farma updejt

This commit is contained in:
2025-12-08 01:39:39 +01:00
parent 9c61c3b56d
commit e49f567831
12 changed files with 596 additions and 99 deletions

View File

@@ -43,6 +43,84 @@ window.Antigravity = {
}
},
Camera: {
/**
* Nastavi kamero, da sledi tarči
* @param {Phaser.Scene} scene
* @param {Phaser.GameObjects.GameObject} target
*/
follow: function (scene, target) {
if (scene.cameras && scene.cameras.main && target) {
// Uporabimo lerp za gladko sledenje (0.1, 0.1)
scene.cameras.main.startFollow(target, true, 0.1, 0.1);
console.log('📷 Antigravity Camera: Following target');
}
},
/**
* Nastavi zoom stopnjo kamere
* @param {Phaser.Scene} scene
* @param {number} zoomLevel
*/
setZoom: function (scene, zoomLevel) {
if (scene.cameras && scene.cameras.main) {
scene.cameras.main.setZoom(zoomLevel);
console.log(`🔍 Antigravity Camera: Zoom set to ${zoomLevel}`);
}
}
},
UI: {
showMessage: function (scene, message, color = '#ffffff') {
if (scene.events && scene.player) {
scene.events.emit('show-floating-text', {
x: scene.player.x,
y: scene.player.y - 60,
text: message,
color: color
});
}
},
setText: function (scene, elementId, text) {
const ui = scene.scene.get('UIScene');
if (ui && ui[elementId]) {
ui[elementId].setText(text);
}
},
setBarValue: function (scene, elementId, percent) {
const ui = scene.scene.get('UIScene');
if (ui && ui[elementId] && ui.setBarValue) {
ui.setBarValue(ui[elementId], percent);
}
},
drawRectangle: function (scene, x, y, width, height, color = 0xffffff, alpha = 1, isHUD = false) {
const rect = scene.add.rectangle(x, y, width, height, color, alpha);
if (isHUD) {
rect.setScrollFactor(0);
rect.setOrigin(0, 0);
rect.setDepth(10000);
}
return rect;
},
strokeRectangle: function (scene, x, y, width, height, color = 0xffffff, thickness = 2, isHUD = false) {
const g = scene.add.graphics();
g.lineStyle(thickness, color, 1);
if (isHUD) {
g.strokeRect(x, y, width, height);
g.setScrollFactor(0);
g.setDepth(10000);
} else {
g.strokeRect(x - width / 2, y - height / 2, width, height);
}
return g;
}
},
/**
* Glavni update loop za Engine
* @param {Phaser.Scene} scene

View File

@@ -1,10 +1,30 @@
const CROP_DATA = {
'wheat': {
name: 'Wheat',
seedItem: 'seeds_wheat',
harvestItem: 'wheat',
stages: 4,
growthTime: 10, // Seconds per stage (Total 30s)
regrow: false,
color: 0xffdd00
},
'corn': {
name: 'Corn',
seedItem: 'seeds_corn',
harvestItem: 'corn',
stages: 4,
growthTime: 15, // Slower (Total 45s)
regrow: true, // Corn regrows!
regrowStage: 2, // Goes back to stage 2
color: 0xffaa00
}
};
class FarmingSystem {
constructor(scene) {
this.scene = scene;
this.growthTimer = 0;
this.growthTickRate = 5000; // Check growth every 5 seconds (real time)
// Or better: based on TimeSystem days?
// For fast testing: rapid growth.
this.growthTickRate = 1000;
}
// Called by InteractionSystem
@@ -14,40 +34,45 @@ class FarmingSystem {
if (!tile) return false;
// 1. HARVEST (Right click or just click ripe crop?)
// Let's say if it has crop and it is ripe, harvest it regardless of tool.
// 1. HARVEST
if (tile.hasCrop) {
const crop = terrain.cropsMap.get(`${gridX},${gridY}`);
console.log('🌾 Check harvest:', crop);
if (crop && crop.stage === 4) {
if (crop && crop.stage === CROP_DATA[crop.type].stages) {
this.harvest(gridX, gridY);
return true;
}
}
// 2. TILLING (Requires Hoe)
// 2. TILLING
if (toolType === 'hoe') {
const typeName = tile.type.name || tile.type;
if (typeName.includes('grass') || typeName === 'dirt') {
if (!tile.hasDecoration && !tile.hasCrop) {
console.log('🚜 Tilling soil...');
terrain.setTileType(gridX, gridY, 'farmland'); // This sets it to string 'farmland' usually? or object? Assuming method handles it.
// Play sound
terrain.setTileType(gridX, gridY, 'farmland');
if (this.scene.soundManager) this.scene.soundManager.playDig();
return true;
}
}
}
// 3. PLANTING (Requires Seeds)
if (toolType === 'seeds') {
// 3. PLANTING
// Check if tool is a seed
const isSeed = toolType.startsWith('seeds_') || toolType === 'seeds';
if (isSeed) {
const typeName = tile.type.name || tile.type;
if (typeName === 'farmland' && !tile.hasCrop && !tile.hasDecoration) {
console.log('🌱 Planting seeds...');
this.plant(gridX, gridY);
// Determine crop type from seed name
// "seeds_corn" -> "corn", "seeds" -> "wheat" (default)
let cropType = 'wheat';
if (toolType === 'seeds_corn') cropType = 'corn';
if (toolType === 'seeds_wheat') cropType = 'wheat';
// Remove 1 seed from inventory
this.plant(gridX, gridY, cropType);
// Consumption
if (this.scene.inventorySystem) {
this.scene.inventorySystem.removeItem('seeds', 1);
this.scene.inventorySystem.removeItem(toolType, 1);
}
return true;
}
@@ -56,57 +81,72 @@ class FarmingSystem {
return false;
}
plant(x, y) {
plant(x, y, type = 'wheat') {
const terrain = this.scene.terrainSystem;
const data = CROP_DATA[type];
const cropData = {
gridX: x,
gridY: y,
stage: 1, // Seeds
type: 'wheat', // Default for now
stage: 1,
type: type,
timer: 0,
maxTime: 10 // Seconds per stage?
maxTime: data.growthTime
};
terrain.addCrop(x, y, cropData);
// Plant Sound
if (this.scene.soundManager) {
this.scene.soundManager.playPlant();
}
// Quest Tracking
if (this.scene.questSystem) this.scene.questSystem.trackAction('plant');
console.log(`🌱 Planted ${type} at ${x},${y}`);
}
harvest(x, y) {
const terrain = this.scene.terrainSystem;
console.log('🌾 Harvesting!');
const crop = terrain.cropsMap.get(`${x},${y}`);
if (!crop) return;
// Harvest Sound
const data = CROP_DATA[crop.type];
// Sound
if (this.scene.soundManager) {
this.scene.soundManager.playHarvest();
}
// Spawn loot
// Loot
if (this.scene.interactionSystem) {
this.scene.interactionSystem.spawnLoot(x, y, 'wheat');
this.scene.interactionSystem.spawnLoot(x, y, 'seeds'); // Return seeds
// 50% chance for extra seeds
if (Math.random() > 0.5) this.scene.interactionSystem.spawnLoot(x, y, 'seeds');
this.scene.interactionSystem.spawnLoot(x, y, data.harvestItem, 1);
// Chance for seeds
if (Math.random() > 0.4) {
this.scene.interactionSystem.spawnLoot(x, y, data.seedItem, 1);
}
// Extra harvest chance
if (Math.random() > 0.5) {
this.scene.interactionSystem.spawnLoot(x, y, data.harvestItem, 1);
}
// XP Gain
if (this.scene.statsSystem) {
this.scene.statsSystem.addXP(data.harvestItem === 'corn' ? 15 : 10);
}
}
// Remove crop
terrain.removeCrop(x, y);
// Revert to dirt? Or keep farmland? Usually keeps farmland.
// Regrow or Destroy
if (data.regrow) {
crop.stage = data.regrowStage;
crop.timer = 0;
terrain.updateCropVisual(x, y, crop.stage);
console.log(`🔄 ${crop.type} regrowing...`);
} else {
terrain.removeCrop(x, y);
}
}
update(delta) {
// Growth Logic
// Iterate all crops? Expensive?
// Better: Random tick like Minecraft or list iteration.
// Since we have cropsMap, iteration is easy.
// Only run every 1 second (1000ms) to save PERF
this.growthTimer += delta;
if (this.growthTimer < 1000) return;
const secondsPassed = this.growthTimer / 1000;
@@ -116,20 +156,15 @@ class FarmingSystem {
if (!terrain) return;
for (const [key, crop] of terrain.cropsMap) {
if (crop.stage < 4) {
const data = CROP_DATA[crop.type];
if (!data) continue;
if (crop.stage < data.stages) {
crop.timer += secondsPassed;
// Growth thresholds (fast for testing)
// Stage 1 -> 2: 5s
// Stage 2 -> 3: 10s
// Stage 3 -> 4: 15s
const needed = 5;
if (crop.timer >= needed) {
if (crop.timer >= data.growthTime) {
crop.stage++;
crop.timer = 0;
terrain.updateCropVisual(crop.gridX, crop.gridY, crop.stage);
// Particle effect?
}
}
}

View File

@@ -209,6 +209,11 @@ class InteractionSystem {
}
if (decor.hp <= 0) {
// XP REWARD (Requested by Logic)
if (this.scene.statsSystem) {
this.scene.statsSystem.addXP(5);
}
const prevType = decor.type;
// Logic: If Tree (and not sapling), turn into Sapling immediately (Regrowth)

View File

@@ -26,6 +26,8 @@ class SoundManager {
this.beepHarvest();
} else if (key === 'build') {
this.beepBuild();
} else if (key === 'dig') {
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);
}
}

View File

@@ -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'
);
}
}
}

View File

@@ -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));