Collision Check
|
// Collision Check
|
||||||
|
|||||||
@@ -136,21 +136,19 @@ class PreloadScene extends Phaser.Scene {
|
|||||||
});
|
});
|
||||||
|
|
||||||
// New Processed Animations (Standardized 64x64 strips)
|
// New Processed Animations (Standardized 64x64 strips)
|
||||||
this.load.spritesheet('player_walk', 'assets/sprites/player_walk_strip.png', { frameWidth: 64, frameHeight: 64 });
|
|
||||||
this.load.spritesheet('zombie_walk', 'assets/sprites/zombie_walk_strip.png', { frameWidth: 64, frameHeight: 64 });
|
this.load.spritesheet('zombie_walk', 'assets/sprites/zombie_walk_strip.png', { frameWidth: 64, frameHeight: 64 });
|
||||||
|
|
||||||
|
// KRVAVA ŽETEV - New Player Sprite (Protagonist with dreadlocks)
|
||||||
|
this.load.spritesheet('player_protagonist', 'assets/sprites/player_walk_animations.png', {
|
||||||
|
frameWidth: 128, // Adjust based on actual sprite size
|
||||||
|
frameHeight: 128
|
||||||
|
});
|
||||||
}
|
}
|
||||||
|
|
||||||
createAnimations() {
|
createAnimations() {
|
||||||
if (this.anims.exists('player_walk_anim')) return;
|
if (this.anims.exists('protagonist_walk')) return;
|
||||||
|
|
||||||
// Old animations
|
|
||||||
this.anims.create({
|
|
||||||
key: 'player_walk_anim',
|
|
||||||
frames: this.anims.generateFrameNumbers('player_walk', { start: 0, end: 5 }),
|
|
||||||
frameRate: 12,
|
|
||||||
repeat: -1
|
|
||||||
});
|
|
||||||
|
|
||||||
|
// Zombie animations
|
||||||
this.anims.create({
|
this.anims.create({
|
||||||
key: 'zombie_walk_anim',
|
key: 'zombie_walk_anim',
|
||||||
frames: this.anims.generateFrameNumbers('zombie_walk', { start: 0, end: 5 }),
|
frames: this.anims.generateFrameNumbers('zombie_walk', { start: 0, end: 5 }),
|
||||||
@@ -158,18 +156,25 @@ class PreloadScene extends Phaser.Scene {
|
|||||||
repeat: -1
|
repeat: -1
|
||||||
});
|
});
|
||||||
|
|
||||||
// NEW: Isometric character animations (6 frames)
|
|
||||||
this.anims.create({
|
this.anims.create({
|
||||||
key: 'player_dreadlocks_walk',
|
key: 'zombie_worker_walk',
|
||||||
frames: this.anims.generateFrameNumbers('player_dreadlocks', { start: 0, end: 5 }),
|
frames: this.anims.generateFrameNumbers('zombie_worker', { start: 0, end: 5 }),
|
||||||
|
frameRate: 8,
|
||||||
|
repeat: -1
|
||||||
|
});
|
||||||
|
|
||||||
|
// KRVAVA ŽETEV: Protagonist animations
|
||||||
|
this.anims.create({
|
||||||
|
key: 'protagonist_walk',
|
||||||
|
frames: this.anims.generateFrameNumbers('player_protagonist', { start: 0, end: 7 }),
|
||||||
frameRate: 10,
|
frameRate: 10,
|
||||||
repeat: -1
|
repeat: -1
|
||||||
});
|
});
|
||||||
|
|
||||||
this.anims.create({
|
this.anims.create({
|
||||||
key: 'zombie_worker_walk',
|
key: 'protagonist_idle',
|
||||||
frames: this.anims.generateFrameNumbers('zombie_worker', { start: 0, end: 5 }),
|
frames: this.anims.generateFrameNumbers('player_protagonist', { start: 8, end: 9 }),
|
||||||
frameRate: 8,
|
frameRate: 2,
|
||||||
repeat: -1
|
repeat: -1
|
||||||
});
|
});
|
||||||
|
|
||||||
|
|||||||