Phase 7: World Structure (New Direction)
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@@ -171,6 +171,42 @@ class GameScene extends Phaser.Scene {
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const scooter = new Scooter(this, 25, 25);
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this.vehicles.push(scooter);
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// ZOMBIE SPAWNERS (City area)
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console.log('👹 Creating Zombie Spawners...');
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this.spawners = [];
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// City spawners (3 spawners around city)
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this.spawners.push(new ZombieSpawner(this, 55, 55, 5, 2, 25000)); // NW
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this.spawners.push(new ZombieSpawner(this, 75, 55, 5, 2, 25000)); // NE
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this.spawners.push(new ZombieSpawner(this, 65, 75, 5, 3, 20000)); // South (more zombies, faster)
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// LOOT CHESTS
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console.log('📦 Placing Loot Chests...');
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this.chests = [];
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// Farm Starter Chest (near spawn)
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this.chests.push(new LootChest(this, 28, 28, 'farm_starter'));
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// City Chests (3 chests in city)
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this.chests.push(new LootChest(this, 60, 60, 'city'));
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this.chests.push(new LootChest(this, 70, 60, 'city'));
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this.chests.push(new LootChest(this, 65, 70, 'elite'));
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// SIGNPOSTS/NAVIGATION
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console.log('🪧 Adding Signposts...');
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this.signposts = [];
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// Path markers (using fence sprites as signposts)
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const pathMarkers = [
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{ x: 35, y: 35, label: '→ City' },
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{ x: 50, y: 50, label: '← Farm' },
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];
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for (const marker of pathMarkers) {
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this.terrainSystem.addDecoration(marker.x, marker.y, 'fence');
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this.signposts.push({ gridX: marker.x, gridY: marker.y, label: marker.label });
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}
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// Kamera sledi igralcu z gladko interpolacijo (lerp 0.1)
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this.cameras.main.startFollow(this.player.sprite, true, 0.1, 0.1);
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@@ -353,6 +389,13 @@ class GameScene extends Phaser.Scene {
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}
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}
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// Spawners Update
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if (this.spawners) {
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for (const spawner of this.spawners) {
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if (spawner.update) spawner.update(delta);
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}
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}
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// Parallax
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if (this.parallaxSystem && this.player) {
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const playerPos = this.player.getPosition();
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