rendom
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@@ -78,6 +78,17 @@ class FarmingSystem {
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}
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}
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// 4. WATERING
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if (toolType === 'watering_can') {
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if (tile.hasCrop) {
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const crop = terrain.cropsMap.get(`${gridX},${gridY}`);
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if (crop && !crop.isWatered) {
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this.waterCrop(gridX, gridY);
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return true;
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}
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}
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}
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return false;
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}
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@@ -139,6 +150,7 @@ class FarmingSystem {
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if (data.regrow) {
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crop.stage = data.regrowStage;
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crop.timer = 0;
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crop.isWatered = false; // Reset watering status
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terrain.updateCropVisual(x, y, crop.stage);
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console.log(`🔄 ${crop.type} regrowing...`);
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} else {
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@@ -146,6 +158,37 @@ class FarmingSystem {
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}
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}
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waterCrop(x, y) {
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const terrain = this.scene.terrainSystem;
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const crop = terrain.cropsMap.get(`${x},${y}`);
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if (!crop) return;
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crop.isWatered = true;
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crop.growthBoost = 2.0; // 2x faster growth!
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// Visual feedback - tint slightly blue
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const key = `${x},${y}`;
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if (terrain.visibleCrops.has(key)) {
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const sprite = terrain.visibleCrops.get(key);
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sprite.setTint(0xAADDFF); // Light blue tint
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}
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// Sound effect
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if (this.scene.soundManager) {
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this.scene.soundManager.playPlant(); // Re-use plant sound for now
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}
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// Floating text
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this.scene.events.emit('show-floating-text', {
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x: x * 48,
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y: y * 48,
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text: '💧 Watered!',
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color: '#00AAFF'
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});
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console.log(`💧 Watered crop at ${x},${y}`);
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}
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update(delta) {
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this.growthTimer += delta;
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if (this.growthTimer < 1000) return;
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@@ -160,10 +203,26 @@ class FarmingSystem {
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if (!data) continue;
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if (crop.stage < data.stages) {
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crop.timer += secondsPassed;
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// Apply growth boost if watered
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const growthMultiplier = crop.growthBoost || 1.0;
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crop.timer += secondsPassed * growthMultiplier;
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if (crop.timer >= data.growthTime) {
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crop.stage++;
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crop.timer = 0;
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// Clear watering boost after growth
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if (crop.isWatered) {
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crop.isWatered = false;
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crop.growthBoost = 1.0;
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// Remove blue tint
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if (terrain.visibleCrops.has(key)) {
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const sprite = terrain.visibleCrops.get(key);
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sprite.clearTint();
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}
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}
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terrain.updateCropVisual(crop.gridX, crop.gridY, crop.stage);
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}
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}
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@@ -29,6 +29,16 @@ class InteractionSystem {
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const candidates = this.scene.spatialGrid ? this.scene.spatialGrid.query(playerPos.x, playerPos.y) : this.scene.npcs;
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if (this.scene.vehicles) {
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for (const v of this.scene.vehicles) {
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const d = Phaser.Math.Distance.Between(playerPos.x, playerPos.y, v.gridX, v.gridY);
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if (d < minDist) {
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minDist = d;
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nearest = v;
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}
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}
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}
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for (const npc of candidates) {
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const d = Phaser.Math.Distance.Between(playerPos.x, playerPos.y, npc.gridX, npc.gridY);
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if (d < minDist) {
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@@ -39,7 +49,10 @@ class InteractionSystem {
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if (nearest) {
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console.log('E Interacted with:', nearest.type);
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if (nearest.type === 'zombie') {
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if (nearest.type === 'scooter') {
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nearest.interact(this.scene.player);
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}
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else if (nearest.type === 'zombie') {
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// Always Tame on E key (Combat is Space/Click)
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nearest.tame();
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} else {
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@@ -82,6 +95,20 @@ class InteractionSystem {
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return;
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}
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// 3.4 Check for Vehicles (Scooter)
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if (!isAttack && this.scene.vehicles) {
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for (const vehicle of this.scene.vehicles) {
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// If mounted, dismount (interact with self/vehicle at same pos)
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// If unmounted, check proximity
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if (Math.abs(vehicle.gridX - gridX) < 1.5 && Math.abs(vehicle.gridY - gridY) < 1.5) {
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if (vehicle.interact) {
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vehicle.interact(this.scene.player);
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return; // Stop other interactions
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}
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}
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}
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}
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// 3.5 Check for NPC Interaction
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const candidates = this.scene.spatialGrid ? this.scene.spatialGrid.query(gridX, gridY) : this.scene.npcs;
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@@ -16,6 +16,7 @@ class InventorySystem {
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this.addItem('axe', 1); // 🪓 Sekira
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this.addItem('pickaxe', 1); // ⛏️ Kramp
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this.addItem('hoe', 1);
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this.addItem('watering_can', 1); // 💧 Zalivalka
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this.addItem('seeds', 5); // Zmanjšano število semen
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// Removed default wood/stone so player has to gather them
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@@ -305,14 +305,73 @@ class TerrainSystem {
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}
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}
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// DECORATIONS REMOVED BY REQUEST
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// Drevesa, kamni, rože in ruševine so odstranjeni.
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// DECORATIONS - Enhanced World Details
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console.log('🌸 Adding enhanced decorations...');
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// Ostalo je samo generiranje ploščic (tiles) in fixnih con (farm, city floor).
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// Natural Path Stones (along roads and random areas)
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let pathStoneCount = 0;
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for (let i = 0; i < 50; i++) {
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const pos = validPositions[Math.floor(Math.random() * validPositions.length)];
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if (pos && !this.decorationsMap.has(`${pos.x},${pos.y}`)) {
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this.addDecoration(pos.x, pos.y, 'path_stone');
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pathStoneCount++;
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}
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}
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console.log(`✅ Teren generiran (CLEAN): ${treeCount} dreves, ${rockCount} kamnov.`);
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// Small decorative rocks
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let smallRockCount = 0;
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for (let i = 0; i < 80; i++) {
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const pos = validPositions[Math.floor(Math.random() * validPositions.length)];
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if (pos && !this.decorationsMap.has(`${pos.x},${pos.y}`)) {
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const rockType = Math.random() > 0.5 ? 'small_rock_1' : 'small_rock_2';
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this.addDecoration(pos.x, pos.y, rockType);
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smallRockCount++;
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}
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}
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console.log(`✅ Teren generiran: ${treeCount} dreves, ${rockCount} kamnov.`);
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// Flower clusters
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flowerCount = 0;
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for (let i = 0; i < 100; i++) {
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const pos = validPositions[Math.floor(Math.random() * validPositions.length)];
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if (pos && !this.decorationsMap.has(`${pos.x},${pos.y}`)) {
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const flowers = ['flower_red', 'flower_yellow', 'flower_blue'];
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const flowerType = flowers[Math.floor(Math.random() * flowers.length)];
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this.addDecoration(pos.x, pos.y, flowerType);
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flowerCount++;
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}
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}
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// Mushrooms (spooky atmosphere)
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let mushroomCount = 0;
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for (let i = 0; i < 60; i++) {
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const pos = validPositions[Math.floor(Math.random() * validPositions.length)];
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if (pos && !this.decorationsMap.has(`${pos.x},${pos.y}`)) {
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const mushroomType = Math.random() > 0.5 ? 'mushroom_red' : 'mushroom_brown';
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this.addDecoration(pos.x, pos.y, mushroomType);
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mushroomCount++;
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}
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}
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// Fallen Logs (forest debris)
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let logCount = 0;
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for (let i = 0; i < 25; i++) {
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const pos = validPositions[Math.floor(Math.random() * validPositions.length)];
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if (pos && !this.decorationsMap.has(`${pos.x},${pos.y}`)) {
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this.addDecoration(pos.x, pos.y, 'fallen_log');
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logCount++;
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}
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}
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// Puddles (will appear during rain)
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this.puddlePositions = [];
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for (let i = 0; i < 40; i++) {
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const pos = validPositions[Math.floor(Math.random() * validPositions.length)];
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if (pos && !this.decorationsMap.has(`${pos.x},${pos.y}`)) {
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this.puddlePositions.push({ x: pos.x, y: pos.y });
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}
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}
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console.log(`✅ Decorations: ${pathStoneCount} paths, ${smallRockCount} rocks, ${flowerCount} flowers, ${mushroomCount} mushrooms, ${logCount} logs.`);
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}
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damageDecoration(x, y, amount) {
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@@ -534,7 +593,16 @@ class TerrainSystem {
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// Determine if decoration is SOLID (blocking movement)
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const typeLower = type.toLowerCase();
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const isSolid = typeLower.includes('tree') ||
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// Small decorations are NOT solid (can walk through)
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const isSmallDecor = typeLower.includes('flower') ||
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typeLower.includes('small_rock') ||
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typeLower.includes('path_stone') ||
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typeLower.includes('mushroom') ||
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typeLower.includes('puddle');
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const isSolid = !isSmallDecor && (
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typeLower.includes('tree') ||
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typeLower.includes('sapling') ||
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typeLower.includes('rock') ||
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typeLower.includes('stone') ||
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@@ -548,7 +616,9 @@ class TerrainSystem {
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typeLower.includes('arena') ||
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typeLower.includes('house') ||
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typeLower.includes('gravestone') ||
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typeLower.includes('bush');
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typeLower.includes('bush') ||
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typeLower.includes('fallen_log')
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);
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const decorData = {
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gridX: gridX,
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@@ -655,7 +725,22 @@ class TerrainSystem {
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neededTileKeys.add(key);
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if (!this.visibleTiles.has(key)) {
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const sprite = this.tilePool.get();
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sprite.setTexture(tile.type);
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// Use water texture with animation support
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if (tile.type === 'water') {
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// Check if water frames exist
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if (this.scene.textures.exists('water_frame_0')) {
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sprite.setTexture('water_frame_0');
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// Mark sprite for animation
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sprite.isWater = true;
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sprite.waterFrame = 0;
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} else {
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sprite.setTexture('water');
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}
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} else {
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sprite.setTexture(tile.type);
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}
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const screenPos = this.iso.toScreen(x, y);
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sprite.setPosition(Math.round(screenPos.x + this.offsetX), Math.round(screenPos.y + this.offsetY));
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sprite.setDepth(this.iso.getDepth(x, y, this.iso.LAYER_FLOOR)); // Tiles = Floor
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@@ -751,6 +836,20 @@ class TerrainSystem {
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}
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update(delta) {
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// Water animation (250ms per frame = 4 FPS)
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this.waterAnimTimer = (this.waterAnimTimer || 0) + delta;
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if (this.waterAnimTimer > 250) {
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this.waterAnimTimer = 0;
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this.waterCurrentFrame = ((this.waterCurrentFrame || 0) + 1) % 4;
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// Update all water tiles
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for (const [key, sprite] of this.visibleTiles) {
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if (sprite.isWater) {
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sprite.setTexture(`water_frame_${this.waterCurrentFrame}`);
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}
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}
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}
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this.growthTimer = (this.growthTimer || 0) + delta;
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if (this.growthTimer < 5000) return;
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this.growthTimer = 0;
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