Phase 29: COMPLETE - Key bindings + update loop integration
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@@ -813,6 +813,32 @@ class GameScene extends Phaser.Scene {
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console.log('✅ GameScene ready - FAZA 20 (Full Features)!');
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console.log('✅ GameScene ready - FAZA 20 (Full Features)!');
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// 🎮 PHASE 29: KEY BINDINGS
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console.log('🎮 Setting up Phase 29 key bindings...');
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// E key - Interact with structures/chests
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this.input.keyboard.on('keydown-E', () => {
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if (this.structureInteraction) {
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this.structureInteraction.interact();
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}
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});
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// T key - Talk to NPCs
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this.input.keyboard.on('keydown-T', () => {
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if (this.npcPopulation) {
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this.npcPopulation.talkToNPC();
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}
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});
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// M key - Toggle full map
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this.input.keyboard.on('keydown-M', () => {
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if (this.mapReveal) {
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this.mapReveal.toggleFullMap();
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}
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});
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console.log('✅ Phase 29 key bindings ready! (E: Interact, T: Talk, M: Map)');
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// Global command: giveSeeds(amount) - daj seeds najbližjemu tamed zombiju
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// Global command: giveSeeds(amount) - daj seeds najbližjemu tamed zombiju
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window.giveSeeds = (amount = 10) => {
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window.giveSeeds = (amount = 10) => {
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if (!this.zombieWorkerSystem || !this.player) {
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if (!this.zombieWorkerSystem || !this.player) {
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@@ -2043,6 +2069,35 @@ class GameScene extends Phaser.Scene {
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} else {
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} else {
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console.warn('⚠️ TerrainSystem.update not available!');
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console.warn('⚠️ TerrainSystem.update not available!');
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}
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}
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// 🎮 PHASE 29: SYSTEM UPDATES
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const playerGridX = this.player ? this.player.gridX : 250;
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const playerGridY = this.player ? this.player.gridY : 250;
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// Structure Interaction (check for nearby chests)
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if (this.structureInteraction) {
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this.structureInteraction.update(playerGridX, playerGridY);
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}
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// NPC Population (check for nearby NPCs)
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if (this.npcPopulation) {
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this.npcPopulation.update(playerGridX, playerGridY);
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}
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// Biome Enemies (AI movement, combat)
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if (this.biomeEnemies) {
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this.biomeEnemies.update(Date.now(), delta, playerGridX, playerGridY);
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}
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// Map Reveal (fog of war)
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if (this.mapReveal) {
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this.mapReveal.update();
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// Create minimap on first update
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if (!this.mapReveal.minimap && this.player) {
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this.mapReveal.createMinimap();
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}
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}
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}
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}
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createParallaxBackground() {
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createParallaxBackground() {
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