ShatteredSword/src/shattered_sword/Scenes/Tutorial.ts

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import { TiledTilemapData } from "../../Wolfie2D/DataTypes/Tilesets/TiledData";
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import Vec2 from "../../Wolfie2D/DataTypes/Vec2";
import Debug from "../../Wolfie2D/Debug/Debug";
import { GameEventType } from "../../Wolfie2D/Events/GameEventType";
import RandomMapGenerator from "../Tools/RandomMapGenerator";
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import GameLevel from "./GameLevel";
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import Label from "../../Wolfie2D/Nodes/UIElements/Label";
import Color from "../../Wolfie2D/Utils/Color";
import { UIElementType } from "../../Wolfie2D/Nodes/UIElements/UIElementTypes";
import { Statuses } from "../sword_enums";
import AABB from "../../Wolfie2D/DataTypes/Shapes/AABB";
import EnemyAI from "../AI/EnemyAI";
import BattlerAI from "../AI/BattlerAI";
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import AttackAction from "../AI/EnemyActions/AttackAction";
import Move from "../AI/EnemyActions/Move";
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export default class Tutorial extends GameLevel {
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loadScene(): void {
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super.loadScene();
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this.rmg = new RandomMapGenerator("shattered_sword_assets/jsons/forest_template.json", this.randomSeed);
this.map = this.rmg.getMap();
this.load.tilemapFromObject("map", this.map);
//load enemies
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this.load.spritesheet("Snake","shattered_sword_assets/spritesheets/Snake.json");
this.load.spritesheet("Tiger","shattered_sword_assets/spritesheets/Tiger.json");
//can load enemy sprite here
//sprites obtained from cse380 sprite wesbite
this.load.spritesheet("remus_werewolf","shattered_sword_assets/spritesheets/remus_werewolf.json");
this.load.spritesheet("black_pudding","shattered_sword_assets/spritesheets/black_pudding.json");
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//load music here
}
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updateScene(deltaT: number): void {
super.updateScene(deltaT);
//spawn snake()
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if(Math.random() < .001){
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console.log("RANDOM SNAKE!");
this.addEnemy("Snake", this.player.position.clone().add(new Vec2(0,-320)),{
player: this.player,
health: 50,
tilemap: "Main",
goal: Statuses.REACHED_GOAL,
size: new Vec2(16,16),
offset : new Vec2(0, 16),
exp: 50,
actions: [new AttackAction(3, [Statuses.IN_RANGE], [Statuses.REACHED_GOAL]),
new Move(2, [], [Statuses.IN_RANGE], {inRange: 60})],
status : [Statuses.CAN_RETREAT, Statuses.CAN_BERSERK],
weapon : this.createWeapon("knife")
})
}
}
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}