popraven novi npc
This commit is contained in:
@@ -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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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');
|
||||
}
|
||||
|
||||
@@ -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);
|
||||
|
||||
|
||||
Reference in New Issue
Block a user