8.3 KiB
8.3 KiB
⚡ POWER GRID SYSTEM - Električna Omrežja
Design Concept
Datum: 10. Februar 2026
🎯 KONCEPT:
Player lahko gradi električno omrežje (power grid) po otoku!
Generator → [Kabel] → Električni Drog 1 → [Kabel] → Drog 2 → [Kabel] → Farma
🔌 KAKO DELUJE:
1. BUILD POWER POLE (Električni Drog)
Crafting:
- Wood × 10 (pole material)
- Wire × 5 (connections)
- Nails × 3 (assembly)
Mehanika:
- Postaviš kjer hočeš (click to place)
- Range: 10 tiles (max distance do naslednjega droga)
- Height: 2 tiles (visual tall pole)
2. AUTO-CONNECT CABLES
Cable Drawing:
- Ko postaviš Power Pole, se avtomatsko poveže z najbližjim:
- Generator (source)
- Drugim Power Pole (chain)
Vizualizacija:
- Uporabi
objekt_cevi_in_kabli_set.png - Draw line (cable) med connected poles
- Animated spark effect (power flow)
Range Rules:
- Max 10 tiles med dvema drogoma
- Če je predaleč → ❌ "TOO FAR - Need another pole"
- Če je prenizko → ⚠️ "Low voltage warning"
3. POWER BUILDINGS
Powered Structures:
A) Generator (Source):
- Produces power (bio-oil fuel)
- Output: Unlimited range to first pole
- Visual: Green light when ON
B) Power Poles (Relays):
- Extend power range
- Chain: Pole → Pole → Pole (unlimited chain)
- Visual: Small spark at top when powered
C) Buildings (Consumers):
Powered zgradbe:
- Rudnik (Mine) - Deep mining enabled
- Rastlinjak (Greenhouse) - Climate control (faster growth!)
- Cold Storage - Food preservation
- Workshop (Delavnica) - Power tools (faster crafting)
- Water Pump - Auto-irrigation system
- Electric Fence - Auto-shock zombies
Power Required:
- Manjši buildings: 1 unit
- Večji buildings: 3 units
- Generator capacity: 10 units total
🎮 GAMEPLAY MECHANICS:
Phase 1: Basic Grid
Player Actions:
1. Build Generator near base
2. Craft Power Pole × 3
3. Place poles forming path to Greenhouse
4. Cables auto-connect (visual line)
5. Greenhouse now "Powered" (green icon)
6. Growth speed +50%!
Phase 2: Expansion
Player expands grid:
- Generator → Pole 1 → Pole 2 → Farm Area
↘ Pole 3 → Mine
All connected buildings get power!
Phase 3: Management
Power Management:
- Generator capacity: 10 units
- Currently used: 7 units
- Mine: 3
- Greenhouse: 2
- Workshop: 2
- Available: 3 units (can add more buildings)
📊 VISUAL DESIGN:
Cable Rendering:
Option A: Simple Lines (Easy)
// Draw straight line between poles
graphics.lineStyle(2, 0x555555, 0.8);
graphics.lineBetween(pole1.x, pole1.y, pole2.x, pole2.y);
Option B: Hanging Cables (Realistic)
// Curved line (sag effect)
graphics.lineStyle(2, 0x333333, 0.8);
// Bezier curve with slight droop
const midY = (pole1.y + pole2.y) / 2 + 20; // Sag
graphics.curve(pole1.x, pole1.y, midX, midY, pole2.x, pole2.y);
Option C: Tileset Cables (High Quality)
- Use
objekt_cevi_in_kabli_set.pngsprites - Place segments between poles
- Animated spark particles
Visual Feedback:
Power Status Colors:
- 🟢 Green: Powered (working)
- 🟡 Yellow: Low power (capacity warning)
- 🔴 Red: No power (disconnected)
- ⚪ Gray: Not connected
Particle Effects:
- ⚡ Small sparks travel along cables
- 💡 Buildings glow when powered
- 🔥 Generator emits smoke (when ON)
🛠️ IMPLEMENTATION:
Step 1: Power Pole Building
// In GrassScene
createPowerPole(x, y) {
const pole = this.add.sprite(x, y, 'objekt_elektricni_drog');
pole.setOrigin(0.5, 1.0); // Bottom anchor
pole.setDepth(y);
// Physics
this.physics.add.existing(pole, true);
// Power data
pole.isPowered = false;
pole.connectedTo = null; // Linked pole
this.powerPoles.push(pole);
this.connectNearestPole(pole);
}
Step 2: Auto-Connection
connectNearestPole(newPole) {
let nearest = null;
let minDist = Infinity;
// Find nearest powered pole or generator
this.powerPoles.forEach(pole => {
if (!pole.isPowered) return;
const dist = Phaser.Math.Distance.Between(
newPole.x, newPole.y, pole.x, pole.y
);
if (dist < minDist && dist <= MAX_CABLE_RANGE) {
minDist = dist;
nearest = pole;
}
});
if (nearest) {
newPole.connectedTo = nearest;
newPole.isPowered = true;
this.drawCable(newPole, nearest);
}
}
Step 3: Cable Drawing
drawCable(pole1, pole2) {
const cable = this.add.graphics();
// Hanging cable effect
cable.lineStyle(3, 0x333333, 0.7);
cable.beginPath();
cable.moveTo(pole1.x, pole1.y - 100); // Top of pole
// Bezier curve (sag)
const midX = (pole1.x + pole2.x) / 2;
const midY = (pole1.y + pole2.y) / 2 + 30; // Droop
cable.quadraticCurveTo(
midX, midY,
pole2.x, pole2.y - 100
);
cable.strokePath();
cable.setDepth(-10); // Behind objects
this.cables.push(cable);
}
Step 4: Power Buildings
checkBuildingPower(building) {
// Check if any power pole is in range
this.powerPoles.forEach(pole => {
if (!pole.isPowered) return;
const dist = Phaser.Math.Distance.Between(
building.x, building.y, pole.x, pole.y
);
if (dist <= POWER_RADIUS) {
building.isPowered = true;
building.setTint(0x88ff88); // Green glow
}
});
}
🎯 GAMEPLAY BENEFITS:
Strategic Depth:
- Plan pole placement (optimize routes)
- Balance cost vs. coverage
- Expand grid as island grows
Visual Appeal:
- See power flow (cables, sparks)
- Satisfying build progression
- Clear infrastructure visualization
Resource Management:
- Generator needs bio-oil (fuel)
- Limited capacity (10 units)
- Choose which buildings to power
💡 ADVANCED FEATURES (Future):
Faza 2+:
-
Upgrade System:
- Wood Pole → Steel Pole (longer range)
- Basic Generator → Industrial Generator (20 units)
-
Power Loss:
- Long cable runs = voltage drop
- Need transformer poles
-
Backup Power:
- Solar panels (day only)
- Battery storage (night backup)
-
Circuit Breaker:
- Overload protection
- Manual ON/OFF switches
✅ PRODUCTION PRIORITY:
Faza 1 (DEMO Extended):
- ✅ Basic pole placement
- ✅ Auto-connect cables (simple lines)
- ✅ Power 2-3 buildings (Mine, Greenhouse)
Faza 1 Advanced:
- ⚠️ Visual cable sag (curved lines)
- ⚠️ Spark particles
- ⚠️ Power capacity UI
Faza 2:
- ❌ Multiple generators
- ❌ Advanced pole types
- ❌ Power management UI
🎮 EXAMPLE USE CASE:
Player Story:
1. Day 10: Build Generator near base
2. Day 12: Craft 3 power poles
3. Day 13: Place poles to Greenhouse (3 tiles apart)
4. Cables auto-draw (visual confirmation)
5. Greenhouse now Powered!
- Growth speed +50%
- Climate control ON
- Can grow rare crops!
6. Day 20: Extend grid to Mine
- Add 2 more poles
- Mine now Powered
- Unlock Deep Mining (rare ores!)
7. Day 30: Hit capacity limit (10 units)
- Decide: Power Greenhouse OR Workshop?
- Build 2nd Generator? (expensive!)
📝 ASSET REQUIREMENTS:
✅ Already have:
objekt_elektricni_drog_predelan_svetlejsi.png(pole sprite)objekt_cevi_in_kabli_set.png(cable segments)item_zica_kolut.png(wire item)agregat_1_pokvarjen.png+agregat_2_delujoc.png(generator states)
❌ Need to create:
- Power pole build UI icon
- "Powered" building indicator (green glow overlay)
- Spark particle sprite (small lightning)
🎯 CONCLUSION:
JA - Power Grid sistem je odličen addition! ⚡🏗️
Benefits:
- Strategic planning layer
- Visual satisfaction (build infrastructure)
- Resource management (power capacity)
- Incentive to explore (extend grid)
Implementation: Medium complexity, high gameplay value!
Concept Design: 10. Februar 2026
Status: Ready for Implementation (Faza 1)