// 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('๐ŸŽฎ 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); // Inicializiraj terrain sistem - 100x100 mapa console.log('๐ŸŒ 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); // FAZA 14: Spawn Ruin (Town Project) at fixed location near player console.log('๐Ÿš๏ธ Spawning Ruin & Arena...'); this.terrainSystem.placeStructure(55, 55, 'ruin'); this.terrainSystem.placeStructure(75, 75, 'arena'); // Initialize Pathfinding (Worker) console.log('๐Ÿ—บ๏ธ Initializing Pathfinding...'); this.pathfinding = new PathfindingSystem(this); this.pathfinding.updateGrid(); } catch (e) { console.error("Terrain system failed:", e); } // Dodaj igralca console.log('๐Ÿ‘ค Initializing player...'); this.player = new Player(this, 50, 50, this.terrainOffsetX, this.terrainOffsetY); // Dodaj 3 NPCje (Mixed) console.log('๐ŸงŸ Initializing NPCs...'); const npcTypes = ['zombie', 'villager', 'merchant']; for (let i = 0; i < 3; i++) { const randomX = Phaser.Math.Between(40, 60); // Closer to center const randomY = Phaser.Math.Between(40, 60); const npc = new NPC(this, randomX, randomY, this.terrainOffsetX, this.terrainOffsetY, npcTypes[i]); this.npcs.push(npc); } // Dodaj 10 dodatnih Zombijev! 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); } // Kamera sledi igralcu this.cameras.main.startFollow(this.player.sprite, true, 1.0, 1.0); // Nastavi deadzone (100px border) this.cameras.main.setDeadzone(100, 100); // Round pixels za crisp pixel art this.cameras.main.roundPixels = true; // Zoom out za boljลกi pogled (85% zoom) this.cameras.main.setZoom(0.85); // Parallax oblaki this.createClouds(); // Kamera kontrole this.setupCamera(); // Initialize Systems console.log('๐ŸŒฆ๏ธ 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('๐ŸŽต Initializing Sound Manager...'); this.soundManager = new SoundManager(this); this.soundManager.startMusic(); // Initialize Parallax System console.log('๐ŸŒ„ Initializing Parallax System...'); this.parallaxSystem = new ParallaxSystem(this); // Initialize Particle Effects console.log('โœจ Initializing Particle Effects...'); this.particleEffects = new ParticleEffects(this); this.particleEffects.createFallingLeaves(); // Generate Item Sprites for UI TextureGenerator.createItemSprites(this); // Launch UI Scene console.log('๐Ÿ–ฅ๏ธ 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('โœ… GameScene ready - FAZA 20 (Full Features)!'); } 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); // 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 if (this.terrainSystem) { this.terrainSystem.updateCulling(this.cameras.main); } // 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 ? '๐ŸŸข Online' : '๐Ÿ”ด 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})` ); } } } 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(`๐ŸŒ‘ 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('๐Ÿฉธ 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('โ˜๏ธ 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('๐Ÿ‘‘ 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(); } }