farma updejt

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

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DESIGN_DOC.md Normal file
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# 🚜 NovaFarma - Design Document & Pillars
*Konceptualna zasnova in arhitekturna pravila (Inspired by Stardew Valley)*
## 1. Core Pillars (Glavni stebri)
### 🎨 Vizualni Stil: Pixel Art Nostalgija
- **Tehnika:** Ročno narisan (ali proceduralno generiran) Pixel Art.
- **Renderiranje:** Vedno uporabi **`NEAREST`** neighbor filtriranje. Nobenega 'blur-a'.
- **Snap-to-Grid:** Sprite-i se morajo poravnati na piksle (Math.round), da preprečimo 'sub-pixel' napake.
### 📐 Perspektiva: 2.5D Iluzija
- **Trik:** Igra uporablja 2D mrežo, a z navpičnim zamikom ustvarja iluzijo višine.
- **Grids:**
1. **Ground Layer (Tla):** Ploščice (Tiles), po katerih se hodi. So 'ravne'.
2. **Object Layer (Predmeti):** Drevesa, zgradbe, igralec. Imajo 'višino'.
### ↕️ Depth Sorting (Y-Sort)
To je srce 2.5D motorja (`Antigravity Engine`).
- Objekti se rišejo v vrstnem redu glede na njihovo **Y-koordinato** na zaslonu.
- **Pravilo:** `Depth = BaseLayer + Sprite.y`.
- To omogoča, da igralec hodi "za" drevesom in "pred" ograjo naravno.
## 2. Arhitektura Motorja (Antigravity Engine)
Namesto MonoGame (C#) uporabljamo **Phaser 3 (JS)**, vendar s podobno strukturo:
### 🗺️ Tileset System (`TerrainSystem.js`)
Svet je razdeljen na dva nivoja podatkov:
1. **TileMap (Matrika):**
- Hrani tip tal (Trava, Zemlja, Voda).
- Določa osnovno prehodnost (Voda = neprehodno).
2. **DecorationMap (Objekti):**
- Hrani entitete na koordinatah (Drevo na 20,20).
- Ti objekti so neodvisni Sprit-i z lastno logiko (Health, Growth).
### 🔄 Game Loop (`Antigravity.Update`)
1. **Input:** Preberi vnose.
2. **Logic:** Premakni entitete, preveri kolizije (hitboxi).
3. **Sorting:** `depthSortSprites()` poskrbi za pravilno risanje.
4. **Render:** Phaser nariše sceno.
## 3. Gameplay Mechanics
### Kmetovanje & Nabiralništvo
- Interakcija temelji na **Grid Selection** (izbira kvadratka).
- Orodja delujejo na principu "Active Tile".
### RPG Elementi
- NPC-ji imajo urnike in obnašanje (State Machines).
- Ekonomija temelji na prodaji pridelkov.
---
*Ta dokument služi kot referenca za preobrazbo NovaFarme v polnokrven 2.5D RPG.*

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OPEN_WORLD_PLAN.md Normal file
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# 🌍 Open World Strategy Plan
*Roadmap za prehod iz statične mape v neskončen odprt svet (za razliko od Stardew Valley con).*
## 1. Konceptualna Razlika
- **Stardew Valley:** Ima ločene "sobe" (Farm, Town, Beach). Ko greš čez rob, se naloži nova mapa (Loading Screen).
- **NovaFarma (Cilj):** **Seamless Open World**. Brez nalaganja. Igralec hodi v katerokoli smer in svet se generira sproti.
## 2. Tehnični Izziv: Chunk System (Koščki Sveta)
Ker računalnik ne more hraniti neskončne mape v spominu, moramo svet razdeliti na **Chunke** (npr. 16x16 ploščic).
### 📐 Arhitektura
1. **Chunk Manager (`WorldSystem.js`):**
- Spremlja pozicijo igralca (npr. Chunk X: 5, Y: 10).
- **Active Window:** Naloži samo 9 chunkov okoli igralca (Center + 8 sosedov).
- **Generation:** Če chunk še ne obstaja, ga generira s Perlin Noise funkcijo (deterministično - isti seed = isti svet).
- **Unloading:** Chunke, ki so daleč stran, odstrani iz spomina (vendar shrani spremembe!).
2. **Perzistenca (Shranjevanje):**
- Težava: Če posekam drevo v Chunku (100, 100) in grem stran, ter se vrnem, mora biti drevo še vedno podrto.
- Rešitev: `Delta Compression`. Ne shranjujemo celega chunka, ampak samo **razlike** (npr. `{ "100,100": { removedDecor: true } }`).
## 3. Generacija Sveta (Biomi)
Za razliko od trenutne 100x100 mape, mora Open World imeti strukturo na velikem nivoju.
### 🌡️ Biome Map (Noise Layer 2)
Uporabimo drugi Perlin Noise z zelo nizko frekvenco (velik zoom) za določanje biomov/temperature.
- **Noise < 0.3:** ❄️ Snow Biome (Zalejeno, Jelke)
- **Noise 0.3 - 0.7:** 🌲 Temperate (Trava, Hrast - trenutni stil)
- **Noise > 0.7:** 🌵 Desert (Pesek, Kaktusi)
## 4. Implementacijskih Koraki
### Faza 1: Refactor TerrainSystem na Chunke
- Namesto `this.tiles[100][100]`, uporabimo `this.chunks = Map<string, ChunkData>`.
- `getTile(x, y)` mora preračunati: `chunkX = floor(x/16)`, `localX = x % 16`.
### Faza 2: Dynamic Loading
- V `update()` zanki preverjamo ali je igralec prečkal mejo chunka.
- Če da → sproži nalaganje novih sosedov.
### Faza 3: "Infinite" Koordinatni Sistem
- Ker JS nima težav z velikimi števili do 9 kintilijonov, `Floating Origin` verjetno še ni nujen, dokler ne gremo ekstremno daleč.
---
**Zaključek:**
To je velik tehnični preskok. Trenutna `100x100` mapa je "en velik chunk". Prvi korak je razbitje te logike na manjše enote.

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@@ -147,6 +147,21 @@ Fokus na igralnost, loot in napredovanje.
- [ ] Roads connecting Farm and City
- [ ] Signposts
## 🧬 Phase 9: Antigravity Transformation (Design Overhaul)
Implementacija arhitekturnih stebrov po zgledu Stardew Valley.
- [x] **Core Engine Setup** (`Antigravity.js`)
- [x] Global Namespace & Config
- [x] Centralized Update Loop
- [x] **Rendering Pipeline**
- [x] NEAREST Filter enforce
- [x] Tile Padding/Extrude (No bleeding)
- [x] Pixel-Perfect Math.round positioning
- [x] **Depth Sorting v2.0**
- [x] Y-Sorting za vse entitete
- [ ] **Concept Integration**
- [ ] Poenotenje vseh sistemov pod `Antigravity` namespace (Future Refactor)
---
**PROJECT STATUS: PHASE 8 STARTED** 🚧
*Last Updated: 2025-12-07 (Pathfinding & Assets Update)*
**PROJECT STATUS: TRANSFORMING...** 🦋
*Last Updated: 2025-12-08 (Antigravity Engine Integration)*

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@@ -131,9 +131,10 @@ class GameScene extends Phaser.Scene {
this.player = new Player(this, 50, 50, this.terrainOffsetX, this.terrainOffsetY);
// Dodaj 3 NPCje (Mixed)
// Dodaj 3 NPCje (Mixed) - Removed zombie
console.log('🧟 Initializing NPCs...');
const npcTypes = ['zombie', 'villager', 'merchant'];
for (let i = 0; i < 3; i++) {
const npcTypes = ['villager', 'merchant'];
for (let i = 0; i < npcTypes.length; i++) {
const randomX = Phaser.Math.Between(40, 60); // Closer to center
const randomY = Phaser.Math.Between(40, 60);
console.log(`👤 Spawning NPC type: ${npcTypes[i]} at (${randomX}, ${randomY})`);
@@ -141,13 +142,15 @@ class GameScene extends Phaser.Scene {
this.npcs.push(npc);
}
// Dodaj 10 dodatnih Zombijev!
// Dodaj 10 dodatnih Zombijev! - REMOVED BY REQUEST
/*
for (let i = 0; i < 10; i++) {
const randomX = Phaser.Math.Between(10, 90);
const randomY = Phaser.Math.Between(10, 90);
const zombie = new NPC(this, randomX, randomY, this.terrainOffsetX, this.terrainOffsetY, 'zombie');
this.npcs.push(zombie);
}
*/
// ELITE ZOMBIES v City območju (65,65 ± 15)
console.log('👹 Spawning ELITE ZOMBIES in City...');
@@ -223,6 +226,9 @@ class GameScene extends Phaser.Scene {
.setScrollFactor(0).setDepth(10000);
console.log('✅ GameScene ready - FAZA 20 (Full Features)!');
// Start Engine
this.Antigravity_Start();
}
setupCamera() {
@@ -512,6 +518,20 @@ class GameScene extends Phaser.Scene {
// ANTIGRAVITY ENGINE UPDATE
// ========================================================
Antigravity_Start() {
console.log('🚀 Starting Antigravity Engine...');
if (window.Antigravity) {
// Camera Setup
if (this.player && this.player.sprite) {
window.Antigravity.Camera.follow(this, this.player.sprite);
}
// ZOOM SETUP - 0.75 za "Open World" pregled
window.Antigravity.Camera.setZoom(this, 0.75);
}
}
Antigravity_Update(delta) {
// Globalni update klic
if (window.Antigravity) {

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@@ -15,7 +15,8 @@ class UIScene extends Phaser.Scene {
this.overlayGraphics = this.add.graphics();
this.overlayGraphics.setDepth(-1000); // Behind UI elements
this.createStatusBars();
this.drawUI();
this.createInventoryBar();
this.createGoldDisplay();
this.createVirtualJoystick();
@@ -176,36 +177,37 @@ class UIScene extends Phaser.Scene {
}
}
createStatusBars() {
drawUI() {
const x = 20;
const y = 20;
const width = 200;
const height = 20;
const width = 150; // Zmanjšana širina (300 -> 150)
const height = 15; // Zmanjšana višina (30 -> 15)
const padding = 10;
// Style
const boxStyle = {
fillStyle: { color: 0x000000, alpha: 0.5 },
lineStyle: { width: 2, color: 0xffffff, alpha: 0.8 }
};
// 1. Health Bar
this.add.text(x, y - 5, 'HP', { fontSize: '12px', fontFamily: 'Courier New', fill: '#ffffff' });
this.healthBar = this.createBar(x + 30, y, width, height, 0xff0000);
this.setBarValue(this.healthBar, 100);
this.healthBar = this.drawBar(x, y, width, height, 0xff0000, 100, 'HP');
// 2. Hunger Bar
this.add.text(x, y + height + padding - 5, 'HUN', { fontSize: '12px', fontFamily: 'Courier New', fill: '#ffffff' });
this.hungerBar = this.createBar(x + 30, y + height + padding, width, height, 0xff8800);
this.setBarValue(this.hungerBar, 80);
this.hungerBar = this.drawBar(x, y + height + padding, width, height, 0xff8800, 80, 'HUN');
// 3. Thirst Bar
this.add.text(x, y + (height + padding) * 2 - 5, 'H2O', { fontSize: '12px', fontFamily: 'Courier New', fill: '#ffffff' });
this.thirstBar = this.createBar(x + 30, y + (height + padding) * 2, width, height, 0x0088ff);
this.setBarValue(this.thirstBar, 90);
this.thirstBar = this.drawBar(x, y + (height + padding) * 2, width, height, 0x0088ff, 90, 'H2O');
// 4. XP Bar
this.XPBar = this.drawBar(x, y + (height + padding) * 3, width, height, 0xFFD700, 0, 'XP');
// 5. Level Display
this.LevelDisplay = this.add.text(x, y + (height + padding) * 4, 'LV: 1', {
fontSize: '18px', fontFamily: 'Courier New', fill: '#FFD700', fontStyle: 'bold'
});
}
drawBar(x, y, width, height, color, initialPercent = 100, label = '') {
// Label
if (label) {
this.add.text(x, y - 12, label, { fontSize: '12px', fontFamily: 'Courier New', fill: '#ffffff' });
}
createBar(x, y, width, height, color) {
// Background
const bg = this.add.graphics();
bg.fillStyle(0x000000, 0.5);
@@ -215,8 +217,11 @@ class UIScene extends Phaser.Scene {
// Fill
const fill = this.add.graphics();
// Initial draw
fill.fillStyle(color, 1);
fill.fillRect(x + 2, y + 2, width - 4, height - 4);
const maxWidth = width - 4;
const currentWidth = (maxWidth * initialPercent) / 100;
fill.fillRect(x + 2, y + 2, currentWidth, height - 4);
return { bg, fill, x, y, width, height, color };
}

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@@ -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

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@@ -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);
}
// Remove crop
terrain.removeCrop(x, y);
// Extra harvest chance
if (Math.random() > 0.5) {
this.scene.interactionSystem.spawnLoot(x, y, data.harvestItem, 1);
}
// Revert to dirt? Or keep farmland? Usually keeps farmland.
// XP Gain
if (this.scene.statsSystem) {
this.scene.statsSystem.addXP(data.harvestItem === 'corn' ? 15 : 10);
}
}
// 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?
}
}
}

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@@ -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)

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@@ -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);
}
}

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@@ -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));

View File

@@ -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);