Files
novafarma/src/scenes/GameScene.js

813 lines
32 KiB
JavaScript

// 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('🎮 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);
// Inicializiraj terrain sistem - 100x100 mapa
console.log('🌍 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);
// INITIALIZE FARM AREA (Starter Zone @ 20,20)
this.initializeFarmWorld();
// CITY CONTENT: Ruins, Chests, Spawners
console.log('🏚️ 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('🛣️ Building Roads...');
// Horizontalna cesta od farme
for (let x = 20; x <= 45; x++) {
this.terrainSystem.tiles[22][x].type = 'pavement';
this.terrainSystem.tiles[22][x].sprite.setTexture('dirt'); // Uporablj dirt kot "cesto"
this.terrainSystem.tiles[22][x].sprite.setTint(0x808080); // Siva barva
}
// Vertikalna cesta do mesta
for (let y = 22; y <= 65; y++) {
this.terrainSystem.tiles[y][45].type = 'pavement';
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++) {
this.terrainSystem.tiles[65][x].type = 'pavement';
this.terrainSystem.tiles[65][x].sprite.setTexture('dirt');
this.terrainSystem.tiles[65][x].sprite.setTint(0x808080);
}
// SIGNPOSTS - navigacijske table
console.log('🪧 Placing Signposts...');
this.terrainSystem.placeStructure(23, 22, 'signpost_city'); // Pri farmi "→ City"
this.terrainSystem.placeStructure(65, 64, 'signpost_farm'); // Pri mestu "← Farm"
this.terrainSystem.placeStructure(45, 40, 'signpost_both'); // Na križišču
// DAMAGED CITY WALLS - vizualni markerji mesta (porušeni zidovi)
console.log('🏚️ Placing Damaged City Walls...');
// Delno porušeni zidovi okoli city perimetra
const wallPositions = [
[65, 65], [70, 65], [75, 65], // Top wall
[65, 79], [70, 79], [75, 79], // Bottom wall
[65, 70], [65, 75], // Left wall
[79, 70], [79, 75] // Right wall
];
wallPositions.forEach(([wx, wy]) => {
if (Math.random() < 0.7) { // 70% chance per segment (gaps for realism)
this.terrainSystem.placeStructure(wx, wy, 'wall_damaged');
}
});
// Initialize Pathfinding (Worker)
console.log('🗺️ Initializing Pathfinding...');
this.pathfinding = new PathfindingSystem(this);
this.pathfinding.updateGrid();
} catch (e) {
console.error("Terrain system failed:", e);
}
// Dodaj igralca
console.log('👤 Initializing player...');
this.player = new Player(this, 50, 50, this.terrainOffsetX, this.terrainOffsetY);
// Dodaj 3 NPCje (Mixed)
// Dodaj 3 NPCje (Mixed) - Removed zombie
console.log('🧟 Initializing NPCs...');
const npcTypes = ['villager', 'merchant'];
for (let i = 0; i < npcTypes.length; i++) {
const randomX = Phaser.Math.Between(40, 60); // Closer to center
const randomY = Phaser.Math.Between(40, 60);
console.log(`👤 Spawning NPC type: ${npcTypes[i]} at (${randomX}, ${randomY})`);
const npc = new NPC(this, randomX, randomY, this.terrainOffsetX, this.terrainOffsetY, npcTypes[i]);
this.npcs.push(npc);
}
// Dodaj 10 dodatnih Zombijev! - REMOVED BY REQUEST
/*
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);
}
*/
// ZOMBIE WORKER SYSTEM
console.log('🧟⚒️ Initializing Zombie Worker System...');
this.zombieWorkerSystem = new ZombieWorkerSystem(this);
// GRAVE SYSTEM
console.log('🪦 Initializing Grave System...');
this.graveSystem = new GraveSystem(this);
// SCOOTER REPAIR SYSTEM
console.log('🛵 Initializing Scooter Repair System...');
this.scooterRepairSystem = new ScooterRepairSystem(this);
// EXPANSION SYSTEM
console.log('🗺️ Initializing Expansion System...');
this.expansionSystem = new ExpansionSystem(this);
// BLUEPRINT SYSTEM
console.log('📜 Initializing Blueprint System...');
this.blueprintSystem = new BlueprintSystem(this);
// WORKSTATION SYSTEM
console.log('🏭 Initializing Workstation System...');
this.workstationSystem = new WorkstationSystem(this);
// ELITE ZOMBIE v City območju (1x za testiranje)
console.log('👹 Spawning ELITE ZOMBIE in City...');
const eliteX = Phaser.Math.Between(50, 80); // City area
const eliteY = Phaser.Math.Between(50, 80);
const elite = new NPC(this, eliteX, eliteY, this.terrainOffsetX, this.terrainOffsetY, 'elite_zombie');
this.npcs.push(elite);
// MUTANTS (Troll & Elf)
console.log('👹 Spawning MUTANTS...');
this.npcs.push(new NPC(this, 60, 20, this.terrainOffsetX, this.terrainOffsetY, 'troll')); // Forest
this.npcs.push(new NPC(this, 70, 70, this.terrainOffsetX, this.terrainOffsetY, 'elf')); // City
// ANIMALS (Peaceful + Mutated)
console.log('🐄 Spawning ANIMALS...');
this.npcs.push(new NPC(this, 22, 22, this.terrainOffsetX, this.terrainOffsetY, 'cow'));
this.npcs.push(new NPC(this, 24, 20, this.terrainOffsetX, this.terrainOffsetY, 'chicken'));
this.npcs.push(new NPC(this, 25, 23, this.terrainOffsetX, this.terrainOffsetY, 'chicken'));
this.npcs.push(new NPC(this, 62, 22, this.terrainOffsetX, this.terrainOffsetY, 'cow_mutant')); // Aggressive mutant
// Easter Egg: Broken Scooter
console.log('🛵 Spawning Scooter Easter Egg...');
this.vehicles = [];
// const scooter = new Scooter(this, 25, 25);
// this.vehicles.push(scooter);
// ZOMBIE SPAWNERS (City area)
console.log('👹 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('📦 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('🪧 Adding Signposts...');
this.signposts = [];
// Path markers (using fence sprites as signposts)
const pathMarkers = [
{ x: 35, y: 35, label: '→ City' },
{ x: 50, y: 50, label: '← 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 });
}
// 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 boljši pogled (85% zoom)
this.cameras.main.setZoom(0.85);
// Parallax oblaki
this.createClouds();
// Kamera kontrole
this.setupCamera();
// Initialize Systems
console.log('🌦️ 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); // 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);
this.legacySystem = new LegacySystem(this);
// Initialize Sound Manager
console.log('🎵 Initializing Sound Manager...');
this.soundManager = new SoundManager(this);
this.soundManager.startMusic();
// Initialize Parallax System
console.log('🌄 Initializing Parallax System...');
this.parallaxSystem = new ParallaxSystem(this);
// Initialize Particle Effects
console.log('✨ Initializing Particle Effects...');
this.particleEffects = new ParticleEffects(this);
this.particleEffects.createFallingLeaves();
// Generate Item Sprites for UI
TextureGenerator.createItemSprites(this);
// Launch UI Scene
console.log('🖥️ 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('✅ GameScene ready - FAZA 20 (Full Features)!');
// Global command: giveSeeds(amount) - daj seeds najbližjemu tamed zombiju
window.giveSeeds = (amount = 10) => {
if (!this.zombieWorkerSystem || !this.player) {
console.log('🚫 System not ready!');
return;
}
const workers = this.zombieWorkerSystem.workers;
if (workers.length === 0) {
console.log('🚫 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(`📦+${amount}`);
console.log(`🧟📦 Gave ${amount} seeds to worker! (Total: ${closest.workerData.inventory.seeds})`);
}
};
console.log('💡 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('🚫 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('🪦 Grave placed successfully!');
}
};
console.log('💡 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('🚫 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('✅ All scooter parts and tools added!');
this.scooterRepairSystem.listMissingParts();
};
// Global command: checkScooter() - preveri kaj manjka
window.checkScooter = () => {
if (!this.scooterRepairSystem) {
console.log('🚫 System not ready!');
return;
}
this.scooterRepairSystem.listMissingParts();
};
console.log('💡 TIP: Use checkScooter() to see repair requirements');
console.log('💡 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(`🏭 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(`💰 Mint placed at ${x},${y}`);
}
};
// 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.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);
// 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
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);
// 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 ? '🟢 Online' : '🔴 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})`
);
}
}
// Run Antigravity Engine Update
this.Antigravity_Update(delta);
}
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(`🌑 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 - USE CORRECT TERRAIN TYPE OBJECT
this.terrainSystem.tiles[y][x].type = this.terrainSystem.terrainTypes.GRASS_FULL;
if (this.terrainSystem.tiles[y][x].sprite) {
this.terrainSystem.tiles[y][x].sprite.setTexture('grass');
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('🚧 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);
}
// Terrain system update (za water animacijo)
if (this.terrainSystem && this.terrainSystem.update) {
this.terrainSystem.update(Date.now(), delta);
} else {
console.warn('⚠️ TerrainSystem.update not available!');
}
}
}