// 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(); InventoryIcons.create(this); // Override with flat 2D inventory icons window.gameState.currentScene = 'GameScene'; const width = this.cameras.main.width; const height = this.cameras.main.height; // Setup kamere - SVETLO SIVO OZADJE! this.cameras.main.setBackgroundColor('#c8c8c8'); // 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); // Farm Stats Tracking for UI this.farmStats = { cropsPlanted: 0, totalHarvested: 0, goldEarned: 0, daysFarmed: 0 }; // PARALLAX BACKGROUND - Clouds & Birds this.createParallaxBackground(); // Inicializiraj terrain sistem - 100x100 mapa console.log('๐ŸŒ Initializing terrain...'); try { this.terrainSystem = new TerrainSystem(this, 100, 100); this.terrainSystem.generate(); // Initialize Farming System this.farmingSystem = new FarmingSystem(this); console.log('๐ŸŒพ Farming system initialized!'); // Initialize Build System this.buildSystem = new BuildSystem(this); console.log('๐Ÿ—๏ธ Build system initialized!'); // ======================================================== // ๐Ÿ—๏ธ TESTNI PRIMERI - Postavitev Ograj (ONEMOGOฤŒENO) // ======================================================== // Odstrani // pred vrsticami, ฤe ลพeliลก videti testne ograje! // ALI pritisni B v igri za Build Mode in postavljaj roฤno! // PRIMER 1: Ena sama ograja // this.buildSystem.placeSingleFence(50, 50, 'fence_post', false); // PRIMER 2: Vodoravna linija ograj (10 ograj) // for (let i = 0; i < 10; i++) { // this.buildSystem.placeSingleFence(45 + i, 52, 'fence_horizontal', false); // } // PRIMER 3: Navpiฤna linija ograj (10 ograj) // for (let i = 0; i < 10; i++) { // this.buildSystem.placeSingleFence(43, 48 + i, 'fence_vertical', false); // } // PRIMER 4: Majhen pravokotnik (8x6) // this.buildSystem.placeFenceRectangle(60, 45, 8, 6, 'fence_post', false); // PRIMER 5: Diagonalna linija (Bresenham) // this.buildSystem.placeFenceLine(30, 30, 40, 40, 'fence_corner', false); // PRIMER 6: Veฤji pravokotnik (20x15) // this.buildSystem.placeFenceRectangle(20, 60, 20, 15, 'fence_horizontal', false); // PRIMER 7: Razliฤni tipi ograj v vrsti // this.buildSystem.placeSingleFence(70, 50, 'fence', false); // this.buildSystem.placeSingleFence(71, 50, 'fence_post', false); // this.buildSystem.placeSingleFence(72, 50, 'fence_horizontal', false); // this.buildSystem.placeSingleFence(73, 50, 'fence_vertical', false); // this.buildSystem.placeSingleFence(74, 50, 'fence_corner', false); // console.log('โœ… Testne ograje postavljene! Preveri mapo.'); // ======================================================== // 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(); // ๐ŸŽ SADOVNJAK - Sadna Drevesa (ONEMOGOฤŒENO) // ======================================================== // Odstrani // ฤe ลพeliลก sadovnjak /* console.log('๐ŸŽ Ustvarjam sadovnjak...'); const orchardX = 35; // Lokacija sadovnjaka const orchardY = 60; const orchardSize = 10; // 10x10 obmoฤje // 1. Oฤisti obmoฤje (odstrani obstojeฤe drevese) for (let x = orchardX; x < orchardX + orchardSize; x++) { for (let y = orchardY; y < orchardY + orchardSize; y++) { if (x >= 0 && x < 100 && y >= 0 && y < 100) { const key = `${x},${y}`; if (this.terrainSystem.decorationsMap.has(key)) { this.terrainSystem.removeDecoration(x, y); } // Spremeni teren v travo if (this.terrainSystem.tiles[y] && this.terrainSystem.tiles[y][x]) { this.terrainSystem.tiles[y][x].type = 'grass'; if (this.terrainSystem.tiles[y][x].sprite) { this.terrainSystem.tiles[y][x].sprite.setTexture('grass'); this.terrainSystem.tiles[y][x].sprite.clearTint(); } } } } } // 2. Dodaj SADIKE (tree_sapling) - bodo rasle v sadna drevesa! const fruitTreeTypes = ['tree_apple', 'tree_orange', 'tree_cherry']; let treeCount = 0; const saplingPositions = []; // Shrani pozicije za ograje for (let x = orchardX + 1; x < orchardX + orchardSize - 1; x += 2) { for (let y = orchardY + 1; y < orchardY + orchardSize - 1; y += 2) { if (x >= 0 && x < 100 && y >= 0 && y < 100) { // Dodaj SADIKO (bo rasla v sadno drevo) this.terrainSystem.addDecoration(x, y, 'tree_sapling'); saplingPositions.push({ x, y, type: fruitTreeTypes[treeCount % fruitTreeTypes.length] }); treeCount++; } } } // 3. Dodaj LESENO OGRAJO okoli vsakega drevesa (3x3 kvadrat) saplingPositions.forEach(pos => { // Ograja okoli drevesa (3x3) const fencePositions = [ // Zgornja vrstica { x: pos.x - 1, y: pos.y - 1 }, { x: pos.x, y: pos.y - 1 }, { x: pos.x + 1, y: pos.y - 1 }, // Spodnja vrstica { x: pos.x - 1, y: pos.y + 1 }, { x: pos.x, y: pos.y + 1 }, { x: pos.x + 1, y: pos.y + 1 }, // Leva stran { x: pos.x - 1, y: pos.y }, // Desna stran { x: pos.x + 1, y: pos.y } ]; fencePositions.forEach(fPos => { if (fPos.x >= 0 && fPos.x < 100 && fPos.y >= 0 && fPos.y < 100) { this.buildSystem.placeSingleFence(fPos.x, fPos.y, 'fence_horizontal', false); } }); }); // 4. Dodaj ZUNANJO OGRAJO okoli celega sadovnjaka this.buildSystem.placeFenceRectangle( orchardX - 1, orchardY - 1, orchardSize + 2, orchardSize + 2, 'fence_post', false ); // 5. Dodaj cvetje med ograjami for (let x = orchardX; x < orchardX + orchardSize; x++) { for (let y = orchardY; y < orchardY + orchardSize; y++) { if (x >= 0 && x < 100 && y >= 0 && y < 100) { const key = `${x},${y}`; if (!this.terrainSystem.decorationsMap.has(key) && Math.random() > 0.85) { this.terrainSystem.addDecoration(x, y, 'flowers_new'); } } } } // 6. RAST DREVES - Sadike bodo rasle v sadna drevesa! // Nastavi timer za rast (vsako drevo raste po 30 sekundah) saplingPositions.forEach((pos, index) => { this.time.delayedCall(30000 + (index * 2000), () => { const key = `${pos.x},${pos.y}`; // Odstrani sadiko if (this.terrainSystem.decorationsMap.has(key)) { this.terrainSystem.removeDecoration(pos.x, pos.y); } // Dodaj SADNO DREVO this.terrainSystem.addDecoration(pos.x, pos.y, pos.type); // Animacija rasti if (this.terrainSystem.visibleDecorations.has(key)) { const sprite = this.terrainSystem.visibleDecorations.get(key); sprite.setScale(0.01); this.tweens.add({ targets: sprite, scaleX: 0.04, scaleY: 0.04, duration: 2000, ease: 'Bounce.out' }); } console.log(`๐ŸŒณ Drevo zraslo: ${pos.type} na (${pos.x}, ${pos.y})`); }); }); console.log(`โœ… Sadovnjak ustvarjen na (${orchardX}, ${orchardY}) - ${treeCount} sadik (bodo rasle v 30s)`); */ // ======================================================== // CITY CONTENT: Ruins, Chests, Spawners console.log('๐Ÿš๏ธ Generating City Content...'); // DISABLED - City structures removed for cleaner gameplay // 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('๐Ÿ›ฃ๏ธ Building Roads...'); // Horizontalna cesta od farme for (let x = 20; x <= 45; x++) { if (this.terrainSystem.tiles[22] && this.terrainSystem.tiles[22][x]) { this.terrainSystem.tiles[22][x].type = 'pavement'; if (this.terrainSystem.tiles[22][x].sprite) { this.terrainSystem.tiles[22][x].sprite.setTexture('dirt'); this.terrainSystem.tiles[22][x].sprite.setTint(0x808080); } } } // Vertikalna cesta do mesta for (let y = 22; y <= 65; y++) { if (this.terrainSystem.tiles[y] && this.terrainSystem.tiles[y][45]) { this.terrainSystem.tiles[y][45].type = 'pavement'; if (this.terrainSystem.tiles[y][45].sprite) { 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++) { if (this.terrainSystem.tiles[65] && this.terrainSystem.tiles[65][x]) { this.terrainSystem.tiles[65][x].type = 'pavement'; if (this.terrainSystem.tiles[65][x].sprite) { this.terrainSystem.tiles[65][x].sprite.setTexture('dirt'); this.terrainSystem.tiles[65][x].sprite.setTint(0x808080); } } } // SIGNPOSTS - navigacijske table // SIGNPOSTS - DISABLED (User request: clean world) // console.log('๐Ÿชง Placing Signposts...'); // this.terrainSystem.placeStructure(23, 22, 'signpost_city'); // this.terrainSystem.placeStructure(65, 64, 'signpost_farm'); // this.terrainSystem.placeStructure(45, 40, 'signpost_both'); // DAMAGED CITY WALLS - DISABLED (User request: clean world) // console.log('๐Ÿš๏ธ Placing Damaged City Walls...'); // const wallPositions = [ // [65, 65], [70, 65], [75, 65], // [65, 79], [70, 79], [75, 79], // [65, 70], [65, 75], // [79, 70], [79, 75] // ]; // wallPositions.forEach(([wx, wy]) => { // if (Math.random() < 0.7) { // this.terrainSystem.placeStructure(wx, wy, 'wall_damaged'); // } // }); // 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); // ALL NPCs REMOVED - Solo farming mode console.log('๐ŸŒพ Solo farming mode - no NPCs'); // FPS Monitor (Performance) // FPS Monitor - DISABLED (Using UnifiedStatsPanel instead) // console.log('๐Ÿ“Š Initializing FPS Monitor...'); // this.fpsMonitor = new FPSMonitor(this); // Unified Stats Panel (Performance + Debug in one) console.log('๐Ÿ“Š Initializing Unified Stats Panel...'); this.unifiedStatsPanel = new UnifiedStatsPanel(this); // NPC Spawner console.log('๐ŸงŸ Initializing NPC Spawner...'); this.npcSpawner = new NPCSpawner(this); this.npcSpawner.spawnInitialNPCs(); // Easter Egg: Broken Scooter console.log('๐Ÿ›ต Spawning Scooter Easter Egg...'); this.vehicles = []; // const scooter = new Scooter(this, 25, 25); // this.vehicles.push(scooter); // ZOMBIE SPAWNERS (City area) console.log('๐Ÿ‘น Creating Zombie Spawners...'); this.spawners = []; // DISABLED - Too many zombies for testing // this.spawners.push(new ZombieSpawner(this, 55, 55, 5, 2, 25000)); // NW // this.spawners.push(new ZombieSpawner(this, 75, 55, 5, 2, 25000)); // NE // this.spawners.push(new ZombieSpawner(this, 65, 75, 5, 3, 20000)); // South // LOOT CHESTS console.log('๐Ÿ“ฆ Placing Loot Chests...'); this.chests = []; // Farm Starter Chest ONLY (near spawn) this.chests.push(new LootChest(this, 28, 28, 'farm_starter')); // DISABLED - City chests removed for cleaner gameplay // this.chests.push(new LootChest(this, 60, 60, 'city')); // this.chests.push(new LootChest(this, 70, 60, 'city')); // this.chests.push(new LootChest(this, 65, 70, 'elite')); // SIGNPOSTS/NAVIGATION console.log('๐Ÿชง Adding Signposts...'); this.signposts = []; // Path markers (using fence sprites as signposts) // ONLY if terrainSystem was successfully initialized if (this.terrainSystem) { const pathMarkers = [ { x: 35, y: 35, label: 'โ†’ City' }, { x: 50, y: 50, label: 'โ† Farm' }, ]; for (const marker of pathMarkers) { this.terrainSystem.addDecoration(marker.x, marker.y, 'fence'); this.signposts.push({ gridX: marker.x, gridY: marker.y, label: marker.label }); } } else { console.warn('โš ๏ธ TerrainSystem not initialized - skipping signposts'); } // 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 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); // ======================================================== // ๐Ÿ’Ž NEOMEJENI VIRI - Les in Kamen // ======================================================== console.log('๐Ÿ’Ž Dodajam neomejene vire...'); this.inventorySystem.addItem('wood', 999999); this.inventorySystem.addItem('stone', 999999); this.inventorySystem.gold = 999999; console.log('โœ… Neomejeni viri dodani: 999,999 lesa, kamna in zlata!'); // ======================================================== 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); // REMOVED: Using PathfindingSystem (Worker) instead this.questSystem = new QuestSystem(this); this.collectionSystem = new CollectionSystem(this); this.multiplayerSystem = new MultiplayerSystem(this); this.worldEventSystem = new WorldEventSystem(this); this.hybridSkillSystem = new HybridSkillSystem(this); this.oceanSystem = new OceanSystem(this); // Central Popup System (for quests, dialogs, etc.) this.centralPopup = new CentralPopupSystem(this); // Tutorial System (shows keyboard shortcuts) this.tutorialSystem = new TutorialSystem(this); // Full Inventory UI (24 slots, I key to open) this.fullInventoryUI = new FullInventoryUI(this); this.legacySystem = new LegacySystem(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(); // Initialize Accessibility System console.log('โ™ฟ Initializing Accessibility System...'); this.accessibilitySystem = new AccessibilitySystem(this); // Initialize Visual Sound Cue System (for deaf/hard-of-hearing players) console.log('๐Ÿ‘๏ธ Initializing Visual Sound Cue System...'); this.visualSoundCueSystem = new VisualSoundCueSystem(this); // Initialize Input Remapping System (for custom controls) console.log('๐ŸŽฎ Initializing Input Remapping System...'); this.inputRemapping = new InputRemappingSystem(this); // Initialize Screen Reader System (for blind/visually impaired players) console.log('๐Ÿ”Š Initializing Screen Reader System...'); this.screenReader = new ScreenReaderSystem(this); // Initialize Dyslexia Support System console.log('๐Ÿ“– Initializing Dyslexia Support System...'); this.dyslexiaSupport = new DyslexiaSupportSystem(this); // Initialize ADHD/Autism Support System console.log('๐Ÿง  Initializing ADHD/Autism Support System...'); this.adhdAutismSupport = new ADHDAutismSupportSystem(this); // Initialize Motor Accessibility System console.log('๐Ÿฆพ Initializing Motor Accessibility System...'); this.motorAccessibility = new MotorAccessibilitySystem(this); // Initialize Visual Enhancement System console.log('โœจ Initializing Visual Enhancement System...'); this.visualEnhancements = new VisualEnhancementSystem(this); // Initialize Fog of War System console.log('๐ŸŒซ๏ธ Initializing Fog of War System...'); this.fogOfWar = new FogOfWarSystem(this); // Initialize UI Graphics System console.log('๐ŸŽจ Initializing UI Graphics System...'); this.uiGraphics = new UIGraphicsSystem(this); // Initialize Building Visuals System console.log('๐Ÿญ Initializing Building Visuals System...'); this.buildingVisuals = new BuildingVisualsSystem(this); // Initialize Skill Tree System console.log('๐ŸŒณ Initializing Skill Tree System...'); this.skillTree = new SkillTreeSystem(this); // Initialize Crafting Tiers System console.log('โš’๏ธ Initializing Crafting Tiers System...'); this.craftingTiers = new CraftingTiersSystem(this); // Initialize Farm Automation System console.log('๐Ÿค– Initializing Farm Automation System...'); this.farmAutomation = new FarmAutomationSystem(this); // Initialize Animal Breeding System console.log('๐Ÿ‘ Initializing Animal Breeding System...'); this.animalBreeding = new AnimalBreedingSystem(this); // Initialize Automation Tier System console.log('๐Ÿค– Initializing Automation Tier System...'); this.automationTiers = new AutomationTierSystem(this); // Initialize Breeding UI System console.log('๐ŸŒณ Initializing Breeding UI System...'); this.breedingUI = new BreedingUISystem(this); // Initialize Cooking System console.log('๐Ÿณ Initializing Cooking System...'); this.cooking = new CookingSystem(this); // Initialize Fishing System console.log('๐ŸŽฃ Initializing Fishing System...'); this.fishing = new FishingSystem(this); // Initialize Worker Creatures System console.log('๐ŸฆŒ Initializing Worker Creatures System...'); this.workerCreatures = new WorkerCreaturesSystem(this); // Initialize Mining & Dungeons System console.log('โ›๏ธ Initializing Mining & Dungeons System...'); this.miningDungeons = new MiningDungeonsSystem(this); // Initialize Boss Battles System console.log('๐Ÿ‘น Initializing Boss Battles System...'); this.bossBattles = new BossBattlesSystem(this); // Initialize Story & Quest System console.log('๐Ÿ“– Initializing Story & Quest System...'); this.storyQuest = new StoryQuestSystem(this); // Initialize Multiplayer & Social System console.log('๐ŸŒ Initializing Multiplayer & Social System...'); this.multiplayerSocial = new MultiplayerSocialSystem(this); // Initialize Technical & Performance System console.log('โšก Initializing Technical & Performance System...'); this.technicalPerformance = new TechnicalPerformanceSystem(this); // Initialize Platform Support System console.log('๐ŸŽฎ Initializing Platform Support System...'); this.platformSupport = new PlatformSupportSystem(this); // Initialize Save System Expansion console.log('๐Ÿ’พ Initializing Save System Expansion...'); this.saveSystemExpansion = new SaveSystemExpansion(this); console.log('๐ŸŽ‰๐ŸŽ‰๐ŸŽ‰ ALL 27 SYSTEMS INITIALIZED! ๐ŸŽ‰๐ŸŽ‰๐ŸŽ‰'); console.log('๐Ÿ’€ MRTVA DOLINA - DEATH VALLEY ๐Ÿ’€'); // Show epilepsy warning on first launch const hasSeenWarning = localStorage.getItem('novafarma_epilepsy_warning'); if (!hasSeenWarning) { this.time.delayedCall(2000, () => { this.accessibilitySystem.showEpilepsyWarning(() => { localStorage.setItem('novafarma_epilepsy_warning', 'true'); }); }); } // 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 (DISABLED in SaveSystem!) this.saveSystem.loadGame(); // Vrne false - ne naloลพi save-a! // Debug Text - REMOVED (Version shown in UnifiedStatsPanel) // 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)!'); // Global command: giveSeeds(amount) - daj seeds najbliลพjemu tamed zombiju window.giveSeeds = (amount = 10) => { if (!this.zombieWorkerSystem || !this.player) { console.log('๐Ÿšซ System not ready!'); return; } const workers = this.zombieWorkerSystem.workers; if (workers.length === 0) { console.log('๐Ÿšซ No tamed zombies found!'); return; } // Find closest worker const playerPos = this.player.getPosition(); let closest = null; let minDist = 999; for (const worker of workers) { const dist = Phaser.Math.Distance.Between(playerPos.x, playerPos.y, worker.gridX, worker.gridY); if (dist < minDist) { minDist = dist; closest = worker; } } if (closest && closest.workerData) { closest.workerData.inventory.seeds += amount; closest.showEmote(`๐Ÿ“ฆ+${amount}`); console.log(`๐ŸงŸ๐Ÿ“ฆ Gave ${amount} seeds to worker! (Total: ${closest.workerData.inventory.seeds})`); } }; console.log('๐Ÿ’ก TIP: Use giveSeeds(20) to give 20 seeds to nearest zombie'); // Global command: placeGrave() - postavi grob pri playerju window.placeGrave = () => { if (!this.graveSystem || !this.player) { console.log('๐Ÿšซ System not ready!'); return; } const playerPos = this.player.getPosition(); const result = this.graveSystem.placeGrave( Math.floor(playerPos.x), Math.floor(playerPos.y) ); if (result) { console.log('๐Ÿชฆ Grave placed successfully!'); } }; console.log('๐Ÿ’ก TIP: Use placeGrave() to place grave at your location'); // Global command: giveAllParts() - daj vse scooter parts window.giveAllParts = () => { if (!this.scooterRepairSystem || !this.inventorySystem) { console.log('๐Ÿšซ System not ready!'); return; } const parts = this.scooterRepairSystem.requiredParts; const tools = this.scooterRepairSystem.requiredTools; for (const [part, count] of Object.entries(parts)) { this.inventorySystem.addItem(part, count); } for (const [tool, count] of Object.entries(tools)) { this.inventorySystem.addItem(tool, count); } console.log('โœ… All scooter parts and tools added!'); this.scooterRepairSystem.listMissingParts(); }; // Global command: checkScooter() - preveri kaj manjka window.checkScooter = () => { if (!this.scooterRepairSystem) { console.log('๐Ÿšซ System not ready!'); return; } this.scooterRepairSystem.listMissingParts(); }; console.log('๐Ÿ’ก TIP: Use checkScooter() to see repair requirements'); console.log('๐Ÿ’ก TIP: Use giveAllParts() to get all scooter parts (testing)'); // Global command: unlockZone(id) window.unlockZone = (id) => { if (this.expansionSystem) { this.expansionSystem.unlockZone(id); } }; // Global command: dropBlueprint() window.dropBlueprint = () => { if (this.blueprintSystem && this.player) { const pos = this.player.getPosition(); this.blueprintSystem.tryDropBlueprint(pos.x, pos.y, 'boss'); // 100% chance } }; // Global command: placeFurnace() window.placeFurnace = () => { if (this.terrainSystem && this.player) { const pos = this.player.getPosition(); const x = Math.floor(pos.x); const y = Math.floor(pos.y); this.terrainSystem.placeStructure(x, y, 'furnace'); if (this.inventorySystem) { this.inventorySystem.addItem('coal', 10); this.inventorySystem.addItem('ore_iron', 10); } console.log(`๐Ÿญ Furnace placed at ${x},${y}`); } }; // Global command: placeMint() window.placeMint = () => { if (this.terrainSystem && this.player) { const pos = this.player.getPosition(); const x = Math.floor(pos.x); const y = Math.floor(pos.y); this.terrainSystem.placeStructure(x, y, 'mint'); if (this.inventorySystem) { this.inventorySystem.addItem('iron_bar', 10); this.inventorySystem.addItem('coal', 10); } console.log(`๐Ÿ’ฐ Mint placed at ${x},${y}`); } }; // TESTNA DREVESA IN KAMNI - Za testiranje console.log('๐ŸŒณ Adding test trees and rocks near player...'); this.terrainSystem.addDecoration(52, 50, 'tree_green'); this.terrainSystem.addDecoration(48, 50, 'rock'); this.terrainSystem.addDecoration(50, 52, 'tree_oak'); this.terrainSystem.addDecoration(50, 48, 'rock_large'); console.log('โœ… Test decorations added at (50ยฑ2, 50ยฑ2)'); // 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.buildSystem) this.buildSystem.toggleBuildMode(); }); this.input.keyboard.on('keydown-ONE', () => { if (this.buildSystem && this.buildSystem.buildMode) this.buildSystem.selectBuilding('fence_post'); else if (this.scene.get('UIScene')) this.scene.get('UIScene').selectSlot(0); }); this.input.keyboard.on('keydown-TWO', () => { if (this.buildSystem && this.buildSystem.buildMode) this.buildSystem.selectBuilding('fence_horizontal'); else if (this.scene.get('UIScene')) this.scene.get('UIScene').selectSlot(1); }); this.input.keyboard.on('keydown-THREE', () => { if (this.buildSystem && this.buildSystem.buildMode) this.buildSystem.selectBuilding('fence_vertical'); else if (this.scene.get('UIScene')) this.scene.get('UIScene').selectSlot(2); }); this.input.keyboard.on('keydown-FOUR', () => { if (this.buildSystem && this.buildSystem.buildMode) this.buildSystem.selectBuilding('fence_corner'); else if (this.scene.get('UIScene')) this.scene.get('UIScene').selectSlot(3); }); this.input.keyboard.on('keydown-FIVE', () => { if (this.buildSystem && this.buildSystem.buildMode) this.buildSystem.selectBuilding('barn'); else if (this.scene.get('UIScene')) this.scene.get('UIScene').selectSlot(4); }); // Soft Reset (F4) this.input.keyboard.on('keydown-F4', () => window.location.reload()); // Help / Tutorial (H key) this.input.keyboard.on('keydown-H', () => { if (this.tutorialSystem) { this.tutorialSystem.showHelp(); } }); // 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.terrainSystem) this.terrainSystem.update(time, delta); // Water animation! 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.buildSystem) this.buildSystem.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 - DISABLED (no NPCs) /* for (const npc of this.npcs) { npc.update(delta); } */ // Vehicles Update if (this.vehicles) { for (const vehicle of this.vehicles) { if (vehicle.update) vehicle.update(delta); } } // Spawners Update if (this.spawners) { for (const spawner of this.spawners) { if (spawner.update) spawner.update(delta); } } // Zombie Worker System if (this.zombieWorkerSystem) this.zombieWorkerSystem.update(delta); // Workstation System if (this.workstationSystem) this.workstationSystem.update(delta); // Grave System Update (regeneration) if (this.graveSystem) { this.graveSystem.update(delta); // Auto-rest check every 5 seconds if (!this.graveAutoRestTimer) this.graveAutoRestTimer = 0; this.graveAutoRestTimer += delta; if (this.graveAutoRestTimer >= 5000) { this.graveSystem.autoRest(); this.graveAutoRestTimer = 0; } } // Parallax Logic 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); } } } if (this.worldEventSystem) this.worldEventSystem.update(delta); // FPS Monitor Update if (this.fpsMonitor) this.fpsMonitor.update(); // Performance Monitor Update if (this.performanceMonitor) this.performanceMonitor.update(delta); // NPC Spawner Update if (this.npcSpawner) this.npcSpawner.update(delta); // Visual Sound Cue System Update if (this.visualSoundCueSystem) this.visualSoundCueSystem.update(); // Screen Reader System Update if (this.screenReader) this.screenReader.update(); // Motor Accessibility System Update if (this.motorAccessibility) this.motorAccessibility.update(); // Visual Enhancement System Update if (this.visualEnhancements) this.visualEnhancements.update(delta); // Fog of War System Update if (this.fogOfWar) this.fogOfWar.update(); // Farm Automation System Update if (this.farmAutomation) this.farmAutomation.update(delta); // Animal Breeding System Update if (this.animalBreeding) this.animalBreeding.update(delta); // Automation Tier System Update if (this.automationTiers) this.automationTiers.update(delta); // Cooking System Update if (this.cooking) this.cooking.update(delta); // Fishing System Update if (this.fishing) this.fishing.update(delta); // Worker Creatures System Update if (this.workerCreatures) this.workerCreatures.update(delta); // Boss Battles System Update if (this.bossBattles) this.bossBattles.update(delta); // Multiplayer & Social System Update if (this.multiplayerSocial) this.multiplayerSocial.update(delta); // Technical & Performance System Update if (this.technicalPerformance) this.technicalPerformance.update(delta); // Platform Support System Update if (this.platformSupport) this.platformSupport.update(delta); // Save System Expansion Update if (this.saveSystemExpansion) this.saveSystemExpansion.update(delta); // Update NPCs for (const npc of this.npcs) { if (npc.update) npc.update(delta); } // Update Unified Stats Panel if (this.unifiedStatsPanel) { this.unifiedStatsPanel.update(delta); } // Update Full Inventory UI if (this.fullInventoryUI) { this.fullInventoryUI.update(); } // Run Antigravity Engine Update this.Antigravity_Update(delta); } spawnNightZombie() { // DISABLED - No NPCs allowed return; /* 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() { // DISABLED - No NPCs allowed return; /* 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(); } initializeFarmWorld() { console.log('๐ŸŒพ 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 DIRT for farming if (this.terrainSystem.tiles[y] && this.terrainSystem.tiles[y][x]) { this.terrainSystem.tiles[y][x].type = 'dirt'; if (this.terrainSystem.tiles[y][x].sprite) { this.terrainSystem.tiles[y][x].sprite.setTexture('dirt'); this.terrainSystem.tiles[y][x].sprite.setTint(0xffffff); // Clear tint } } } } } // 2. Place starter resources (chest s semeni) - REMOVED PER USER REQUEST (Floating chest bug) // this.terrainSystem.placeStructure(farmX + 3, farmY + 3, 'chest'); // 3. Place FULL FENCE around farm // console.log('๐Ÿšง 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('โœ… Farm Area Initialized at (20,20)'); } // ======================================================== // ANTIGRAVITY ENGINE UPDATE // ======================================================== Antigravity_Start() { console.log('๐Ÿš€ 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); } // Parallax background update this.updateParallax(delta); // Terrain system update (za water animacijo) if (this.terrainSystem && this.terrainSystem.update) { this.terrainSystem.update(Date.now(), delta); } else { console.warn('โš ๏ธ TerrainSystem.update not available!'); } } createParallaxBackground() { const width = this.cameras.main.width; const height = this.cameras.main.height; // Parallax container this.parallaxContainer = this.add.container(0, 0); this.parallaxContainer.setDepth(-1000); // Always behind everything this.clouds = []; this.birds = []; // Create 5 clouds for (let i = 0; i < 5; i++) { const cloud = this.add.text( Math.random() * width * 2, Math.random() * height * 0.5, 'โ˜๏ธ', { fontSize: `${30 + Math.random() * 20}px` } ); cloud.speed = 0.3 + Math.random() * 0.2; // 0.3-0.5x speed this.parallaxContainer.add(cloud); this.clouds.push(cloud); } // Create 3 birds for (let i = 0; i < 3; i++) { const bird = this.add.text( Math.random() * width * 2, 100 + Math.random() * 200, '๐Ÿฆ', { fontSize: '20px' } ); bird.speed = 0.5 + Math.random() * 0.3; // 0.5-0.8x speed this.parallaxContainer.add(bird); this.birds.push(bird); } console.log('โ˜๏ธ Parallax background created!'); } updateParallax(delta) { if (!this.parallaxContainer) return; const width = this.cameras.main.width; // Update clouds this.clouds.forEach(cloud => { cloud.x -= cloud.speed * (delta / 16); if (cloud.x < -100) { cloud.x = width + 100; cloud.y = Math.random() * this.cameras.main.height * 0.5; } }); // Update birds this.birds.forEach(bird => { bird.x -= bird.speed * (delta / 16); bird.y += Math.sin(Date.now() / 1000 + bird.x) * 0.5; // Flutter effect if (bird.x < -100) { bird.x = width + 100; bird.y = 100 + Math.random() * 200; } }); } }