Phase 7: World Structure (New Direction)
This commit is contained in:
122
src/entities/LootChest.js
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122
src/entities/LootChest.js
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class LootChest {
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constructor(scene, gridX, gridY, lootTable = 'basic') {
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this.scene = scene;
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this.gridX = gridX;
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this.gridY = gridY;
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this.lootTable = lootTable;
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this.isOpened = false;
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this.createSprite();
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}
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createSprite() {
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const screenPos = this.scene.iso.toScreen(this.gridX, this.gridY);
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const x = screenPos.x + this.scene.terrainOffsetX;
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const y = screenPos.y + this.scene.terrainOffsetY;
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// Create chest sprite (using existing chest texture)
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this.sprite = this.scene.add.sprite(x, y, 'chest');
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this.sprite.setOrigin(0.5, 1);
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this.sprite.setDepth(this.scene.iso.getDepth(this.gridX, this.gridY, this.scene.iso.LAYER_OBJECTS));
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// Golden glow for unopened chests
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if (!this.isOpened) {
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this.sprite.setTint(0xFFDD00);
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// Gentle floating animation
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this.scene.tweens.add({
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targets: this.sprite,
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y: y - 5,
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duration: 1500,
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yoyo: true,
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repeat: -1,
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ease: 'Sine.easeInOut'
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});
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}
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}
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getLootTable() {
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const tables = {
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'basic': [
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{ item: 'seeds', count: 10, chance: 1.0 },
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{ item: 'seeds_wheat', count: 5, chance: 0.8 },
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{ item: 'wood', count: 10, chance: 0.6 },
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{ item: 'stone', count: 10, chance: 0.5 }
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],
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'farm_starter': [
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{ item: 'seeds_wheat', count: 15, chance: 1.0 },
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{ item: 'seeds_corn', count: 10, chance: 1.0 },
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{ item: 'hoe', count: 1, chance: 1.0 },
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{ item: 'watering_can', count: 1, chance: 0.8 },
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{ item: 'wood', count: 20, chance: 0.9 }
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],
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'city': [
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{ item: 'gold', count: 50, chance: 1.0 },
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{ item: 'stone', count: 30, chance: 0.9 },
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{ item: 'iron', count: 10, chance: 0.7 },
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{ item: 'seeds_corn', count: 5, chance: 0.6 },
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{ item: 'axe', count: 1, chance: 0.3 },
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{ item: 'pickaxe', count: 1, chance: 0.3 }
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],
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'elite': [
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{ item: 'gold', count: 100, chance: 1.0 },
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{ item: 'iron', count: 25, chance: 1.0 },
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{ item: 'diamond', count: 3, chance: 0.5 },
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{ item: 'seeds_corn', count: 20, chance: 0.8 }
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]
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};
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return tables[this.lootTable] || tables['basic'];
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}
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open(player) {
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if (this.isOpened) return false;
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this.isOpened = true;
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this.sprite.clearTint();
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this.sprite.setTint(0x888888); // Gray for opened
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// Stop animation
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this.scene.tweens.killTweensOf(this.sprite);
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// Spawn loot
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const loot = this.getLootTable();
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for (const entry of loot) {
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if (Math.random() < entry.chance) {
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if (entry.item === 'gold') {
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if (this.scene.inventorySystem) {
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this.scene.inventorySystem.addGold(entry.count);
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}
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} else {
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if (this.scene.interactionSystem) {
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this.scene.interactionSystem.spawnLoot(
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this.gridX,
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this.gridY,
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entry.item,
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entry.count
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);
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}
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}
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}
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}
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// Effects
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this.scene.events.emit('show-floating-text', {
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x: this.gridX * 48,
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y: this.gridY * 48,
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text: '📦 Chest Opened!',
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color: '#FFD700'
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});
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if (this.scene.soundManager) {
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this.scene.soundManager.playHarvest();
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}
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console.log(`📦 Opened ${this.lootTable} chest at ${this.gridX},${this.gridY}`);
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return true;
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}
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interact(player) {
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return this.open(player);
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}
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}
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104
src/entities/ZombieSpawner.js
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104
src/entities/ZombieSpawner.js
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class ZombieSpawner {
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constructor(scene, gridX, gridY, spawnRadius = 5, maxZombies = 3, respawnTime = 30000) {
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this.scene = scene;
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this.gridX = gridX;
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this.gridY = gridY;
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this.spawnRadius = spawnRadius;
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this.maxZombies = maxZombies;
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this.respawnTime = respawnTime;
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this.spawnedZombies = [];
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this.respawnTimer = 0;
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this.isActive = true;
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this.createVisual();
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}
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createVisual() {
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const screenPos = this.scene.iso.toScreen(this.gridX, this.gridY);
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const x = screenPos.x + this.scene.terrainOffsetX;
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const y = screenPos.y + this.scene.terrainOffsetY;
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// Spawner sprite (dark portal/grave)
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this.sprite = this.scene.add.sprite(x, y, 'gravestone');
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this.sprite.setOrigin(0.5, 1);
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this.sprite.setDepth(this.scene.iso.getDepth(this.gridX, this.gridY, this.scene.iso.LAYER_OBJECTS));
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this.sprite.setTint(0x440044); // Purple tint for spawner
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// Pulsing effect
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this.scene.tweens.add({
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targets: this.sprite,
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alpha: 0.6,
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duration: 1000,
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yoyo: true,
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repeat: -1
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});
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}
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spawn() {
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if (this.spawnedZombies.length >= this.maxZombies) return;
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// Random position around spawner
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const offsetX = Phaser.Math.Between(-this.spawnRadius, this.spawnRadius);
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const offsetY = Phaser.Math.Between(-this.spawnRadius, this.spawnRadius);
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const spawnX = this.gridX + offsetX;
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const spawnY = this.gridY + offsetY;
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// Create zombie
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const zombie = new NPC(
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this.scene,
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spawnX,
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spawnY,
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this.scene.terrainOffsetX,
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this.scene.terrainOffsetY,
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'zombie'
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);
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zombie.spawner = this; // Reference back to spawner
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this.spawnedZombies.push(zombie);
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this.scene.npcs.push(zombie);
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// Spawn effect
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this.scene.events.emit('show-floating-text', {
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x: spawnX * 48,
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y: spawnY * 48,
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text: '💀 Spawn!',
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color: '#FF00FF'
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});
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if (this.scene.soundManager) {
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this.scene.soundManager.playHit(); // Re-use hit sound for spawn
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}
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console.log(`👹 Spawner at ${this.gridX},${this.gridY} spawned zombie`);
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}
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removeZombie(zombie) {
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const index = this.spawnedZombies.indexOf(zombie);
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if (index > -1) {
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this.spawnedZombies.splice(index, 1);
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}
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}
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update(delta) {
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if (!this.isActive) return;
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// Clean up dead zombies
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this.spawnedZombies = this.spawnedZombies.filter(z =>
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this.scene.npcs.includes(z) && z.hp > 0
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);
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// Respawn check
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if (this.spawnedZombies.length < this.maxZombies) {
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this.respawnTimer += delta;
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if (this.respawnTimer >= this.respawnTime) {
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this.respawnTimer = 0;
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this.spawn();
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}
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}
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}
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destroy() {
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if (this.sprite) this.sprite.destroy();
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if (this.particles) this.particles.destroy();
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}
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}
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