added buff strings, quick bugfix
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c1a00694f6
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07665e0e6f
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@ -24,6 +24,7 @@ import MathUtils from "../../Wolfie2D/Utils/MathUtils";
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import { Player_Events } from "../sword_enums";
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import InputWrapper from "../Tools/InputWrapper";
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import Timer from "../../Wolfie2D/Timing/Timer";
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import PlayerController from "../Player/PlayerController";
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export default class EnemyAI extends StateMachineGoapAI implements BattlerAI {
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/** The owner of this AI */
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owner: AnimatedSprite;
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@ -64,7 +65,7 @@ export default class EnemyAI extends StateMachineGoapAI implements BattlerAI {
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direction: number; //1 for right, -1 for left
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exp_val: number =0; //exp value to give player when this dies
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exp_val: number = 100; //exp value to give player when this dies
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poisonTimer : Timer;
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poisonCounter : number = 0;
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@ -220,21 +221,21 @@ export default class EnemyAI extends StateMachineGoapAI implements BattlerAI {
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}
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*/
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//TODO - add extra dot damage
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//TODO
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if(this.burnTimer.isStopped() && this.burnCounter >0){
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this.burnCounter --;
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this.burnTimer.start();
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this.damage(5);
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this.damage(5 + (<PlayerController>this.player._ai).extraDotDmg + (<PlayerController>this.player._ai).CURRENT_ATK * .2);
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}
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if(this.poisonTimer.isStopped() && this.poisonCounter >0){
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this.poisonCounter --;
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this.poisonTimer.start();
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this.damage(5);
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this.damage(5 + (<PlayerController>this.player._ai).extraDotDmg + (<PlayerController>this.player._ai).CURRENT_ATK * .2);
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}
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if(this.bleedTimer.isStopped() && this.bleedCounter >0){
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this.bleedCounter --;
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this.bleedTimer.start();
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this.damage(5);
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this.damage(5 + (<PlayerController>this.player._ai).extraDotDmg + (<PlayerController>this.player._ai).CURRENT_ATK * .08);
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}
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}
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}
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@ -38,6 +38,9 @@ export default class BattleManager {
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(<EnemyAI>enemy).burnCounter =5 ;
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}
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if(player.hasDoubleStrike){
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enemy.damage(weapon.type.damage * (<PlayerController>this.players[0]).CURRENT_ATK/200);
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}
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}
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}
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}
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@ -22,6 +22,7 @@ export default class Weapon extends Item {
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/** The battle manager */
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battleManager: BattleManager;
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cooldown : number = 0;
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/** The cooldown timer for this weapon's use */
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cooldownTimer: Timer;
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@ -46,6 +47,8 @@ export default class Weapon extends Item {
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// Create the cooldown timer
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this.cooldownTimer = new Timer(type.cooldown);
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this.cooldown = type.cooldown;
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this.EXTRA_DAMAGE = 0;
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this.EXTRA_RANGE=0;
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}
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@ -127,6 +127,7 @@ export default class PlayerController extends StateMachineAI implements BattlerA
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hasLifesteal : Boolean = false;
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lifestealratio : number = 0; //percent of damage to steal
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hasOneShot: Boolean = false;
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extraDotDmg : number =0;
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//TODO - add new buffs here
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CURRENT_BUFFS: {
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@ -170,7 +171,7 @@ export default class PlayerController extends StateMachineAI implements BattlerA
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//to test the buffs
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//this.addBuff( {type:BuffType.HEALTH, value:1} );
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this.addBuff({type:BuffType.BLEED, value:1, category:BuffCategory.DOT});
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this.addBuff({type:BuffType.BURN, value:1, category:BuffCategory.DOT});
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}
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@ -260,16 +261,22 @@ export default class PlayerController extends StateMachineAI implements BattlerA
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//console.log("hurt anim");
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(<AnimatedSprite>this.owner).animation.play("HURT" );
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this.CURRENT_HP -= damage;
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if(this.CURRENT_HP <= 0){
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(<AnimatedSprite>this.owner).animation.play("DYING");
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(<AnimatedSprite>this.owner).animation.queue("DEAD", true, Player_Events.PLAYER_KILLED);
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//if player has shield buff give them shield when damaged
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if(this.hasShield){
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this.CURRENT_SHIELD += damage * .5;
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}
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}
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}
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else{
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//console.log("player is invincible");
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}
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if(this.CURRENT_HP <= 0){
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(<AnimatedSprite>this.owner).animation.play("DYING");
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(<AnimatedSprite>this.owner).animation.queue("DEAD", true, Player_Events.PLAYER_KILLED);
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}
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}
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/**
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@ -280,6 +287,14 @@ export default class PlayerController extends StateMachineAI implements BattlerA
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this.CURRENT_SHIELD = (this.CURRENT_SHIELD + shield) % this.MAX_SHIELD;
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}
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/**
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* gives health to the player
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* @param health health to give player
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*/
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addHealth(health : number){
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this.CURRENT_HP = (this.CURRENT_HP + health) %this.MAX_HP + this.CURRENT_BUFFS.hp;
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}
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/**
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* gives the player exp
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* @param exp amount of exp to give the player
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@ -314,23 +329,25 @@ export default class PlayerController extends StateMachineAI implements BattlerA
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let attackBuffs : Buff[] = [
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{type:BuffType.RANGE, value:num, category: BuffCategory.ATTACK},
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{type:BuffType.ATKSPEED, value:num, category: BuffCategory.ATTACK},
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{type:BuffType.DOUBLESTRIKE, value:num, category: BuffCategory.ATTACK},
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];
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if(!this.hasDoubleStrike){
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attackBuffs.push({type:BuffType.DOUBLESTRIKE, value:num, category: BuffCategory.ATTACK, string:"your attacks are followed by a weaker strike"});
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}
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let dotBuffs : Buff[] = [
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{type:BuffType.BLEED, value:num, category: BuffCategory.DOT},
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{type:BuffType.BURN, value:num, category: BuffCategory.DOT},
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{type:BuffType.POISON, value:num, category: BuffCategory.DOT},
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{type:BuffType.EXTRA_DOT, value:num, category: BuffCategory.DOT},
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{type:BuffType.BLEED, value:1, category: BuffCategory.DOT, string: "Your hits apply Bleed"},
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{type:BuffType.BURN, value:1, category: BuffCategory.DOT, string: "Your hits apply Burn"},
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{type:BuffType.POISON, value:1, category: BuffCategory.DOT, string: "Your hits apply poison"},
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{type:BuffType.EXTRA_DOT, value:num, category: BuffCategory.DOT, string: "increase your DOT damage"},
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];
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let shieldBuffs : Buff[] = [
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{type:BuffType.HEALTH, value:num, category: BuffCategory.SHIELD},
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{type:BuffType.HEALTH, value:1, category: BuffCategory.SHIELD},
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];
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//if player doesnt have shield buff, give them the option, otherwise give buff shield option
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if(!this.hasShield){
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shieldBuffs.push({type:BuffType.SHIELD, value:num, category: BuffCategory.SHIELD});
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shieldBuffs.push({type:BuffType.SHIELD, value:1, category: BuffCategory.SHIELD, string: "Gain Shield When Damaged"});
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}
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else{
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shieldBuffs.push({type:BuffType.SHIELD_DMG, value:num, category: BuffCategory.SHIELD});
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@ -341,20 +358,20 @@ export default class PlayerController extends StateMachineAI implements BattlerA
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{type:BuffType.DEF, value:num, category: BuffCategory.HEALTH}
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];
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if(!this.hasLifesteal){
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shieldBuffs.push({type:BuffType.LIFESTEAL, value:num, category: BuffCategory.HEALTH});
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healthBuffs.push({type:BuffType.LIFESTEAL, value:1, category: BuffCategory.HEALTH, string:"Gain lifesteal"});
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}
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else{
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shieldBuffs.push({type:BuffType.LIFESTEALBUFF, value:num, category: BuffCategory.HEALTH});
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healthBuffs.push({type:BuffType.LIFESTEALBUFF, value:num, category: BuffCategory.HEALTH});
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}
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let extraBuffs : Buff[] = [
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{type:BuffType.EXTRALIFE, value:num, category: BuffCategory.EXTRA},
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{type:BuffType.EXTRALIFE, value:1, category: BuffCategory.EXTRA, string: "Gain an Extra Life"},
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{type:BuffType.SPEED, value:num, category: BuffCategory.EXTRA},
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{type:BuffType.ATK, value:num, category: BuffCategory.EXTRA}
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];
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if(!this.hasOneShot){
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extraBuffs.push({type:BuffType.ONESHOT, value:num, category: BuffCategory.EXTRA});
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extraBuffs.push({type:BuffType.ONESHOT, value:1, category: BuffCategory.EXTRA, string: "Your hits hurt 100x more but you die in one shot"});
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};
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@ -434,14 +451,18 @@ export default class PlayerController extends StateMachineAI implements BattlerA
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case BuffType.POISON:
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this.hasPoison = true;
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break;
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case BuffType.EXTRA_DOT:
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this.extraDotDmg += buff.value;
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break;
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case BuffType.SHIELD:
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this.hasShield = true;
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break;
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case BuffType.ATKSPEED:
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if (item) {
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//reduce cooldowntimer
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//(<Weapon>item).cooldownTimer
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}
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}
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break;
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case BuffType.DOUBLESTRIKE:
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break;
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@ -455,6 +476,9 @@ export default class PlayerController extends StateMachineAI implements BattlerA
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this.hasLifesteal = true;
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break;
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case BuffType.ONESHOT:
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this.MAX_HP = 1;
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this.CURRENT_HP = 1;
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this.CURRENT_ATK *= 100;
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break;
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}
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}
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@ -246,7 +246,9 @@ export default class GameLevel extends Scene {
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this.enemies = this.enemies.filter(item => item !== event.data.get("ai"));
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this.battleManager.removeEnemy(event.data.get("ai"));
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//give the player the exp value of the enemy killed
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(<PlayerController>this.player._ai).giveExp(event.data.get("ai").exp_val);
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if(event.data.get("ai").exp_val !== undefined){
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(<PlayerController>this.player._ai).giveExp(event.data.get("ai").exp_val);
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}
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node.destroy(); //destroy enemy node
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//TODO - this is for testing, add some chance here later
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//this.emitter.fireEvent(Player_Events.GIVE_BUFF);
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@ -254,9 +256,26 @@ export default class GameLevel extends Scene {
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case Player_Events.GIVE_BUFF:
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this.buffs = (<PlayerController>this.player._ai).generateBuffs();
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this.buffButton1.text = "Increase "+this.buffs[0].type.toString() + " by "+this.buffs[0].value;
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this.buffButton2.text = "Increase "+this.buffs[1].type + " by "+this.buffs[1].value;
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this.buffButton3.text = "Increase "+this.buffs[2].type + " by "+this.buffs[2].value;
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if(this.buffs[0].string !== undefined){
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this.buffButton1.text = this.buffs[0].string;
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}
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else{
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this.buffButton1.text = "Increase "+this.buffs[0].type + " by "+this.buffs[0].value;
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}
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if(this.buffs[1].string !== undefined){
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this.buffButton2.text = this.buffs[1].string;
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}
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else{
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this.buffButton2.text = "Increase "+this.buffs[1].type + " by "+this.buffs[1].value;
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}
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if(this.buffs[2].string !== undefined){
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this.buffButton3.text = this.buffs[2].string;
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}
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else{
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this.buffButton3.text = "Increase "+this.buffs[2].type + " by "+this.buffs[2].value;
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}
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//pause game here
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this.setGameState(GameState.BUFF);
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