feat: implemented pause layer and cheat code

This commit is contained in:
Renge 2022-04-19 13:50:48 -04:00
parent cc3b005ae7
commit 176157866d
3 changed files with 72 additions and 2 deletions

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@ -76,6 +76,8 @@ export default class PlayerController extends StateMachineAI implements BattlerA
MAX_SHIELD : number = 20; MAX_SHIELD : number = 20;
invincible : boolean = false; invincible : boolean = false;
godMode: boolean = false;
tilemap: OrthogonalTilemap; tilemap: OrthogonalTilemap;
//for doublejumps maybe = # of jumps in air allowed //for doublejumps maybe = # of jumps in air allowed
@ -103,6 +105,9 @@ export default class PlayerController extends StateMachineAI implements BattlerA
// TODO - figure out attacker // TODO - figure out attacker
damage(damage: number, attacker?: GameNode): void { damage(damage: number, attacker?: GameNode): void {
if (this.godMode) {
return;
}
if( !this.invincible){ if( !this.invincible){
//i frame here //i frame here
PlayerController.invincibilityTimer.start(); PlayerController.invincibilityTimer.start();

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@ -34,6 +34,7 @@ import InputWrapper from "../Tools/InputWrapper";
import Story from "../Tools/DataTypes/Story"; import Story from "../Tools/DataTypes/Story";
import Sprite from "../../Wolfie2D/Nodes/Sprites/Sprite"; import Sprite from "../../Wolfie2D/Nodes/Sprites/Sprite";
import Platformer from "../../demos/Platformer"; import Platformer from "../../demos/Platformer";
import TextInput from "../../Wolfie2D/Nodes/UIElements/TextInput";
@ -101,6 +102,12 @@ export default class GameLevel extends Scene {
buffButton3 : Button; buffButton3 : Button;
buffs: Array<Buff>; buffs: Array<Buff>;
//pause layer
pauseLayer: Layer;
pauseText: Label;
pauseInput: TextInput;
pauseSubmit: Label;
randomSeed: number; randomSeed: number;
startpos: Vec2; startpos: Vec2;
@ -127,6 +134,7 @@ export default class GameLevel extends Scene {
this.load.image("knife", "shattered_sword_assets/sprites/knife.png"); this.load.image("knife", "shattered_sword_assets/sprites/knife.png");
this.load.spritesheet("slice", "shattered_sword_assets/spritesheets/slice.json"); this.load.spritesheet("slice", "shattered_sword_assets/spritesheets/slice.json");
this.load.image("inventorySlot", "shattered_sword_assets/sprites/inventory.png"); this.load.image("inventorySlot", "shattered_sword_assets/sprites/inventory.png");
this.load.image("black", "shattered_sword_assets/images/black.png");
this.load.spritesheet("test_dummy","shattered_sword_assets/spritesheets/test_dummy.json") this.load.spritesheet("test_dummy","shattered_sword_assets/spritesheets/test_dummy.json")
this.enemies = new Array(); this.enemies = new Array();
@ -270,6 +278,9 @@ export default class GameLevel extends Scene {
break; break;
} }
} }
if (event.type === "cheat") {
this.enableCheat();
}
} }
if (this.gameStateStack.peek() === GameState.STORY) { if (this.gameStateStack.peek() === GameState.STORY) {
if (InputWrapper.isNextJustPressed() && this.gameStateStack.peek() === GameState.STORY) { if (InputWrapper.isNextJustPressed() && this.gameStateStack.peek() === GameState.STORY) {
@ -279,9 +290,11 @@ export default class GameLevel extends Scene {
if (InputWrapper.isPauseJustPressed()) { if (InputWrapper.isPauseJustPressed()) {
if (this.gameStateStack.peek() === GameState.GAMING) { if (this.gameStateStack.peek() === GameState.GAMING) {
this.setGameState(GameState.PAUSE); this.setGameState(GameState.PAUSE);
this.pauseLayer.enable();
} }
else if (this.gameStateStack.peek() === GameState.PAUSE) { else if (this.gameStateStack.peek() === GameState.PAUSE) {
this.setGameState(); this.setGameState();
this.pauseLayer.disable();
} }
} }
@ -364,6 +377,9 @@ export default class GameLevel extends Scene {
this.storyLayer = this.addUILayer("story"); this.storyLayer = this.addUILayer("story");
this.storyLayer.disable(); this.storyLayer.disable();
this.pauseLayer = this.addUILayer("pause");
this.pauseLayer.disable();
this.receiver.subscribe("loadStory"); this.receiver.subscribe("loadStory");
} }
@ -391,6 +407,7 @@ export default class GameLevel extends Scene {
this.receiver.subscribe("buff1"); this.receiver.subscribe("buff1");
this.receiver.subscribe("buff2"); this.receiver.subscribe("buff2");
this.receiver.subscribe("buff3"); this.receiver.subscribe("buff3");
this.receiver.subscribe("cheat");
} }
// TODO - // TODO -
@ -514,6 +531,22 @@ export default class GameLevel extends Scene {
this.buffLayer.disable(); this.buffLayer.disable();
this.pauseText = <Label>this.add.uiElement(UIElementType.LABEL, "pause", {position: new Vec2(500, 250), text: "Game Paused"});
this.pauseInput = <TextInput>this.add.uiElement(UIElementType.TEXT_INPUT, "pause", {position: new Vec2(500, 300), text: ""});
this.pauseSubmit = <Label>this.add.uiElement(UIElementType.LABEL, "pause", {position: new Vec2(500, 350), text: "Submit"});
// let tmp = this.add.sprite("black", "pause");
this.pauseLayer.setAlpha(0.5);
this.pauseInput.size.set(500, 30);
this.pauseText.textColor = Color.BLACK;
this.pauseText.borderColor = Color.BLACK;
this.pauseText.backgroundColor = Color.WHITE;
this.pauseText.borderWidth = 3;
this.pauseSubmit.textColor = Color.BLACK;
this.pauseSubmit.borderColor = Color.BLACK;
this.pauseSubmit.backgroundColor = Color.WHITE;
this.pauseSubmit.onClickEventId = "cheat";
this.pauseSubmit.borderWidth = 3;
} }
//TODO - determine whether we will have weapon datatype //TODO - determine whether we will have weapon datatype
@ -890,6 +923,38 @@ export default class GameLevel extends Scene {
} }
} }
// Cheat
enableCheat() {
if (this.pauseInput.text.toUpperCase() === "UUDDLRLRBABA") {
(<PlayerController>this.player._ai).godMode = true;
return;
}
else {
let commands = this.pauseInput.text.split(' ');
if (commands.length === 3) {
if (commands[0].toUpperCase() !== "SET") {
switch (commands[1].toUpperCase()) {
case "ATK":
(<PlayerController>this.player._ai).CURRENT_ATK = parseInt(commands[2]);
break;
case "HP":
(<PlayerController>this.player._ai).CURRENT_HP = parseInt(commands[2]);
break;
case "EXP":
(<PlayerController>this.player._ai).CURRENT_EXP = parseInt(commands[2]);
break;
case "SLD":
(<PlayerController>this.player._ai).CURRENT_SHIELD = parseInt(commands[2]);
break;
default:
break;
}
}
}
(<PlayerController>this.player._ai).godMode = false;
}
}
} }