farma updejt
This commit is contained in:
@@ -131,9 +131,10 @@ class GameScene extends Phaser.Scene {
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this.player = new Player(this, 50, 50, this.terrainOffsetX, this.terrainOffsetY);
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// Dodaj 3 NPCje (Mixed)
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// Dodaj 3 NPCje (Mixed) - Removed zombie
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console.log('🧟 Initializing NPCs...');
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const npcTypes = ['zombie', 'villager', 'merchant'];
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for (let i = 0; i < 3; i++) {
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const npcTypes = ['villager', 'merchant'];
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for (let i = 0; i < npcTypes.length; i++) {
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const randomX = Phaser.Math.Between(40, 60); // Closer to center
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const randomY = Phaser.Math.Between(40, 60);
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console.log(`👤 Spawning NPC type: ${npcTypes[i]} at (${randomX}, ${randomY})`);
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@@ -141,13 +142,15 @@ class GameScene extends Phaser.Scene {
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this.npcs.push(npc);
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}
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// Dodaj 10 dodatnih Zombijev!
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// Dodaj 10 dodatnih Zombijev! - REMOVED BY REQUEST
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/*
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for (let i = 0; i < 10; i++) {
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const randomX = Phaser.Math.Between(10, 90);
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const randomY = Phaser.Math.Between(10, 90);
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const zombie = new NPC(this, randomX, randomY, this.terrainOffsetX, this.terrainOffsetY, 'zombie');
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this.npcs.push(zombie);
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}
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*/
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// ELITE ZOMBIES v City območju (65,65 ± 15)
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console.log('👹 Spawning ELITE ZOMBIES in City...');
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@@ -223,6 +226,9 @@ class GameScene extends Phaser.Scene {
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.setScrollFactor(0).setDepth(10000);
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console.log('✅ GameScene ready - FAZA 20 (Full Features)!');
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// Start Engine
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this.Antigravity_Start();
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}
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setupCamera() {
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@@ -512,6 +518,20 @@ class GameScene extends Phaser.Scene {
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// ANTIGRAVITY ENGINE UPDATE
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// ========================================================
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Antigravity_Start() {
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console.log('🚀 Starting Antigravity Engine...');
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if (window.Antigravity) {
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// Camera Setup
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if (this.player && this.player.sprite) {
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window.Antigravity.Camera.follow(this, this.player.sprite);
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}
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// ZOOM SETUP - 0.75 za "Open World" pregled
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window.Antigravity.Camera.setZoom(this, 0.75);
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}
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}
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Antigravity_Update(delta) {
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// Globalni update klic
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if (window.Antigravity) {
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@@ -15,7 +15,8 @@ class UIScene extends Phaser.Scene {
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this.overlayGraphics = this.add.graphics();
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this.overlayGraphics.setDepth(-1000); // Behind UI elements
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this.createStatusBars();
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this.drawUI();
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this.createInventoryBar();
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this.createGoldDisplay();
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this.createVirtualJoystick();
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@@ -176,36 +177,37 @@ class UIScene extends Phaser.Scene {
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}
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}
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createStatusBars() {
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drawUI() {
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const x = 20;
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const y = 20;
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const width = 200;
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const height = 20;
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const width = 150; // Zmanjšana širina (300 -> 150)
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const height = 15; // Zmanjšana višina (30 -> 15)
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const padding = 10;
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// Style
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const boxStyle = {
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fillStyle: { color: 0x000000, alpha: 0.5 },
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lineStyle: { width: 2, color: 0xffffff, alpha: 0.8 }
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};
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// 1. Health Bar
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this.add.text(x, y - 5, 'HP', { fontSize: '12px', fontFamily: 'Courier New', fill: '#ffffff' });
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this.healthBar = this.createBar(x + 30, y, width, height, 0xff0000);
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this.setBarValue(this.healthBar, 100);
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this.healthBar = this.drawBar(x, y, width, height, 0xff0000, 100, 'HP');
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// 2. Hunger Bar
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this.add.text(x, y + height + padding - 5, 'HUN', { fontSize: '12px', fontFamily: 'Courier New', fill: '#ffffff' });
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this.hungerBar = this.createBar(x + 30, y + height + padding, width, height, 0xff8800);
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this.setBarValue(this.hungerBar, 80);
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this.hungerBar = this.drawBar(x, y + height + padding, width, height, 0xff8800, 80, 'HUN');
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// 3. Thirst Bar
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this.add.text(x, y + (height + padding) * 2 - 5, 'H2O', { fontSize: '12px', fontFamily: 'Courier New', fill: '#ffffff' });
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this.thirstBar = this.createBar(x + 30, y + (height + padding) * 2, width, height, 0x0088ff);
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this.setBarValue(this.thirstBar, 90);
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this.thirstBar = this.drawBar(x, y + (height + padding) * 2, width, height, 0x0088ff, 90, 'H2O');
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// 4. XP Bar
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this.XPBar = this.drawBar(x, y + (height + padding) * 3, width, height, 0xFFD700, 0, 'XP');
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// 5. Level Display
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this.LevelDisplay = this.add.text(x, y + (height + padding) * 4, 'LV: 1', {
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fontSize: '18px', fontFamily: 'Courier New', fill: '#FFD700', fontStyle: 'bold'
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});
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}
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createBar(x, y, width, height, color) {
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drawBar(x, y, width, height, color, initialPercent = 100, label = '') {
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// Label
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if (label) {
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this.add.text(x, y - 12, label, { fontSize: '12px', fontFamily: 'Courier New', fill: '#ffffff' });
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}
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// Background
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const bg = this.add.graphics();
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bg.fillStyle(0x000000, 0.5);
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@@ -215,8 +217,11 @@ class UIScene extends Phaser.Scene {
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// Fill
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const fill = this.add.graphics();
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// Initial draw
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fill.fillStyle(color, 1);
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fill.fillRect(x + 2, y + 2, width - 4, height - 4);
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const maxWidth = width - 4;
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const currentWidth = (maxWidth * initialPercent) / 100;
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fill.fillRect(x + 2, y + 2, currentWidth, height - 4);
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return { bg, fill, x, y, width, height, color };
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}
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@@ -43,6 +43,84 @@ window.Antigravity = {
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}
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},
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Camera: {
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/**
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* Nastavi kamero, da sledi tarči
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* @param {Phaser.Scene} scene
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* @param {Phaser.GameObjects.GameObject} target
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*/
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follow: function (scene, target) {
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if (scene.cameras && scene.cameras.main && target) {
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// Uporabimo lerp za gladko sledenje (0.1, 0.1)
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scene.cameras.main.startFollow(target, true, 0.1, 0.1);
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console.log('📷 Antigravity Camera: Following target');
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}
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},
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/**
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* Nastavi zoom stopnjo kamere
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* @param {Phaser.Scene} scene
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* @param {number} zoomLevel
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*/
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setZoom: function (scene, zoomLevel) {
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if (scene.cameras && scene.cameras.main) {
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scene.cameras.main.setZoom(zoomLevel);
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console.log(`🔍 Antigravity Camera: Zoom set to ${zoomLevel}`);
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}
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}
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},
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UI: {
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showMessage: function (scene, message, color = '#ffffff') {
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if (scene.events && scene.player) {
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scene.events.emit('show-floating-text', {
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x: scene.player.x,
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y: scene.player.y - 60,
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text: message,
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color: color
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});
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}
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},
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setText: function (scene, elementId, text) {
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const ui = scene.scene.get('UIScene');
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if (ui && ui[elementId]) {
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ui[elementId].setText(text);
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}
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},
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setBarValue: function (scene, elementId, percent) {
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const ui = scene.scene.get('UIScene');
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if (ui && ui[elementId] && ui.setBarValue) {
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ui.setBarValue(ui[elementId], percent);
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}
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},
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drawRectangle: function (scene, x, y, width, height, color = 0xffffff, alpha = 1, isHUD = false) {
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const rect = scene.add.rectangle(x, y, width, height, color, alpha);
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if (isHUD) {
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rect.setScrollFactor(0);
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rect.setOrigin(0, 0);
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rect.setDepth(10000);
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}
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return rect;
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},
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strokeRectangle: function (scene, x, y, width, height, color = 0xffffff, thickness = 2, isHUD = false) {
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const g = scene.add.graphics();
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g.lineStyle(thickness, color, 1);
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if (isHUD) {
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g.strokeRect(x, y, width, height);
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g.setScrollFactor(0);
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g.setDepth(10000);
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} else {
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g.strokeRect(x - width / 2, y - height / 2, width, height);
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}
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return g;
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}
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},
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/**
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* Glavni update loop za Engine
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* @param {Phaser.Scene} scene
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@@ -1,10 +1,30 @@
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const CROP_DATA = {
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'wheat': {
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name: 'Wheat',
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seedItem: 'seeds_wheat',
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harvestItem: 'wheat',
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stages: 4,
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growthTime: 10, // Seconds per stage (Total 30s)
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regrow: false,
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color: 0xffdd00
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},
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'corn': {
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name: 'Corn',
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seedItem: 'seeds_corn',
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harvestItem: 'corn',
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stages: 4,
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growthTime: 15, // Slower (Total 45s)
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regrow: true, // Corn regrows!
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regrowStage: 2, // Goes back to stage 2
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color: 0xffaa00
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}
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};
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class FarmingSystem {
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constructor(scene) {
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this.scene = scene;
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this.growthTimer = 0;
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this.growthTickRate = 5000; // Check growth every 5 seconds (real time)
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// Or better: based on TimeSystem days?
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// For fast testing: rapid growth.
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this.growthTickRate = 1000;
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}
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// Called by InteractionSystem
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@@ -14,40 +34,45 @@ class FarmingSystem {
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if (!tile) return false;
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// 1. HARVEST (Right click or just click ripe crop?)
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// Let's say if it has crop and it is ripe, harvest it regardless of tool.
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// 1. HARVEST
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if (tile.hasCrop) {
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const crop = terrain.cropsMap.get(`${gridX},${gridY}`);
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console.log('🌾 Check harvest:', crop);
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if (crop && crop.stage === 4) {
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if (crop && crop.stage === CROP_DATA[crop.type].stages) {
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this.harvest(gridX, gridY);
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return true;
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}
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}
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// 2. TILLING (Requires Hoe)
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// 2. TILLING
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if (toolType === 'hoe') {
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const typeName = tile.type.name || tile.type;
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if (typeName.includes('grass') || typeName === 'dirt') {
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if (!tile.hasDecoration && !tile.hasCrop) {
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console.log('🚜 Tilling soil...');
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terrain.setTileType(gridX, gridY, 'farmland'); // This sets it to string 'farmland' usually? or object? Assuming method handles it.
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// Play sound
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terrain.setTileType(gridX, gridY, 'farmland');
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if (this.scene.soundManager) this.scene.soundManager.playDig();
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return true;
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}
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}
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}
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// 3. PLANTING (Requires Seeds)
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if (toolType === 'seeds') {
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// 3. PLANTING
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// Check if tool is a seed
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const isSeed = toolType.startsWith('seeds_') || toolType === 'seeds';
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if (isSeed) {
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const typeName = tile.type.name || tile.type;
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if (typeName === 'farmland' && !tile.hasCrop && !tile.hasDecoration) {
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console.log('🌱 Planting seeds...');
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this.plant(gridX, gridY);
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// Determine crop type from seed name
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// "seeds_corn" -> "corn", "seeds" -> "wheat" (default)
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let cropType = 'wheat';
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if (toolType === 'seeds_corn') cropType = 'corn';
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if (toolType === 'seeds_wheat') cropType = 'wheat';
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// Remove 1 seed from inventory
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this.plant(gridX, gridY, cropType);
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// Consumption
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if (this.scene.inventorySystem) {
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this.scene.inventorySystem.removeItem('seeds', 1);
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this.scene.inventorySystem.removeItem(toolType, 1);
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}
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return true;
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}
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@@ -56,57 +81,72 @@ class FarmingSystem {
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return false;
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}
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plant(x, y) {
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plant(x, y, type = 'wheat') {
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const terrain = this.scene.terrainSystem;
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const data = CROP_DATA[type];
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const cropData = {
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gridX: x,
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gridY: y,
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stage: 1, // Seeds
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type: 'wheat', // Default for now
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stage: 1,
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type: type,
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timer: 0,
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maxTime: 10 // Seconds per stage?
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maxTime: data.growthTime
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};
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terrain.addCrop(x, y, cropData);
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// Plant Sound
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if (this.scene.soundManager) {
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this.scene.soundManager.playPlant();
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}
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// Quest Tracking
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if (this.scene.questSystem) this.scene.questSystem.trackAction('plant');
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console.log(`🌱 Planted ${type} at ${x},${y}`);
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}
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harvest(x, y) {
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const terrain = this.scene.terrainSystem;
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console.log('🌾 Harvesting!');
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const crop = terrain.cropsMap.get(`${x},${y}`);
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if (!crop) return;
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// Harvest Sound
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const data = CROP_DATA[crop.type];
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// Sound
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if (this.scene.soundManager) {
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this.scene.soundManager.playHarvest();
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}
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// Spawn loot
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// Loot
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if (this.scene.interactionSystem) {
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this.scene.interactionSystem.spawnLoot(x, y, 'wheat');
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this.scene.interactionSystem.spawnLoot(x, y, 'seeds'); // Return seeds
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// 50% chance for extra seeds
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if (Math.random() > 0.5) this.scene.interactionSystem.spawnLoot(x, y, 'seeds');
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this.scene.interactionSystem.spawnLoot(x, y, data.harvestItem, 1);
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// Chance for seeds
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if (Math.random() > 0.4) {
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this.scene.interactionSystem.spawnLoot(x, y, data.seedItem, 1);
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}
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// Extra harvest chance
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if (Math.random() > 0.5) {
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this.scene.interactionSystem.spawnLoot(x, y, data.harvestItem, 1);
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}
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// XP Gain
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if (this.scene.statsSystem) {
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this.scene.statsSystem.addXP(data.harvestItem === 'corn' ? 15 : 10);
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}
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}
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// Remove crop
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terrain.removeCrop(x, y);
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// Revert to dirt? Or keep farmland? Usually keeps farmland.
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// Regrow or Destroy
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if (data.regrow) {
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crop.stage = data.regrowStage;
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crop.timer = 0;
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terrain.updateCropVisual(x, y, crop.stage);
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console.log(`🔄 ${crop.type} regrowing...`);
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} else {
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terrain.removeCrop(x, y);
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}
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}
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update(delta) {
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// Growth Logic
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// Iterate all crops? Expensive?
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// Better: Random tick like Minecraft or list iteration.
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// Since we have cropsMap, iteration is easy.
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// Only run every 1 second (1000ms) to save PERF
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this.growthTimer += delta;
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if (this.growthTimer < 1000) return;
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const secondsPassed = this.growthTimer / 1000;
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@@ -116,20 +156,15 @@ class FarmingSystem {
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if (!terrain) return;
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for (const [key, crop] of terrain.cropsMap) {
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if (crop.stage < 4) {
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const data = CROP_DATA[crop.type];
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if (!data) continue;
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if (crop.stage < data.stages) {
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crop.timer += secondsPassed;
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// Growth thresholds (fast for testing)
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// Stage 1 -> 2: 5s
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// Stage 2 -> 3: 10s
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// Stage 3 -> 4: 15s
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const needed = 5;
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if (crop.timer >= needed) {
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if (crop.timer >= data.growthTime) {
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crop.stage++;
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crop.timer = 0;
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terrain.updateCropVisual(crop.gridX, crop.gridY, crop.stage);
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// Particle effect?
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}
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||||
}
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||||
}
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||||
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||||
@@ -209,6 +209,11 @@ class InteractionSystem {
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||||
}
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||||
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if (decor.hp <= 0) {
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||||
// XP REWARD (Requested by Logic)
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||||
if (this.scene.statsSystem) {
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this.scene.statsSystem.addXP(5);
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}
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||||
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const prevType = decor.type;
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||||
// Logic: If Tree (and not sapling), turn into Sapling immediately (Regrowth)
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||||
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||||
@@ -26,6 +26,8 @@ class SoundManager {
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||||
this.beepHarvest();
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||||
} else if (key === 'build') {
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||||
this.beepBuild();
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} else if (key === 'dig') {
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this.beepDig();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -297,10 +299,28 @@ class SoundManager {
|
||||
playHarvest() { this.playSFX('harvest'); }
|
||||
playBuild() { this.playSFX('build'); }
|
||||
playPickup() { this.playSFX('pickup'); }
|
||||
playDig() { this.playSFX('dig'); } // Dodano
|
||||
playAttack() { this.beepAttack(); }
|
||||
playHit() { this.beepHit(); }
|
||||
playFootstep() { this.beepFootstep(); }
|
||||
playDeath() { this.beepDeath(); }
|
||||
playRainSound() { this.startRainNoise(); }
|
||||
stopRainSound() { this.stopRainNoise(); }
|
||||
|
||||
beepDig() {
|
||||
if (!this.scene.sound.context) return;
|
||||
const ctx = this.scene.sound.context;
|
||||
const osc = ctx.createOscillator();
|
||||
const gain = ctx.createGain();
|
||||
osc.connect(gain);
|
||||
gain.connect(ctx.destination);
|
||||
// Low "thud" for dirt interaction
|
||||
osc.frequency.setValueAtTime(80, ctx.currentTime);
|
||||
osc.frequency.exponentialRampToValueAtTime(10, ctx.currentTime + 0.15);
|
||||
osc.type = 'triangle';
|
||||
gain.gain.setValueAtTime(0.2, ctx.currentTime);
|
||||
gain.gain.exponentialRampToValueAtTime(0.01, ctx.currentTime + 0.15);
|
||||
osc.start();
|
||||
osc.stop(ctx.currentTime + 0.15);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,7 +1,18 @@
|
||||
// ========================================================
|
||||
// KONSTANTE IN IGRALČEVI PODATKI
|
||||
// ========================================================
|
||||
const XP_REQUIRED_BASE = 100; // Osnovni XP, potrebni za LVL 2
|
||||
const XP_GROWTH_FACTOR = 1.5; // Za vsak LVL potrebujete 1.5x več XP
|
||||
|
||||
class StatsSystem {
|
||||
constructor(scene) {
|
||||
this.scene = scene;
|
||||
|
||||
// Leveling System
|
||||
this.currentLevel = 1;
|
||||
this.currentXP = 0;
|
||||
this.xpToNextLevel = XP_REQUIRED_BASE;
|
||||
|
||||
// Stats
|
||||
this.health = 100;
|
||||
this.maxHealth = 100;
|
||||
@@ -130,6 +141,18 @@ class StatsSystem {
|
||||
if (uiScene.hungerBar) uiScene.setBarValue(uiScene.hungerBar, this.hunger);
|
||||
if (uiScene.thirstBar) uiScene.setBarValue(uiScene.thirstBar, this.thirst);
|
||||
}
|
||||
this.updateLevelUI();
|
||||
}
|
||||
|
||||
updateLevelUI() {
|
||||
const xpPercent = (this.currentXP / this.xpToNextLevel) * 100;
|
||||
const levelText = `LV: ${this.currentLevel}`;
|
||||
|
||||
// Uporaba Antigravity Engine UI klicev, kot zahtevano
|
||||
if (window.Antigravity && window.Antigravity.UI) {
|
||||
window.Antigravity.UI.setText(this.scene, 'LevelDisplay', levelText);
|
||||
window.Antigravity.UI.setBarValue(this.scene, 'XPBar', xpPercent);
|
||||
}
|
||||
}
|
||||
|
||||
// Friendship System
|
||||
@@ -149,4 +172,49 @@ class StatsSystem {
|
||||
this.friendship[npcType] = amount;
|
||||
}
|
||||
}
|
||||
|
||||
// ========================================================
|
||||
// LEVELING SYSTEM
|
||||
// ========================================================
|
||||
|
||||
addXP(amount) {
|
||||
this.currentXP += amount;
|
||||
|
||||
// 1. Preverimo, ali je igralec pripravljen za Level Up
|
||||
while (this.currentXP >= this.xpToNextLevel) {
|
||||
this.levelUp();
|
||||
}
|
||||
|
||||
this.updateUI();
|
||||
}
|
||||
|
||||
levelUp() {
|
||||
// Povečamo Level
|
||||
this.currentLevel++;
|
||||
|
||||
// Izračunamo nov XP prag
|
||||
this.xpToNextLevel = Math.floor(this.xpToNextLevel * XP_GROWTH_FACTOR);
|
||||
|
||||
// Preostanek XP prenesemo v nov Level
|
||||
this.currentXP = this.currentXP - (this.xpToNextLevel / XP_GROWTH_FACTOR);
|
||||
|
||||
// Bonus Stats
|
||||
this.maxHealth += 10;
|
||||
this.health = this.maxHealth;
|
||||
this.maxHunger += 5;
|
||||
this.maxThirst += 5;
|
||||
this.hunger = this.maxHunger;
|
||||
this.thirst = this.maxThirst;
|
||||
|
||||
// Vizualni učinek / Prikaz sporočila
|
||||
console.log(`🎉 LEVEL UP! Dosežen level ${this.currentLevel}!`);
|
||||
|
||||
if (window.Antigravity && window.Antigravity.UI) {
|
||||
window.Antigravity.UI.showMessage(
|
||||
this.scene,
|
||||
`LEVEL UP! Dosežen level ${this.currentLevel}!`,
|
||||
'#FFD700'
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -279,10 +279,10 @@ class TerrainSystem {
|
||||
};
|
||||
|
||||
// Place Trees dynamically during generation
|
||||
this.placeTree(x, y, terrainType.name);
|
||||
// this.placeTree(x, y, terrainType.name);
|
||||
|
||||
// Place Rocks dynamically
|
||||
this.placeRock(x, y, terrainType.name);
|
||||
// this.placeRock(x, y, terrainType.name);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -699,7 +699,18 @@ class TerrainSystem {
|
||||
const sprite = this.cropPool.get();
|
||||
const screenPos = this.iso.toScreen(x, y);
|
||||
sprite.setPosition(Math.round(screenPos.x + this.offsetX), Math.round(screenPos.y + this.offsetY - voxelOffset));
|
||||
sprite.setTexture(`crop_stage_${crop.stage}`);
|
||||
|
||||
const cropType = crop.type || 'wheat';
|
||||
// Če je wheat, uporabimo 'crop_stage_' za nazaj združljivost s TextureGeneratorjem?
|
||||
// TextureGenerator dela 'crop_stage_X'.
|
||||
// Če dodam 'wheat_stage_X', moram posodobiti TextureGenerator.
|
||||
// Za zdaj:
|
||||
let textureKey = `crop_stage_${crop.stage}`;
|
||||
if (cropType === 'corn') textureKey = `corn_stage_${crop.stage}`;
|
||||
if (cropType === 'wheat' && this.scene.textures.exists('wheat_stage_1')) textureKey = `wheat_stage_${crop.stage}`;
|
||||
|
||||
sprite.setTexture(textureKey);
|
||||
|
||||
sprite.setOrigin(0.5, 1);
|
||||
// Layer Objects (da igralec hodi okoli njih)
|
||||
sprite.setDepth(this.iso.getDepth(x, y, this.iso.LAYER_OBJECTS));
|
||||
|
||||
@@ -384,36 +384,138 @@ class TextureGenerator {
|
||||
}
|
||||
|
||||
static createToolSprites(scene) {
|
||||
// Placeholder tool generation
|
||||
// --- REALISTIC TOOLS (Procedural Generation) ---
|
||||
|
||||
// 1. AXE (Sekira)
|
||||
if (!scene.textures.exists('item_axe')) {
|
||||
const c = scene.textures.createCanvas('item_axe', 32, 32);
|
||||
const x = c.getContext();
|
||||
x.fillStyle = 'brown'; x.fillRect(14, 10, 4, 18);
|
||||
x.fillStyle = 'gray'; x.fillRect(12, 10, 8, 6);
|
||||
const ctx = c.getContext();
|
||||
ctx.clearRect(0, 0, 32, 32);
|
||||
|
||||
// Handle (Wood)
|
||||
ctx.fillStyle = '#8B4513';
|
||||
ctx.fillRect(14, 12, 4, 18);
|
||||
|
||||
// Head (Metal)
|
||||
ctx.fillStyle = '#708090'; // SlateGray
|
||||
ctx.beginPath();
|
||||
ctx.moveTo(16, 12);
|
||||
ctx.lineTo(24, 6); // Top edge
|
||||
ctx.lineTo(24, 18); // Bottom edge
|
||||
ctx.lineTo(16, 14); // Back to handle
|
||||
ctx.fill();
|
||||
|
||||
// Edge (Sharp)
|
||||
ctx.fillStyle = '#C0C0C0'; // Silver
|
||||
ctx.fillRect(23, 6, 2, 12);
|
||||
|
||||
c.refresh();
|
||||
}
|
||||
|
||||
// 2. PICKAXE (Kramp)
|
||||
if (!scene.textures.exists('item_pickaxe')) {
|
||||
const c = scene.textures.createCanvas('item_pickaxe', 32, 32);
|
||||
const x = c.getContext();
|
||||
x.fillStyle = 'brown'; x.fillRect(14, 10, 4, 18);
|
||||
x.fillStyle = 'gray'; x.fillRect(8, 12, 16, 4);
|
||||
const ctx = c.getContext();
|
||||
ctx.clearRect(0, 0, 32, 32);
|
||||
|
||||
// Handle
|
||||
ctx.fillStyle = '#8B4513';
|
||||
ctx.fillRect(14, 10, 4, 20);
|
||||
|
||||
// Head (Curved Metal)
|
||||
ctx.fillStyle = '#696969'; // DimGray
|
||||
ctx.beginPath();
|
||||
ctx.moveTo(6, 14); // Left tip
|
||||
ctx.quadraticCurveTo(16, 4, 26, 14); // Curve over handle
|
||||
ctx.lineTo(26, 16);
|
||||
ctx.quadraticCurveTo(16, 8, 6, 16);
|
||||
ctx.fill();
|
||||
|
||||
// Tips
|
||||
ctx.fillStyle = '#DCDCDC';
|
||||
ctx.fillRect(5, 14, 2, 2);
|
||||
ctx.fillRect(25, 14, 2, 2);
|
||||
|
||||
c.refresh();
|
||||
}
|
||||
|
||||
// 3. HOE (Motika)
|
||||
if (!scene.textures.exists('item_hoe')) {
|
||||
const c = scene.textures.createCanvas('item_hoe', 32, 32);
|
||||
const x = c.getContext();
|
||||
x.fillStyle = 'brown'; x.fillRect(14, 10, 4, 18); // Ročaj
|
||||
x.fillStyle = 'gray';
|
||||
x.fillRect(10, 8, 12, 4); // Rezilo motike
|
||||
const ctx = c.getContext();
|
||||
ctx.clearRect(0, 0, 32, 32);
|
||||
|
||||
// Handle
|
||||
ctx.fillStyle = '#8B4513';
|
||||
ctx.fillRect(14, 6, 4, 24);
|
||||
|
||||
// Head
|
||||
ctx.fillStyle = '#778899'; // LightSlateGray
|
||||
ctx.fillRect(12, 6, 10, 4); // Top bar
|
||||
ctx.fillRect(12, 6, 4, 8); // Blade down
|
||||
|
||||
// Blade Edge
|
||||
ctx.fillStyle = '#C0C0C0';
|
||||
ctx.fillRect(12, 12, 4, 2);
|
||||
|
||||
c.refresh();
|
||||
}
|
||||
|
||||
// 4. SWORD (Meč)
|
||||
if (!scene.textures.exists('item_sword')) {
|
||||
const c = scene.textures.createCanvas('item_sword', 32, 32);
|
||||
const x = c.getContext();
|
||||
x.fillStyle = 'brown'; x.fillRect(14, 10, 4, 14); // Ročaj
|
||||
x.fillStyle = 'gray';
|
||||
x.fillRect(12, 8, 8, 12); // Rezilo meča
|
||||
x.fillStyle = 'gold'; x.fillRect(14, 21, 4, 2); // Guard
|
||||
const ctx = c.getContext();
|
||||
ctx.clearRect(0, 0, 32, 32);
|
||||
|
||||
// Handle
|
||||
ctx.fillStyle = '#8B4513';
|
||||
ctx.fillRect(15, 24, 2, 6);
|
||||
// Pommel
|
||||
ctx.fillStyle = '#FFD700'; // Gold
|
||||
ctx.fillRect(14, 29, 4, 2);
|
||||
|
||||
// Guard
|
||||
ctx.fillStyle = '#FFD700';
|
||||
ctx.fillRect(11, 22, 10, 2);
|
||||
|
||||
// Blade
|
||||
ctx.fillStyle = '#C0C0C0'; // Silver
|
||||
ctx.fillRect(14, 4, 4, 18);
|
||||
|
||||
// Blood Groove / Shine
|
||||
ctx.fillStyle = '#F0F8FF'; // AliceBlue
|
||||
ctx.fillRect(15, 4, 2, 18);
|
||||
|
||||
c.refresh();
|
||||
}
|
||||
|
||||
// 5. WATERING CAN (Zalivalka)
|
||||
if (!scene.textures.exists('item_watering_can')) {
|
||||
const c = scene.textures.createCanvas('item_watering_can', 32, 32);
|
||||
const ctx = c.getContext();
|
||||
ctx.clearRect(0, 0, 32, 32);
|
||||
|
||||
// Body
|
||||
ctx.fillStyle = '#A9A9A9'; // DarkGray
|
||||
ctx.fillRect(8, 12, 16, 14);
|
||||
|
||||
// Handle
|
||||
ctx.strokeStyle = '#696969';
|
||||
ctx.lineWidth = 2;
|
||||
ctx.beginPath();
|
||||
ctx.moveTo(8, 14);
|
||||
ctx.quadraticCurveTo(4, 10, 8, 6);
|
||||
ctx.lineTo(20, 6);
|
||||
ctx.stroke();
|
||||
|
||||
// Spout
|
||||
ctx.fillStyle = '#A9A9A9';
|
||||
ctx.beginPath();
|
||||
ctx.moveTo(24, 16);
|
||||
ctx.lineTo(30, 10);
|
||||
ctx.lineTo(28, 20);
|
||||
ctx.fill();
|
||||
|
||||
c.refresh();
|
||||
}
|
||||
}
|
||||
@@ -425,6 +527,8 @@ class TextureGenerator {
|
||||
{ name: 'stone', color: '#808080' }, // Siva
|
||||
{ name: 'seeds', color: '#90EE90' }, // Svetlo zelena
|
||||
{ name: 'wheat', color: '#FFD700' }, // Zlata
|
||||
{ name: 'corn', color: '#FFD700' }, // Zlata (Corn)
|
||||
{ name: 'seeds_corn', color: '#B22222' },// FireBrick seeds
|
||||
{ name: 'item_bone', color: '#F5F5DC' }, // Beige
|
||||
{ name: 'item_scrap', color: '#B87333' }, // Copper/Bronze (kovinski kos)
|
||||
{ name: 'item_chip', color: '#00CED1' } // DarkTurquoise (elektronski chip)
|
||||
@@ -464,6 +568,41 @@ class TextureGenerator {
|
||||
canvas.refresh();
|
||||
}
|
||||
|
||||
static createCornSprites(scene) {
|
||||
for (let i = 1; i <= 4; i++) {
|
||||
const key = `corn_stage_${i}`;
|
||||
if (scene.textures.exists(key)) continue;
|
||||
|
||||
// Corn is taller
|
||||
const canvas = scene.textures.createCanvas(key, 32, 64);
|
||||
const ctx = canvas.getContext();
|
||||
ctx.clearRect(0, 0, 32, 64);
|
||||
|
||||
const startY = 64;
|
||||
|
||||
// Stalk
|
||||
ctx.fillStyle = '#556B2F'; // DarkOliveGreen
|
||||
const height = 10 + (i * 10);
|
||||
ctx.fillRect(14, startY - height, 4, height);
|
||||
|
||||
// Leaves
|
||||
ctx.fillStyle = '#32CD32'; // LimeGreen
|
||||
if (i >= 2) {
|
||||
ctx.beginPath(); ctx.ellipse(10, startY - height + 10, 8, 3, 0.5, 0, Math.PI * 2); ctx.fill();
|
||||
ctx.beginPath(); ctx.ellipse(22, startY - height + 15, 8, 3, -0.5, 0, Math.PI * 2); ctx.fill();
|
||||
}
|
||||
|
||||
// Cobs (Only stage 4)
|
||||
if (i === 4) {
|
||||
ctx.fillStyle = '#FFD700'; // Gold
|
||||
ctx.fillRect(12, startY - height + 20, 4, 8);
|
||||
ctx.fillRect(18, startY - height + 25, 4, 8);
|
||||
}
|
||||
|
||||
canvas.refresh();
|
||||
}
|
||||
}
|
||||
|
||||
// Helper to generate ALL textures at once
|
||||
generateAll() {
|
||||
TextureGenerator.createPlayerSprite(this.scene);
|
||||
@@ -473,15 +612,17 @@ class TextureGenerator {
|
||||
|
||||
TextureGenerator.createFlowerSprite(this.scene);
|
||||
TextureGenerator.createBushSprite(this.scene);
|
||||
TextureGenerator.createSaplingSprite(this.scene, 'tree_sapling'); // Dodano
|
||||
TextureGenerator.createTreeSprite(this.scene); // Volumetric
|
||||
TextureGenerator.createRockSprite(this.scene); // Volumetric
|
||||
TextureGenerator.createSaplingSprite(this.scene, 'tree_sapling');
|
||||
TextureGenerator.createTreeSprite(this.scene);
|
||||
TextureGenerator.createRockSprite(this.scene);
|
||||
TextureGenerator.createCloudSprite(this.scene);
|
||||
|
||||
// Crops
|
||||
TextureGenerator.createCropSprite(this.scene, 'crop_stage_1', 1);
|
||||
TextureGenerator.createCropSprite(this.scene, 'crop_stage_2', 2);
|
||||
TextureGenerator.createCropSprite(this.scene, 'crop_stage_3', 3);
|
||||
TextureGenerator.createCropSprite(this.scene, 'crop_stage_4', 4);
|
||||
TextureGenerator.createCropSprite(this.scene, 'crop_stage_5', 5);
|
||||
TextureGenerator.createCornSprites(this.scene); // Added Corn
|
||||
|
||||
TextureGenerator.createGravestoneSprite(this.scene);
|
||||
TextureGenerator.createToolSprites(this.scene);
|
||||
|
||||
Reference in New Issue
Block a user