Files
novafarma/old_logic/src_backup_1768938138/entities/ZombieSpawner.js
2026-01-21 01:08:21 +01:00

106 lines
3.2 KiB
JavaScript

class ZombieSpawner {
constructor(scene, gridX, gridY, spawnRadius = 5, maxZombies = 3, respawnTime = 30000) {
this.scene = scene;
this.gridX = gridX;
this.gridY = gridY;
this.spawnRadius = spawnRadius;
this.maxZombies = maxZombies;
this.respawnTime = respawnTime;
this.spawnedZombies = [];
this.respawnTimer = 0;
this.isActive = true;
this.createVisual();
}
createVisual() {
const screenPos = this.scene.iso.toScreen(this.gridX, this.gridY);
const x = screenPos.x + this.scene.terrainOffsetX;
const y = screenPos.y + this.scene.terrainOffsetY;
// Spawner sprite (dark portal/grave)
this.sprite = this.scene.add.sprite(x, y, 'gravestone');
this.sprite.setOrigin(0.5, 1);
this.sprite.setScale(0.1); // Tiny size!
this.sprite.setDepth(this.scene.iso.getDepth(this.gridX, this.gridY, this.scene.iso.LAYER_OBJECTS));
this.sprite.setTint(0x440044); // Purple tint for spawner
// Pulsing effect
this.scene.tweens.add({
targets: this.sprite,
alpha: 0.6,
duration: 1000,
yoyo: true,
repeat: -1
});
}
spawn() {
if (this.spawnedZombies.length >= this.maxZombies) return;
// Random position around spawner
const offsetX = Phaser.Math.Between(-this.spawnRadius, this.spawnRadius);
const offsetY = Phaser.Math.Between(-this.spawnRadius, this.spawnRadius);
const spawnX = this.gridX + offsetX;
const spawnY = this.gridY + offsetY;
// Create zombie
const zombie = new NPC(
this.scene,
spawnX,
spawnY,
this.scene.terrainOffsetX,
this.scene.terrainOffsetY,
'zombie'
);
zombie.spawner = this; // Reference back to spawner
this.spawnedZombies.push(zombie);
this.scene.npcs.push(zombie);
// Spawn effect
this.scene.events.emit('show-floating-text', {
x: spawnX * 48,
y: spawnY * 48,
text: '💀 Spawn!',
color: '#FF00FF'
});
if (this.scene.soundManager) {
this.scene.soundManager.playHit(); // Re-use hit sound for spawn
}
console.log(`👹 Spawner at ${this.gridX},${this.gridY} spawned zombie`);
}
removeZombie(zombie) {
const index = this.spawnedZombies.indexOf(zombie);
if (index > -1) {
this.spawnedZombies.splice(index, 1);
}
}
update(delta) {
if (!this.isActive) return;
// Clean up dead zombies
this.spawnedZombies = this.spawnedZombies.filter(z =>
this.scene.npcs.includes(z) && z.hp > 0
);
// Respawn check
if (this.spawnedZombies.length < this.maxZombies) {
this.respawnTimer += delta;
if (this.respawnTimer >= this.respawnTime) {
this.respawnTimer = 0;
this.spawn();
}
}
}
destroy() {
if (this.sprite) this.sprite.destroy();
if (this.particles) this.particles.destroy();
}
}