💻 WEEK 1 IMPLEMENTATION STARTED!
✅ 2 SYSTEMS CREATED: 📦 RESOURCE LOGISTICS SYSTEM: - Auto-pickup resources (80px radius) - Storage capacity management - Resource depot system (+100 capacity each) - UI display with icons (wood, food, stone) - Collection VFX (green/gold sparkles) - Dropped resource tracking - Integration with existing systems Features: - Auto-pickup delay: 500ms - Storage: wood(100), food(100), stone(100), coal(50) - Visual feedback on collection - Storage full warnings - Resource pile spawning 🏙️ CITY MANAGEMENT SYSTEM: - Population tracking (living/zombies/workers) - Zombie Statistician NPC (11 sprites!) - Daily board updates (9 AM) - Employment mechanic (1 Cekin/day) - City Hall + Population Board buildings - NPC AI: walk to board, update stats, return - Dialogue system integration Statistician Features: - Professional zombie office worker - Updates board with clipboard - Accurate population counts - Idle animations (looks around) - Work routine (daily at 9 AM) - Salary: 1 Cekin/day (cheapest!) 📊 INTEGRATION READY: - Uses all generated sprites ✅ - Connects to existing economy ✅ - Particle VFX system ready ✅ - Time system integration ✅ - Sound system hooks ✅ 🎯 CODE QUALITY: - Full JSDoc comments - Error handling - Console logging for debugging - Modular design - Easy to extend Next: Building Upgrade System + Electrician NPC! ⚡
This commit is contained in:
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src/systems/CityManagementSystem.js
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516
src/systems/CityManagementSystem.js
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/**
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* 🏙️ CITY MANAGEMENT SYSTEM - Week 1 Priority
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* Population tracking + Zombie Statistician NPC + City Hall
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*
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* Features:
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* - Population statistics tracking (living, zombies, workers)
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* - Zombie Statistician NPC employment (1 Cekin/day)
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* - Daily population board updates
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* - City Hall building placement
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* - Worker management integration
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*
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* Assets Used:
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* - /assets/characters/zombie_statistician/ (11 sprites)
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* - /assets/buildings/city_hall.png
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* - /assets/buildings/population_board.png
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* - /assets/ui/currency_cekin.png
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*/
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export default class CityManagementSystem {
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constructor(scene) {
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this.scene = scene;
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// Population statistics
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this.population = {
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living: 1, // Player starts
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zombies: 0,
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workers: 0, // Employed NPCs
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total: 1
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};
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// Buildings
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this.cityHall = null;
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this.populationBoard = null;
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// Zombie Statistician NPC
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this.statistician = null;
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this.statisticianEmployed = false;
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this.statisticianSalary = 1; // Cekini per day
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this.lastUpdateTime = null;
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// Board update schedule
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this.updateHour = 9; // Updates at 9 AM daily
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this.hasUpdatedToday = false;
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this.init();
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}
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init() {
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console.log('[CityManagement] Initializing city management system...');
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// Load sprites
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this.loadSprites();
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// Setup daily update check
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this.setupDailyUpdate();
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}
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loadSprites() {
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// City Hall
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if (!this.scene.textures.exists('city_hall')) {
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this.scene.load.image('city_hall', 'assets/buildings/city_hall.png');
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}
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// Population board
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if (!this.scene.textures.exists('population_board')) {
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this.scene.load.image('population_board', 'assets/buildings/population_board.png');
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}
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// Zombie Statistician sprites
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const directions = ['south', 'north', 'east', 'west'];
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const actions = ['idle', 'walk'];
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directions.forEach(dir => {
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actions.forEach(action => {
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const key = `statistician_${action}_${dir}`;
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if (!this.scene.textures.exists(key)) {
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this.scene.load.image(key, `assets/characters/zombie_statistician/${action}_${dir}.png`);
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}
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});
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});
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// Action sprites
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if (!this.scene.textures.exists('statistician_action_update')) {
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this.scene.load.image('statistician_action_update', 'assets/characters/zombie_statistician/action_update.png');
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}
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if (!this.scene.textures.exists('statistician_action_calculate')) {
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this.scene.load.image('statistician_action_calculate', 'assets/characters/zombie_statistician/action_calculate.png');
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}
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if (!this.scene.textures.exists('statistician_portrait')) {
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this.scene.load.image('statistician_portrait', 'assets/characters/zombie_statistician/portrait.png');
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}
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// Currency icon
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if (!this.scene.textures.exists('currency_cekin')) {
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this.scene.load.image('currency_cekin', 'assets/ui/currency_cekin.png');
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}
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this.scene.load.start();
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}
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setupDailyUpdate() {
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// Check for daily update every hour
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this.scene.time.addEvent({
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delay: 60000, // Check every minute (in-game might be faster)
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callback: () => this.checkDailyUpdate(),
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loop: true
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});
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}
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/**
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* Place City Hall building
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*/
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placeCityHall(x, y) {
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if (this.cityHall) {
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console.warn('[CityManagement] City Hall already exists!');
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return;
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}
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this.cityHall = this.scene.add.sprite(x, y, 'city_hall');
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this.cityHall.setOrigin(0.5, 0.5);
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this.cityHall.setInteractive();
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// Click to open city management UI
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this.cityHall.on('pointerdown', () => {
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this.openCityManagementUI();
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});
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console.log('[CityManagement] City Hall placed at', x, y);
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}
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/**
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* Place Population Board
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*/
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placePopulationBoard(x, y) {
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if (this.populationBoard) {
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console.warn('[CityManagement] Population Board already exists!');
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return;
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}
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this.populationBoard = this.scene.add.sprite(x, y, 'population_board');
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this.populationBoard.setOrigin(0.5, 0.5);
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this.populationBoard.setInteractive();
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// Create text overlay for statistics
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this.createBoardText(x, y);
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// Click to view detailed stats
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this.populationBoard.on('pointerdown', () => {
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this.showDetailedStats();
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});
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console.log('[CityManagement] Population Board placed at', x, y);
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}
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/**
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* Create text overlay on population board
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*/
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createBoardText(x, y) {
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const textStyle = {
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fontSize: '14px',
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fill: '#ffffff',
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stroke: '#000000',
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strokeThickness: 2,
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align: 'left'
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};
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this.boardText = this.scene.add.text(x - 30, y - 20, '', textStyle);
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this.updateBoardText();
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}
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/**
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* Update board text with current stats
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*/
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updateBoardText() {
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if (!this.boardText) return;
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const text = `Population: ${this.population.living}\nZombies: ${this.population.zombies}\nWorkers: ${this.population.workers}`;
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this.boardText.setText(text);
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}
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/**
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* Spawn Zombie Statistician NPC
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*/
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spawnStatistician(x, y) {
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if (this.statistician) {
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console.warn('[CityManagement] Statistician already exists!');
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return;
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}
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this.statistician = this.scene.add.sprite(x, y, 'statistician_idle_south');
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this.statistician.setOrigin(0.5, 0.5);
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this.statistician.setInteractive();
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// NPC data
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this.statistician.npcData = {
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name: 'Zombie Statistician',
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type: 'office_zombie',
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employed: false,
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salary: this.statisticianSalary,
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workLocation: this.populationBoard,
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isZombie: true
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};
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// Click to hire/talk
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this.statistician.on('pointerdown', () => {
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this.interactWithStatistician();
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});
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// Basic idle animation
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this.createStatisticianIdleAnimation();
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console.log('[CityManagement] Zombie Statistician spawned at', x, y);
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}
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/**
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* Create idle animation for Statistician
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*/
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createStatisticianIdleAnimation() {
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if (!this.statistician) return;
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this.scene.time.addEvent({
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delay: 2000,
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callback: () => {
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if (this.statistician && !this.statistician.isWalking) {
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// Randomly look around (change direction)
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const directions = ['south', 'north', 'east', 'west'];
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const randomDir = Phaser.Utils.Array.GetRandom(directions);
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this.statistician.setTexture(`statistician_idle_${randomDir}`);
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}
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},
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loop: true
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});
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}
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/**
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* Interact with Statistician (hire or talk)
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*/
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interactWithStatistician() {
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if (!this.statistician) return;
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if (!this.statisticianEmployed) {
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// Show employment dialog
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this.showEmploymentDialog();
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} else {
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// Show stats dialog
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this.showStatisticianDialog();
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}
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}
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/**
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* Show employment dialog
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*/
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showEmploymentDialog() {
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const dialogText = `Would you like to employ me?\n\nSalary: ${this.statisticianSalary} Cekin/day\n\nI will update the population board daily at ${this.updateHour}:00 AM with accurate statistics.`;
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if (this.scene.dialogueSystem) {
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this.scene.dialogueSystem.showDialog({
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portrait: 'statistician_portrait',
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name: 'Zombie Statistician',
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text: dialogText,
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choices: [
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{
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text: `Hire (${this.statisticianSalary} Cekin/day)`,
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callback: () => this.hireStatistician()
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},
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{
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text: 'Not now',
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callback: () => console.log('[CityManagement] Employment declined')
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}
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]
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});
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} else {
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console.log('[CityManagement] Employment dialog:', dialogText);
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// Auto-hire for now
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this.hireStatistician();
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}
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}
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/**
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* Hire the Statistician
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*/
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hireStatistician() {
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// Check if player has enough money (if economy system exists)
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if (this.scene.economySystem) {
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if (!this.scene.economySystem.hasEnoughCekini(this.statisticianSalary)) {
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console.warn('[CityManagement] Not enough Cekini to hire Statistician!');
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return;
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this.statisticianEmployed = true;
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this.statistician.npcData.employed = true;
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this.population.workers++;
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// Add to worker count
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this.updatePopulation();
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console.log('[CityManagement] Zombie Statistician hired! Salary:', this.statisticianSalary, 'Cekini/day');
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// Start daily work routine
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this.startStatisticianWorkRoutine();
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}
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/**
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* Start Statistician's daily work routine
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*/
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startStatisticianWorkRoutine() {
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if (!this.statisticianEmployed) return;
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// Move to board at update time
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this.scene.time.addEvent({
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delay: 60000, // Check every minute
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callback: () => {
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// Check if it's update time
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if (this.scene.timeSystem) {
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const hour = this.scene.timeSystem.getCurrentHour();
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if (hour === this.updateHour && !this.hasUpdatedToday) {
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this.statisticianUpdateBoard();
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}
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}
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},
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loop: true
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});
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}
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/**
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* Statistician updates the board (animation + action)
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*/
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statisticianUpdateBoard() {
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if (!this.statistician || !this.populationBoard) return;
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console.log('[CityManagement] Statistician updating population board...');
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// Walk to board
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const targetX = this.populationBoard.x;
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const targetY = this.populationBoard.y + 50; // Stand in front
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// Simple tween movement
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this.scene.tweens.add({
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targets: this.statistician,
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x: targetX,
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y: targetY,
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duration: 2000,
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ease: 'Linear',
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onUpdate: () => {
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// Use walk animation
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this.statistician.setTexture('statistician_walk_south');
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},
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onComplete: () => {
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// Show update action
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this.statistician.setTexture('statistician_action_update');
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// Update the board after 2 seconds
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this.scene.time.delayedCall(2000, () => {
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this.updateBoardText();
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this.hasUpdatedToday = true;
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// Return to idle
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this.statistician.setTexture('statistician_idle_south');
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console.log('[CityManagement] Board updated!');
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});
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}
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});
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}
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/**
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* Check if daily update should happen
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*/
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checkDailyUpdate() {
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// Reset flag at midnight
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if (this.scene.timeSystem) {
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const hour = this.scene.timeSystem.getCurrentHour();
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if (hour === 0 && this.hasUpdatedToday) {
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this.hasUpdatedToday = false;
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}
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}
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}
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/**
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* Update population stats
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*/
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updatePopulation(living = null, zombies = null, workers = null) {
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if (living !== null) this.population.living = living;
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if (zombies !== null) this.population.zombies = zombies;
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if (workers !== null) this.population.workers = workers;
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this.population.total = this.population.living + this.population.zombies;
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this.updateBoardText();
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console.log('[CityManagement] Population updated:', this.population);
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}
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/**
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* Add population (new settler, zombie conversion, etc.)
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*/
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addPopulation(type, count = 1) {
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if (type === 'living') {
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this.population.living += count;
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} else if (type === 'zombie') {
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this.population.zombies += count;
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} else if (type === 'worker') {
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this.population.workers += count;
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}
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this.updatePopulation();
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}
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/**
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* Remove population (death, leaving, etc.)
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*/
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removePopulation(type, count = 1) {
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if (type === 'living') {
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this.population.living = Math.max(0, this.population.living - count);
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} else if (type === 'zombie') {
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this.population.zombies = Math.max(0, this.population.zombies - count);
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} else if (type === 'worker') {
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this.population.workers = Math.max(0, this.population.workers - count);
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}
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this.updatePopulation();
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}
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/**
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* Show detailed statistics in UI
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*/
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showDetailedStats() {
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const stats = `
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=== CITY STATISTICS ===
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Living Population: ${this.population.living}
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Zombie Population: ${this.population.zombies}
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Employed Workers: ${this.population.workers}
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Total Population: ${this.population.total}
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Updated by: ${this.statisticianEmployed ? 'Zombie Statistician' : 'Manual'}
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Last Update: ${this.hasUpdatedToday ? 'Today' : 'Not today'}
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`;
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console.log(stats);
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if (this.scene.centralPopupSystem) {
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this.scene.centralPopupSystem.showMessage(stats, 'info');
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}
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}
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/**
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* Open City Management UI
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*/
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openCityManagementUI() {
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console.log('[CityManagement] Opening city management UI...');
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// TODO: Create full city management UI panel
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// For now, show stats
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this.showDetailedStats();
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}
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/**
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* Show Statistician dialogue
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*/
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showStatisticianDialog() {
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const dialogues = [
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"Population count: accurate as always.",
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"The numbers... they must be precise.",
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"32 zombies counted this morning.",
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"Statistics show a 2% increase in workers.",
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"Even in undeath, I serve the data.",
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"The board is updated daily at 9 AM sharp."
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];
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const randomDialogue = Phaser.Utils.Array.GetRandom(dialogues);
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if (this.scene.dialogueSystem) {
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this.scene.dialogueSystem.showDialog({
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portrait: 'statistician_portrait',
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name: 'Zombie Statistician',
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text: randomDialogue
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});
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} else {
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console.log('[CityManagement] Statistician:', randomDialogue);
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}
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}
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/**
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* Get current population stats
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*/
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getPopulation() {
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return { ...this.population };
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}
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/**
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* Pay daily salaries
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*/
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payDailySalaries() {
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if (!this.statisticianEmployed) return;
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if (this.scene.economySystem) {
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const paid = this.scene.economySystem.spendCekini(this.statisticianSalary);
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if (paid) {
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console.log(`[CityManagement] Paid Statistician ${this.statisticianSalary} Cekini`);
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} else {
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console.warn('[CityManagement] Not enough Cekini to pay Statistician!');
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// Could fire worker or create debt
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
update(time, delta) {
|
||||
// System updates handled by time events
|
||||
}
|
||||
|
||||
destroy() {
|
||||
if (this.cityHall) this.cityHall.destroy();
|
||||
if (this.populationBoard) this.populationBoard.destroy();
|
||||
if (this.boardText) this.boardText.destroy();
|
||||
if (this.statistician) this.statistician.destroy();
|
||||
}
|
||||
}
|
||||
387
src/systems/ResourceLogisticsSystem.js
Normal file
387
src/systems/ResourceLogisticsSystem.js
Normal file
@@ -0,0 +1,387 @@
|
||||
/**
|
||||
* 📦 RESOURCE LOGISTICS SYSTEM - Week 1 Priority
|
||||
* Auto-pickup resources + Storage management + Resource tracking
|
||||
*
|
||||
* Features:
|
||||
* - Auto-pickup dropped resources
|
||||
* - Storage capacity management
|
||||
* - Resource depot system
|
||||
* - Visual feedback (UI icons + VFX)
|
||||
* - Integration with Zombie Hauler workers
|
||||
*
|
||||
* Assets Used:
|
||||
* - /assets/ui/resource_icon_wood.png
|
||||
* - /assets/ui/resource_icon_food.png
|
||||
* - /assets/ui/resource_icon_stone.png
|
||||
* - /assets/buildings/resource_depot.png
|
||||
* - /assets/buildings/resource_pile_wood.png
|
||||
* - /assets/buildings/resource_pile_food.png
|
||||
* - /assets/vfx/resource_collect.png
|
||||
*/
|
||||
|
||||
export default class ResourceLogisticsSystem {
|
||||
constructor(scene) {
|
||||
this.scene = scene;
|
||||
|
||||
// Resource tracking
|
||||
this.resources = {
|
||||
wood: 0,
|
||||
food: 0,
|
||||
stone: 0,
|
||||
coal: 0
|
||||
};
|
||||
|
||||
// Storage system
|
||||
this.storageCapacity = {
|
||||
wood: 100,
|
||||
food: 100,
|
||||
stone: 100,
|
||||
coal: 50
|
||||
};
|
||||
|
||||
// Auto-pickup settings
|
||||
this.autoPickupEnabled = true;
|
||||
this.pickupRadius = 80; // pixels
|
||||
this.pickupDelay = 500; // ms between pickups
|
||||
this.lastPickupTime = 0;
|
||||
|
||||
// Depot locations (can have multiple)
|
||||
this.depots = [];
|
||||
|
||||
// Dropped resources on map
|
||||
this.droppedResources = [];
|
||||
|
||||
// UI elements
|
||||
this.resourceUI = null;
|
||||
|
||||
this.init();
|
||||
}
|
||||
|
||||
init() {
|
||||
console.log('[ResourceLogistics] Initializing resource logistics system...');
|
||||
|
||||
// Create resource UI
|
||||
this.createResourceUI();
|
||||
|
||||
// Load resource sprites
|
||||
this.loadResourceSprites();
|
||||
|
||||
// Setup auto-pickup update loop
|
||||
this.scene.time.addEvent({
|
||||
delay: this.pickupDelay,
|
||||
callback: () => this.updateAutoPickup(),
|
||||
loop: true
|
||||
});
|
||||
}
|
||||
|
||||
loadResourceSprites() {
|
||||
// Preload resource icons
|
||||
if (!this.scene.textures.exists('resource_icon_wood')) {
|
||||
this.scene.load.image('resource_icon_wood', 'assets/ui/resource_icon_wood.png');
|
||||
}
|
||||
if (!this.scene.textures.exists('resource_icon_food')) {
|
||||
this.scene.load.image('resource_icon_food', 'assets/ui/resource_icon_food.png');
|
||||
}
|
||||
if (!this.scene.textures.exists('resource_icon_stone')) {
|
||||
this.scene.load.image('resource_icon_stone', 'assets/ui/resource_icon_stone.png');
|
||||
}
|
||||
if (!this.scene.textures.exists('resource_collect_vfx')) {
|
||||
this.scene.load.image('resource_collect_vfx', 'assets/vfx/resource_collect.png');
|
||||
}
|
||||
|
||||
this.scene.load.start();
|
||||
}
|
||||
|
||||
createResourceUI() {
|
||||
const padding = 20;
|
||||
const iconSize = 32;
|
||||
const spacing = 100;
|
||||
|
||||
this.resourceUI = this.scene.add.container(padding, padding);
|
||||
this.resourceUI.setScrollFactor(0);
|
||||
this.resourceUI.setDepth(1000);
|
||||
|
||||
// Wood display
|
||||
this.woodIcon = this.scene.add.sprite(0, 0, 'resource_icon_wood').setOrigin(0, 0);
|
||||
this.woodText = this.scene.add.text(iconSize + 10, iconSize / 2, '0/100', {
|
||||
fontSize: '18px',
|
||||
fill: '#fff',
|
||||
stroke: '#000',
|
||||
strokeThickness: 3
|
||||
}).setOrigin(0, 0.5);
|
||||
|
||||
// Food display
|
||||
this.foodIcon = this.scene.add.sprite(spacing, 0, 'resource_icon_food').setOrigin(0, 0);
|
||||
this.foodText = this.scene.add.text(spacing + iconSize + 10, iconSize / 2, '0/100', {
|
||||
fontSize: '18px',
|
||||
fill: '#fff',
|
||||
stroke: '#000',
|
||||
strokeThickness: 3
|
||||
}).setOrigin(0, 0.5);
|
||||
|
||||
// Stone display
|
||||
this.stoneIcon = this.scene.add.sprite(spacing * 2, 0, 'resource_icon_stone').setOrigin(0, 0);
|
||||
this.stoneText = this.scene.add.text(spacing * 2 + iconSize + 10, iconSize / 2, '0/100', {
|
||||
fontSize: '18px',
|
||||
fill: '#fff',
|
||||
stroke: '#000',
|
||||
strokeThickness: 3
|
||||
}).setOrigin(0, 0.5);
|
||||
|
||||
this.resourceUI.add([
|
||||
this.woodIcon, this.woodText,
|
||||
this.foodIcon, this.foodText,
|
||||
this.stoneIcon, this.stoneText
|
||||
]);
|
||||
}
|
||||
|
||||
updateResourceUI() {
|
||||
if (this.woodText) {
|
||||
this.woodText.setText(`${this.resources.wood}/${this.storageCapacity.wood}`);
|
||||
}
|
||||
if (this.foodText) {
|
||||
this.foodText.setText(`${this.resources.food}/${this.storageCapacity.food}`);
|
||||
}
|
||||
if (this.stoneText) {
|
||||
this.stoneText.setText(`${this.resources.stone}/${this.storageCapacity.stone}`);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Auto-pickup resources near player
|
||||
*/
|
||||
updateAutoPickup() {
|
||||
if (!this.autoPickupEnabled) return;
|
||||
if (!this.scene.player) return;
|
||||
|
||||
const currentTime = Date.now();
|
||||
if (currentTime - this.lastPickupTime < this.pickupDelay) return;
|
||||
|
||||
const playerX = this.scene.player.x;
|
||||
const playerY = this.scene.player.y;
|
||||
|
||||
// Check each dropped resource
|
||||
for (let i = this.droppedResources.length - 1; i >= 0; i--) {
|
||||
const resource = this.droppedResources[i];
|
||||
|
||||
// Calculate distance
|
||||
const distance = Phaser.Math.Distance.Between(
|
||||
playerX, playerY,
|
||||
resource.x, resource.y
|
||||
);
|
||||
|
||||
// Auto-pickup if within radius
|
||||
if (distance <= this.pickupRadius) {
|
||||
this.pickupResource(resource, i);
|
||||
this.lastPickupTime = currentTime;
|
||||
break; // One at a time for smooth feel
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Pickup a resource
|
||||
*/
|
||||
pickupResource(resource, index) {
|
||||
const type = resource.type;
|
||||
const amount = resource.amount;
|
||||
|
||||
// Check storage capacity
|
||||
if (this.resources[type] >= this.storageCapacity[type]) {
|
||||
// Storage full!
|
||||
this.showStorageFullMessage(type);
|
||||
return;
|
||||
}
|
||||
|
||||
// Add to resources
|
||||
const added = Math.min(amount, this.storageCapacity[type] - this.resources[type]);
|
||||
this.resources[type] += added;
|
||||
|
||||
// Play collection VFX
|
||||
this.playCollectionVFX(resource.x, resource.y);
|
||||
|
||||
// Play collection sound
|
||||
this.playCollectionSound(type);
|
||||
|
||||
// Remove from world
|
||||
if (resource.sprite) {
|
||||
resource.sprite.destroy();
|
||||
}
|
||||
this.droppedResources.splice(index, 1);
|
||||
|
||||
// Update UI
|
||||
this.updateResourceUI();
|
||||
|
||||
console.log(`[ResourceLogistics] Picked up ${added} ${type}! Total: ${this.resources[type]}/${this.storageCapacity[type]}`);
|
||||
}
|
||||
|
||||
/**
|
||||
* Drop resource on map (from tree, mining, etc.)
|
||||
*/
|
||||
dropResource(x, y, type, amount) {
|
||||
// Create visual dropped resource
|
||||
const sprite = this.scene.add.sprite(x, y, `resource_pile_${type}`);
|
||||
sprite.setScale(0.5);
|
||||
|
||||
// Add to tracking
|
||||
this.droppedResources.push({
|
||||
x: x,
|
||||
y: y,
|
||||
type: type,
|
||||
amount: amount,
|
||||
sprite: sprite
|
||||
});
|
||||
|
||||
// Bounce animation
|
||||
this.scene.tweens.add({
|
||||
targets: sprite,
|
||||
y: y - 10,
|
||||
duration: 200,
|
||||
yoyo: true,
|
||||
ease: 'Quad.easeOut'
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
* Play collection VFX (green/gold sparkles)
|
||||
*/
|
||||
playCollectionVFX(x, y) {
|
||||
if (!this.scene.textures.exists('resource_collect_vfx')) return;
|
||||
|
||||
// Create particle emitter for collection effect
|
||||
const emitter = this.scene.add.particles(x, y, 'resource_collect_vfx', {
|
||||
speed: { min: 50, max: 100 },
|
||||
angle: { min: 0, max: 360 },
|
||||
scale: { start: 1, end: 0 },
|
||||
alpha: { start: 1, end: 0 },
|
||||
lifespan: 500,
|
||||
quantity: 8,
|
||||
blendMode: 'ADD'
|
||||
});
|
||||
|
||||
// Destroy after animation
|
||||
this.scene.time.delayedCall(600, () => {
|
||||
emitter.destroy();
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
* Play collection sound
|
||||
*/
|
||||
playCollectionSound(type) {
|
||||
// Use existing sound system if available
|
||||
if (this.scene.soundManager) {
|
||||
this.scene.soundManager.playSound('resource_pickup');
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Show storage full message
|
||||
*/
|
||||
showStorageFullMessage(type) {
|
||||
const message = `${type.toUpperCase()} STORAGE FULL! Build more storage or upgrade depot.`;
|
||||
|
||||
// Use existing popup system if available
|
||||
if (this.scene.centralPopupSystem) {
|
||||
this.scene.centralPopupSystem.showMessage(message, 'warning');
|
||||
} else {
|
||||
console.warn(`[ResourceLogistics] ${message}`);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Add a resource depot
|
||||
*/
|
||||
addDepot(x, y, capacity = {}) {
|
||||
const depot = {
|
||||
x: x,
|
||||
y: y,
|
||||
sprite: this.scene.add.sprite(x, y, 'resource_depot'),
|
||||
capacity: {
|
||||
wood: capacity.wood || 100,
|
||||
food: capacity.food || 100,
|
||||
stone: capacity.stone || 100,
|
||||
coal: capacity.coal || 50
|
||||
}
|
||||
};
|
||||
|
||||
this.depots.push(depot);
|
||||
|
||||
// Increase storage capacity
|
||||
this.storageCapacity.wood += depot.capacity.wood;
|
||||
this.storageCapacity.food += depot.capacity.food;
|
||||
this.storageCapacity.stone += depot.capacity.stone;
|
||||
this.storageCapacity.coal += depot.capacity.coal;
|
||||
|
||||
this.updateResourceUI();
|
||||
|
||||
console.log('[ResourceLogistics] Depot added! New capacity:', this.storageCapacity);
|
||||
}
|
||||
|
||||
/**
|
||||
* Get current resources
|
||||
*/
|
||||
getResources() {
|
||||
return { ...this.resources };
|
||||
}
|
||||
|
||||
/**
|
||||
* Add resources (for debugging or harvesting)
|
||||
*/
|
||||
addResource(type, amount) {
|
||||
const added = Math.min(amount, this.storageCapacity[type] - this.resources[type]);
|
||||
this.resources[type] += added;
|
||||
this.updateResourceUI();
|
||||
return added;
|
||||
}
|
||||
|
||||
/**
|
||||
* Remove resources (for building, crafting, etc.)
|
||||
*/
|
||||
removeResource(type, amount) {
|
||||
if (this.resources[type] >= amount) {
|
||||
this.resources[type] -= amount;
|
||||
this.updateResourceUI();
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
/**
|
||||
* Check if has enough resources
|
||||
*/
|
||||
hasResources(requirements) {
|
||||
for (const [type, amount] of Object.entries(requirements)) {
|
||||
if (this.resources[type] < amount) {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
update(time, delta) {
|
||||
// Already handled by time events
|
||||
}
|
||||
|
||||
destroy() {
|
||||
if (this.resourceUI) {
|
||||
this.resourceUI.destroy();
|
||||
}
|
||||
|
||||
// Clear dropped resources
|
||||
this.droppedResources.forEach(resource => {
|
||||
if (resource.sprite) {
|
||||
resource.sprite.destroy();
|
||||
}
|
||||
});
|
||||
this.droppedResources = [];
|
||||
|
||||
// Clear depots
|
||||
this.depots.forEach(depot => {
|
||||
if (depot.sprite) {
|
||||
depot.sprite.destroy();
|
||||
}
|
||||
});
|
||||
this.depots = [];
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user