Added Glavni Smetar (post-apocalyptic punk janitor), Character Design Guidelines (piercings/dreads/tattoos variety), Smetar dialogue system with Zombie Scout interaction, portrait animations, sound layers, typewriter sync. Updated FAZA1 status to 47%. Includes ZombieEconomySystem with Worker Zombies, Sanitation, Contracts, Rare Gifts, Brain feeding.

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2026-01-05 14:07:03 +01:00
parent 3db814b5f0
commit d9ba42198e
5 changed files with 1052 additions and 6 deletions

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/**
* SMETAR DIALOGUE SYSTEM
* Interakcija z Zombijem Skavtom
*/
export const SmetarDialogues = {
// Glavni intro dialog ko Kai pride s Zombijem
intro_with_zombie: {
trigger: 'player_near_smetar_with_zombie_scout',
participants: ['smetar', 'zombie_scout'],
lines: [
{
speaker: 'smetar',
text: "Ej, Kai! Kaj mi spet furaš tega svojega s klobukom? Glej ga, nahrbtnik ima čisto svinjski od tistih vaših ruševin. Šutni ga sem, da mi malo pomaga s temi grafiti na obzidju!",
emotion: 'gruff',
animation: 'portrait_bounce',
soundLayers: ['broom_scraping', 'wind_ambient'],
typewriterSpeed: 40 // ms per character
},
{
speaker: 'zombie_scout',
text: "*Tiho godrnjanje, rožljanje nahrbtnika* M-m-možgaaaaani... pa metla?",
emotion: 'confused_hungry',
animation: 'portrait_bounce_slow',
soundLayers: ['zombie_grumble', 'backpack_rattle', 'wind_ambient'],
typewriterSpeed: 50
},
{
speaker: 'smetar',
text: "Ja, metla! Če boš dobro pometal, ti mogoče dam kakšen star košček spomina, ki sem ga izbrskal iz smeti za tvojega šefa.",
emotion: 'encouraging',
animation: 'portrait_bounce',
soundLayers: ['broom_scraping', 'wind_ambient'],
typewriterSpeed: 40
}
],
outcomes: {
accept: 'quest_sanitation_zombie_help',
decline: 'smetar_disappointed'
}
},
// Quest assignment
quest_assignment: {
speaker: 'smetar',
text: "Pofafaj tole metlo pa mi pomagaj, al pa mi šutni tiste tri zombije, da naredimo mal reda v tej luknji!",
emotion: 'determined',
animation: 'portrait_bounce',
soundLayers: ['broom_tap', 'wind_ambient'],
typewriterSpeed: 40
},
// Ko Kai posodi zombije
zombie_loan_accepted: {
speaker: 'smetar',
text: "Čist fajn! Dej, ti trije, pole sem! *postavi zombije v vrsto* Vi boste čistili ta grafit, vi tisto smejo, pa vi tam pa tisti razbit zabojnik!",
emotion: 'commanding',
animation: 'portrait_bounce_strong',
soundLayers: ['zombie_lineup', 'broom_distribution'],
typewriterSpeed: 45,
vfx: 'zombie_worker_spawn'
},
// Ko je delo končano
work_complete: {
speaker: 'smetar',
text: "Heh! Dobro delo, fantje! Kai, tvojim zombijem bi lahko dal za jest, pa tukaj je tisto za tebe...",
emotion: 'satisfied',
animation: 'portrait_bounce',
soundLayers: ['success_jingle', 'wind_ambient'],
typewriterSpeed: 40,
reward: {
type: 'rare_gift',
item: 'family_memory_fragment',
vfx: 'amnesia_blur_trigger'
}
},
// Ko najde redko darilo v smeteh
rare_gift_found: {
speaker: 'smetar',
text: "Ej Kai, poglej kaj sem najdu v teh ruševinah - stara družinska slika. Tvoja je, ne? Zgleda da... Kai? Kai! Hej, kam greš?!",
emotion: 'surprised',
animation: 'portrait_bounce',
soundLayers: ['paper_rustle', 'wind_ambient'],
typewriterSpeed: 35,
trigger_after: 'amnesia_blur_flashback'
},
// Ko mesto ni čisto
city_dirty_nag: {
speaker: 'smetar',
text: "Kai, no! Spet je mesto polno smeti! Kje so tvoji zombi? Rabim pomoč!",
emotion: 'frustrated',
animation: 'portrait_shake',
soundLayers: ['broom_angry_tap'],
typewriterSpeed: 40
},
// Ko je mesto 100% čisto
city_perfect: {
speaker: 'smetar',
text: "KONČNO! Prvo mesto v tem post-apokaliptičnem sranju, ki je res čisto! Bravo, Kai. Evo, to si res zaslužil.",
emotion: 'proud',
animation: 'portrait_bounce_celebration',
soundLayers: ['fanfare', 'wind_ambient'],
typewriterSpeed: 40,
reward: {
type: 'legendary_gift',
item: 'kai_childhood_photo',
vfx: 'amnesia_blur_major'
}
},
// Casual banter
casual_greeting: [
{
text: "Ej, pometal sem že 200 ruševin. Tvoj zombi? Kaj, 5?",
emotion: 'teasing',
animation: 'portrait_bounce'
},
{
text: "Vejpam že od preden so zombiji začeli hodit. Ta dim jih odbija, verjameš?",
emotion: 'casual',
animation: 'portrait_bounce'
},
{
text: "Ko sem bil mlajši, sem bil bolj punk od tebe. Dreadi do tal!",
emotion: 'nostalgic',
animation: 'portrait_bounce'
}
]
};
/**
* DIALOGUE ANIMATION CONTROLLER
*/
export class SmetarDialogueController {
constructor(scene) {
this.scene = scene;
this.cinematicVoice = scene.cinematicVoice; // CinematicVoiceSystem
this.currentDialogue = null;
}
/**
* Play dialogue sequence with animations
*/
async playDialogue(dialogueKey) {
const dialogue = SmetarDialogues[dialogueKey];
if (!dialogue) return;
this.currentDialogue = dialogue;
// Single line dialogue
if (dialogue.speaker) {
await this.playLine(dialogue);
}
// Multi-line sequence
else if (dialogue.lines) {
for (const line of dialogue.lines) {
await this.playLine(line);
await this.wait(500); // Brief pause between lines
}
}
// Handle outcomes/rewards
if (dialogue.reward) {
this.awardReward(dialogue.reward);
}
if (dialogue.trigger_after) {
this.scene.events.emit(dialogue.trigger_after);
}
}
/**
* Play single dialogue line with full effects
*/
async playLine(line) {
const speaker = line.speaker;
// Show portrait with bounce animation
this.showPortrait(speaker, line.animation);
// Start sound layers
this.startSoundLayers(line.soundLayers);
// Create dialogue box
const dialogueBox = this.createDialogueBox(speaker, line.text);
// Typewriter effect with voice sync
await this.typewriterEffect(dialogueBox, line.text, line.typewriterSpeed);
// Voice synthesis
if (this.cinematicVoice) {
await this.cinematicVoice.speak(
line.text,
speaker,
line.emotion,
{
typewriterElement: dialogueBox.textElement,
ambient: line.soundLayers.includes('wind_ambient') ? 'wind_ruins' : null
}
);
}
// VFX if specified
if (line.vfx) {
this.scene.events.emit('vfx:trigger', line.vfx);
}
// Wait for player to dismiss
await this.waitForDismiss();
// Hide dialogue
this.hideDialogue(dialogueBox);
this.hidePortrait(speaker);
}
/**
* Portrait bounce animation (Style 32)
*/
showPortrait(speaker, animationType) {
const portrait = this.scene.add.sprite(150, 500, `portrait_${speaker}`);
portrait.setDepth(100);
portrait.setAlpha(0);
// Fade in
this.scene.tweens.add({
targets: portrait,
alpha: 1,
duration: 300,
ease: 'Sine.easeIn'
});
// Bounce animation
if (animationType === 'portrait_bounce') {
this.scene.tweens.add({
targets: portrait,
y: '+=10',
duration: 600,
yoyo: true,
repeat: -1,
ease: 'Sine.easeInOut'
});
} else if (animationType === 'portrait_bounce_slow') {
this.scene.tweens.add({
targets: portrait,
y: '+=15',
duration: 1000,
yoyo: true,
repeat: -1,
ease: 'Sine.easeInOut'
});
}
this.currentPortrait = portrait;
}
hidePortrait(speaker) {
if (this.currentPortrait) {
this.scene.tweens.add({
targets: this.currentPortrait,
alpha: 0,
duration: 300,
onComplete: () => this.currentPortrait.destroy()
});
}
}
/**
* Start ambient sound layers
*/
startSoundLayers(layers) {
if (!layers) return;
layers.forEach(soundKey => {
if (this.scene.sound && this.scene.sound.get(soundKey)) {
this.scene.sound.play(soundKey, { volume: 0.3, loop: soundKey.includes('ambient') });
}
});
}
/**
* Typewriter effect
*/
async typewriterEffect(dialogueBox, text, speed) {
const textElement = dialogueBox.textElement;
textElement.setText('');
for (let i = 0; i < text.length; i++) {
textElement.setText(text.substring(0, i + 1));
await this.wait(speed);
}
}
createDialogueBox(speaker, text) {
// Placeholder - real implementation would create Phaser graphics
return {
textElement: this.scene.add.text(200, 550, '', {
fontSize: '18px',
color: '#FFFFFF',
wordWrap: { width: 600 }
}).setDepth(101)
};
}
hideDialogue(dialogueBox) {
if (dialogueBox && dialogueBox.textElement) {
dialogueBox.textElement.destroy();
}
}
awardReward(reward) {
if (reward.type === 'rare_gift' || reward.type === 'legendary_gift') {
this.scene.zombieEconomy.awardRareGift(reward.item);
}
if (reward.vfx) {
this.scene.events.emit('vfx:trigger', reward.vfx);
}
}
wait(ms) {
return new Promise(resolve => setTimeout(resolve, ms));
}
async waitForDismiss() {
// Wait for spacebar or click
return new Promise(resolve => {
const handler = () => {
this.scene.input.keyboard.off('keydown-SPACE', handler);
resolve();
};
this.scene.input.keyboard.on('keydown-SPACE', handler);
});
}
}