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ANIMAL_SOUND_MANIFEST.md
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# 🔊 **ANIMAL & NPC SOUND MANIFEST**
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**Krvava Žetev - Gothic Farm Game**
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**Source:** Kenney Sound Packs (already downloaded)
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**Location:** `/assets/audio/sfx/`
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---
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## 🐮 **FARM ANIMAL SOUNDS**
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### **Required Sounds (23 total):**
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**COW:**
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- `cow_idle.wav` - Low moo, ambient
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- `cow_flee.wav` - Alarmed moo, louder
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- `cow_footstep.wav` - Heavy hoof step
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**PIG:**
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- `pig_idle.wav` - Snort, oink
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- `pig_flee.wav` - Squealing
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- `pig_footstep.wav` - Medium step
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**SHEEP:**
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- `sheep_idle.wav` - Baa sound
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- `sheep_flee.wav` - Panicked baa
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- `sheep_footstep.wav` - Light hoof step
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**CHICKEN:**
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- `chicken_idle.wav` - Cluck
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- `chicken_flee.wav` - Fast clucking/cackle
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- `chicken_footstep.wav` - Light scratch
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**DUCK:**
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- `duck_idle.wav` - Quack
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- `duck_flee.wav` - Fast quacking
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- `duck_footstep.wav` - Paddle sound
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**GOAT:**
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- `goat_idle.wav` - Maa/bleat
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- `goat_flee.wav` - Loud bleat
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- `goat_footstep.wav` - Hoof clatter
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**HORSE:**
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- `horse_idle.wav` - Neigh/whinny
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- `horse_flee.wav` - Gallop neigh
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- `horse_footstep.wav` - Heavy gallop
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**RABBIT:**
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- `rabbit_idle.wav` - Light chitter
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- `rabbit_flee.wav` - Quick squeak
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- `rabbit_footstep.wav` - Soft hop
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---
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## 👤 **NPC AMBIENT SOUNDS**
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**GRONK (Shop):**
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- `gronk_idle_breath.wav` - Heavy breathing
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- `gronk_coins.wav` - Coin counting
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- `gronk_grumble.wav` - Low grumble
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**GENERIC NPC:**
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- `npc_footstep_dirt.wav` - Walking on dirt
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- `npc_footstep_cobble.wav` - Walking on cobblestone
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- `npc_clothing_rustle.wav` - Moving
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---
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## 🌾 **ENVIRONMENTAL SOUNDS (Related)**
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**MUD & TERRAIN:**
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- `footstep_mud_1.wav` - Squelch
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- `footstep_mud_2.wav` - Squelch variant
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- `footstep_grass.wav` - Soft grass step
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- `footstep_cobble.wav` - Hard stone step
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**FARM AMBIENCE:**
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- `farm_wind.wav` - Light wind
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- `farm_distant_animals.wav` - Mixed distant sounds
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- `gate_creak.wav` - Gate opening/closing
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- `chain_rattle.wav` - Metal chains (locked gate)
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---
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## 📂 **KENNEY PACK MAPPING**
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**Where to find these in your Kenney downloads:**
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**Animal Sounds:** `Kenney/Voice-Over Pack/`
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- Look for: animal, creature sounds
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- Variants: low, high pitch versions
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**Footsteps:** `Kenney/Impact Sounds/`
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- Look for: step, walk, shuffle
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- Different surfaces: grass, stone, mud
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**Ambient:** `Kenney/RPG Audio/`
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- Environment loops
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- Object interactions
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**UI/Interact:** `Kenney/Interface Sounds/`
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- For shop interactions
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---
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## 🎮 **IMPLEMENTATION CHECKLIST**
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**Phase 1 - Priority (10 sounds):**
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- [ ] `cow_idle.wav`
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- [ ] `cow_flee.wav`
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- [ ] `pig_idle.wav`
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- [ ] `sheep_idle.wav`
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- [ ] `chicken_idle.wav`
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- [ ] `horse_idle.wav`
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- [ ] `footstep_mud_1.wav`
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- [ ] `footstep_grass.wav`
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- [ ] `npc_footstep_dirt.wav`
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- [ ] `gronk_grumble.wav`
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**Phase 2 - Full Set (All 40+ sounds)**
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---
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## 🔧 **PROCESSING NOTES**
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**Format:** Convert all to `.wav` or `.ogg`
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**Sample Rate:** 44.1kHz
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**Channels:** Mono (stereo for ambience)
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**Normalization:** -3dB peak
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**Volume Levels:**
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- Idle sounds: 70%
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- Flee sounds: 90%
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- Footsteps: 50%
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- Ambience: 40%
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---
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## 💡 **NOIR SOUND DESIGN TWIST**
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**For glowing-eye effect in darkness:**
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When animal is in shadow/distant:
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1. Mute normal animal sounds
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2. Play low-pass filtered version (muffled)
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3. Add eerie reverb/echo
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4. Optional: Add faint heartbeat or breathing
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**When Kai's flashlight shines on them:**
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1. Sharp sound cue (surprise!)
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2. Immediate flee sound trigger
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3. Rapid footstep sequence
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This makes the "glowing eyes in forest" moment EXTRA creepy! 👀✨
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---
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**Start with Phase 1 (10 sounds), test, then expand!**
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@@ -1,14 +1,14 @@
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# 📋 **DEMO PRODUCTION TASKS - COMPLETE CHECKLIST**
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**Created:** Jan 8, 2026 21:37 CET
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**Updated:** Jan 8, 2026 22:03 CET
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**Updated:** Jan 8, 2026 23:31 CET
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**Purpose:** ALL remaining demo assets as tasks
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**Target:** 60 sprites total (5 house + 5 barn + 50 remaining)
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**Status:** 12/60 complete (20%)
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**Target:** 60 sprites total
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**Status:** 56/60 complete (93%) 🎉
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---
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## ✅ **COMPLETED (12/60):**
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## ✅ **COMPLETED (40/60):**
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### **Kai's House (5 stages):**
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- [x] Stage 1: Sleeping bag only (48px)
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@@ -17,7 +17,7 @@
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- [x] Stage 4: Gothic house (128px)
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- [x] Stage 5: Gothic manor (192px)
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### **Barn (5 stages + 2 extras = 7 total):**
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### **Barn (7 total):**
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- [x] Stage 1: Ruined barn (128px)
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- [x] Stage 2: Partial repair (128px)
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- [x] Stage 3: Repaired basic (128px)
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@@ -26,6 +26,38 @@
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- [x] EXTRA: Barn door (64x96px)
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- [x] EXTRA: Barn interior with hay (96px)
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### **Shop Counter (15 total):**
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- [x] Shop front wall
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- [x] Shop counter window (with merchant!)
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- [x] Shop roof overhang
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- [x] Shop sign hanging
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- [x] Shop shelves (with Grim Reaper!)
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- [x] Counter surface
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- [x] Cash box
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- [x] Sell button (red)
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- [x] Price panel
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- [x] Gold coin icon
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- [x] Buy button (green)
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- [x] Display area
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- [x] UI arrow (inventory→shop)
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- [x] Currency counter
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- [x] Confirm panel ("CONFIRM RITUAL?")
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### **Farm Props (13 total):**
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- [x] Scarecrow (pumpkin head)
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- [x] Compost bin
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- [x] Wheelbarrow
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- [x] Water trough
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- [x] Hay bales
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- [x] Tool rack
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- [x] Flower bed
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- [x] Beehive
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- [x] Animal pen fence
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- [x] Chicken coop - Stage 1 (broken)
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- [x] Chicken coop - Stage 2 (repaired)
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- [x] Chicken coop - Stage 3 (upgraded)
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- [x] Chicken coop - Stage 4 (deluxe)
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---
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## 🏗️ **FARM BUILDINGS (4 remaining):**
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@@ -139,13 +171,13 @@
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|----------|-------|------|-----------|---|
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| **House** | 5 | 5 | 0 | ✅ 100% |
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| **Barn** | 7 | 7 | 0 | ✅ 100% |
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| **Shop Counter** | 15 | 15 | 0 | ✅ 100% |
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| **Farm Props** | 13 | 13 | 0 | ✅ 100% |
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| **Farm Buildings** | 4 | 0 | 4 | 0% |
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| **Shop Counter** | 15 | 0 | 15 | 0% |
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| **Town Path** | 10 | 0 | 10 | 0% |
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| **Farm Props** | 10 | 0 | 10 | 0% |
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| **UI Polish** | 5 | 0 | 5 | 0% |
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| **Bonus** | 5 | 0 | 5 | 0% |
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| **TOTAL** | **60** | **12** | **48** | **20%** |
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| **TOTAL** | **64** | **40** | **24** | **62%** |
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---
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328
FAZA_1_PRODUCTION_PLAN.md
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# 🌾 **FAZA 1 - FARM EXPANSION PRODUCTION PLAN**
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**Created:** Jan 8, 2026 23:37 CET
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**Purpose:** Complete production roadmap for Faza 1 farm assets
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**Target:** 73 sprites total
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**Status:** 3/73 complete (4%)
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---
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## 📊 **CURRENT STATUS:**
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### **✅ COMPLETED (3):**
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- [x] Cow idle animation (prototype)
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- [x] Greenhouse stage 1 (broken)
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- [x] Stone hoe (prototype)
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### **❌ REMAINING (70):**
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- [ ] Animal animations: 39 sprites
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- [ ] Farm infrastructure: 13 sprites
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- [ ] Tool upgrades: 21 sprites
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---
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## 🐮 **ANIMAL ANIMATIONS (39 sprites)**
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**Method:** Use existing 10 animal references + generate 4 frames each
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### **COW (3 remaining):**
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- [x] Idle - DONE
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- [ ] Walk (moving animation)
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- [ ] Eat (head down, chewing)
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- [ ] Milk (being milked, still)
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### **PIG (4):**
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- [ ] Idle (standing, slight movement)
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- [ ] Walk (trotting)
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- [ ] Eat (snout in trough)
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- [ ] Dig (snout in dirt)
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### **SHEEP (4):**
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- [ ] Idle (standing, wool visible)
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- [ ] Walk (waddle)
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- [ ] Eat (grazing)
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- [ ] Shear (being sheared, wool removal)
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### **CHICKEN (4):**
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- [ ] Idle (standing, head bob)
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- [ ] Walk (pecking walk)
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- [ ] Peck (pecking ground)
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- [ ] Lay egg (sitting, egg appears)
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### **DUCK (4):**
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- [ ] Idle (standing on water)
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- [ ] Walk (waddle on land)
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- [ ] Swim (paddling)
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- [ ] Peck (head in water)
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### **GOAT (4):**
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- [ ] Idle (standing, chewing)
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- [ ] Walk (confident stride)
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- [ ] Eat (grazing)
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- [ ] Butt (headbutt action, aggressive)
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### **HORSE (4):**
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- [ ] Idle (standing, tail swish)
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- [ ] Walk (slow walk)
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- [ ] Gallop (fast run)
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- [ ] Eat (head down, hay)
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### **RABBIT (4):**
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- [ ] Idle (sitting, nose twitch)
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- [ ] Hop (jumping motion)
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- [ ] Eat (nibbling carrot)
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- [ ] Burrow (digging hole)
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### **DONKEY (4):**
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- [ ] Idle (standing, ears move)
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- [ ] Walk (slow plod)
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- [ ] Eat (munching hay)
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- [ ] Bray (mouth open, loud)
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### **LLAMA (4):**
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- [ ] Idle (standing, neck high)
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- [ ] Walk (elegant stride)
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- [ ] Eat (grazing, long neck)
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- [ ] Spit (aggressive, spitting)
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---
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## 🏗️ **FARM INFRASTRUCTURE (13 sprites)**
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### **GREENHOUSE (4 remaining):**
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- [x] Stage 1: Broken (shattered glass) - DONE
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- [ ] Stage 2: Repaired (patched glass)
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- [ ] Stage 3: Functional (clean glass)
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- [ ] Stage 4: Advanced (automated)
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- [ ] Stage 5: Deluxe (gothic glass palace)
|
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### **IRRIGATION SYSTEM (4):**
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- [ ] Pipe straight (horizontal water line)
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- [ ] Pipe corner (90° turn)
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- [ ] Sprinkler head (water spray)
|
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- [ ] Pump station (water source)
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### **STORAGE BUILDINGS (3):**
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- [ ] Crop storage shed (vegetables/fruits)
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- [ ] Feed storage (animal food)
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- [ ] Silo (tall grain tower)
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### **FARM ELEMENTS (2):**
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- [ ] Manure pile (fertilizer source)
|
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- [ ] Windmill (grinding grain)
|
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---
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## 🔨 **TOOL UPGRADES (21 sprites)**
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**6 Tool Types × 3 Tiers = 18 basic + 4 special = 22 total**
|
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### **STONE TIER (5 remaining):**
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- [x] Stone hoe - DONE
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- [ ] Stone axe (tree chopping)
|
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- [ ] Stone pickaxe (rock breaking)
|
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- [ ] Stone watering can (crops)
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- [ ] Stone scythe (harvesting)
|
||||
- [ ] Stone shovel (digging)
|
||||
|
||||
### **IRON TIER (6):**
|
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- [ ] Iron hoe
|
||||
- [ ] Iron axe
|
||||
- [ ] Iron pickaxe
|
||||
- [ ] Iron watering can
|
||||
- [ ] Iron scythe
|
||||
- [ ] Iron shovel
|
||||
|
||||
### **STEEL TIER (6):**
|
||||
- [ ] Steel hoe
|
||||
- [ ] Steel axe
|
||||
- [ ] Steel pickaxe
|
||||
- [ ] Steel watering can
|
||||
- [ ] Steel scythe
|
||||
- [ ] Steel shovel
|
||||
|
||||
### **SPECIAL TOOLS (4):**
|
||||
- [ ] Fishing rod (catch fish)
|
||||
- [ ] Net (catch insects/fish)
|
||||
- [ ] Hammer (building/crafting)
|
||||
- [ ] Wrench (machine repairs)
|
||||
|
||||
---
|
||||
|
||||
## 📅 **PRODUCTION SCHEDULE:**
|
||||
|
||||
### **WEEK 1 - ANIMAL ANIMATIONS (40 sprites):**
|
||||
|
||||
**Day 1-2: Mammals (16 sprites)**
|
||||
- Cow (3), Pig (4), Sheep (4), Goat (4)
|
||||
|
||||
**Day 3-4: Birds & Equines (12 sprites)**
|
||||
- Chicken (4), Duck (4), Horse (4)
|
||||
|
||||
**Day 5-6: Small & Pack Animals (12 sprites)**
|
||||
- Rabbit (4), Donkey (4), Llama (4)
|
||||
|
||||
**Day 7: Review & Polish**
|
||||
- Test animations in-game
|
||||
- Adjust timing/frames
|
||||
|
||||
---
|
||||
|
||||
### **WEEK 2 - INFRASTRUCTURE (13 sprites):**
|
||||
|
||||
**Day 1-2: Greenhouse (4 sprites)**
|
||||
- Stages 2-5 completion
|
||||
|
||||
**Day 3: Irrigation (4 sprites)**
|
||||
- Pipe straight, corner, sprinkler, pump
|
||||
|
||||
**Day 4: Storage (3 sprites)**
|
||||
- Crop shed, feed storage, silo
|
||||
|
||||
**Day 5: Farm Elements (2 sprites)**
|
||||
- Manure pile, windmill
|
||||
|
||||
**Day 6-7: Integration & Testing**
|
||||
- Place in Tiled map
|
||||
- Test interactions
|
||||
|
||||
---
|
||||
|
||||
### **WEEK 3 - TOOL UPGRADES (21 sprites):**
|
||||
|
||||
**Day 1-2: Stone Tier (5 sprites)**
|
||||
- Complete stone tool set
|
||||
|
||||
**Day 3-4: Iron Tier (6 sprites)**
|
||||
- Complete iron tool set
|
||||
|
||||
**Day 5-6: Steel Tier (6 sprites)**
|
||||
- Complete steel tool set
|
||||
|
||||
**Day 7: Special Tools (4 sprites)**
|
||||
- Fishing rod, net, hammer, wrench
|
||||
|
||||
---
|
||||
|
||||
## 🎨 **STYLE GUIDE:**
|
||||
|
||||
**All sprites must match:**
|
||||
- ✅ Thick black outlines
|
||||
- ✅ Dark-chibi gothic aesthetic
|
||||
- ✅ "Cult of the Lamb" inspired
|
||||
- ✅ Smooth vector art (NOT pixel art)
|
||||
- ✅ Transparent backgrounds
|
||||
- ✅ Consistent with existing 10 animal refs
|
||||
|
||||
**Animation Requirements:**
|
||||
- 4 frames per animal action
|
||||
- Smooth transitions
|
||||
- Natural movement
|
||||
- Gothic subtle touches (glowing eyes optional)
|
||||
|
||||
---
|
||||
|
||||
## 💾 **FILE ORGANIZATION:**
|
||||
|
||||
```
|
||||
/assets/references/
|
||||
├── creatures/farm_animals/
|
||||
│ ├── cow/
|
||||
│ │ ├── idle.png ✓
|
||||
│ │ ├── walk.png
|
||||
│ │ ├── eat.png
|
||||
│ │ └── milk.png
|
||||
│ ├── pig/
|
||||
│ │ ├── idle.png
|
||||
│ │ ├── walk.png
|
||||
│ │ ├── eat.png
|
||||
│ │ └── dig.png
|
||||
│ └── ... (8 more animals)
|
||||
│
|
||||
├── faza1_infrastructure/
|
||||
│ ├── greenhouse/
|
||||
│ │ ├── 01_broken.png ✓
|
||||
│ │ ├── 02_repaired.png
|
||||
│ │ ├── 03_functional.png
|
||||
│ │ ├── 04_advanced.png
|
||||
│ │ └── 05_deluxe.png
|
||||
│ ├── irrigation/
|
||||
│ ├── storage/
|
||||
│ └── farm_elements/
|
||||
│
|
||||
└── tool_upgrades/
|
||||
├── stone/
|
||||
│ ├── hoe.png ✓
|
||||
│ ├── axe.png
|
||||
│ ├── pickaxe.png
|
||||
│ ├── watering_can.png
|
||||
│ ├── scythe.png
|
||||
│ └── shovel.png
|
||||
├── iron/
|
||||
├── steel/
|
||||
└── special/
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## ⏱️ **TIME ESTIMATES:**
|
||||
|
||||
**Per Asset Type:**
|
||||
- Animal animation frame: 10-15 min
|
||||
- Building/infrastructure: 20-30 min
|
||||
- Tool sprite: 10-15 min
|
||||
|
||||
**Total Time:**
|
||||
- Animal animations (39 × 12 min): ~8 hours
|
||||
- Infrastructure (13 × 25 min): ~5.5 hours
|
||||
- Tools (21 × 12 min): ~4.5 hours
|
||||
- **TOTAL: ~18 hours work**
|
||||
|
||||
**Realistic Schedule:**
|
||||
- 3 hours/day = 6 days
|
||||
- 6 hours/day = 3 days
|
||||
- **Complete Faza 1 assets in 1 week!**
|
||||
|
||||
---
|
||||
|
||||
## 🎯 **PRIORITY ORDER:**
|
||||
|
||||
**HIGH PRIORITY (Must have for Faza 1 release):**
|
||||
1. Animal animations (core gameplay)
|
||||
2. Greenhouse progression (key building)
|
||||
3. Stone + Iron tool tiers (essential upgrades)
|
||||
|
||||
**MEDIUM PRIORITY (Great to have):**
|
||||
4. Irrigation system (quality of life)
|
||||
5. Storage buildings (organization)
|
||||
6. Steel tools (endgame)
|
||||
|
||||
**LOW PRIORITY (Can defer):**
|
||||
7. Special tools (nice to have)
|
||||
8. Windmill (cosmetic)
|
||||
|
||||
---
|
||||
|
||||
## 📝 **NEXT STEPS:**
|
||||
|
||||
**Immediate (Tonight/Tomorrow):**
|
||||
1. [ ] Generate remaining cow animations (walk, eat, milk)
|
||||
2. [ ] Generate pig full set (4 frames)
|
||||
3. [ ] Generate sheep full set (4 frames)
|
||||
|
||||
**This Week:**
|
||||
4. [ ] Complete all 10 animals (39 sprites)
|
||||
5. [ ] Generate greenhouse stages 2-5
|
||||
6. [ ] Start tool upgrades (stone tier)
|
||||
|
||||
**Next Week:**
|
||||
7. [ ] Complete infrastructure
|
||||
8. [ ] Complete all tool tiers
|
||||
9. [ ] Integration testing
|
||||
|
||||
---
|
||||
|
||||
**START NEXT SESSION:**
|
||||
Generate 3 animal sets (Cow complete + Pig + Sheep = 11 sprites)
|
||||
|
||||
**CURRENT: 3/73 (4%) - TARGET: 73/73 (100%) in 1 week!** 🚀
|
||||
BIN
assets/references/buildings/town_boundary/fog_wall.png
Normal file
|
After Width: | Height: | Size: 561 KiB |
BIN
assets/references/buildings/town_boundary/locked_sign.png
Normal file
|
After Width: | Height: | Size: 666 KiB |
BIN
assets/references/buildings/town_boundary/town_gate_locked.png
Normal file
|
After Width: | Height: | Size: 587 KiB |
BIN
assets/references/farm_props/fence/fence_corner.png
Normal file
|
After Width: | Height: | Size: 571 KiB |
BIN
assets/references/farm_props/fence/fence_horizontal.png
Normal file
|
After Width: | Height: | Size: 461 KiB |
BIN
assets/references/farm_props/fence/fence_vertical.png
Normal file
|
After Width: | Height: | Size: 460 KiB |
BIN
assets/references/tiles/town_path/cobblestone_cracked.png
Normal file
|
After Width: | Height: | Size: 533 KiB |
BIN
assets/references/tiles/town_path/cobblestone_dark.png
Normal file
|
After Width: | Height: | Size: 510 KiB |
BIN
assets/references/tiles/town_path/cobblestone_light.png
Normal file
|
After Width: | Height: | Size: 594 KiB |
BIN
assets/references/tiles/town_path/cobblestone_mossy.png
Normal file
|
After Width: | Height: | Size: 574 KiB |
BIN
assets/references/tiles/town_path/dirt_dry.png
Normal file
|
After Width: | Height: | Size: 552 KiB |
BIN
assets/references/tiles/town_path/dirt_muddy.png
Normal file
|
After Width: | Height: | Size: 608 KiB |
BIN
assets/references/tiles/town_path/dirt_tracks.png
Normal file
|
After Width: | Height: | Size: 502 KiB |
BIN
assets/references/ui/trial/lock_icon.png
Normal file
|
After Width: | Height: | Size: 695 KiB |
BIN
assets/references/ui/trial/purchase_button.png
Normal file
|
After Width: | Height: | Size: 732 KiB |
BIN
assets/references/ui/trial/trial_badge.png
Normal file
|
After Width: | Height: | Size: 621 KiB |
278
src/ai/AnimalBehavior.js
Normal file
@@ -0,0 +1,278 @@
|
||||
/**
|
||||
* 🐮 ANIMAL AI BEHAVIOR SYSTEM
|
||||
* "Krvava Žetev" - Gothic Farm Game
|
||||
*
|
||||
* Behaviors:
|
||||
* - Wander: Random smooth movement (not grid-based)
|
||||
* - Flee: Run away from player when close
|
||||
* - Glowing Eyes: Neon eyes visible in darkness (noir effect!)
|
||||
* - Follow: Cargo animals (llama, horse) follow with delay
|
||||
*/
|
||||
|
||||
export class AnimalBehavior {
|
||||
constructor(scene, sprite, animalType) {
|
||||
this.scene = scene;
|
||||
this.sprite = sprite;
|
||||
this.animalType = animalType;
|
||||
|
||||
// Behavior states
|
||||
this.state = 'wander'; // 'wander', 'flee', 'follow', 'idle'
|
||||
this.wanderTimer = 0;
|
||||
this.wanderDuration = Phaser.Math.Between(2000, 5000);
|
||||
this.wanderAngle = Math.random() * Math.PI * 2;
|
||||
|
||||
// Movement params
|
||||
this.speed = this.getSpeed();
|
||||
this.fleeDistance = 100; // pixels
|
||||
this.fleeSpeed = this.speed * 2;
|
||||
|
||||
// Glowing eyes effect (NOIR!)
|
||||
this.glowingEyes = null;
|
||||
this.eyeColor = this.getEyeColor();
|
||||
this.createGlowingEyes();
|
||||
|
||||
// Cargo follow system (for llama, horse, donkey)
|
||||
this.isCargoAnimal = ['llama', 'horse', 'donkey'].includes(animalType);
|
||||
this.followTarget = null;
|
||||
this.followDelay = 0.5; // seconds
|
||||
this.followHistory = [];
|
||||
}
|
||||
|
||||
getSpeed() {
|
||||
const speeds = {
|
||||
cow: 30,
|
||||
pig: 35,
|
||||
sheep: 25,
|
||||
chicken: 50,
|
||||
duck: 45,
|
||||
goat: 40,
|
||||
horse: 60,
|
||||
rabbit: 70,
|
||||
donkey: 35,
|
||||
llama: 40
|
||||
};
|
||||
return speeds[this.animalType] || 30;
|
||||
}
|
||||
|
||||
getEyeColor() {
|
||||
// Noir glowing eyes - pink or green like Kai's dreads!
|
||||
const colors = {
|
||||
cow: 0xff0066, // neon pink
|
||||
pig: 0xff0066, // neon pink
|
||||
sheep: 0x00ff88, // neon green
|
||||
chicken: 0xffff00, // yellow
|
||||
duck: 0x00ffff, // cyan
|
||||
goat: 0xff0066, // neon pink
|
||||
horse: 0x00ff88, // neon green
|
||||
rabbit: 0xff00ff, // purple
|
||||
donkey: 0x00ff88, // neon green
|
||||
llama: 0xff0066 // neon pink
|
||||
};
|
||||
return colors[this.animalType] || 0xff0066;
|
||||
}
|
||||
|
||||
createGlowingEyes() {
|
||||
// Create glowing eye sprites for noir darkness effect
|
||||
this.glowingEyes = this.scene.add.container(this.sprite.x, this.sprite.y);
|
||||
|
||||
// Two small glowing circles for eyes
|
||||
const leftEye = this.scene.add.circle(-8, -10, 3, this.eyeColor);
|
||||
const rightEye = this.scene.add.circle(8, -10, 3, this.eyeColor);
|
||||
|
||||
// Add glow effect
|
||||
leftEye.setAlpha(0.8);
|
||||
rightEye.setAlpha(0.8);
|
||||
|
||||
this.glowingEyes.add([leftEye, rightEye]);
|
||||
|
||||
// Hide by default, show only in darkness or at distance
|
||||
this.glowingEyes.setVisible(false);
|
||||
this.glowingEyes.setDepth(this.sprite.depth + 1);
|
||||
}
|
||||
|
||||
update(time, delta) {
|
||||
if (!this.sprite.active) return;
|
||||
|
||||
// Update glowing eyes position
|
||||
if (this.glowingEyes) {
|
||||
this.glowingEyes.setPosition(this.sprite.x, this.sprite.y);
|
||||
this.updateGlowingEyesVisibility();
|
||||
}
|
||||
|
||||
// Behavior state machine
|
||||
switch (this.state) {
|
||||
case 'wander':
|
||||
this.updateWander(time, delta);
|
||||
break;
|
||||
case 'flee':
|
||||
this.updateFlee(time, delta);
|
||||
break;
|
||||
case 'follow':
|
||||
this.updateFollow(time, delta);
|
||||
break;
|
||||
case 'idle':
|
||||
this.updateIdle(time, delta);
|
||||
break;
|
||||
}
|
||||
|
||||
// Check for player proximity (flee trigger)
|
||||
this.checkPlayerProximity();
|
||||
}
|
||||
|
||||
updateWander(time, delta) {
|
||||
this.wanderTimer += delta;
|
||||
|
||||
// Change direction periodically
|
||||
if (this.wanderTimer >= this.wanderDuration) {
|
||||
this.wanderTimer = 0;
|
||||
this.wanderDuration = Phaser.Math.Between(2000, 5000);
|
||||
this.wanderAngle = Math.random() * Math.PI * 2;
|
||||
|
||||
// Sometimes stop and idle
|
||||
if (Math.random() < 0.3) {
|
||||
this.state = 'idle';
|
||||
this.sprite.setVelocity(0, 0);
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
// Smooth movement in wander direction
|
||||
const vx = Math.cos(this.wanderAngle) * this.speed;
|
||||
const vy = Math.sin(this.wanderAngle) * this.speed;
|
||||
this.sprite.setVelocity(vx, vy);
|
||||
}
|
||||
|
||||
updateFlee(time, delta) {
|
||||
const player = this.scene.player;
|
||||
if (!player) return;
|
||||
|
||||
// Flee away from player
|
||||
const angle = Phaser.Math.Angle.Between(
|
||||
player.x, player.y,
|
||||
this.sprite.x, this.sprite.y
|
||||
);
|
||||
|
||||
const vx = Math.cos(angle) * this.fleeSpeed;
|
||||
const vy = Math.sin(angle) * this.fleeSpeed;
|
||||
this.sprite.setVelocity(vx, vy);
|
||||
|
||||
// Return to wander if far enough
|
||||
const dist = Phaser.Math.Distance.Between(
|
||||
player.x, player.y,
|
||||
this.sprite.x, this.sprite.y
|
||||
);
|
||||
|
||||
if (dist > this.fleeDistance * 2) {
|
||||
this.state = 'wander';
|
||||
}
|
||||
}
|
||||
|
||||
updateFollow(time, delta) {
|
||||
if (!this.followTarget || !this.isCargoAnimal) return;
|
||||
|
||||
// Record follow history for delayed follow
|
||||
this.followHistory.push({
|
||||
x: this.followTarget.x,
|
||||
y: this.followTarget.y,
|
||||
time: time
|
||||
});
|
||||
|
||||
// Remove old history
|
||||
const cutoffTime = time - (this.followDelay * 1000);
|
||||
this.followHistory = this.followHistory.filter(h => h.time > cutoffTime);
|
||||
|
||||
// Follow delayed position
|
||||
if (this.followHistory.length > 0) {
|
||||
const target = this.followHistory[0];
|
||||
const angle = Phaser.Math.Angle.Between(
|
||||
this.sprite.x, this.sprite.y,
|
||||
target.x, target.y
|
||||
);
|
||||
|
||||
const dist = Phaser.Math.Distance.Between(
|
||||
this.sprite.x, this.sprite.y,
|
||||
target.x, target.y
|
||||
);
|
||||
|
||||
// Only move if far enough
|
||||
if (dist > 50) {
|
||||
const vx = Math.cos(angle) * this.speed;
|
||||
const vy = Math.sin(angle) * this.speed;
|
||||
this.sprite.setVelocity(vx, vy);
|
||||
} else {
|
||||
this.sprite.setVelocity(0, 0);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
updateIdle(time, delta) {
|
||||
// Stop moving
|
||||
this.sprite.setVelocity(0, 0);
|
||||
|
||||
// Return to wander after random time
|
||||
if (Math.random() < 0.01) { // ~1% chance per frame
|
||||
this.state = 'wander';
|
||||
}
|
||||
}
|
||||
|
||||
checkPlayerProximity() {
|
||||
const player = this.scene.player;
|
||||
if (!player) return;
|
||||
|
||||
const dist = Phaser.Math.Distance.Between(
|
||||
player.x, player.y,
|
||||
this.sprite.x, this.sprite.y
|
||||
);
|
||||
|
||||
// Trigger flee if player too close
|
||||
if (dist < this.fleeDistance && this.state !== 'flee') {
|
||||
this.state = 'flee';
|
||||
|
||||
// Play flee sound if available
|
||||
if (this.scene.sound.get(`${this.animalType}_flee`)) {
|
||||
this.scene.sound.play(`${this.animalType}_flee`);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
updateGlowingEyesVisibility() {
|
||||
if (!this.glowingEyes) return;
|
||||
|
||||
const player = this.scene.player;
|
||||
if (!player) return;
|
||||
|
||||
const dist = Phaser.Math.Distance.Between(
|
||||
player.x, player.y,
|
||||
this.sprite.x, this.sprite.y
|
||||
);
|
||||
|
||||
// Show glowing eyes in darkness or at distance
|
||||
// NOIR EFFECT: When Kai shines light in forest, just glowing eyes visible!
|
||||
const isDark = this.scene.darkness || false; // Check if darkness system active
|
||||
const isDistant = dist > 200 && dist < 400; // Medium distance
|
||||
|
||||
if (isDark || isDistant) {
|
||||
this.glowingEyes.setVisible(true);
|
||||
// Hide actual sprite if far
|
||||
if (dist > 300) {
|
||||
this.sprite.setAlpha(0.2);
|
||||
}
|
||||
} else {
|
||||
this.glowingEyes.setVisible(false);
|
||||
this.sprite.setAlpha(1.0);
|
||||
}
|
||||
}
|
||||
|
||||
setFollowTarget(target) {
|
||||
if (this.isCargoAnimal) {
|
||||
this.followTarget = target;
|
||||
this.state = 'follow';
|
||||
}
|
||||
}
|
||||
|
||||
destroy() {
|
||||
if (this.glowingEyes) {
|
||||
this.glowingEyes.destroy();
|
||||
}
|
||||
}
|
||||
}
|
||||
153
src/ai/NPCIdleBehavior.js
Normal file
@@ -0,0 +1,153 @@
|
||||
/**
|
||||
* 👤 NPC IDLE BEHAVIOR SYSTEM
|
||||
* "Krvava Žetev" - Gothic Farm Game
|
||||
*
|
||||
* Makes NPCs feel alive with random idle animations:
|
||||
* - Fix hat
|
||||
* - Wipe sweat
|
||||
* - Look around
|
||||
* - Scratch head
|
||||
* - Adjust clothes
|
||||
*/
|
||||
|
||||
export class NPCIdleBehavior {
|
||||
constructor(scene, sprite, npcType) {
|
||||
this.scene = scene;
|
||||
this.sprite = sprite;
|
||||
this.npcType = npcType;
|
||||
|
||||
// Idle animation timing
|
||||
this.idleTimer = 0;
|
||||
this.nextIdleTime = Phaser.Math.Between(3000, 8000);
|
||||
|
||||
// Available idle animations
|
||||
this.idleAnimations = this.getIdleAnimations();
|
||||
this.currentIdle = null;
|
||||
}
|
||||
|
||||
getIdleAnimations() {
|
||||
// Different NPCs have different idle behaviors
|
||||
const genericIdles = [
|
||||
'fix_hat',
|
||||
'wipe_sweat',
|
||||
'look_around',
|
||||
'scratch_head',
|
||||
'adjust_clothes',
|
||||
'yawn',
|
||||
'stretch'
|
||||
];
|
||||
|
||||
const npcSpecific = {
|
||||
'gronk': [...genericIdles, 'adjust_apron', 'count_coins', 'polish_item'],
|
||||
'farmer': [...genericIdles, 'lean_on_fence', 'check_watch', 'spit'],
|
||||
'merchant': [...genericIdles, 'fix_glasses', 'write_note', 'arrange_goods'],
|
||||
'default': genericIdles
|
||||
};
|
||||
|
||||
return npcSpecific[this.npcType] || npcSpecific.default;
|
||||
}
|
||||
|
||||
update(time, delta) {
|
||||
if (!this.sprite.active) return;
|
||||
|
||||
this.idleTimer += delta;
|
||||
|
||||
// Trigger random idle animation
|
||||
if (this.idleTimer >= this.nextIdleTime && !this.currentIdle) {
|
||||
this.playRandomIdle();
|
||||
this.idleTimer = 0;
|
||||
this.nextIdleTime = Phaser.Math.Between(3000, 8000);
|
||||
}
|
||||
}
|
||||
|
||||
playRandomIdle() {
|
||||
const idle = Phaser.Utils.Array.GetRandom(this.idleAnimations);
|
||||
this.currentIdle = idle;
|
||||
|
||||
// Play animation if it exists
|
||||
const animKey = `${this.npcType}_${idle}`;
|
||||
|
||||
if (this.sprite.anims && this.sprite.anims.exists(animKey)) {
|
||||
this.sprite.play(animKey);
|
||||
|
||||
// Return to default idle after animation
|
||||
this.sprite.on('animationcomplete', () => {
|
||||
this.sprite.play(`${this.npcType}_idle`);
|
||||
this.currentIdle = null;
|
||||
}, this);
|
||||
} else {
|
||||
// Fallback: simple visual effects for idle
|
||||
this.playFallbackIdle(idle);
|
||||
}
|
||||
}
|
||||
|
||||
playFallbackIdle(idleType) {
|
||||
// Create simple tween-based idle behaviors as fallback
|
||||
switch (idleType) {
|
||||
case 'fix_hat':
|
||||
this.scene.tweens.add({
|
||||
targets: this.sprite,
|
||||
angle: -5,
|
||||
duration: 200,
|
||||
yoyo: true,
|
||||
onComplete: () => {
|
||||
this.currentIdle = null;
|
||||
}
|
||||
});
|
||||
break;
|
||||
|
||||
case 'wipe_sweat':
|
||||
this.scene.tweens.add({
|
||||
targets: this.sprite,
|
||||
scaleY: 0.98,
|
||||
duration: 300,
|
||||
yoyo: true,
|
||||
onComplete: () => {
|
||||
this.currentIdle = null;
|
||||
}
|
||||
});
|
||||
break;
|
||||
|
||||
case 'look_around':
|
||||
this.scene.tweens.add({
|
||||
targets: this.sprite,
|
||||
scaleX: -Math.abs(this.sprite.scaleX),
|
||||
duration: 400,
|
||||
yoyo: true,
|
||||
onComplete: () => {
|
||||
this.currentIdle = null;
|
||||
}
|
||||
});
|
||||
break;
|
||||
|
||||
case 'scratch_head':
|
||||
this.scene.tweens.add({
|
||||
targets: this.sprite,
|
||||
y: this.sprite.y - 5,
|
||||
duration: 150,
|
||||
yoyo: true,
|
||||
repeat: 2,
|
||||
onComplete: () => {
|
||||
this.currentIdle = null;
|
||||
}
|
||||
});
|
||||
break;
|
||||
|
||||
default:
|
||||
// Generic bob
|
||||
this.scene.tweens.add({
|
||||
targets: this.sprite,
|
||||
y: this.sprite.y - 3,
|
||||
duration: 200,
|
||||
yoyo: true,
|
||||
onComplete: () => {
|
||||
this.currentIdle = null;
|
||||
}
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
destroy() {
|
||||
this.sprite = null;
|
||||
}
|
||||
}
|
||||