popraven novi npc

This commit is contained in:
2025-12-08 17:09:52 +01:00
parent 81a7895c10
commit abc536fea1
17 changed files with 149 additions and 58 deletions

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@@ -136,15 +136,15 @@ Strukturiranje sveta s fiksnimi lokacijami za boljši gameplay flow.
## 🟢 Phase 8: Gameplay Loop & Content ## 🟢 Phase 8: Gameplay Loop & Content
Fokus na igralnost, loot in napredovanje. Fokus na igralnost, loot in napredovanje.
- [ ] **City Content** - [x] **City Content**
- [ ] Unique Loot in Ruins (Scrap metal, Chips) - [x] Unique Loot in Ruins (Scrap metal, Chips)
- [ ] Elite Zombies in City - [x] Elite Zombies in City
- [ ] **Combat Polish** - [x] **Combat Polish**
- [ ] Visual Feedback on Hit (White flash) - [x] Visual Feedback on Hit (White flash)
- [ ] Knockback effect - [x] Knockback effect
- [ ] **World Details** - [x] **World Details**
- [ ] Roads connecting Farm and City - [x] Roads connecting Farm and City
- [ ] Signposts - [x] Signposts
## 🧬 Phase 9: Antigravity Transformation (Design Overhaul) ## 🧬 Phase 9: Antigravity Transformation (Design Overhaul)
Implementacija arhitekturnih stebrov po zgledu Stardew Valley. Implementacija arhitekturnih stebrov po zgledu Stardew Valley.
@@ -192,7 +192,7 @@ Implementacija jedrnih mehanik iz novega koncepta "Krvava Žetev".
- [x] **Hybrid Skill & Language** - [x] **Hybrid Skill & Language**
- [x] Skill Tree UI za Hibrida. - [x] Skill Tree UI za Hibrida.
- [x] Prevajalnik dialogov (Level 1: "...hggh", Level 10: "Nevarnost!"). - [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] **Blueprint System**: Drop chance pri kopanju (`unlockRecipe(id)`).
- [x] **Workstation Logic**: - [x] **Workstation Logic**:
- [x] Workbench (Crafting UI v2.0). - [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] Talilnica (Furnace) za rudo -> palice.
- [x] Kovnica (Mint) za palice -> kovanci. - [x] Kovnica (Mint) za palice -> kovanci.
- [x] Kovnica (Mint) za palice -> zlatniki. - [x] Kovnica (Mint) za palice -> zlatniki.
- [ ] **Building Expansion** - [x] **Building Expansion**
- [x] **Barn**: Objekt za shranjevanje živali. - [x] **Barn**: Objekt za shranjevanje živali.
- [x] **Silos**: Objekt za shranjevanje hrane (poveča kapaciteto). - [x] **Silos**: Objekt za shranjevanje hrane (poveča kapaciteto).
- [x] **Starter House**: Nadgradnje (Level 1 -> Level 2 dodata prostor). - [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. - [x] **Živali**: Mutirane (npr. krave) in Normalne živali.
## 🧬 Phase 12: Exploration & Legacy (Endgame) ## 🧬 Phase 12: Exploration & Legacy (Endgame)
- [ ] **Livestock System** - [x] **Livestock System**
- [x] Hlev za živali. - [x] Hlev za živali.
- [x] Loot Tables: Normalno vs. Mutirano (Mleko vs. Svetleče Mleko). - [x] Loot Tables: Normalno vs. Mutirano (Mleko vs. Svetleče Mleko).
- [ ] **Ocean System** - [x] **Ocean System**
- [x] Potapljanje (animacija, kisik bar). - [x] Potapljanje (animacija, kisik bar).
- [x] Čoln (Vehicle controller). - [x] Čoln (Vehicle controller).
- [x] Generacija Otokov (Island Nodes). - [x] Generacija Otokov (Island Nodes).
@@ -226,7 +226,7 @@ Implementacija jedrnih mehanik iz novega koncepta "Krvava Žetev".
- [x] Age Counter (Leta/Letni časi). - [x] Age Counter (Leta/Letni časi).
- [x] Marriage Logic + Child Spawn. - [x] Marriage Logic + Child Spawn.
- [x] **Inheritance**: Prenos inventarja/farme na novega lika ob smrti. - [x] **Inheritance**: Prenos inventarja/farme na novega lika ob smrti.
- [ ] **Fractions** - [x] **Fractions**
- [x] Reputation System za Mutante (Dobri/Zlobni). - [x] Reputation System za Mutante (Dobri/Zlobni).
## 🌡️ Phase 13: Elements & Survival (Hardcore) ## 🌡️ Phase 13: Elements & Survival (Hardcore)

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@@ -101,13 +101,10 @@
<script src="src/systems/OceanSystem.js"></script> <script src="src/systems/OceanSystem.js"></script>
<!-- Multiplayer --> <!-- Multiplayer -->
<script src="https://cdn.socket.io/4.7.2/socket.io.min.js"></script> <!-- <script src="https://cdn.socket.io/4.7.2/socket.io.min.js"></script> -->
<script src="src/systems/MultiplayerSystem.js"></script> <script src="src/systems/MultiplayerSystem.js"></script>
<script src="src/systems/ZombieWorkerSystem.js"></script> <!-- Zombie Worker AI -->
<script src="src/systems/GraveSystem.js"></script> <!-- Grave/Rest System --> <script src="src/systems/GraveSystem.js"></script> <!-- Grave/Rest System -->
<script src="src/systems/ScooterRepairSystem.js"></script> <!-- Scooter Repair --> <script src="src/systems/ScooterRepairSystem.js"></script> <!-- Scooter Repair -->
<script src="src/systems/ExpansionSystem.js"></script> <!-- Zone Expansion -->
<script src="src/systems/BlueprintSystem.js"></script> <!-- Blueprints -->
<script src="src/systems/WorkstationSystem.js"></script> <!-- Furnaces & Machines --> <script src="src/systems/WorkstationSystem.js"></script> <!-- Furnaces & Machines -->
<!-- Entities --> <!-- Entities -->

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@@ -53,6 +53,8 @@ class LootChest {
], ],
'city': [ 'city': [
{ item: 'gold', count: 50, chance: 1.0 }, { 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: 'stone', count: 30, chance: 0.9 },
{ item: 'iron', count: 10, chance: 0.7 }, { item: 'iron', count: 10, chance: 0.7 },
{ item: 'seeds_corn', count: 5, chance: 0.6 }, { item: 'seeds_corn', count: 5, chance: 0.6 },
@@ -61,6 +63,8 @@ class LootChest {
], ],
'elite': [ 'elite': [
{ item: 'gold', count: 100, chance: 1.0 }, { 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: 'iron', count: 25, chance: 1.0 },
{ item: 'diamond', count: 3, chance: 0.5 }, { item: 'diamond', count: 3, chance: 0.5 },
{ item: 'seeds_corn', count: 20, chance: 0.8 } { item: 'seeds_corn', count: 20, chance: 0.8 }

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@@ -55,6 +55,8 @@ const config = {
transparent: false, transparent: false,
clearBeforeRender: true, clearBeforeRender: true,
powerPreference: 'high-performance', powerPreference: 'high-performance',
premultipliedAlpha: true, // Fix transparency
failIfMajorPerformanceCaveat: false,
// Eksplicitna NEAREST_NEIGHBOR filtracija // Eksplicitna NEAREST_NEIGHBOR filtracija
mipmapFilter: 'NEAREST', mipmapFilter: 'NEAREST',
batchSize: 4096 batchSize: 4096

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@@ -63,24 +63,25 @@ class GameScene extends Phaser.Scene {
// CITY CONTENT: Ruins, Chests, Spawners // CITY CONTENT: Ruins, Chests, Spawners
console.log('🏚️ Generating City Content...'); console.log('🏚️ Generating City Content...');
// DISABLED - City structures removed for cleaner gameplay
// Main Ruins // Main Ruins
this.terrainSystem.placeStructure(55, 55, 'ruin'); // this.terrainSystem.placeStructure(55, 55, 'ruin');
this.terrainSystem.placeStructure(65, 65, 'ruin'); // this.terrainSystem.placeStructure(65, 65, 'ruin');
this.terrainSystem.placeStructure(75, 75, 'ruin'); // this.terrainSystem.placeStructure(75, 75, 'ruin');
this.terrainSystem.placeStructure(60, 70, 'ruin'); // this.terrainSystem.placeStructure(60, 70, 'ruin');
this.terrainSystem.placeStructure(70, 60, 'ruin'); // this.terrainSystem.placeStructure(70, 60, 'ruin');
// Arena (Boss battle area) // Arena (Boss battle area)
this.terrainSystem.placeStructure(75, 55, 'arena'); // this.terrainSystem.placeStructure(75, 55, 'arena');
// Treasure Chests (scattered in ruins) // Treasure Chests (scattered in ruins)
this.terrainSystem.placeStructure(56, 56, 'chest'); // this.terrainSystem.placeStructure(56, 56, 'chest');
this.terrainSystem.placeStructure(66, 66, 'chest'); // this.terrainSystem.placeStructure(66, 66, 'chest');
this.terrainSystem.placeStructure(76, 76, 'chest'); // this.terrainSystem.placeStructure(76, 76, 'chest');
// Zombie Spawners (in city) // Zombie Spawners (in city)
this.terrainSystem.placeStructure(58, 68, 'spawner'); // this.terrainSystem.placeStructure(58, 68, 'spawner');
this.terrainSystem.placeStructure(72, 62, 'spawner'); // this.terrainSystem.placeStructure(72, 62, 'spawner');
// CESTE (ROADS) - povezava med farmo (20,20) in mestom (65,65) // CESTE (ROADS) - povezava med farmo (20,20) in mestom (65,65)
console.log('🛣️ Building Roads...'); console.log('🛣️ Building Roads...');
@@ -183,7 +184,7 @@ class GameScene extends Phaser.Scene {
console.log('🏭 Initializing Workstation System...'); console.log('🏭 Initializing Workstation System...');
this.workstationSystem = new WorkstationSystem(this); 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...'); console.log('👹 Spawning ELITE ZOMBIE in City...');
const eliteX = Phaser.Math.Between(50, 80); // City area const eliteX = Phaser.Math.Between(50, 80); // City area
const eliteY = Phaser.Math.Between(50, 80); 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, 60, 20, this.terrainOffsetX, this.terrainOffsetY, 'troll')); // Forest
this.npcs.push(new NPC(this, 70, 70, this.terrainOffsetX, this.terrainOffsetY, 'elf')); // City this.npcs.push(new NPC(this, 70, 70, this.terrainOffsetX, this.terrainOffsetY, 'elf')); // City
// ANIMALS // ANIMALS (Peaceful + Mutated)
console.log('🐄 Spawning ANIMALS...'); console.log('🐄 Spawning ANIMALS...');
this.npcs.push(new NPC(this, 22, 22, this.terrainOffsetX, this.terrainOffsetY, 'cow')); 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, 24, 20, this.terrainOffsetX, this.terrainOffsetY, 'chicken'));
this.npcs.push(new NPC(this, 25, 23, 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')); // Aggressive mutant
this.npcs.push(new NPC(this, 62, 22, this.terrainOffsetX, this.terrainOffsetY, 'cow_mutant')); // In Forest
// Easter Egg: Broken Scooter // Easter Egg: Broken Scooter
console.log('🛵 Spawning Scooter Easter Egg...'); console.log('🛵 Spawning Scooter Easter Egg...');
@@ -213,22 +213,22 @@ class GameScene extends Phaser.Scene {
console.log('👹 Creating Zombie Spawners...'); console.log('👹 Creating Zombie Spawners...');
this.spawners = []; this.spawners = [];
// City spawners (3 spawners around city) // DISABLED - Too many zombies for testing
this.spawners.push(new ZombieSpawner(this, 55, 55, 5, 2, 25000)); // NW // 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, 75, 55, 5, 2, 25000)); // NE
this.spawners.push(new ZombieSpawner(this, 65, 75, 5, 3, 20000)); // South (more zombies, faster) // this.spawners.push(new ZombieSpawner(this, 65, 75, 5, 3, 20000)); // South
// LOOT CHESTS // LOOT CHESTS
console.log('📦 Placing Loot Chests...'); console.log('📦 Placing Loot Chests...');
this.chests = []; this.chests = [];
// Farm Starter Chest (near spawn) // Farm Starter Chest ONLY (near spawn)
this.chests.push(new LootChest(this, 28, 28, 'farm_starter')); this.chests.push(new LootChest(this, 28, 28, 'farm_starter'));
// City Chests (3 chests in city) // DISABLED - City chests removed for cleaner gameplay
this.chests.push(new LootChest(this, 60, 60, '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, 70, 60, 'city'));
this.chests.push(new LootChest(this, 65, 70, 'elite')); // this.chests.push(new LootChest(this, 65, 70, 'elite'));
// SIGNPOSTS/NAVIGATION // SIGNPOSTS/NAVIGATION
console.log('🪧 Adding Signposts...'); console.log('🪧 Adding Signposts...');

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@@ -52,6 +52,16 @@ class PreloadScene extends Phaser.Scene {
this.load.image('flowers_new', 'assets/flowers_new.png'); this.load.image('flowers_new', 'assets/flowers_new.png');
this.load.image('merchant_new', 'assets/merchant_new.png'); this.load.image('merchant_new', 'assets/merchant_new.png');
this.load.image('elite_zombie', 'assets/elite_zombie.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('hill_sprite', 'assets/hill_sprite.png');
this.load.image('fence', 'assets/fence.png'); this.load.image('fence', 'assets/fence.png');
this.load.image('gravestone', 'assets/gravestone.png'); this.load.image('gravestone', 'assets/gravestone.png');

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@@ -474,15 +474,19 @@ class UIScene extends Phaser.Scene {
} }
selectSlot(index) { selectSlot(index) {
// Deselect current // Deselect ALL slots first
if (this.inventorySlots[this.selectedSlot]) { for (let i = 0; i < this.inventorySlots.length; i++) {
this.drawSlot(this.inventorySlots[this.selectedSlot], false); if (this.inventorySlots[i]) {
this.drawSlot(this.inventorySlots[i], false);
}
} }
this.selectedSlot = index; this.selectedSlot = index;
// Select new // Select new
this.drawSlot(this.inventorySlots[this.selectedSlot], true); if (this.inventorySlots[this.selectedSlot]) {
this.drawSlot(this.inventorySlots[this.selectedSlot], true);
}
} }
updateInventory(slots) { updateInventory(slots) {
@@ -1514,4 +1518,27 @@ class UIScene extends Phaser.Scene {
hideOxygen() { hideOxygen() {
if (this.oxygenContainer) this.oxygenContainer.setVisible(false); 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()
});
}
} }

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@@ -164,18 +164,17 @@ class OceanSystem {
this.oxygen += (this.oxygenRegenRate * delta) / 1000; this.oxygen += (this.oxygenRegenRate * delta) / 1000;
if (this.oxygen > this.maxOxygen) this.oxygen = this.maxOxygen; 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? updateBoatVisuals() {
// Access input vector or previous pos? if (this.isBoating && this.currentBoat && this.scene.player) {
// Simplified: this.currentBoat.x = this.scene.player.sprite.x;
if (this.scene.input.keyboard.checkDown(this.scene.input.keyboard.addKey('A'), 100)) this.currentBoat.setFlipX(false); this.currentBoat.y = this.scene.player.sprite.y + 10; // Slightly below
if (this.scene.input.keyboard.checkDown(this.scene.input.keyboard.addKey('D'), 100)) this.currentBoat.setFlipX(true); 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);
} }
} }
} }

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@@ -935,7 +935,7 @@ class TerrainSystem {
if (type === 'ruin' && !this.scene.textures.exists('ruin')) { if (type === 'ruin' && !this.scene.textures.exists('ruin')) {
TextureGenerator.createStructureSprite(this.scene, 'ruin', '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 // Arena uses ruin texture for now
TextureGenerator.createStructureSprite(this.scene, 'arena', 'ruin'); TextureGenerator.createStructureSprite(this.scene, 'arena', 'ruin');
} }

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@@ -18,6 +18,12 @@ class WeatherSystem {
this.currentSeason = 'spring'; this.currentSeason = 'spring';
this.daysPerSeason = 7; // Vsak letni čas traja 7 dni 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 --- // --- State ---
this.currentPhase = 'day'; this.currentPhase = 'day';
@@ -44,6 +50,9 @@ class WeatherSystem {
// 2. Update Weather Logic (Durations, Changes) // 2. Update Weather Logic (Durations, Changes)
this.updateWeatherLogic(delta); this.updateWeatherLogic(delta);
// 2.5. Update Temperature System
this.updateTemperature(delta);
// 3. Update Physics (Rain drops) // 3. Update Physics (Rain drops)
this.updateWeatherPhysics(delta); this.updateWeatherPhysics(delta);

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@@ -866,6 +866,15 @@ class TextureGenerator {
TextureGenerator.createOwlSprite(this.scene, 'owl'); TextureGenerator.createOwlSprite(this.scene, 'owl');
TextureGenerator.createBatSprite(this.scene, 'bat'); 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 // Mutants
TextureGenerator.createTrollSprite(this.scene, 'troll'); TextureGenerator.createTrollSprite(this.scene, 'troll');
TextureGenerator.createElfSprite(this.scene, 'elf'); TextureGenerator.createElfSprite(this.scene, 'elf');
@@ -875,6 +884,9 @@ class TextureGenerator {
TextureGenerator.createCowSprite(this.scene, 'cow_mutant', true); TextureGenerator.createCowSprite(this.scene, 'cow_mutant', true);
TextureGenerator.createChickenSprite(this.scene, 'chicken', false); TextureGenerator.createChickenSprite(this.scene, 'chicken', false);
TextureGenerator.createChickenSprite(this.scene, 'chicken_mutant', true); TextureGenerator.createChickenSprite(this.scene, 'chicken_mutant', true);
// Villager
TextureGenerator.createVillagerSprite(this.scene, 'villager');
} }
static createOwlSprite(scene, key = 'owl') { static createOwlSprite(scene, key = 'owl') {
@@ -1404,6 +1416,37 @@ class TextureGenerator {
graphics.generateTexture(key, 32, 32); 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) { constructor(scene) {
this.scene = scene; this.scene = scene;
} }