606 lines
23 KiB
JavaScript
606 lines
23 KiB
JavaScript
// Game Scene - Glavna igralna scena
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class GameScene extends Phaser.Scene {
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constructor() {
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super({ key: 'GameScene' });
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this.terrainSystem = null;
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this.terrainContainer = null;
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this.player = null;
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this.npcs = []; // Array za NPCje
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// Settings
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this.settings = {
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viewDistance: 'HIGH', // LOW, MEDIUM, HIGH
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particles: 'HIGH', // NONE, LOW, HIGH
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shadows: true
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};
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}
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create() {
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console.log('🎮 GameScene: Initialized!');
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// Generate procedural textures
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new TextureGenerator(this).generateAll();
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InventoryIcons.create(this); // Override with flat 2D inventory icons
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window.gameState.currentScene = 'GameScene';
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const width = this.cameras.main.width;
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const height = this.cameras.main.height;
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// Setup kamere
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this.cameras.main.setBackgroundColor('#1a1a2e');
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// Initialize Isometric Utils
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this.iso = new IsometricUtils();
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// Initialize Spatial Grid
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this.spatialGrid = new SpatialGrid(10);
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// Initialize Concept Systems (Zombie Roots)
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this.zombieSystem = new ZombieWorkerSystem(this);
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this.legacySystem = new LegacySystem(this);
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this.expansionSystem = new ExpansionSystem(this);
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this.blueprintSystem = new BlueprintSystem(this);
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// Inicializiraj terrain sistem - 100x100 mapa
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console.log('🌍 Initializing terrain...');
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try {
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this.terrainSystem = new TerrainSystem(this, 100, 100);
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this.terrainSystem.generate();
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// Terrain offset
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this.terrainOffsetX = width / 2;
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this.terrainOffsetY = 100;
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// Initialization for culling
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this.terrainSystem.init(this.terrainOffsetX, this.terrainOffsetY);
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// Initial force update to render active tiles before first frame
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this.terrainSystem.updateCulling(this.cameras.main);
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// INITIALIZE FARM AREA (Starter Zone @ 20,20)
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this.initializeFarmWorld();
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// CITY CONTENT: Ruins, Chests, Spawners
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console.log('🏚️ Generating City Content...');
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// Main Ruins
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this.terrainSystem.placeStructure(55, 55, 'ruin');
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this.terrainSystem.placeStructure(65, 65, 'ruin');
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this.terrainSystem.placeStructure(75, 75, 'ruin');
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this.terrainSystem.placeStructure(60, 70, 'ruin');
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this.terrainSystem.placeStructure(70, 60, 'ruin');
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// Arena (Boss battle area)
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this.terrainSystem.placeStructure(75, 55, 'arena');
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// Treasure Chests (scattered in ruins)
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this.terrainSystem.placeStructure(56, 56, 'chest');
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this.terrainSystem.placeStructure(66, 66, 'chest');
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this.terrainSystem.placeStructure(76, 76, 'chest');
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// Zombie Spawners (in city)
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this.terrainSystem.placeStructure(58, 68, 'spawner');
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this.terrainSystem.placeStructure(72, 62, 'spawner');
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// CESTE (ROADS) - povezava med farmo (20,20) in mestom (65,65)
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console.log('🛣️ Building Roads...');
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// Horizontalna cesta od farme
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for (let x = 20; x <= 45; x++) {
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this.terrainSystem.tiles[22][x].type = 'pavement';
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this.terrainSystem.tiles[22][x].sprite.setTexture('dirt'); // Uporablj dirt kot "cesto"
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this.terrainSystem.tiles[22][x].sprite.setTint(0x808080); // Siva barva
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}
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// Vertikalna cesta do mesta
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for (let y = 22; y <= 65; y++) {
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this.terrainSystem.tiles[y][45].type = 'pavement';
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this.terrainSystem.tiles[y][45].sprite.setTexture('dirt');
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this.terrainSystem.tiles[y][45].sprite.setTint(0x808080);
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}
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// Horizontalna cesta do mesta
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for (let x = 45; x <= 65; x++) {
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this.terrainSystem.tiles[65][x].type = 'pavement';
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this.terrainSystem.tiles[65][x].sprite.setTexture('dirt');
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this.terrainSystem.tiles[65][x].sprite.setTint(0x808080);
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}
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// SIGNPOSTS - navigacijske table
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console.log('🪧 Placing Signposts...');
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this.terrainSystem.placeStructure(23, 22, 'signpost_city'); // Pri farmi "→ City"
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this.terrainSystem.placeStructure(65, 64, 'signpost_farm'); // Pri mestu "← Farm"
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this.terrainSystem.placeStructure(45, 40, 'signpost_both'); // Na križišču
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// DAMAGED CITY WALLS - vizualni markerji mesta (porušeni zidovi)
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console.log('🏚️ Placing Damaged City Walls...');
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// Delno porušeni zidovi okoli city perimetra
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const wallPositions = [
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[65, 65], [70, 65], [75, 65], // Top wall
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[65, 79], [70, 79], [75, 79], // Bottom wall
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[65, 70], [65, 75], // Left wall
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[79, 70], [79, 75] // Right wall
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];
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wallPositions.forEach(([wx, wy]) => {
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if (Math.random() < 0.7) { // 70% chance per segment (gaps for realism)
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this.terrainSystem.placeStructure(wx, wy, 'wall_damaged');
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}
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});
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// Initialize Pathfinding (Worker)
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console.log('🗺️ Initializing Pathfinding...');
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this.pathfinding = new PathfindingSystem(this);
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this.pathfinding.updateGrid();
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} catch (e) {
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console.error("Terrain system failed:", e);
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}
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// Dodaj igralca
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console.log('👤 Initializing player...');
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this.player = new Player(this, 50, 50, this.terrainOffsetX, this.terrainOffsetY);
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// Dodaj 3 NPCje (Mixed)
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// Dodaj 3 NPCje (Mixed) - Removed zombie
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console.log('🧟 Initializing NPCs...');
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const npcTypes = ['villager', 'merchant'];
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for (let i = 0; i < npcTypes.length; i++) {
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const randomX = Phaser.Math.Between(40, 60); // Closer to center
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const randomY = Phaser.Math.Between(40, 60);
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console.log(`👤 Spawning NPC type: ${npcTypes[i]} at (${randomX}, ${randomY})`);
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const npc = new NPC(this, randomX, randomY, this.terrainOffsetX, this.terrainOffsetY, npcTypes[i]);
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this.npcs.push(npc);
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}
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// Dodaj 10 dodatnih Zombijev! - REMOVED BY REQUEST
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/*
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for (let i = 0; i < 10; i++) {
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const randomX = Phaser.Math.Between(10, 90);
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const randomY = Phaser.Math.Between(10, 90);
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const zombie = new NPC(this, randomX, randomY, this.terrainOffsetX, this.terrainOffsetY, 'zombie');
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this.npcs.push(zombie);
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}
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*/
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// ELITE ZOMBIE v City območju (samo 1 za testiranje)
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console.log('👹 Spawning ELITE ZOMBIE in City...');
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const eliteX = Phaser.Math.Between(50, 80); // City area
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const eliteY = Phaser.Math.Between(50, 80);
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const elite = new NPC(this, eliteX, eliteY, this.terrainOffsetX, this.terrainOffsetY, 'elite_zombie');
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this.npcs.push(elite);
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// Easter Egg: Broken Scooter
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console.log('🛵 Spawning Scooter Easter Egg...');
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this.vehicles = [];
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const scooter = new Scooter(this, 25, 25);
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this.vehicles.push(scooter);
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// ZOMBIE SPAWNERS (City area)
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console.log('👹 Creating Zombie Spawners...');
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this.spawners = [];
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// City spawners (3 spawners around city)
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this.spawners.push(new ZombieSpawner(this, 55, 55, 5, 2, 25000)); // NW
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this.spawners.push(new ZombieSpawner(this, 75, 55, 5, 2, 25000)); // NE
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this.spawners.push(new ZombieSpawner(this, 65, 75, 5, 3, 20000)); // South (more zombies, faster)
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// LOOT CHESTS
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console.log('📦 Placing Loot Chests...');
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this.chests = [];
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// Farm Starter Chest (near spawn)
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this.chests.push(new LootChest(this, 28, 28, 'farm_starter'));
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// City Chests (3 chests in city)
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this.chests.push(new LootChest(this, 60, 60, 'city'));
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this.chests.push(new LootChest(this, 70, 60, 'city'));
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this.chests.push(new LootChest(this, 65, 70, 'elite'));
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// SIGNPOSTS/NAVIGATION
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console.log('🪧 Adding Signposts...');
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this.signposts = [];
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// Path markers (using fence sprites as signposts)
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const pathMarkers = [
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{ x: 35, y: 35, label: '→ City' },
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{ x: 50, y: 50, label: '← Farm' },
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];
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for (const marker of pathMarkers) {
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this.terrainSystem.addDecoration(marker.x, marker.y, 'fence');
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this.signposts.push({ gridX: marker.x, gridY: marker.y, label: marker.label });
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}
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// Kamera sledi igralcu z gladko interpolacijo (lerp 0.1)
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this.cameras.main.startFollow(this.player.sprite, true, 0.1, 0.1);
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// Nastavi deadzone (100px border)
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this.cameras.main.setDeadzone(100, 100);
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// Round pixels za crisp pixel art
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this.cameras.main.roundPixels = true;
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// Zoom out za boljši pogled (85% zoom)
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this.cameras.main.setZoom(0.85);
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// Parallax oblaki
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this.createClouds();
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// Kamera kontrole
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this.setupCamera();
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// Initialize Systems
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console.log('🌦️ Initializing Unified Weather System...');
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this.weatherSystem = new WeatherSystem(this);
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this.timeSystem = this.weatherSystem; // Alias
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this.statsSystem = new StatsSystem(this);
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this.inventorySystem = new InventorySystem(this);
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this.lootSystem = new LootSystem(this);
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this.interactionSystem = new InteractionSystem(this);
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this.farmingSystem = new FarmingSystem(this);
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this.buildingSystem = new BuildingSystem(this);
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this.pathfinding = new Pathfinding(this);
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this.questSystem = new QuestSystem(this);
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this.multiplayerSystem = new MultiplayerSystem(this);
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// Initialize Sound Manager
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console.log('🎵 Initializing Sound Manager...');
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this.soundManager = new SoundManager(this);
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this.soundManager.startMusic();
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// Initialize Parallax System
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console.log('🌄 Initializing Parallax System...');
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this.parallaxSystem = new ParallaxSystem(this);
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// Initialize Particle Effects
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console.log('✨ Initializing Particle Effects...');
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this.particleEffects = new ParticleEffects(this);
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this.particleEffects.createFallingLeaves();
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// Generate Item Sprites for UI
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TextureGenerator.createItemSprites(this);
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// Launch UI Scene
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console.log('🖥️ Launching UI Scene...');
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this.scene.launch('UIScene');
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// Initialize Save System
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this.saveSystem = new SaveSystem(this);
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// Auto-load if available
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this.saveSystem.loadGame();
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// Debug Text
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this.add.text(10, 10, 'NovaFarma Alpha v0.6', { font: '16px monospace', fill: '#ffffff' })
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.setScrollFactor(0).setDepth(10000);
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console.log('✅ GameScene ready - FAZA 20 (Full Features)!');
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// Start Engine
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this.Antigravity_Start();
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}
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setupCamera() {
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const cam = this.cameras.main;
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// Zoom kontrole (Mouse Wheel)
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this.input.on('wheel', (pointer, gameObjects, deltaX, deltaY, deltaZ) => {
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const zoomSpeed = 0.001;
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const newZoom = Phaser.Math.Clamp(
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cam.zoom - deltaY * zoomSpeed,
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0.3,
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2.0
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);
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cam.setZoom(newZoom);
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});
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// Q/E za zoom
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this.zoomKeys = this.input.keyboard.addKeys({
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zoomIn: Phaser.Input.Keyboard.KeyCodes.Q,
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zoomOut: Phaser.Input.Keyboard.KeyCodes.E
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});
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// Save/Load Keys
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this.input.keyboard.on('keydown-F8', () => this.saveGame());
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this.input.keyboard.on('keydown-F9', () => this.loadGame());
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// Spawn Boss (Debug)
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this.input.keyboard.on('keydown-K', () => this.spawnBoss());
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// Build Mode Keys
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this.input.keyboard.on('keydown-B', () => {
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if (this.buildingSystem) this.buildingSystem.toggleBuildMode();
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});
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this.input.keyboard.on('keydown-ONE', () => {
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if (this.buildingSystem && this.buildingSystem.isBuildMode) this.buildingSystem.selectBuilding('fence');
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else if (this.scene.get('UIScene')) this.scene.get('UIScene').selectSlot(0);
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});
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this.input.keyboard.on('keydown-TWO', () => {
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if (this.buildingSystem && this.buildingSystem.isBuildMode) this.buildingSystem.selectBuilding('wall');
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else if (this.scene.get('UIScene')) this.scene.get('UIScene').selectSlot(1);
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});
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this.input.keyboard.on('keydown-THREE', () => {
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if (this.buildingSystem && this.buildingSystem.isBuildMode) this.buildingSystem.selectBuilding('house');
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else if (this.scene.get('UIScene')) this.scene.get('UIScene').selectSlot(2);
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});
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// Soft Reset (F4)
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this.input.keyboard.on('keydown-F4', () => window.location.reload());
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// Mute Toggle (M key)
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this.input.keyboard.on('keydown-M', () => {
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if (this.soundManager) this.soundManager.toggleMute();
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});
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}
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update(time, delta) {
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if (this.player) this.player.update(delta);
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// Update Systems
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if (this.statsSystem) this.statsSystem.update(delta);
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if (this.lootSystem) this.lootSystem.update(delta);
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if (this.interactionSystem) this.interactionSystem.update(delta);
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if (this.farmingSystem) this.farmingSystem.update(delta);
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if (this.questSystem) this.questSystem.update(delta);
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if (this.multiplayerSystem) this.multiplayerSystem.update(delta);
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if (this.weatherSystem) {
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this.weatherSystem.update(delta);
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// Concept Systems Updates
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if (this.zombieSystem) this.zombieSystem.update(this.time.now, delta);
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// Night Logic
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if (this.weatherSystem.isNight()) {
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const isHorde = this.weatherSystem.isHordeNight();
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const spawnInterval = isHorde ? 2000 : 10000;
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// Check for Horde Start Warning
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if (isHorde && !this.hordeWarningShown) {
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this.showHordeWarning();
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this.hordeWarningShown = true;
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}
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if (!this.nightSpawnTimer) this.nightSpawnTimer = 0;
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this.nightSpawnTimer += delta;
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if (this.nightSpawnTimer > spawnInterval) {
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this.nightSpawnTimer = 0;
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this.spawnNightZombie();
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if (isHorde) {
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this.spawnNightZombie();
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this.spawnNightZombie();
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}
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}
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} else {
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this.hordeWarningShown = false;
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}
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}
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// NPC Update
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for (const npc of this.npcs) {
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npc.update(delta);
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}
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// Vehicles Update
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if (this.vehicles) {
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for (const vehicle of this.vehicles) {
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if (vehicle.update) vehicle.update(delta);
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}
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}
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// Spawners Update
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if (this.spawners) {
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for (const spawner of this.spawners) {
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if (spawner.update) spawner.update(delta);
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}
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}
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// Parallax
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if (this.parallaxSystem && this.player) {
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const playerPos = this.player.getPosition();
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const screenPos = this.iso.toScreen(playerPos.x, playerPos.y);
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this.parallaxSystem.update(
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screenPos.x + this.terrainOffsetX,
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screenPos.y + this.terrainOffsetY
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);
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}
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// Terrain Culling & Update
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if (this.terrainSystem) {
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this.terrainSystem.updateCulling(this.cameras.main);
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this.terrainSystem.update(delta);
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}
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// Clouds
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if (this.clouds) {
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for (const cloud of this.clouds) {
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cloud.sprite.x += cloud.speed * (delta / 1000);
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if (cloud.sprite.x > this.terrainOffsetX + 2000) {
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cloud.sprite.x = this.terrainOffsetX - 2000;
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cloud.sprite.y = Phaser.Math.Between(0, 1000);
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}
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}
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}
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// Debug Info
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if (this.player) {
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const playerPos = this.player.getPosition();
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const uiScene = this.scene.get('UIScene');
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if (uiScene && uiScene.debugText) {
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const activeCrops = this.terrainSystem && this.terrainSystem.cropsMap ? this.terrainSystem.cropsMap.size : 0;
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const dropsCount = this.lootSystem ? this.lootSystem.drops.length : 0;
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const conn = this.multiplayerSystem && this.multiplayerSystem.isConnected ? '🟢 Online' : '🔴 Offline';
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uiScene.debugText.setText(
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`NovaFarma v0.6 [${conn}]\n` +
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`[F5] Save | [F9] Load | [K] Boss\n` +
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`Time: ${this.timeSystem ? this.timeSystem.gameTime.toFixed(1) : '?'}h\n` +
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`Active Crops: ${activeCrops}\n` +
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`Loot Drops: ${dropsCount}\n` +
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`Player: (${playerPos.x}, ${playerPos.y})`
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);
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}
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}
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// Run Antigravity Engine Update
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this.Antigravity_Update(delta);
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}
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spawnNightZombie() {
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if (!this.player || this.npcs.length > 50) return;
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const playerPos = this.player.getPosition();
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const angle = Math.random() * Math.PI * 2;
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const distance = Phaser.Math.Between(15, 25);
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const spawnX = Math.floor(playerPos.x + Math.cos(angle) * distance);
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const spawnY = Math.floor(playerPos.y + Math.sin(angle) * distance);
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if (spawnX < 0 || spawnX >= 100 || spawnY < 0 || spawnY >= 100) return;
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if (Phaser.Math.Distance.Between(spawnX, spawnY, 20, 20) < 15) return;
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|
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);
|
|
}
|
|
}
|
|
}
|