added seed ui
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417315cf08
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@ -39,19 +39,19 @@ export default class Patrol extends EnemyState {
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console.log(this.parent.tilemap.getTileAtRowCol(colrow));
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console.log(this.parent.tilemap.getTileAtRowCol(colrow));
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this.parent.direction *= -1;
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this.parent.direction *= -1;
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(<Sprite>this.owner).invertX = MathUtils.sign(1) < 0;
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(<Sprite>this.owner).invertX = MathUtils.sign(1) < 0;
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console.log("turn around cus wall in front");
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//console.log("turn around cus wall in front");
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}
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}
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//check if next ground tile is collidable
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//check if next ground tile is collidable
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else if(this.parent.tilemap.isTileCollidable(colrow.x+this.parent.direction,colrow.y+1)){
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else if(this.parent.tilemap.isTileCollidable(colrow.x+this.parent.direction,colrow.y+1)){
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//keep moving
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//keep moving
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//this.velocity.x = this.speed;
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//this.velocity.x = this.speed;
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console.log("there is floor ahead");
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//console.log("there is floor ahead");
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}
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}
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else{
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else{
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//turn around
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//turn around
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this.parent.direction *=-1;
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this.parent.direction *=-1;
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(<Sprite>this.owner).invertX = MathUtils.sign(1) < 0;
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(<Sprite>this.owner).invertX = MathUtils.sign(1) < 0;
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console.log("turn around cus no floor in front");
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//console.log("turn around cus no floor in front");
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}
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}
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//move
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//move
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@ -14,10 +14,12 @@ export default class BattleManager {
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if (attackerType === "player") {
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if (attackerType === "player") {
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// Check for collisions with enemies
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// Check for collisions with enemies
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for (let enemy of this.enemies) {
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if(this.enemies.length != 0){
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if (weapon.hits(enemy.owner)) {
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for (let enemy of this.enemies) {
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enemy.damage(weapon.type.damage);
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if (weapon.hits(enemy.owner)) {
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console.log("enemy took dmg");
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enemy.damage(weapon.type.damage);
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console.log("enemy took dmg");
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}
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}
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}
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}
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}
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} else {
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} else {
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@ -61,12 +61,16 @@ export default class GameLevel extends Scene {
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// Health UI
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// Health UI
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protected healthLabel: Label;
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protected healthLabel: Label;
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// A list of items in the scene
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//seed UI
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private items: Array<Item>;
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protected seedLabel: Label;
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// A list of items in the scene
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private items: Array<Item>;
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// A list of enemies
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// A list of enemies
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private enemies: Array<AnimatedSprite>;
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private enemies: Array<AnimatedSprite>;
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randomSeed: number;
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loadScene(): void {
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loadScene(): void {
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//can load player sprite here
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//can load player sprite here
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@ -115,6 +119,13 @@ export default class GameLevel extends Scene {
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// Send the player and enemies to the battle manager
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// Send the player and enemies to the battle manager
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this.battleManager.setPlayers([<PlayerController>this.player._ai]);
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this.battleManager.setPlayers([<PlayerController>this.player._ai]);
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// Initialize all enemies
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//this.initializeEnemies();
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this.battleManager.setEnemies(this.enemies.map(enemy => <BattlerAI>enemy._ai));
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// Subscribe to relevant events
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//this.receiver.subscribe("");
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// Initialize the timers
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// Initialize the timers
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this.respawnTimer = new Timer(1000, () => {
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this.respawnTimer = new Timer(1000, () => {
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@ -160,17 +171,14 @@ export default class GameLevel extends Scene {
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//handle collisions - may be in battle manager instead
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//handle collisions - may be in battle manager instead
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//move background
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//move background
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// Get the viewport center and padded size
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// Get the viewport center and padded size
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const viewportCenter = this.viewport.getCenter().clone();
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const viewportCenter = this.viewport.getCenter().clone();
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const baseViewportSize = this.viewport.getHalfSize().scaled(2);
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const baseViewportSize = this.viewport.getHalfSize().scaled(2);
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//check position of player
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//check position of player
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this.playerFalloff(viewportCenter, baseViewportSize);
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this.playerFalloff(viewportCenter, baseViewportSize);
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//TODO - this is for testing
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//TODO - this is for testing
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if(Input.isJustPressed("spawn")){
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if(Input.isJustPressed("spawn")){
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console.log("trying to spawn enemy");
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console.log("trying to spawn enemy");
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@ -222,10 +230,17 @@ export default class GameLevel extends Scene {
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*/
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*/
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protected addUI(){
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protected addUI(){
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// In-game labels
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// In-game labels
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this.healthLabel = <Label> this.add.uiElement(UIElementType.LABEL, "UI",{position: new Vec2(100, 30), text: "Player Health: "+ (<PlayerController>this.player.ai).CURRENT_HP });
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this.healthLabel = <Label> this.add.uiElement(UIElementType.LABEL, "UI",{position: new Vec2(120, 30), text: "Player Health: "+ (<PlayerController>this.player.ai).CURRENT_HP });
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this.healthLabel.textColor = Color.WHITE;
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this.healthLabel.textColor = Color.WHITE;
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this.healthLabel.font = "PixelSimple";
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this.healthLabel.font = "PixelSimple";
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//seed label
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//this.seedLabel = <Label> this.add.uiElement(UIElementType.LABEL, "UI",{position: new Vec2(400, 30), text: "Seed: "+ this.randomSeed });
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this.seedLabel = <Label> this.add.uiElement(UIElementType.LABEL, "UI",{position: new Vec2(this.worldSize.x - 50, 30), text: "Seed: "+ this.randomSeed });
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this.seedLabel.textColor = Color.WHITE;
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this.seedLabel.font = "PixelSimple";
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// End of level label (start off screen)
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// End of level label (start off screen)
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this.levelEndLabel = <Label>this.add.uiElement(UIElementType.LABEL, "UI", {position: new Vec2(-300, 200), text: "Level Complete"});
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this.levelEndLabel = <Label>this.add.uiElement(UIElementType.LABEL, "UI", {position: new Vec2(-300, 200), text: "Level Complete"});
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@ -281,18 +296,6 @@ export default class GameLevel extends Scene {
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],
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],
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onEnd: Player_Events.LEVEL_START
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onEnd: Player_Events.LEVEL_START
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});
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});
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// Initialize all enemies
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//this.initializeEnemies();
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// Send the player and enemies to the battle manager
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//this.battleManager.setPlayers([<BattlerAI>this.player._ai]);
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//this.battleManager.setEnemies(this.enemies.map(enemy => <BattlerAI>enemy._ai));
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// Subscribe to relevant events
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//this.receiver.subscribe("");
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}
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}
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@ -4,18 +4,21 @@ import Debug from "../../Wolfie2D/Debug/Debug";
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import { GameEventType } from "../../Wolfie2D/Events/GameEventType";
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import { GameEventType } from "../../Wolfie2D/Events/GameEventType";
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import RandomMapGenerator from "../Tools/RandomMapGenerator";
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import RandomMapGenerator from "../Tools/RandomMapGenerator";
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import GameLevel from "./GameLevel";
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import GameLevel from "./GameLevel";
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import Label from "../../Wolfie2D/Nodes/UIElements/Label";
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import Color from "../../Wolfie2D/Utils/Color";
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import { UIElementType } from "../../Wolfie2D/Nodes/UIElements/UIElementTypes";
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export default class Tutorial extends GameLevel{
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export default class Tutorial extends GameLevel{
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private map: TiledTilemapData;
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private map: TiledTilemapData;
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loadScene(): void {
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loadScene(): void {
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super.loadScene();
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super.loadScene();
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// Load resources
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// Load resources
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// this.load.tilemap("forest1", "shattered_sword_assets/tilemaps/Tutorial.json");
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// this.load.tilemap("forest1", "shattered_sword_assets/tilemaps/Tutorial.json");
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// let map = localStorage.getItem("map");
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// let map = localStorage.getItem("map");
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let randomSeed = Math.floor(Math.random()*10000000000);
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this.randomSeed = Math.floor(Math.random()*10000000000);
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let rmg = new RandomMapGenerator("shattered_sword_assets/jsons/forest_template.json", randomSeed);
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let rmg = new RandomMapGenerator("shattered_sword_assets/jsons/forest_template.json", this.randomSeed);
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this.map = rmg.getMap();
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this.map = rmg.getMap();
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this.load.tilemapFromObject("forest1", this.map);
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this.load.tilemapFromObject("forest1", this.map);
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// TODO - change when done testing
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// TODO - change when done testing
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this.load.spritesheet("slice", "shattered_sword_assets/spritesheets/slice.json");
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this.load.spritesheet("slice", "shattered_sword_assets/spritesheets/slice.json");
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//load music here
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//load music here
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}
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}
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