fix: enemy fall out of map

This commit is contained in:
Renge 2022-04-24 20:35:41 -04:00
parent 7478f4bb1f
commit 1726ba3653
2 changed files with 12 additions and 6 deletions

View File

@ -253,7 +253,12 @@ export default class EnemyAI extends StateMachineAI implements BattlerAI {
if (this.bleedStat) {
this.bleedStat.position = this.poisonStat.position.clone().add(new Vec2(30, 0));
this.bleedStat.visible = this.bleedCounter > 0;
}
}
if (this.owner.position.y > this.tilemap.getDimensions().y * this.tilemap.getTileSize().y) {
this.CURRENT_HP = -1;
this.emitter.fireEvent(Player_Events.ENEMY_KILLED, {owner: this.owner.id, ai:this});
}
}
}

View File

@ -9,10 +9,6 @@ export default class Alert extends EnemyState {
}
update(deltaT: number): void {
if(!this.canWalk()){
this.parent.direction *= -1;
}
let position = this.parent.getPlayerPosition();
if (position) {
this.parent.velocity.x = this.parent.maxSpeed * Math.sign(position.x - this.owner.position.x);
@ -22,7 +18,12 @@ export default class Alert extends EnemyState {
this.finished(EnemyStates.PATROL);
}
(<Sprite>this.owner).invertX = this.parent.velocity.x > 0 ? true : false ;
this.parent.direction = this.parent.velocity.x >= 0 ? 1 : -1;
if (!this.canWalk()) {
this.parent.velocity.x = 0;
}
(<Sprite>this.owner).invertX = this.parent.direction === 1 ? true : false ;
super.update(deltaT);
}