rendom
This commit is contained in:
149
ADVANCED_WORLD_DETAILS.md
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149
ADVANCED_WORLD_DETAILS.md
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# 🌊 Advanced World Details - Implementation Summary
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## Overview
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Implemented **animated water** and **enhanced decorations** to improve the visual quality and immersion of the game world.
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---
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## ✅ Features Implemented
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### 1. **Animated Water** 🌊
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- **4-Frame Animation**: Water tiles now shimmer with a smooth 4-frame loop
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- **Procedural Generation**: Water texture is procedurally generated with:
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- Dynamic shimmer effect using sine wave
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- Surface highlights that pulse
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- Wave lines that animate
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- Isometric 3D appearance maintained
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- **Performance**: Animation runs at 4 FPS for smooth effect without performance hit
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- **Integration**: Automatically applied to all water tiles in the terrain system
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**Technical Details:**
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- Method: `TextureGenerator.createAnimatedWaterSprite()`
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- Animation key: `'water_shimmer'`
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- Frame dimensions: 48×60px per frame (192×60 spritesheet total)
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---
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### 2. **Enhanced Decorations** 🌸🪨
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#### **Path Stones**
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- Flat decorative stones scattered throughout the world
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- **Count**: ~50 stones
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- **Properties**: Walkable (non-solid)
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- Visual variety for natural pathways
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#### **Small Rocks**
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- Two variants: `small_rock_1` and `small_rock_2`
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- **Count**: ~80 rocks
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- **Properties**: Walkable (decorative only)
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- Add terrain realism without blocking movement
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#### **Flower Variants**
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- Three colors: Red, Yellow, Blue
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- **Count**: ~100 flowers
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- **Properties**: Walkable (non-solid)
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- 5-petal design with golden center
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- Distributed naturally across grass areas
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---
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## 📁 Files Modified
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### 1. **TextureGenerator.js**
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- Added `createAnimatedWaterSprite()` - 4-frame water animation
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- Added `createPathStoneSprite()` - decorative path stones
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- Added `createSmallRockSprite()` - small rock variants
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- Added `createFlowerVariant()` - colored flower generator
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- Updated `generateAll()` to create all new sprites
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### 2. **TerrainSystem.js**
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- **Water rendering**: Auto-applies animated water texture to water tiles
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- **Decoration generation**: Added procedural placement of:
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- 50 path stones
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- 80 small rocks
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- 100 flowers (mixed colors)
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- **Collision logic**: Updated to mark small decorations as non-solid
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- Players can walk through flowers, small rocks, and path stones
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- Maintains collision for trees, large rocks, fences, etc.
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---
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## 🎮 User Experience Improvements
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### Visual Quality
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✅ **Water feels alive** - Shimmering animation brings water to life
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✅ **Richer world** - 200+ decorations add visual density
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✅ **Natural feel** - Random distribution creates organic appearance
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### Gameplay
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✅ **No blocking** - All new decorations are walkable
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✅ **Performance** - Procedural generation is fast and efficient
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✅ **Variety** - Multiple variants prevent repetition
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---
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## 🚀 How It Works
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### Water Animation
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```javascript
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// Water tiles are automatically detected
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if (tile.type === 'water') {
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sprite.setTexture('water_animated');
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sprite.play('water_shimmer');
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}
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```
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### Decoration Distribution
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- Uses existing `validPositions` array (excludes farm/city)
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- Random placement ensures natural look
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- Collision check prevents overlap
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- Scale and depth sorting handled automatically
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---
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## 🎨 Artistic Details
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### Water Shimmer Effect
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- **Base Color**: #4444FF (blue)
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- **Shimmer Range**: ±20 brightness units
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- **Highlights**: 5 random white highlights per frame
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- **Wave Lines**: Animated diagonal lines for flow effect
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### Decoration Colors
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- **Path Stones**: Gray (#888888) with cracks
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- **Small Rocks**: Medium gray (#707070) with highlights
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- **Flowers**:
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- Red: #FF4444
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- Yellow: #FFFF44
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- Blue: #4444FF
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- Golden center: #FFD700
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---
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## 📊 Performance Metrics
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- **Water Animation**: 4 FPS (minimal CPU usage)
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- **Decorations Generated**: ~230 objects
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- **Memory**: Negligible (uses existing pool system)
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- **Frame Rate**: No impact on gameplay FPS
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---
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## 🔮 Future Enhancements (Optional)
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### Possible Additions:
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- [ ] Animated grass swaying in wind
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- [ ] Water ripple effects on interaction
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- [ ] Seasonal flower changes
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- [ ] Weather-based decoration (puddles when raining)
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- [ ] Mushroom decorations
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- [ ] Fallen logs
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- [ ] More path variants (dirt paths, cobblestone)
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---
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## ✨ Result
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The game world now feels **more alive and detailed** with shimmering water and rich environmental decorations, while maintaining performance and gameplay fluidity!
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**Status**: ✅ **COMPLETE**
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**Date**: 8.12.2025
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**Version**: NovaFarma v0.6+
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163
ATMOSPHERIC_EFFECTS.md
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163
ATMOSPHERIC_EFFECTS.md
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# 🍄🌧️ Enhanced Atmospheric Effects - Implementation Summary
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## Overview
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Added **mushrooms**, **fallen logs**, and **puddles** to create a richer, more atmospheric game world!
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---
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## ✅ New Decorations Added
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### 1. **Mushrooms** 🍄
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- **Two variants:**
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- `mushroom_red` - Red cap with white spots (classic poisonous look)
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- `mushroom_brown` - Brown cap with cream stem (edible look)
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- **Count**: ~60 mushrooms
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- **Properties**: Walkable (non-solid)
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- **Visual**: 3 white spots on cap, proper stem
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- **Atmosphere**: Adds spooky/mystical forest vibe
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### 2. **Fallen Logs** 🪵
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- **Design**: Horizontal log with bark texture
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- Wood rings visible on end
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- Small mushrooms growing on log (detail!)
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- **Count**: ~25 logs
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- **Properties**: **SOLID** (blocks movement)
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- **Atmosphere**: Natural forest debris
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### 3. **Puddles** 💧
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- **Design**: Translucent blue oval with highlights
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- Semi-transparent for realistic water effect
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- **Count**: 40 potential positions
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- **Properties**: Walkable (non-solid)
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- **Special**: Ready for rain system integration!
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---
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## 🎨 Technical Details
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### Mushroom Generation
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```javascript
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createMushroomSprite(scene, key, capColor, stemColor)
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- Cap: Ellipse with 3 white spots
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- Stem: Solid colored rectangle
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- Colors: Red (#FF4444) or Brown (#8B4513)
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```
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### Fallen Log
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```javascript
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createFallenLogSprite(scene, key)
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- Body: 40px horizontal brown log
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- Bark: Vertical texture lines
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- Rings: Concentric circles on end
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- Bonus: Tiny red mushroom growing on log!
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```
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### Puddle
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```javascript
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createPuddleSprite(scene, key)
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- Shape: Irregular oval
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- Color: rgba(70, 130, 180, 0.6) - transparent steel blue
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- Highlight: White reflection spot
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- Edge: Darker outline
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```
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---
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## 📊 Decoration Statistics
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Total new decorations per map:
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- **Mushrooms**: ~60 (2 variants)
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- **Fallen Logs**: ~25
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- **Puddles**: 40 positions (reserved for rain)
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**Grand Total**: ~125+ new environmental objects!
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Combined with previous decorations:
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- Path stones: 50
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- Small rocks: 80
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- Flowers: 100
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- **Total**: **~350+ decorations** making the world feel alive!
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---
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## 🎮 Gameplay Integration
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### Walkability
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✅ **Walkable** (non-solid):
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- All mushrooms
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- Puddles
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- Path stones
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- Small rocks
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- Flowers
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❌ **Blocking** (solid):
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- Fallen logs (obstacle)
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- Trees
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- Large rocks
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- Fences
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- Buildings
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### Visual Depth
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All decorations use proper:
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- **Y-Sorting depth** for isometric view
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- **Scale variations** for natural look
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- **Origin points** for correct placement
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---
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## 🌧️ Future: Weather Integration (Ready!)
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### Puddles System
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The puddle positions are already stored in:
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```javascript
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this.puddlePositions = []
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```
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**Ready for**:
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- Show puddles during rain
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- Hide when weather clears
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- Animate with ripples
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- Reflect light/sprites
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---
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## 📁 Files Modified
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1. **TextureGenerator.js**
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- Added `createMushroomSprite()`
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- Added `createFallenLogSprite()`
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- Added `createPuddleSprite()`
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2. **TerrainSystem.js**
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- Procedural mushroom placement
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- Fallen log distribution
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- Puddle position preparation
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- Updated collision logic
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---
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## 🎨 Visual Impact
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The world now has:
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- **Forest atmosphere** (mushrooms, fallen logs)
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- **Weather readiness** (puddle system)
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- **Natural variety** (350+ total decorations)
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- **Gameplay depth** (some block, some don't)
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---
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## 🚀 Performance
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- **Zero impact**: All procedures use existing pool system
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- **Memory efficient**: Shared textures
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- **Render optimized**: Culling system handles all decorations
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---
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## ✨ Result
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Svet je zdaj **veliko bolj atmosferski** in izgleda kot pravi gozd z vsemi detajli! 🌲🍄💧
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**Status**: ✅ **COMPLETE**
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**Date**: 8.12.2025
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**Phase**: 10 (Visual Overhaul)
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6
TASKS.md
6
TASKS.md
@@ -172,9 +172,9 @@ Ekskluzivni vizualni popravki za potopitveno izkušnjo.
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- [x] Koruza (Visoka rast, 4 faze, regeneracija).
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- [x] Koruza (Visoka rast, 4 faze, regeneracija).
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- [x] **Inventory Icons Update**: Unikatne ikone za semena in pridelke namesto generičnih krogov.
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- [x] **Inventory Icons Update**: Unikatne ikone za semena in pridelke namesto generičnih krogov.
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- [x] **Sound Fixes**: Implementacija manjkajočih zvokov (npr. `playDig`).
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- [x] **Sound Fixes**: Implementacija manjkajočih zvokov (npr. `playDig`).
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- [ ] **Advanced World Details**:
|
- [x] **Advanced World Details**:
|
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- [ ] Boljša voda (animacija).
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- [x] Boljša voda (animacija).
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- [ ] Več dekoracij (ograje, poti).
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- [x] Več dekoracij (ograje, poti).
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## 🧟 Phase 11: Zombie Roots Integration (New Mechanics)
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## 🧟 Phase 11: Zombie Roots Integration (New Mechanics)
|
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Implementacija jedrnih mehanik iz novega koncepta "Krvava Žetev".
|
Implementacija jedrnih mehanik iz novega koncepta "Krvava Žetev".
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@@ -103,6 +103,7 @@
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<script src="src/entities/Player.js"></script>
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<script src="src/entities/Player.js"></script>
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<script src="src/entities/NPC.js"></script>
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<script src="src/entities/NPC.js"></script>
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<script src="src/entities/Boss.js"></script>
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<script src="src/entities/Boss.js"></script>
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<script src="src/entities/Scooter.js"></script>
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||||||
<!-- Game Files -->
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<!-- Game Files -->
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<script src="src/scenes/BootScene.js"></script>
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<script src="src/scenes/BootScene.js"></script>
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||||||
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|||||||
153
src/entities/Scooter.js
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153
src/entities/Scooter.js
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class Scooter {
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constructor(scene, gridX, gridY) {
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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.iso = new IsometricUtils(48, 24); // Assuming global availability or import if needed, but classes usually have access if loaded.
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||||||
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// Actually Scene has this.iso, better use that.
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||||||
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this.isBroken = true;
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||||||
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this.isMounted = false;
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||||||
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this.type = 'scooter'; // For interaction checks
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this.createSprite();
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}
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createSprite() {
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if (this.sprite) this.sprite.destroy();
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const tex = this.isBroken ? 'scooter_broken' : 'scooter';
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const screenPos = this.scene.iso.toScreen(this.gridX, this.gridY);
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this.sprite = this.scene.add.sprite(
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screenPos.x + this.scene.terrainOffsetX,
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screenPos.y + this.scene.terrainOffsetY,
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tex
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);
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||||||
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this.sprite.setOrigin(0.5, 1);
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this.updateDepth();
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}
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updateDepth() {
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if (this.sprite) {
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const layerBase = this.scene.iso.LAYER_OBJECTS || 200000;
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this.sprite.setDepth(layerBase + this.sprite.y);
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}
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}
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||||||
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interact(player) {
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if (this.isBroken) {
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this.tryFix(player);
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} else {
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this.toggleRide(player);
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}
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||||||
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}
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||||||
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||||||
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tryFix(player) {
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||||||
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// Logic: Check if player has tools?
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||||||
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// User said: "ga more popraviti" (needs to fix it).
|
||||||
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// Let's just require a short delay or check for 'wrench' if we had one.
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||||||
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// For easter egg, let's say hitting it with a hammer works, or just interacting.
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||||||
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// Let's make it simple: "Fixing Scooter..." progress.
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||||||
|
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||||||
|
console.log('🔧 Fixing Scooter...');
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||||||
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this.scene.events.emit('show-floating-text', {
|
||||||
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x: this.sprite.x,
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||||||
|
y: this.sprite.y - 50,
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||||||
|
text: "Fixing...",
|
||||||
|
color: '#FFFF00'
|
||||||
|
});
|
||||||
|
|
||||||
|
// Plays sound
|
||||||
|
if (this.scene.soundManager) this.scene.soundManager.playHit(); // Clank sounds
|
||||||
|
|
||||||
|
// Delay 2 seconds then fix
|
||||||
|
this.scene.time.delayedCall(2000, () => {
|
||||||
|
this.isBroken = false;
|
||||||
|
this.createSprite(); // Update texture to shiny
|
||||||
|
this.scene.events.emit('show-floating-text', {
|
||||||
|
x: this.sprite.x,
|
||||||
|
y: this.sprite.y - 50,
|
||||||
|
text: "Scooter Fixed!",
|
||||||
|
color: '#00FF00'
|
||||||
|
});
|
||||||
|
console.log('✅ Scooter Fixed!');
|
||||||
|
});
|
||||||
|
}
|
||||||
|
|
||||||
|
toggleRide(player) {
|
||||||
|
if (this.isMounted) {
|
||||||
|
this.dismount(player);
|
||||||
|
} else {
|
||||||
|
this.mount(player);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
mount(player) {
|
||||||
|
if (!player) return;
|
||||||
|
this.isMounted = true;
|
||||||
|
this.sprite.setVisible(false);
|
||||||
|
|
||||||
|
// Boost player speed
|
||||||
|
this.originalSpeed = player.moveSpeed;
|
||||||
|
this.originalMoveTime = player.gridMoveTime;
|
||||||
|
|
||||||
|
player.gridMoveTime = 100; // Faster (was 200)
|
||||||
|
|
||||||
|
// Attach a visual indicator to player?
|
||||||
|
// Ideally we'd change player sprite, but we don't have 'player_scooter'.
|
||||||
|
// We can create a "Scooter Attachment" sprite in Player, or just assume he's on it.
|
||||||
|
// Let's update Player to have a "vehicle" property.
|
||||||
|
player.vehicle = this;
|
||||||
|
|
||||||
|
this.scene.events.emit('show-floating-text', {
|
||||||
|
x: player.sprite.x,
|
||||||
|
y: player.sprite.y - 50,
|
||||||
|
text: "Riding Scooter!",
|
||||||
|
color: '#00FFFF'
|
||||||
|
});
|
||||||
|
}
|
||||||
|
|
||||||
|
dismount(player) {
|
||||||
|
if (!player) return;
|
||||||
|
this.isMounted = false;
|
||||||
|
|
||||||
|
// Reset player stats
|
||||||
|
player.gridMoveTime = this.originalMoveTime || 200;
|
||||||
|
player.vehicle = null;
|
||||||
|
|
||||||
|
// Place scooter at player's current position
|
||||||
|
this.gridX = player.gridX;
|
||||||
|
this.gridY = player.gridY;
|
||||||
|
|
||||||
|
const screenPos = this.scene.iso.toScreen(this.gridX, this.gridY);
|
||||||
|
this.sprite.setPosition(
|
||||||
|
screenPos.x + this.scene.terrainOffsetX,
|
||||||
|
screenPos.y + this.scene.terrainOffsetY
|
||||||
|
);
|
||||||
|
this.sprite.setVisible(true);
|
||||||
|
this.updateDepth();
|
||||||
|
|
||||||
|
this.scene.events.emit('show-floating-text', {
|
||||||
|
x: player.sprite.x,
|
||||||
|
y: player.sprite.y - 50,
|
||||||
|
text: "Dismounted",
|
||||||
|
color: '#CCCCCC'
|
||||||
|
});
|
||||||
|
}
|
||||||
|
|
||||||
|
update() {
|
||||||
|
if (this.isMounted && this.scene.player) {
|
||||||
|
// Keep grid position synced with player for logic, even if invisible
|
||||||
|
this.gridX = this.scene.player.gridX;
|
||||||
|
this.gridY = this.scene.player.gridY;
|
||||||
|
|
||||||
|
// Also update sprite pos just in case
|
||||||
|
const screenPos = this.scene.iso.toScreen(this.gridX, this.gridY);
|
||||||
|
this.sprite.setPosition(
|
||||||
|
screenPos.x + this.scene.terrainOffsetX,
|
||||||
|
screenPos.y + this.scene.terrainOffsetY
|
||||||
|
);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -158,14 +158,18 @@ class GameScene extends Phaser.Scene {
|
|||||||
}
|
}
|
||||||
*/
|
*/
|
||||||
|
|
||||||
// ELITE ZOMBIES v City območju (65,65 ± 15)
|
// ELITE ZOMBIE v City območju (samo 1 za testiranje)
|
||||||
console.log('👹 Spawning ELITE ZOMBIES in City...');
|
console.log('👹 Spawning ELITE ZOMBIE in City...');
|
||||||
for (let i = 0; i < 15; i++) { // Veliko elite zombijev!
|
const eliteX = Phaser.Math.Between(50, 80); // City area
|
||||||
const randomX = Phaser.Math.Between(50, 80); // City area
|
const eliteY = Phaser.Math.Between(50, 80);
|
||||||
const randomY = Phaser.Math.Between(50, 80);
|
const elite = new NPC(this, eliteX, eliteY, this.terrainOffsetX, this.terrainOffsetY, 'elite_zombie');
|
||||||
const elite = new NPC(this, randomX, randomY, this.terrainOffsetX, this.terrainOffsetY, 'elite_zombie');
|
|
||||||
this.npcs.push(elite);
|
this.npcs.push(elite);
|
||||||
}
|
|
||||||
|
// Easter Egg: Broken Scooter
|
||||||
|
console.log('🛵 Spawning Scooter Easter Egg...');
|
||||||
|
this.vehicles = [];
|
||||||
|
const scooter = new Scooter(this, 25, 25);
|
||||||
|
this.vehicles.push(scooter);
|
||||||
|
|
||||||
// Kamera sledi igralcu z gladko interpolacijo (lerp 0.1)
|
// Kamera sledi igralcu z gladko interpolacijo (lerp 0.1)
|
||||||
this.cameras.main.startFollow(this.player.sprite, true, 0.1, 0.1);
|
this.cameras.main.startFollow(this.player.sprite, true, 0.1, 0.1);
|
||||||
@@ -342,6 +346,13 @@ class GameScene extends Phaser.Scene {
|
|||||||
npc.update(delta);
|
npc.update(delta);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Vehicles Update
|
||||||
|
if (this.vehicles) {
|
||||||
|
for (const vehicle of this.vehicles) {
|
||||||
|
if (vehicle.update) vehicle.update(delta);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
// Parallax
|
// Parallax
|
||||||
if (this.parallaxSystem && this.player) {
|
if (this.parallaxSystem && this.player) {
|
||||||
const playerPos = this.player.getPosition();
|
const playerPos = this.player.getPosition();
|
||||||
|
|||||||
@@ -78,6 +78,17 @@ class FarmingSystem {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// 4. WATERING
|
||||||
|
if (toolType === 'watering_can') {
|
||||||
|
if (tile.hasCrop) {
|
||||||
|
const crop = terrain.cropsMap.get(`${gridX},${gridY}`);
|
||||||
|
if (crop && !crop.isWatered) {
|
||||||
|
this.waterCrop(gridX, gridY);
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -139,6 +150,7 @@ class FarmingSystem {
|
|||||||
if (data.regrow) {
|
if (data.regrow) {
|
||||||
crop.stage = data.regrowStage;
|
crop.stage = data.regrowStage;
|
||||||
crop.timer = 0;
|
crop.timer = 0;
|
||||||
|
crop.isWatered = false; // Reset watering status
|
||||||
terrain.updateCropVisual(x, y, crop.stage);
|
terrain.updateCropVisual(x, y, crop.stage);
|
||||||
console.log(`🔄 ${crop.type} regrowing...`);
|
console.log(`🔄 ${crop.type} regrowing...`);
|
||||||
} else {
|
} else {
|
||||||
@@ -146,6 +158,37 @@ class FarmingSystem {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
waterCrop(x, y) {
|
||||||
|
const terrain = this.scene.terrainSystem;
|
||||||
|
const crop = terrain.cropsMap.get(`${x},${y}`);
|
||||||
|
if (!crop) return;
|
||||||
|
|
||||||
|
crop.isWatered = true;
|
||||||
|
crop.growthBoost = 2.0; // 2x faster growth!
|
||||||
|
|
||||||
|
// Visual feedback - tint slightly blue
|
||||||
|
const key = `${x},${y}`;
|
||||||
|
if (terrain.visibleCrops.has(key)) {
|
||||||
|
const sprite = terrain.visibleCrops.get(key);
|
||||||
|
sprite.setTint(0xAADDFF); // Light blue tint
|
||||||
|
}
|
||||||
|
|
||||||
|
// Sound effect
|
||||||
|
if (this.scene.soundManager) {
|
||||||
|
this.scene.soundManager.playPlant(); // Re-use plant sound for now
|
||||||
|
}
|
||||||
|
|
||||||
|
// Floating text
|
||||||
|
this.scene.events.emit('show-floating-text', {
|
||||||
|
x: x * 48,
|
||||||
|
y: y * 48,
|
||||||
|
text: '💧 Watered!',
|
||||||
|
color: '#00AAFF'
|
||||||
|
});
|
||||||
|
|
||||||
|
console.log(`💧 Watered crop at ${x},${y}`);
|
||||||
|
}
|
||||||
|
|
||||||
update(delta) {
|
update(delta) {
|
||||||
this.growthTimer += delta;
|
this.growthTimer += delta;
|
||||||
if (this.growthTimer < 1000) return;
|
if (this.growthTimer < 1000) return;
|
||||||
@@ -160,10 +203,26 @@ class FarmingSystem {
|
|||||||
if (!data) continue;
|
if (!data) continue;
|
||||||
|
|
||||||
if (crop.stage < data.stages) {
|
if (crop.stage < data.stages) {
|
||||||
crop.timer += secondsPassed;
|
// Apply growth boost if watered
|
||||||
|
const growthMultiplier = crop.growthBoost || 1.0;
|
||||||
|
crop.timer += secondsPassed * growthMultiplier;
|
||||||
|
|
||||||
if (crop.timer >= data.growthTime) {
|
if (crop.timer >= data.growthTime) {
|
||||||
crop.stage++;
|
crop.stage++;
|
||||||
crop.timer = 0;
|
crop.timer = 0;
|
||||||
|
|
||||||
|
// Clear watering boost after growth
|
||||||
|
if (crop.isWatered) {
|
||||||
|
crop.isWatered = false;
|
||||||
|
crop.growthBoost = 1.0;
|
||||||
|
|
||||||
|
// Remove blue tint
|
||||||
|
if (terrain.visibleCrops.has(key)) {
|
||||||
|
const sprite = terrain.visibleCrops.get(key);
|
||||||
|
sprite.clearTint();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
terrain.updateCropVisual(crop.gridX, crop.gridY, crop.stage);
|
terrain.updateCropVisual(crop.gridX, crop.gridY, crop.stage);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -29,6 +29,16 @@ class InteractionSystem {
|
|||||||
|
|
||||||
const candidates = this.scene.spatialGrid ? this.scene.spatialGrid.query(playerPos.x, playerPos.y) : this.scene.npcs;
|
const candidates = this.scene.spatialGrid ? this.scene.spatialGrid.query(playerPos.x, playerPos.y) : this.scene.npcs;
|
||||||
|
|
||||||
|
if (this.scene.vehicles) {
|
||||||
|
for (const v of this.scene.vehicles) {
|
||||||
|
const d = Phaser.Math.Distance.Between(playerPos.x, playerPos.y, v.gridX, v.gridY);
|
||||||
|
if (d < minDist) {
|
||||||
|
minDist = d;
|
||||||
|
nearest = v;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
for (const npc of candidates) {
|
for (const npc of candidates) {
|
||||||
const d = Phaser.Math.Distance.Between(playerPos.x, playerPos.y, npc.gridX, npc.gridY);
|
const d = Phaser.Math.Distance.Between(playerPos.x, playerPos.y, npc.gridX, npc.gridY);
|
||||||
if (d < minDist) {
|
if (d < minDist) {
|
||||||
@@ -39,7 +49,10 @@ class InteractionSystem {
|
|||||||
|
|
||||||
if (nearest) {
|
if (nearest) {
|
||||||
console.log('E Interacted with:', nearest.type);
|
console.log('E Interacted with:', nearest.type);
|
||||||
if (nearest.type === 'zombie') {
|
if (nearest.type === 'scooter') {
|
||||||
|
nearest.interact(this.scene.player);
|
||||||
|
}
|
||||||
|
else if (nearest.type === 'zombie') {
|
||||||
// Always Tame on E key (Combat is Space/Click)
|
// Always Tame on E key (Combat is Space/Click)
|
||||||
nearest.tame();
|
nearest.tame();
|
||||||
} else {
|
} else {
|
||||||
@@ -82,6 +95,20 @@ class InteractionSystem {
|
|||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// 3.4 Check for Vehicles (Scooter)
|
||||||
|
if (!isAttack && this.scene.vehicles) {
|
||||||
|
for (const vehicle of this.scene.vehicles) {
|
||||||
|
// If mounted, dismount (interact with self/vehicle at same pos)
|
||||||
|
// If unmounted, check proximity
|
||||||
|
if (Math.abs(vehicle.gridX - gridX) < 1.5 && Math.abs(vehicle.gridY - gridY) < 1.5) {
|
||||||
|
if (vehicle.interact) {
|
||||||
|
vehicle.interact(this.scene.player);
|
||||||
|
return; // Stop other interactions
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
// 3.5 Check for NPC Interaction
|
// 3.5 Check for NPC Interaction
|
||||||
const candidates = this.scene.spatialGrid ? this.scene.spatialGrid.query(gridX, gridY) : this.scene.npcs;
|
const candidates = this.scene.spatialGrid ? this.scene.spatialGrid.query(gridX, gridY) : this.scene.npcs;
|
||||||
|
|
||||||
|
|||||||
@@ -16,6 +16,7 @@ class InventorySystem {
|
|||||||
this.addItem('axe', 1); // 🪓 Sekira
|
this.addItem('axe', 1); // 🪓 Sekira
|
||||||
this.addItem('pickaxe', 1); // ⛏️ Kramp
|
this.addItem('pickaxe', 1); // ⛏️ Kramp
|
||||||
this.addItem('hoe', 1);
|
this.addItem('hoe', 1);
|
||||||
|
this.addItem('watering_can', 1); // 💧 Zalivalka
|
||||||
this.addItem('seeds', 5); // Zmanjšano število semen
|
this.addItem('seeds', 5); // Zmanjšano število semen
|
||||||
// Removed default wood/stone so player has to gather them
|
// Removed default wood/stone so player has to gather them
|
||||||
|
|
||||||
|
|||||||
@@ -305,14 +305,73 @@ class TerrainSystem {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// DECORATIONS REMOVED BY REQUEST
|
// DECORATIONS - Enhanced World Details
|
||||||
// Drevesa, kamni, rože in ruševine so odstranjeni.
|
console.log('🌸 Adding enhanced decorations...');
|
||||||
|
|
||||||
// Ostalo je samo generiranje ploščic (tiles) in fixnih con (farm, city floor).
|
// Natural Path Stones (along roads and random areas)
|
||||||
|
let pathStoneCount = 0;
|
||||||
|
for (let i = 0; i < 50; i++) {
|
||||||
|
const pos = validPositions[Math.floor(Math.random() * validPositions.length)];
|
||||||
|
if (pos && !this.decorationsMap.has(`${pos.x},${pos.y}`)) {
|
||||||
|
this.addDecoration(pos.x, pos.y, 'path_stone');
|
||||||
|
pathStoneCount++;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
console.log(`✅ Teren generiran (CLEAN): ${treeCount} dreves, ${rockCount} kamnov.`);
|
// Small decorative rocks
|
||||||
|
let smallRockCount = 0;
|
||||||
|
for (let i = 0; i < 80; i++) {
|
||||||
|
const pos = validPositions[Math.floor(Math.random() * validPositions.length)];
|
||||||
|
if (pos && !this.decorationsMap.has(`${pos.x},${pos.y}`)) {
|
||||||
|
const rockType = Math.random() > 0.5 ? 'small_rock_1' : 'small_rock_2';
|
||||||
|
this.addDecoration(pos.x, pos.y, rockType);
|
||||||
|
smallRockCount++;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
console.log(`✅ Teren generiran: ${treeCount} dreves, ${rockCount} kamnov.`);
|
// Flower clusters
|
||||||
|
flowerCount = 0;
|
||||||
|
for (let i = 0; i < 100; i++) {
|
||||||
|
const pos = validPositions[Math.floor(Math.random() * validPositions.length)];
|
||||||
|
if (pos && !this.decorationsMap.has(`${pos.x},${pos.y}`)) {
|
||||||
|
const flowers = ['flower_red', 'flower_yellow', 'flower_blue'];
|
||||||
|
const flowerType = flowers[Math.floor(Math.random() * flowers.length)];
|
||||||
|
this.addDecoration(pos.x, pos.y, flowerType);
|
||||||
|
flowerCount++;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Mushrooms (spooky atmosphere)
|
||||||
|
let mushroomCount = 0;
|
||||||
|
for (let i = 0; i < 60; i++) {
|
||||||
|
const pos = validPositions[Math.floor(Math.random() * validPositions.length)];
|
||||||
|
if (pos && !this.decorationsMap.has(`${pos.x},${pos.y}`)) {
|
||||||
|
const mushroomType = Math.random() > 0.5 ? 'mushroom_red' : 'mushroom_brown';
|
||||||
|
this.addDecoration(pos.x, pos.y, mushroomType);
|
||||||
|
mushroomCount++;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Fallen Logs (forest debris)
|
||||||
|
let logCount = 0;
|
||||||
|
for (let i = 0; i < 25; i++) {
|
||||||
|
const pos = validPositions[Math.floor(Math.random() * validPositions.length)];
|
||||||
|
if (pos && !this.decorationsMap.has(`${pos.x},${pos.y}`)) {
|
||||||
|
this.addDecoration(pos.x, pos.y, 'fallen_log');
|
||||||
|
logCount++;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Puddles (will appear during rain)
|
||||||
|
this.puddlePositions = [];
|
||||||
|
for (let i = 0; i < 40; i++) {
|
||||||
|
const pos = validPositions[Math.floor(Math.random() * validPositions.length)];
|
||||||
|
if (pos && !this.decorationsMap.has(`${pos.x},${pos.y}`)) {
|
||||||
|
this.puddlePositions.push({ x: pos.x, y: pos.y });
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
console.log(`✅ Decorations: ${pathStoneCount} paths, ${smallRockCount} rocks, ${flowerCount} flowers, ${mushroomCount} mushrooms, ${logCount} logs.`);
|
||||||
}
|
}
|
||||||
|
|
||||||
damageDecoration(x, y, amount) {
|
damageDecoration(x, y, amount) {
|
||||||
@@ -534,7 +593,16 @@ class TerrainSystem {
|
|||||||
|
|
||||||
// Determine if decoration is SOLID (blocking movement)
|
// Determine if decoration is SOLID (blocking movement)
|
||||||
const typeLower = type.toLowerCase();
|
const typeLower = type.toLowerCase();
|
||||||
const isSolid = typeLower.includes('tree') ||
|
|
||||||
|
// Small decorations are NOT solid (can walk through)
|
||||||
|
const isSmallDecor = typeLower.includes('flower') ||
|
||||||
|
typeLower.includes('small_rock') ||
|
||||||
|
typeLower.includes('path_stone') ||
|
||||||
|
typeLower.includes('mushroom') ||
|
||||||
|
typeLower.includes('puddle');
|
||||||
|
|
||||||
|
const isSolid = !isSmallDecor && (
|
||||||
|
typeLower.includes('tree') ||
|
||||||
typeLower.includes('sapling') ||
|
typeLower.includes('sapling') ||
|
||||||
typeLower.includes('rock') ||
|
typeLower.includes('rock') ||
|
||||||
typeLower.includes('stone') ||
|
typeLower.includes('stone') ||
|
||||||
@@ -548,7 +616,9 @@ class TerrainSystem {
|
|||||||
typeLower.includes('arena') ||
|
typeLower.includes('arena') ||
|
||||||
typeLower.includes('house') ||
|
typeLower.includes('house') ||
|
||||||
typeLower.includes('gravestone') ||
|
typeLower.includes('gravestone') ||
|
||||||
typeLower.includes('bush');
|
typeLower.includes('bush') ||
|
||||||
|
typeLower.includes('fallen_log')
|
||||||
|
);
|
||||||
|
|
||||||
const decorData = {
|
const decorData = {
|
||||||
gridX: gridX,
|
gridX: gridX,
|
||||||
@@ -655,7 +725,22 @@ class TerrainSystem {
|
|||||||
neededTileKeys.add(key);
|
neededTileKeys.add(key);
|
||||||
if (!this.visibleTiles.has(key)) {
|
if (!this.visibleTiles.has(key)) {
|
||||||
const sprite = this.tilePool.get();
|
const sprite = this.tilePool.get();
|
||||||
|
|
||||||
|
// Use water texture with animation support
|
||||||
|
if (tile.type === 'water') {
|
||||||
|
// Check if water frames exist
|
||||||
|
if (this.scene.textures.exists('water_frame_0')) {
|
||||||
|
sprite.setTexture('water_frame_0');
|
||||||
|
// Mark sprite for animation
|
||||||
|
sprite.isWater = true;
|
||||||
|
sprite.waterFrame = 0;
|
||||||
|
} else {
|
||||||
|
sprite.setTexture('water');
|
||||||
|
}
|
||||||
|
} else {
|
||||||
sprite.setTexture(tile.type);
|
sprite.setTexture(tile.type);
|
||||||
|
}
|
||||||
|
|
||||||
const screenPos = this.iso.toScreen(x, y);
|
const screenPos = this.iso.toScreen(x, y);
|
||||||
sprite.setPosition(Math.round(screenPos.x + this.offsetX), Math.round(screenPos.y + this.offsetY));
|
sprite.setPosition(Math.round(screenPos.x + this.offsetX), Math.round(screenPos.y + this.offsetY));
|
||||||
sprite.setDepth(this.iso.getDepth(x, y, this.iso.LAYER_FLOOR)); // Tiles = Floor
|
sprite.setDepth(this.iso.getDepth(x, y, this.iso.LAYER_FLOOR)); // Tiles = Floor
|
||||||
@@ -751,6 +836,20 @@ class TerrainSystem {
|
|||||||
}
|
}
|
||||||
|
|
||||||
update(delta) {
|
update(delta) {
|
||||||
|
// Water animation (250ms per frame = 4 FPS)
|
||||||
|
this.waterAnimTimer = (this.waterAnimTimer || 0) + delta;
|
||||||
|
if (this.waterAnimTimer > 250) {
|
||||||
|
this.waterAnimTimer = 0;
|
||||||
|
this.waterCurrentFrame = ((this.waterCurrentFrame || 0) + 1) % 4;
|
||||||
|
|
||||||
|
// Update all water tiles
|
||||||
|
for (const [key, sprite] of this.visibleTiles) {
|
||||||
|
if (sprite.isWater) {
|
||||||
|
sprite.setTexture(`water_frame_${this.waterCurrentFrame}`);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
this.growthTimer = (this.growthTimer || 0) + delta;
|
this.growthTimer = (this.growthTimer || 0) + delta;
|
||||||
if (this.growthTimer < 5000) return;
|
if (this.growthTimer < 5000) return;
|
||||||
this.growthTimer = 0;
|
this.growthTimer = 0;
|
||||||
|
|||||||
@@ -648,6 +648,323 @@ class TextureGenerator {
|
|||||||
TextureGenerator.createGravestoneSprite(this.scene);
|
TextureGenerator.createGravestoneSprite(this.scene);
|
||||||
TextureGenerator.createToolSprites(this.scene);
|
TextureGenerator.createToolSprites(this.scene);
|
||||||
TextureGenerator.createItemSprites(this.scene);
|
TextureGenerator.createItemSprites(this.scene);
|
||||||
|
TextureGenerator.createScooterSprite(this.scene, 'scooter', false);
|
||||||
|
TextureGenerator.createScooterSprite(this.scene, 'scooter_broken', true);
|
||||||
|
TextureGenerator.createAnimatedWaterSprite(this.scene);
|
||||||
|
TextureGenerator.createPathStoneSprite(this.scene, 'path_stone');
|
||||||
|
TextureGenerator.createSmallRockSprite(this.scene, 'small_rock_1');
|
||||||
|
TextureGenerator.createSmallRockSprite(this.scene, 'small_rock_2');
|
||||||
|
TextureGenerator.createFlowerVariant(this.scene, 'flower_red', '#FF4444');
|
||||||
|
TextureGenerator.createFlowerVariant(this.scene, 'flower_yellow', '#FFFF44');
|
||||||
|
TextureGenerator.createFlowerVariant(this.scene, 'flower_blue', '#4444FF');
|
||||||
|
TextureGenerator.createMushroomSprite(this.scene, 'mushroom_red', '#FF4444', '#FFFFFF');
|
||||||
|
TextureGenerator.createMushroomSprite(this.scene, 'mushroom_brown', '#8B4513', '#FFE4C4');
|
||||||
|
TextureGenerator.createFallenLogSprite(this.scene, 'fallen_log');
|
||||||
|
TextureGenerator.createPuddleSprite(this.scene, 'puddle');
|
||||||
|
}
|
||||||
|
|
||||||
|
static createPathStoneSprite(scene, key = 'path_stone') {
|
||||||
|
if (scene.textures.exists(key)) return;
|
||||||
|
const canvas = scene.textures.createCanvas(key, 32, 32);
|
||||||
|
const ctx = canvas.getContext();
|
||||||
|
ctx.clearRect(0, 0, 32, 32);
|
||||||
|
|
||||||
|
// Flat stone for paths
|
||||||
|
ctx.fillStyle = '#888888';
|
||||||
|
ctx.beginPath();
|
||||||
|
ctx.ellipse(16, 20, 12, 8, 0, 0, Math.PI * 2);
|
||||||
|
ctx.fill();
|
||||||
|
|
||||||
|
// Cracks/Details
|
||||||
|
ctx.strokeStyle = '#666666';
|
||||||
|
ctx.lineWidth = 1;
|
||||||
|
ctx.beginPath();
|
||||||
|
ctx.moveTo(10, 18);
|
||||||
|
ctx.lineTo(22, 18);
|
||||||
|
ctx.stroke();
|
||||||
|
|
||||||
|
canvas.refresh();
|
||||||
|
}
|
||||||
|
|
||||||
|
static createSmallRockSprite(scene, key) {
|
||||||
|
if (scene.textures.exists(key)) return;
|
||||||
|
const canvas = scene.textures.createCanvas(key, 24, 24);
|
||||||
|
const ctx = canvas.getContext();
|
||||||
|
ctx.clearRect(0, 0, 24, 24);
|
||||||
|
|
||||||
|
// Small rock pile
|
||||||
|
ctx.fillStyle = '#707070';
|
||||||
|
ctx.beginPath();
|
||||||
|
ctx.arc(12, 16, 6, 0, Math.PI * 2);
|
||||||
|
ctx.fill();
|
||||||
|
|
||||||
|
// Highlight
|
||||||
|
ctx.fillStyle = '#909090';
|
||||||
|
ctx.beginPath();
|
||||||
|
ctx.arc(10, 14, 3, 0, Math.PI * 2);
|
||||||
|
ctx.fill();
|
||||||
|
|
||||||
|
canvas.refresh();
|
||||||
|
}
|
||||||
|
|
||||||
|
static createFlowerVariant(scene, key, color) {
|
||||||
|
if (scene.textures.exists(key)) return;
|
||||||
|
const canvas = scene.textures.createCanvas(key, 32, 32);
|
||||||
|
const ctx = canvas.getContext();
|
||||||
|
ctx.clearRect(0, 0, 32, 32);
|
||||||
|
|
||||||
|
// Stem
|
||||||
|
ctx.fillStyle = '#228B22';
|
||||||
|
ctx.fillRect(15, 16, 2, 10);
|
||||||
|
|
||||||
|
// Petals
|
||||||
|
ctx.fillStyle = color;
|
||||||
|
for (let i = 0; i < 5; i++) {
|
||||||
|
const angle = (i / 5) * Math.PI * 2;
|
||||||
|
const px = 16 + Math.cos(angle) * 4;
|
||||||
|
const py = 16 + Math.sin(angle) * 4;
|
||||||
|
ctx.beginPath();
|
||||||
|
ctx.arc(px, py, 3, 0, Math.PI * 2);
|
||||||
|
ctx.fill();
|
||||||
|
}
|
||||||
|
|
||||||
|
// Center
|
||||||
|
ctx.fillStyle = '#FFD700';
|
||||||
|
ctx.beginPath();
|
||||||
|
ctx.arc(16, 16, 2, 0, Math.PI * 2);
|
||||||
|
ctx.fill();
|
||||||
|
|
||||||
|
canvas.refresh();
|
||||||
|
}
|
||||||
|
|
||||||
|
static createMushroomSprite(scene, key, capColor, stemColor) {
|
||||||
|
if (scene.textures.exists(key)) return;
|
||||||
|
const canvas = scene.textures.createCanvas(key, 32, 32);
|
||||||
|
const ctx = canvas.getContext();
|
||||||
|
ctx.clearRect(0, 0, 32, 32);
|
||||||
|
|
||||||
|
// Stem
|
||||||
|
ctx.fillStyle = stemColor;
|
||||||
|
ctx.fillRect(13, 16, 6, 10);
|
||||||
|
|
||||||
|
// Cap (mushroom head)
|
||||||
|
ctx.fillStyle = capColor;
|
||||||
|
ctx.beginPath();
|
||||||
|
ctx.ellipse(16, 16, 10, 6, 0, 0, Math.PI * 2);
|
||||||
|
ctx.fill();
|
||||||
|
|
||||||
|
// Spots on cap (white dots)
|
||||||
|
ctx.fillStyle = '#FFFFFF';
|
||||||
|
for (let i = 0; i < 3; i++) {
|
||||||
|
const angle = (i / 3) * Math.PI * 2;
|
||||||
|
const px = 16 + Math.cos(angle) * 5;
|
||||||
|
const py = 16 + Math.sin(angle) * 3;
|
||||||
|
ctx.beginPath();
|
||||||
|
ctx.arc(px, py, 2, 0, Math.PI * 2);
|
||||||
|
ctx.fill();
|
||||||
|
}
|
||||||
|
|
||||||
|
canvas.refresh();
|
||||||
|
}
|
||||||
|
|
||||||
|
static createFallenLogSprite(scene, key = 'fallen_log') {
|
||||||
|
if (scene.textures.exists(key)) return;
|
||||||
|
const canvas = scene.textures.createCanvas(key, 48, 32);
|
||||||
|
const ctx = canvas.getContext();
|
||||||
|
ctx.clearRect(0, 0, 48, 32);
|
||||||
|
|
||||||
|
// Log body (horizontal)
|
||||||
|
ctx.fillStyle = '#8B4513';
|
||||||
|
ctx.fillRect(4, 14, 40, 10);
|
||||||
|
|
||||||
|
// Bark texture
|
||||||
|
ctx.fillStyle = '#654321';
|
||||||
|
for (let i = 0; i < 5; i++) {
|
||||||
|
ctx.fillRect(6 + i * 8, 14, 2, 10);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Log rings (ends)
|
||||||
|
ctx.fillStyle = '#D2691E';
|
||||||
|
ctx.beginPath();
|
||||||
|
ctx.arc(6, 19, 5, 0, Math.PI * 2);
|
||||||
|
ctx.fill();
|
||||||
|
|
||||||
|
ctx.strokeStyle = '#654321';
|
||||||
|
ctx.lineWidth = 1;
|
||||||
|
ctx.beginPath();
|
||||||
|
ctx.arc(6, 19, 3, 0, Math.PI * 2);
|
||||||
|
ctx.stroke();
|
||||||
|
ctx.beginPath();
|
||||||
|
ctx.arc(6, 19, 1.5, 0, Math.PI * 2);
|
||||||
|
ctx.stroke();
|
||||||
|
|
||||||
|
// Small mushrooms growing on log
|
||||||
|
ctx.fillStyle = '#FF6347';
|
||||||
|
ctx.beginPath();
|
||||||
|
ctx.arc(20, 12, 3, 0, Math.PI * 2);
|
||||||
|
ctx.fill();
|
||||||
|
ctx.fillStyle = '#FFE4C4';
|
||||||
|
ctx.fillRect(19, 13, 2, 3);
|
||||||
|
|
||||||
|
canvas.refresh();
|
||||||
|
}
|
||||||
|
|
||||||
|
static createPuddleSprite(scene, key = 'puddle') {
|
||||||
|
if (scene.textures.exists(key)) return;
|
||||||
|
const canvas = scene.textures.createCanvas(key, 32, 24);
|
||||||
|
const ctx = canvas.getContext();
|
||||||
|
ctx.clearRect(0, 0, 32, 24);
|
||||||
|
|
||||||
|
// Puddle shape (irregular oval)
|
||||||
|
ctx.fillStyle = 'rgba(70, 130, 180, 0.6)';
|
||||||
|
ctx.beginPath();
|
||||||
|
ctx.ellipse(16, 16, 12, 8, 0, 0, Math.PI * 2);
|
||||||
|
ctx.fill();
|
||||||
|
|
||||||
|
// Reflection highlights
|
||||||
|
ctx.fillStyle = 'rgba(255, 255, 255, 0.3)';
|
||||||
|
ctx.beginPath();
|
||||||
|
ctx.ellipse(12, 14, 4, 2, 0, 0, Math.PI * 2);
|
||||||
|
ctx.fill();
|
||||||
|
|
||||||
|
// Darker edge
|
||||||
|
ctx.strokeStyle = 'rgba(30, 60, 90, 0.5)';
|
||||||
|
ctx.lineWidth = 1;
|
||||||
|
ctx.beginPath();
|
||||||
|
ctx.ellipse(16, 16, 12, 8, 0, 0, Math.PI * 2);
|
||||||
|
ctx.stroke();
|
||||||
|
|
||||||
|
canvas.refresh();
|
||||||
|
}
|
||||||
|
|
||||||
|
static createScooterSprite(scene, key = 'scooter', isBroken = false) {
|
||||||
|
if (scene.textures.exists(key)) return;
|
||||||
|
const canvas = scene.textures.createCanvas(key, 48, 48);
|
||||||
|
const ctx = canvas.getContext();
|
||||||
|
ctx.clearRect(0, 0, 48, 48);
|
||||||
|
|
||||||
|
const color = isBroken ? '#696969' : '#FF4500'; // Rusty Gray vs OrangeRed
|
||||||
|
const wheelColor = '#1a1a1a';
|
||||||
|
|
||||||
|
// Wheels
|
||||||
|
ctx.fillStyle = wheelColor;
|
||||||
|
ctx.beginPath(); ctx.arc(12, 38, 5, 0, Math.PI * 2); ctx.fill(); // Back
|
||||||
|
ctx.beginPath(); ctx.arc(38, 38, 5, 0, Math.PI * 2); ctx.fill(); // Front
|
||||||
|
// Spokes
|
||||||
|
ctx.fillStyle = '#555';
|
||||||
|
ctx.beginPath(); ctx.arc(12, 38, 2, 0, Math.PI * 2); ctx.fill();
|
||||||
|
ctx.beginPath(); ctx.arc(38, 38, 2, 0, Math.PI * 2); ctx.fill();
|
||||||
|
|
||||||
|
// Base
|
||||||
|
ctx.fillStyle = color;
|
||||||
|
ctx.fillRect(12, 32, 26, 5); // Deck
|
||||||
|
|
||||||
|
// Angled Stem
|
||||||
|
ctx.beginPath();
|
||||||
|
ctx.moveTo(38, 34);
|
||||||
|
ctx.lineTo(34, 14);
|
||||||
|
ctx.lineTo(38, 14);
|
||||||
|
ctx.lineTo(42, 34);
|
||||||
|
ctx.closePath();
|
||||||
|
ctx.fill();
|
||||||
|
|
||||||
|
// Handlebars
|
||||||
|
ctx.strokeStyle = isBroken ? '#444' : '#C0C0C0';
|
||||||
|
ctx.lineWidth = 3;
|
||||||
|
ctx.beginPath();
|
||||||
|
ctx.moveTo(30, 14);
|
||||||
|
ctx.lineTo(42, 14);
|
||||||
|
ctx.stroke();
|
||||||
|
|
||||||
|
// Vertical post support
|
||||||
|
ctx.fillStyle = color;
|
||||||
|
ctx.fillRect(10, 30, 4, 4); // Rear wheel guard
|
||||||
|
|
||||||
|
if (isBroken) {
|
||||||
|
// Rust spots
|
||||||
|
ctx.fillStyle = '#8B4513';
|
||||||
|
ctx.fillRect(15, 33, 4, 2);
|
||||||
|
ctx.fillRect(35, 20, 2, 3);
|
||||||
|
}
|
||||||
|
|
||||||
|
canvas.refresh();
|
||||||
|
}
|
||||||
|
|
||||||
|
static createAnimatedWaterSprite(scene) {
|
||||||
|
// Create 4 separate textures for water animation frames
|
||||||
|
const frames = 4;
|
||||||
|
const frameWidth = 48;
|
||||||
|
const frameHeight = 60;
|
||||||
|
|
||||||
|
for (let f = 0; f < frames; f++) {
|
||||||
|
const key = `water_frame_${f}`;
|
||||||
|
if (scene.textures.exists(key)) continue;
|
||||||
|
|
||||||
|
const canvas = scene.textures.createCanvas(key, frameWidth, frameHeight);
|
||||||
|
const ctx = canvas.getContext();
|
||||||
|
ctx.clearRect(0, 0, frameWidth, frameHeight);
|
||||||
|
|
||||||
|
const P = 2;
|
||||||
|
const baseColor = 0x4444ff;
|
||||||
|
const shimmerOffset = Math.sin((f / frames) * Math.PI * 2) * 20;
|
||||||
|
const waterColor = Phaser.Display.Color.IntegerToColor(baseColor).lighten(shimmerOffset).color;
|
||||||
|
|
||||||
|
const xs = P;
|
||||||
|
const xe = 48 + P;
|
||||||
|
const midX = 24 + P;
|
||||||
|
const topY = P;
|
||||||
|
const midY = 12 + P;
|
||||||
|
const bottomY = 24 + P;
|
||||||
|
const depth = 20;
|
||||||
|
|
||||||
|
// Left Face
|
||||||
|
ctx.fillStyle = Phaser.Display.Color.IntegerToColor(waterColor).darken(30).rgba;
|
||||||
|
ctx.beginPath();
|
||||||
|
ctx.moveTo(midX, bottomY);
|
||||||
|
ctx.lineTo(midX, bottomY + depth);
|
||||||
|
ctx.lineTo(xs, midY + depth);
|
||||||
|
ctx.lineTo(xs, midY);
|
||||||
|
ctx.closePath();
|
||||||
|
ctx.fill();
|
||||||
|
|
||||||
|
// Right Face
|
||||||
|
ctx.fillStyle = Phaser.Display.Color.IntegerToColor(waterColor).darken(20).rgba;
|
||||||
|
ctx.beginPath();
|
||||||
|
ctx.moveTo(xe, midY);
|
||||||
|
ctx.lineTo(xe, midY + depth);
|
||||||
|
ctx.lineTo(midX, bottomY + depth);
|
||||||
|
ctx.lineTo(midX, bottomY);
|
||||||
|
ctx.closePath();
|
||||||
|
ctx.fill();
|
||||||
|
|
||||||
|
// Top Face
|
||||||
|
ctx.fillStyle = Phaser.Display.Color.IntegerToColor(waterColor).rgba;
|
||||||
|
ctx.beginPath();
|
||||||
|
ctx.moveTo(xs, midY);
|
||||||
|
ctx.lineTo(midX, topY);
|
||||||
|
ctx.lineTo(xe, midY);
|
||||||
|
ctx.lineTo(midX, bottomY);
|
||||||
|
ctx.closePath();
|
||||||
|
ctx.fill();
|
||||||
|
|
||||||
|
// Shimmer highlights
|
||||||
|
ctx.fillStyle = `rgba(255, 255, 255, ${0.1 + Math.abs(shimmerOffset) / 100})`;
|
||||||
|
for (let i = 0; i < 5; i++) {
|
||||||
|
const sx = xs + 8 + Math.random() * 28;
|
||||||
|
const sy = topY + 4 + Math.random() * 16;
|
||||||
|
ctx.fillRect(sx, sy, 3, 2);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Wave lines
|
||||||
|
ctx.strokeStyle = `rgba(100, 100, 255, ${0.3 + (f / frames) * 0.2})`;
|
||||||
|
ctx.lineWidth = 1;
|
||||||
|
ctx.beginPath();
|
||||||
|
ctx.moveTo(xs + 10, midY + 8);
|
||||||
|
ctx.lineTo(xe - 10, midY - 2);
|
||||||
|
ctx.stroke();
|
||||||
|
|
||||||
|
canvas.refresh();
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
constructor(scene) {
|
constructor(scene) {
|
||||||
|
|||||||
Reference in New Issue
Block a user