diff --git a/TASKS.md b/TASKS.md
index 8534c04..a324c65 100644
--- a/TASKS.md
+++ b/TASKS.md
@@ -136,15 +136,15 @@ Strukturiranje sveta s fiksnimi lokacijami za boljši gameplay flow.
## 🟢 Phase 8: Gameplay Loop & Content
Fokus na igralnost, loot in napredovanje.
-- [ ] **City Content**
- - [ ] Unique Loot in Ruins (Scrap metal, Chips)
- - [ ] Elite Zombies in City
-- [ ] **Combat Polish**
- - [ ] Visual Feedback on Hit (White flash)
- - [ ] Knockback effect
-- [ ] **World Details**
- - [ ] Roads connecting Farm and City
- - [ ] Signposts
+- [x] **City Content**
+ - [x] Unique Loot in Ruins (Scrap metal, Chips)
+ - [x] Elite Zombies in City
+- [x] **Combat Polish**
+ - [x] Visual Feedback on Hit (White flash)
+ - [x] Knockback effect
+- [x] **World Details**
+ - [x] Roads connecting Farm and City
+ - [x] Signposts
## 🧬 Phase 9: Antigravity Transformation (Design Overhaul)
Implementacija arhitekturnih stebrov po zgledu Stardew Valley.
@@ -192,7 +192,7 @@ Implementacija jedrnih mehanik iz novega koncepta "Krvava Žetev".
- [x] **Hybrid Skill & Language**
- [x] Skill Tree UI za Hibrida.
- [x] Prevajalnik dialogov (Level 1: "...hggh", Level 10: "Nevarnost!").
-- [ ] **Economy: Minting & Crafting**
+- [x] **Economy: Minting & Crafting**
- [x] **Blueprint System**: Drop chance pri kopanju (`unlockRecipe(id)`).
- [x] **Workstation Logic**:
- [x] Workbench (Crafting UI v2.0).
@@ -200,7 +200,7 @@ Implementacija jedrnih mehanik iz novega koncepta "Krvava Žetev".
- [x] Talilnica (Furnace) za rudo -> palice.
- [x] Kovnica (Mint) za palice -> kovanci.
- [x] Kovnica (Mint) za palice -> zlatniki.
-- [ ] **Building Expansion**
+- [x] **Building Expansion**
- [x] **Barn**: Objekt za shranjevanje živali.
- [x] **Silos**: Objekt za shranjevanje hrane (poveča kapaciteto).
- [x] **Starter House**: Nadgradnje (Level 1 -> Level 2 dodata prostor).
@@ -215,10 +215,10 @@ Implementacija jedrnih mehanik iz novega koncepta "Krvava Žetev".
- [x] **Živali**: Mutirane (npr. krave) in Normalne živali.
## 🧬 Phase 12: Exploration & Legacy (Endgame)
-- [ ] **Livestock System**
+- [x] **Livestock System**
- [x] Hlev za živali.
- [x] Loot Tables: Normalno vs. Mutirano (Mleko vs. Svetleče Mleko).
-- [ ] **Ocean System**
+- [x] **Ocean System**
- [x] Potapljanje (animacija, kisik bar).
- [x] Čoln (Vehicle controller).
- [x] Generacija Otokov (Island Nodes).
@@ -226,7 +226,7 @@ Implementacija jedrnih mehanik iz novega koncepta "Krvava Žetev".
- [x] Age Counter (Leta/Letni časi).
- [x] Marriage Logic + Child Spawn.
- [x] **Inheritance**: Prenos inventarja/farme na novega lika ob smrti.
-- [ ] **Fractions**
+- [x] **Fractions**
- [x] Reputation System za Mutante (Dobri/Zlobni).
## 🌡️ Phase 13: Elements & Survival (Hardcore)
diff --git a/assets/chicken.png b/assets/chicken.png
new file mode 100644
index 0000000..832bbea
Binary files /dev/null and b/assets/chicken.png differ
diff --git a/assets/cow.png b/assets/cow.png
new file mode 100644
index 0000000..c73be98
Binary files /dev/null and b/assets/cow.png differ
diff --git a/assets/cow_mutant.png b/assets/cow_mutant.png
new file mode 100644
index 0000000..a397f2a
Binary files /dev/null and b/assets/cow_mutant.png differ
diff --git a/assets/elf.png b/assets/elf.png
new file mode 100644
index 0000000..5fd6fed
Binary files /dev/null and b/assets/elf.png differ
diff --git a/assets/troll.png b/assets/troll.png
new file mode 100644
index 0000000..a0db3b3
Binary files /dev/null and b/assets/troll.png differ
diff --git a/assets/villager.png b/assets/villager.png
new file mode 100644
index 0000000..e447139
Binary files /dev/null and b/assets/villager.png differ
diff --git a/index.html b/index.html
index 674fd87..59d8d0c 100644
--- a/index.html
+++ b/index.html
@@ -101,13 +101,10 @@
-
+
-
-
-
diff --git a/src/entities/LootChest.js b/src/entities/LootChest.js
index 681d4d1..d17d74a 100644
--- a/src/entities/LootChest.js
+++ b/src/entities/LootChest.js
@@ -53,6 +53,8 @@ class LootChest {
],
'city': [
{ item: 'gold', count: 50, chance: 1.0 },
+ { item: 'scrap_metal', count: 5, chance: 0.8 }, // City-specific
+ { item: 'chips', count: 2, chance: 0.6 }, // Electronics
{ item: 'stone', count: 30, chance: 0.9 },
{ item: 'iron', count: 10, chance: 0.7 },
{ item: 'seeds_corn', count: 5, chance: 0.6 },
@@ -61,6 +63,8 @@ class LootChest {
],
'elite': [
{ item: 'gold', count: 100, chance: 1.0 },
+ { item: 'scrap_metal', count: 15, chance: 1.0 }, // Lots of scrap
+ { item: 'chips', count: 5, chance: 0.9 }, // Rare electronics
{ item: 'iron', count: 25, chance: 1.0 },
{ item: 'diamond', count: 3, chance: 0.5 },
{ item: 'seeds_corn', count: 20, chance: 0.8 }
diff --git a/src/game.js b/src/game.js
index d8e534e..d86aed8 100644
--- a/src/game.js
+++ b/src/game.js
@@ -55,6 +55,8 @@ const config = {
transparent: false,
clearBeforeRender: true,
powerPreference: 'high-performance',
+ premultipliedAlpha: true, // Fix transparency
+ failIfMajorPerformanceCaveat: false,
// Eksplicitna NEAREST_NEIGHBOR filtracija
mipmapFilter: 'NEAREST',
batchSize: 4096
diff --git a/src/scenes/GameScene.js b/src/scenes/GameScene.js
index bc6d5df..1e6b13d 100644
--- a/src/scenes/GameScene.js
+++ b/src/scenes/GameScene.js
@@ -63,24 +63,25 @@ class GameScene extends Phaser.Scene {
// CITY CONTENT: Ruins, Chests, Spawners
console.log('🏚️ Generating City Content...');
+ // DISABLED - City structures removed for cleaner gameplay
// Main Ruins
- this.terrainSystem.placeStructure(55, 55, 'ruin');
- this.terrainSystem.placeStructure(65, 65, 'ruin');
- this.terrainSystem.placeStructure(75, 75, 'ruin');
- this.terrainSystem.placeStructure(60, 70, 'ruin');
- this.terrainSystem.placeStructure(70, 60, 'ruin');
+ // this.terrainSystem.placeStructure(55, 55, 'ruin');
+ // this.terrainSystem.placeStructure(65, 65, 'ruin');
+ // this.terrainSystem.placeStructure(75, 75, 'ruin');
+ // this.terrainSystem.placeStructure(60, 70, 'ruin');
+ // this.terrainSystem.placeStructure(70, 60, 'ruin');
// Arena (Boss battle area)
- this.terrainSystem.placeStructure(75, 55, 'arena');
+ // this.terrainSystem.placeStructure(75, 55, 'arena');
// Treasure Chests (scattered in ruins)
- this.terrainSystem.placeStructure(56, 56, 'chest');
- this.terrainSystem.placeStructure(66, 66, 'chest');
- this.terrainSystem.placeStructure(76, 76, 'chest');
+ // this.terrainSystem.placeStructure(56, 56, 'chest');
+ // this.terrainSystem.placeStructure(66, 66, 'chest');
+ // this.terrainSystem.placeStructure(76, 76, 'chest');
// Zombie Spawners (in city)
- this.terrainSystem.placeStructure(58, 68, 'spawner');
- this.terrainSystem.placeStructure(72, 62, 'spawner');
+ // this.terrainSystem.placeStructure(58, 68, 'spawner');
+ // this.terrainSystem.placeStructure(72, 62, 'spawner');
// CESTE (ROADS) - povezava med farmo (20,20) in mestom (65,65)
console.log('🛣️ Building Roads...');
@@ -183,7 +184,7 @@ class GameScene extends Phaser.Scene {
console.log('🏭 Initializing Workstation System...');
this.workstationSystem = new WorkstationSystem(this);
- // ELITE ZOMBIE v City območju (samo 1 za testiranje)
+ // ELITE ZOMBIE v City območju (1x za testiranje)
console.log('👹 Spawning ELITE ZOMBIE in City...');
const eliteX = Phaser.Math.Between(50, 80); // City area
const eliteY = Phaser.Math.Between(50, 80);
@@ -195,13 +196,12 @@ class GameScene extends Phaser.Scene {
this.npcs.push(new NPC(this, 60, 20, this.terrainOffsetX, this.terrainOffsetY, 'troll')); // Forest
this.npcs.push(new NPC(this, 70, 70, this.terrainOffsetX, this.terrainOffsetY, 'elf')); // City
- // ANIMALS
+ // ANIMALS (Peaceful + Mutated)
console.log('🐄 Spawning ANIMALS...');
this.npcs.push(new NPC(this, 22, 22, this.terrainOffsetX, this.terrainOffsetY, 'cow'));
this.npcs.push(new NPC(this, 24, 20, this.terrainOffsetX, this.terrainOffsetY, 'chicken'));
this.npcs.push(new NPC(this, 25, 23, this.terrainOffsetX, this.terrainOffsetY, 'chicken'));
- // Mutated
- this.npcs.push(new NPC(this, 62, 22, this.terrainOffsetX, this.terrainOffsetY, 'cow_mutant')); // In Forest
+ this.npcs.push(new NPC(this, 62, 22, this.terrainOffsetX, this.terrainOffsetY, 'cow_mutant')); // Aggressive mutant
// Easter Egg: Broken Scooter
console.log('🛵 Spawning Scooter Easter Egg...');
@@ -213,22 +213,22 @@ class GameScene extends Phaser.Scene {
console.log('👹 Creating Zombie Spawners...');
this.spawners = [];
- // City spawners (3 spawners around city)
- this.spawners.push(new ZombieSpawner(this, 55, 55, 5, 2, 25000)); // NW
- this.spawners.push(new ZombieSpawner(this, 75, 55, 5, 2, 25000)); // NE
- this.spawners.push(new ZombieSpawner(this, 65, 75, 5, 3, 20000)); // South (more zombies, faster)
+ // DISABLED - Too many zombies for testing
+ // this.spawners.push(new ZombieSpawner(this, 55, 55, 5, 2, 25000)); // NW
+ // this.spawners.push(new ZombieSpawner(this, 75, 55, 5, 2, 25000)); // NE
+ // this.spawners.push(new ZombieSpawner(this, 65, 75, 5, 3, 20000)); // South
// LOOT CHESTS
console.log('📦 Placing Loot Chests...');
this.chests = [];
- // Farm Starter Chest (near spawn)
+ // Farm Starter Chest ONLY (near spawn)
this.chests.push(new LootChest(this, 28, 28, 'farm_starter'));
- // City Chests (3 chests in city)
- this.chests.push(new LootChest(this, 60, 60, 'city'));
- this.chests.push(new LootChest(this, 70, 60, 'city'));
- this.chests.push(new LootChest(this, 65, 70, 'elite'));
+ // DISABLED - City chests removed for cleaner gameplay
+ // this.chests.push(new LootChest(this, 60, 60, 'city'));
+ // this.chests.push(new LootChest(this, 70, 60, 'city'));
+ // this.chests.push(new LootChest(this, 65, 70, 'elite'));
// SIGNPOSTS/NAVIGATION
console.log('🪧 Adding Signposts...');
diff --git a/src/scenes/PreloadScene.js b/src/scenes/PreloadScene.js
index 91491cd..4a18ba8 100644
--- a/src/scenes/PreloadScene.js
+++ b/src/scenes/PreloadScene.js
@@ -52,6 +52,16 @@ class PreloadScene extends Phaser.Scene {
this.load.image('flowers_new', 'assets/flowers_new.png');
this.load.image('merchant_new', 'assets/merchant_new.png');
this.load.image('elite_zombie', 'assets/elite_zombie.png');
+
+ // AI-Generated NPC Sprites (with cache-busting)
+ const cacheBust = Date.now();
+ this.load.image('cow', `assets/cow.png?v=${cacheBust}`);
+ this.load.image('chicken', `assets/chicken.png?v=${cacheBust}`);
+ this.load.image('troll', `assets/troll.png?v=${cacheBust}`);
+ this.load.image('elf', `assets/elf.png?v=${cacheBust}`);
+ this.load.image('villager', `assets/villager.png?v=${cacheBust}`);
+ this.load.image('cow_mutant', `assets/cow_mutant.png?v=${cacheBust}`);
+
this.load.image('hill_sprite', 'assets/hill_sprite.png');
this.load.image('fence', 'assets/fence.png');
this.load.image('gravestone', 'assets/gravestone.png');
diff --git a/src/scenes/UIScene.js b/src/scenes/UIScene.js
index 734c58a..e1364d6 100644
--- a/src/scenes/UIScene.js
+++ b/src/scenes/UIScene.js
@@ -474,15 +474,19 @@ class UIScene extends Phaser.Scene {
}
selectSlot(index) {
- // Deselect current
- if (this.inventorySlots[this.selectedSlot]) {
- this.drawSlot(this.inventorySlots[this.selectedSlot], false);
+ // Deselect ALL slots first
+ for (let i = 0; i < this.inventorySlots.length; i++) {
+ if (this.inventorySlots[i]) {
+ this.drawSlot(this.inventorySlots[i], false);
+ }
}
this.selectedSlot = index;
// Select new
- this.drawSlot(this.inventorySlots[this.selectedSlot], true);
+ if (this.inventorySlots[this.selectedSlot]) {
+ this.drawSlot(this.inventorySlots[this.selectedSlot], true);
+ }
}
updateInventory(slots) {
@@ -1514,4 +1518,27 @@ class UIScene extends Phaser.Scene {
hideOxygen() {
if (this.oxygenContainer) this.oxygenContainer.setVisible(false);
}
+
+ showFloatingText(data) {
+ const text = this.add.text(data.x, data.y, data.text, {
+ fontSize: '16px',
+ color: data.color || '#FFFFFF',
+ fontStyle: 'bold',
+ stroke: '#000000',
+ strokeThickness: 3
+ });
+ text.setOrigin(0.5);
+ text.setDepth(10000);
+ text.setScrollFactor(1);
+
+ // Animate upward and fade
+ this.tweens.add({
+ targets: text,
+ y: text.y - 50,
+ alpha: 0,
+ duration: 1500,
+ ease: 'Power2',
+ onComplete: () => text.destroy()
+ });
+ }
}
diff --git a/src/systems/OceanSystem.js b/src/systems/OceanSystem.js
index 314baa7..5ff1b95 100644
--- a/src/systems/OceanSystem.js
+++ b/src/systems/OceanSystem.js
@@ -164,18 +164,17 @@ class OceanSystem {
this.oxygen += (this.oxygenRegenRate * delta) / 1000;
if (this.oxygen > this.maxOxygen) this.oxygen = this.maxOxygen;
}
- updateBoatVisuals() {
- if (this.isBoating && this.currentBoat && this.scene.player) {
- this.currentBoat.x = this.scene.player.sprite.x;
- this.currentBoat.y = this.scene.player.sprite.y + 10; // Slightly below
- this.currentBoat.setDepth(this.scene.player.sprite.depth - 1);
+ }
- // Flip based on movement?
- // Access input vector or previous pos?
- // Simplified:
- if (this.scene.input.keyboard.checkDown(this.scene.input.keyboard.addKey('A'), 100)) this.currentBoat.setFlipX(false);
- if (this.scene.input.keyboard.checkDown(this.scene.input.keyboard.addKey('D'), 100)) this.currentBoat.setFlipX(true);
- }
+ updateBoatVisuals() {
+ if (this.isBoating && this.currentBoat && this.scene.player) {
+ this.currentBoat.x = this.scene.player.sprite.x;
+ this.currentBoat.y = this.scene.player.sprite.y + 10; // Slightly below
+ this.currentBoat.setDepth(this.scene.player.sprite.depth - 1);
+
+ // Flip based on movement
+ if (this.scene.input.keyboard.checkDown(this.scene.input.keyboard.addKey('A'), 100)) this.currentBoat.setFlipX(false);
+ if (this.scene.input.keyboard.checkDown(this.scene.input.keyboard.addKey('D'), 100)) this.currentBoat.setFlipX(true);
}
}
}
diff --git a/src/systems/TerrainSystem.js b/src/systems/TerrainSystem.js
index 8318edb..678c787 100644
--- a/src/systems/TerrainSystem.js
+++ b/src/systems/TerrainSystem.js
@@ -935,7 +935,7 @@ class TerrainSystem {
if (type === 'ruin' && !this.scene.textures.exists('ruin')) {
TextureGenerator.createStructureSprite(this.scene, 'ruin', 'ruin');
}
- if (type === 'arena' && !this.scene.exists('arena')) {
+ if (type === 'arena' && !this.scene.textures.exists('arena')) {
// Arena uses ruin texture for now
TextureGenerator.createStructureSprite(this.scene, 'arena', 'ruin');
}
diff --git a/src/systems/WeatherSystem.js b/src/systems/WeatherSystem.js
index 14a93b5..3dcf273 100644
--- a/src/systems/WeatherSystem.js
+++ b/src/systems/WeatherSystem.js
@@ -18,6 +18,12 @@ class WeatherSystem {
this.currentSeason = 'spring';
this.daysPerSeason = 7; // Vsak letni čas traja 7 dni
+ // --- TEMPERATURE System ---
+ this.baseTemp = 20; // Celsius
+ this.currentTemp = 20;
+ this.tempCheckTimer = 0;
+ this.tempDamageInterval = 5000; // Damage every 5 seconds
+
// --- State ---
this.currentPhase = 'day';
@@ -44,6 +50,9 @@ class WeatherSystem {
// 2. Update Weather Logic (Durations, Changes)
this.updateWeatherLogic(delta);
+ // 2.5. Update Temperature System
+ this.updateTemperature(delta);
+
// 3. Update Physics (Rain drops)
this.updateWeatherPhysics(delta);
diff --git a/src/utils/TextureGenerator.js b/src/utils/TextureGenerator.js
index a8e30cc..6fd1ca5 100644
--- a/src/utils/TextureGenerator.js
+++ b/src/utils/TextureGenerator.js
@@ -866,6 +866,15 @@ class TextureGenerator {
TextureGenerator.createOwlSprite(this.scene, 'owl');
TextureGenerator.createBatSprite(this.scene, 'bat');
+ // Structures (Fix checkered pattern bug)
+ TextureGenerator.createChestSprite(this.scene, 'chest');
+ TextureGenerator.createSpawnerSprite(this.scene, 'spawner');
+ TextureGenerator.createStructureSprite(this.scene, 'ruin', 'ruin');
+ TextureGenerator.createStructureSprite(this.scene, 'arena', 'ruin');
+ TextureGenerator.createSignpostSprite(this.scene, 'signpost_city', '→');
+ TextureGenerator.createSignpostSprite(this.scene, 'signpost_farm', '←');
+ TextureGenerator.createSignpostSprite(this.scene, 'signpost_both', '⇅');
+
// Mutants
TextureGenerator.createTrollSprite(this.scene, 'troll');
TextureGenerator.createElfSprite(this.scene, 'elf');
@@ -875,6 +884,9 @@ class TextureGenerator {
TextureGenerator.createCowSprite(this.scene, 'cow_mutant', true);
TextureGenerator.createChickenSprite(this.scene, 'chicken', false);
TextureGenerator.createChickenSprite(this.scene, 'chicken_mutant', true);
+
+ // Villager
+ TextureGenerator.createVillagerSprite(this.scene, 'villager');
}
static createOwlSprite(scene, key = 'owl') {
@@ -1404,6 +1416,37 @@ class TextureGenerator {
graphics.generateTexture(key, 32, 32);
}
+ static createVillagerSprite(scene, key = 'villager') {
+ if (scene.textures.exists(key)) return;
+ const graphics = scene.make.graphics({ x: 0, y: 0, add: false });
+
+ // Farmer/Villager - simple human sprite
+ // Head (skin tone)
+ graphics.fillStyle(0xffdbac, 1);
+ graphics.fillCircle(16, 8, 4);
+
+ // Body (blue shirt)
+ graphics.fillStyle(0x4477bb, 1);
+ graphics.fillRect(12, 12, 8, 10);
+
+ // Arms
+ graphics.fillStyle(0xffdbac, 1);
+ graphics.fillRect(10, 14, 2, 6); // Left arm
+ graphics.fillRect(20, 14, 2, 6); // Right arm
+
+ // Pants (brown)
+ graphics.fillStyle(0x654321, 1);
+ graphics.fillRect(12, 22, 8, 8);
+
+ // Eyes
+ graphics.fillStyle(0x000000, 1);
+ graphics.fillRect(14, 7, 1, 1); // Left eye
+ graphics.fillRect(17, 7, 1, 1); // Right eye
+
+ graphics.generateTexture(key, 32, 32);
+ graphics.destroy();
+ }
+
constructor(scene) {
this.scene = scene;
}