// Game Scene - Glavna igralna scena class GameScene extends Phaser.Scene { constructor() { super({ key: 'GameScene' }); this.terrainSystem = null; this.terrainContainer = null; this.player = null; this.npcs = []; // Array za NPCje // Settings this.settings = { viewDistance: 'HIGH', // LOW, MEDIUM, HIGH particles: 'HIGH', // NONE, LOW, HIGH shadows: true }; } create() { console.log('🎮 GameScene: Initialized!'); // Generate procedural textures new TextureGenerator(this).generateAll(); window.gameState.currentScene = 'GameScene'; const width = this.cameras.main.width; const height = this.cameras.main.height; // Setup kamere this.cameras.main.setBackgroundColor('#1a1a2e'); // Initialize Isometric Utils this.iso = new IsometricUtils(); // Initialize Spatial Grid this.spatialGrid = new SpatialGrid(10); // Initialize Concept Systems (Zombie Roots) this.zombieSystem = new ZombieWorkerSystem(this); this.legacySystem = new LegacySystem(this); this.expansionSystem = new ExpansionSystem(this); this.blueprintSystem = new BlueprintSystem(this); // Inicializiraj terrain sistem - 100x100 mapa console.log('🌍 Initializing terrain...'); try { this.terrainSystem = new TerrainSystem(this, 100, 100); this.terrainSystem.generate(); // Terrain offset this.terrainOffsetX = width / 2; this.terrainOffsetY = 100; // Initialization for culling this.terrainSystem.init(this.terrainOffsetX, this.terrainOffsetY); // Initial force update to render active tiles before first frame this.terrainSystem.updateCulling(this.cameras.main); // INITIALIZE FARM AREA (Starter Zone @ 20,20) this.initializeFarmWorld(); // CITY CONTENT: Ruins, Chests, Spawners console.log('🏚️ Generating City Content...'); // Main Ruins this.terrainSystem.placeStructure(55, 55, 'ruin'); this.terrainSystem.placeStructure(65, 65, 'ruin'); this.terrainSystem.placeStructure(75, 75, 'ruin'); this.terrainSystem.placeStructure(60, 70, 'ruin'); this.terrainSystem.placeStructure(70, 60, 'ruin'); // Arena (Boss battle area) this.terrainSystem.placeStructure(75, 55, 'arena'); // Treasure Chests (scattered in ruins) this.terrainSystem.placeStructure(56, 56, 'chest'); this.terrainSystem.placeStructure(66, 66, 'chest'); this.terrainSystem.placeStructure(76, 76, 'chest'); // Zombie Spawners (in city) this.terrainSystem.placeStructure(58, 68, 'spawner'); this.terrainSystem.placeStructure(72, 62, 'spawner'); // CESTE (ROADS) - povezava med farmo (20,20) in mestom (65,65) console.log('🛣️ Building Roads...'); // Horizontalna cesta od farme for (let x = 20; x <= 45; x++) { this.terrainSystem.tiles[22][x].type = 'pavement'; this.terrainSystem.tiles[22][x].sprite.setTexture('dirt'); // Uporablj dirt kot "cesto" this.terrainSystem.tiles[22][x].sprite.setTint(0x808080); // Siva barva } // Vertikalna cesta do mesta for (let y = 22; y <= 65; y++) { this.terrainSystem.tiles[y][45].type = 'pavement'; this.terrainSystem.tiles[y][45].sprite.setTexture('dirt'); this.terrainSystem.tiles[y][45].sprite.setTint(0x808080); } // Horizontalna cesta do mesta for (let x = 45; x <= 65; x++) { this.terrainSystem.tiles[65][x].type = 'pavement'; this.terrainSystem.tiles[65][x].sprite.setTexture('dirt'); this.terrainSystem.tiles[65][x].sprite.setTint(0x808080); } // SIGNPOSTS - navigacijske table console.log('🪧 Placing Signposts...'); this.terrainSystem.placeStructure(23, 22, 'signpost_city'); // Pri farmi "→ City" this.terrainSystem.placeStructure(65, 64, 'signpost_farm'); // Pri mestu "← Farm" this.terrainSystem.placeStructure(45, 40, 'signpost_both'); // Na križišču // DAMAGED CITY WALLS - vizualni markerji mesta (porušeni zidovi) console.log('🏚️ Placing Damaged City Walls...'); // Delno porušeni zidovi okoli city perimetra const wallPositions = [ [65, 65], [70, 65], [75, 65], // Top wall [65, 79], [70, 79], [75, 79], // Bottom wall [65, 70], [65, 75], // Left wall [79, 70], [79, 75] // Right wall ]; wallPositions.forEach(([wx, wy]) => { if (Math.random() < 0.7) { // 70% chance per segment (gaps for realism) this.terrainSystem.placeStructure(wx, wy, 'wall_damaged'); } }); // Initialize Pathfinding (Worker) console.log('🗺️ Initializing Pathfinding...'); this.pathfinding = new PathfindingSystem(this); this.pathfinding.updateGrid(); } catch (e) { console.error("Terrain system failed:", e); } // Dodaj igralca console.log('👤 Initializing player...'); 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 = ['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})`); const npc = new NPC(this, randomX, randomY, this.terrainOffsetX, this.terrainOffsetY, npcTypes[i]); this.npcs.push(npc); } // 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...'); for (let i = 0; i < 15; i++) { // Veliko elite zombijev! const randomX = Phaser.Math.Between(50, 80); // City area const randomY = Phaser.Math.Between(50, 80); const elite = new NPC(this, randomX, randomY, this.terrainOffsetX, this.terrainOffsetY, 'elite_zombie'); this.npcs.push(elite); } // Kamera sledi igralcu z gladko interpolacijo (lerp 0.1) this.cameras.main.startFollow(this.player.sprite, true, 0.1, 0.1); // Nastavi deadzone (100px border) this.cameras.main.setDeadzone(100, 100); // Round pixels za crisp pixel art this.cameras.main.roundPixels = true; // Zoom out za boljši pogled (85% zoom) this.cameras.main.setZoom(0.85); // Parallax oblaki this.createClouds(); // Kamera kontrole this.setupCamera(); // Initialize Systems console.log('🌦️ Initializing Unified Weather System...'); this.weatherSystem = new WeatherSystem(this); this.timeSystem = this.weatherSystem; // Alias this.statsSystem = new StatsSystem(this); this.inventorySystem = new InventorySystem(this); this.lootSystem = new LootSystem(this); this.interactionSystem = new InteractionSystem(this); this.farmingSystem = new FarmingSystem(this); this.buildingSystem = new BuildingSystem(this); this.pathfinding = new Pathfinding(this); this.questSystem = new QuestSystem(this); this.multiplayerSystem = new MultiplayerSystem(this); // Initialize Sound Manager console.log('🎵 Initializing Sound Manager...'); this.soundManager = new SoundManager(this); this.soundManager.startMusic(); // Initialize Parallax System console.log('🌄 Initializing Parallax System...'); this.parallaxSystem = new ParallaxSystem(this); // Initialize Particle Effects console.log('✨ Initializing Particle Effects...'); this.particleEffects = new ParticleEffects(this); this.particleEffects.createFallingLeaves(); // Generate Item Sprites for UI TextureGenerator.createItemSprites(this); // Launch UI Scene console.log('🖥️ Launching UI Scene...'); this.scene.launch('UIScene'); // Initialize Save System this.saveSystem = new SaveSystem(this); // Auto-load if available this.saveSystem.loadGame(); // Debug Text this.add.text(10, 10, 'NovaFarma Alpha v0.6', { font: '16px monospace', fill: '#ffffff' }) .setScrollFactor(0).setDepth(10000); console.log('✅ GameScene ready - FAZA 20 (Full Features)!'); // Start Engine this.Antigravity_Start(); } setupCamera() { const cam = this.cameras.main; // Zoom kontrole (Mouse Wheel) this.input.on('wheel', (pointer, gameObjects, deltaX, deltaY, deltaZ) => { const zoomSpeed = 0.001; const newZoom = Phaser.Math.Clamp( cam.zoom - deltaY * zoomSpeed, 0.3, 2.0 ); cam.setZoom(newZoom); }); // Q/E za zoom this.zoomKeys = this.input.keyboard.addKeys({ zoomIn: Phaser.Input.Keyboard.KeyCodes.Q, zoomOut: Phaser.Input.Keyboard.KeyCodes.E }); // Save/Load Keys this.input.keyboard.on('keydown-F8', () => this.saveGame()); this.input.keyboard.on('keydown-F9', () => this.loadGame()); // Spawn Boss (Debug) this.input.keyboard.on('keydown-K', () => this.spawnBoss()); // Build Mode Keys this.input.keyboard.on('keydown-B', () => { if (this.buildingSystem) this.buildingSystem.toggleBuildMode(); }); this.input.keyboard.on('keydown-ONE', () => { if (this.buildingSystem && this.buildingSystem.isBuildMode) this.buildingSystem.selectBuilding('fence'); else if (this.scene.get('UIScene')) this.scene.get('UIScene').selectSlot(0); }); this.input.keyboard.on('keydown-TWO', () => { if (this.buildingSystem && this.buildingSystem.isBuildMode) this.buildingSystem.selectBuilding('wall'); else if (this.scene.get('UIScene')) this.scene.get('UIScene').selectSlot(1); }); this.input.keyboard.on('keydown-THREE', () => { if (this.buildingSystem && this.buildingSystem.isBuildMode) this.buildingSystem.selectBuilding('house'); else if (this.scene.get('UIScene')) this.scene.get('UIScene').selectSlot(2); }); // Soft Reset (F4) this.input.keyboard.on('keydown-F4', () => window.location.reload()); // Mute Toggle (M key) this.input.keyboard.on('keydown-M', () => { if (this.soundManager) this.soundManager.toggleMute(); }); } update(time, delta) { if (this.player) this.player.update(delta); // Update Systems if (this.statsSystem) this.statsSystem.update(delta); if (this.lootSystem) this.lootSystem.update(delta); if (this.interactionSystem) this.interactionSystem.update(delta); if (this.farmingSystem) this.farmingSystem.update(delta); if (this.questSystem) this.questSystem.update(delta); if (this.multiplayerSystem) this.multiplayerSystem.update(delta); if (this.weatherSystem) { this.weatherSystem.update(delta); // Concept Systems Updates if (this.zombieSystem) this.zombieSystem.update(this.time.now, delta); // Night Logic if (this.weatherSystem.isNight()) { const isHorde = this.weatherSystem.isHordeNight(); const spawnInterval = isHorde ? 2000 : 10000; // Check for Horde Start Warning if (isHorde && !this.hordeWarningShown) { this.showHordeWarning(); this.hordeWarningShown = true; } if (!this.nightSpawnTimer) this.nightSpawnTimer = 0; this.nightSpawnTimer += delta; if (this.nightSpawnTimer > spawnInterval) { this.nightSpawnTimer = 0; this.spawnNightZombie(); if (isHorde) { this.spawnNightZombie(); this.spawnNightZombie(); } } } else { this.hordeWarningShown = false; } } // NPC Update for (const npc of this.npcs) { npc.update(delta); } // Parallax if (this.parallaxSystem && this.player) { const playerPos = this.player.getPosition(); const screenPos = this.iso.toScreen(playerPos.x, playerPos.y); this.parallaxSystem.update( screenPos.x + this.terrainOffsetX, screenPos.y + this.terrainOffsetY ); } // Terrain Culling & Update if (this.terrainSystem) { this.terrainSystem.updateCulling(this.cameras.main); this.terrainSystem.update(delta); } // Clouds if (this.clouds) { for (const cloud of this.clouds) { cloud.sprite.x += cloud.speed * (delta / 1000); if (cloud.sprite.x > this.terrainOffsetX + 2000) { cloud.sprite.x = this.terrainOffsetX - 2000; cloud.sprite.y = Phaser.Math.Between(0, 1000); } } } // Debug Info if (this.player) { const playerPos = this.player.getPosition(); const uiScene = this.scene.get('UIScene'); if (uiScene && uiScene.debugText) { const activeCrops = this.terrainSystem && this.terrainSystem.cropsMap ? this.terrainSystem.cropsMap.size : 0; const dropsCount = this.lootSystem ? this.lootSystem.drops.length : 0; const conn = this.multiplayerSystem && this.multiplayerSystem.isConnected ? '🟢 Online' : '🔴 Offline'; uiScene.debugText.setText( `NovaFarma v0.6 [${conn}]\n` + `[F5] Save | [F9] Load | [K] Boss\n` + `Time: ${this.timeSystem ? this.timeSystem.gameTime.toFixed(1) : '?'}h\n` + `Active Crops: ${activeCrops}\n` + `Loot Drops: ${dropsCount}\n` + `Player: (${playerPos.x}, ${playerPos.y})` ); } } // Run Antigravity Engine Update this.Antigravity_Update(delta); } spawnNightZombie() { if (!this.player || this.npcs.length > 50) return; const playerPos = this.player.getPosition(); const angle = Math.random() * Math.PI * 2; const distance = Phaser.Math.Between(15, 25); const spawnX = Math.floor(playerPos.x + Math.cos(angle) * distance); const spawnY = Math.floor(playerPos.y + Math.sin(angle) * distance); if (spawnX < 0 || spawnX >= 100 || spawnY < 0 || spawnY >= 100) return; if (Phaser.Math.Distance.Between(spawnX, spawnY, 20, 20) < 15) return; const tile = this.terrainSystem.getTile(spawnX, spawnY); if (tile && tile.type !== 'water') { console.log(`🌑 Night Spawn: Zombie at ${spawnX},${spawnY}`); const zombie = new NPC(this, spawnX, spawnY, this.terrainOffsetX, this.terrainOffsetY, 'zombie'); zombie.state = 'CHASE'; this.npcs.push(zombie); } } showHordeWarning() { console.log('🩸 BLOOD MOON RISING!'); if (this.soundManager) this.soundManager.playDeath(); const width = this.cameras.main.width; const height = this.cameras.main.height; const text = this.add.text(width / 2, height / 3, 'THE HORDE IS APPROACHING...', { fontSize: '40px', fontFamily: 'Courier New', fill: '#ff0000', fontStyle: 'bold', stroke: '#000000', strokeThickness: 6 }).setOrigin(0.5).setScrollFactor(0).setDepth(10000); this.tweens.add({ targets: text, scale: 1.2, duration: 500, yoyo: true, repeat: 5, onComplete: () => { this.tweens.add({ targets: text, alpha: 0, duration: 2000, onComplete: () => text.destroy() }); } }); } createClouds() { if (!this.textures.exists('cloud')) TextureGenerator.createCloudSprite(this, 'cloud'); this.clouds = []; console.log('☁️ Creating parallax clouds...'); for (let i = 0; i < 8; i++) { const x = Phaser.Math.Between(-1000, 3000); const y = Phaser.Math.Between(-500, 1500); const cloud = this.add.sprite(x, y, 'cloud'); cloud.setAlpha(0.4).setScrollFactor(0.2).setDepth(2000).setScale(Phaser.Math.FloatBetween(2, 4)); this.clouds.push({ sprite: cloud, speed: Phaser.Math.FloatBetween(10, 30) }); } } spawnBoss() { if (!this.player) return; console.log('👑 SPANWING ZOMBIE KING!'); const playerPos = this.player.getPosition(); const spawnX = Math.floor(playerPos.x + 8); const spawnY = Math.floor(playerPos.y + 8); const boss = new Boss(this, spawnX, spawnY); boss.state = 'CHASE'; this.npcs.push(boss); this.showHordeWarning(); this.events.emit('show-floating-text', { x: this.player.x, y: this.player.y - 100, text: "THE KING HAS ARRIVED!", color: '#AA00FF' }); } saveGame() { if (this.saveSystem) this.saveSystem.saveGame(); } loadGame() { if (this.saveSystem) this.saveSystem.loadGame(); } initializeFarmWorld() { console.log('🌾 Initializing Farm Area (Starter Zone)...'); const farmX = 20; // Farm center const farmY = 20; const farmRadius = 8; // 1. Clear farm area (odstrani drevesa in kamne) for (let x = farmX - farmRadius; x <= farmX + farmRadius; x++) { for (let y = farmY - farmRadius; y <= farmY + farmRadius; y++) { if (x >= 0 && x < 100 && y >= 0 && y < 100) { const key = `${x},${y}`; // Remove trees and rocks in farm area if (this.terrainSystem.decorationsMap.has(key)) { this.terrainSystem.removeDecoration(x, y); } // Make it grass or dirt this.terrainSystem.tiles[y][x].type = { name: 'grass', color: 0x228B22 }; this.terrainSystem.tiles[y][x].sprite.setTint(0x228B22); } } } // 2. Place starter resources (chest s semeni) this.terrainSystem.placeStructure(farmX + 3, farmY + 3, 'chest'); // 3. Place FULL FENCE around farm console.log('🚧 Building Farm Fence...'); const minX = farmX - farmRadius; const maxX = farmX + farmRadius; const minY = farmY - farmRadius; const maxY = farmY + farmRadius; // Top and bottom horizontal fences for (let x = minX; x <= maxX; x++) { if (x >= 0 && x < 100) { this.terrainSystem.placeStructure(x, minY, 'fence_full'); // Top this.terrainSystem.placeStructure(x, maxY, 'fence_full'); // Bottom } } // Left and right vertical fences for (let y = minY; y <= maxY; y++) { if (y >= 0 && y < 100) { this.terrainSystem.placeStructure(minX, y, 'fence_full'); // Left this.terrainSystem.placeStructure(maxX, y, 'fence_full'); // Right } } console.log('✅ Farm Area Initialized at (20,20)'); } // ======================================================== // 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) { window.Antigravity.Update(this, delta); } } }