feat: implemented pause layer and cheat code
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@ -76,6 +76,8 @@ export default class PlayerController extends StateMachineAI implements BattlerA
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MAX_SHIELD : number = 20;
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invincible : boolean = false;
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godMode: boolean = false;
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tilemap: OrthogonalTilemap;
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//for doublejumps maybe = # of jumps in air allowed
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@ -103,6 +105,9 @@ export default class PlayerController extends StateMachineAI implements BattlerA
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// TODO - figure out attacker
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damage(damage: number, attacker?: GameNode): void {
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if (this.godMode) {
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return;
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}
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if( !this.invincible){
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//i frame here
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PlayerController.invincibilityTimer.start();
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@ -34,6 +34,7 @@ import InputWrapper from "../Tools/InputWrapper";
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import Story from "../Tools/DataTypes/Story";
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import Sprite from "../../Wolfie2D/Nodes/Sprites/Sprite";
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import Platformer from "../../demos/Platformer";
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import TextInput from "../../Wolfie2D/Nodes/UIElements/TextInput";
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@ -101,6 +102,12 @@ export default class GameLevel extends Scene {
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buffButton3 : Button;
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buffs: Array<Buff>;
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//pause layer
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pauseLayer: Layer;
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pauseText: Label;
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pauseInput: TextInput;
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pauseSubmit: Label;
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randomSeed: number;
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startpos: Vec2;
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@ -127,6 +134,7 @@ export default class GameLevel extends Scene {
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this.load.image("knife", "shattered_sword_assets/sprites/knife.png");
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this.load.spritesheet("slice", "shattered_sword_assets/spritesheets/slice.json");
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this.load.image("inventorySlot", "shattered_sword_assets/sprites/inventory.png");
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this.load.image("black", "shattered_sword_assets/images/black.png");
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this.load.spritesheet("test_dummy","shattered_sword_assets/spritesheets/test_dummy.json")
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this.enemies = new Array();
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@ -270,6 +278,9 @@ export default class GameLevel extends Scene {
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break;
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}
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}
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if (event.type === "cheat") {
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this.enableCheat();
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}
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}
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if (this.gameStateStack.peek() === GameState.STORY) {
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if (InputWrapper.isNextJustPressed() && this.gameStateStack.peek() === GameState.STORY) {
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@ -279,9 +290,11 @@ export default class GameLevel extends Scene {
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if (InputWrapper.isPauseJustPressed()) {
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if (this.gameStateStack.peek() === GameState.GAMING) {
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this.setGameState(GameState.PAUSE);
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this.pauseLayer.enable();
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}
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else if (this.gameStateStack.peek() === GameState.PAUSE) {
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this.setGameState();
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this.pauseLayer.disable();
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}
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}
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@ -364,6 +377,9 @@ export default class GameLevel extends Scene {
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this.storyLayer = this.addUILayer("story");
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this.storyLayer.disable();
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this.pauseLayer = this.addUILayer("pause");
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this.pauseLayer.disable();
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this.receiver.subscribe("loadStory");
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}
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@ -391,6 +407,7 @@ export default class GameLevel extends Scene {
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this.receiver.subscribe("buff1");
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this.receiver.subscribe("buff2");
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this.receiver.subscribe("buff3");
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this.receiver.subscribe("cheat");
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}
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// TODO -
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@ -514,7 +531,23 @@ export default class GameLevel extends Scene {
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this.buffLayer.disable();
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}
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this.pauseText = <Label>this.add.uiElement(UIElementType.LABEL, "pause", {position: new Vec2(500, 250), text: "Game Paused"});
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this.pauseInput = <TextInput>this.add.uiElement(UIElementType.TEXT_INPUT, "pause", {position: new Vec2(500, 300), text: ""});
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this.pauseSubmit = <Label>this.add.uiElement(UIElementType.LABEL, "pause", {position: new Vec2(500, 350), text: "Submit"});
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// let tmp = this.add.sprite("black", "pause");
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this.pauseLayer.setAlpha(0.5);
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this.pauseInput.size.set(500, 30);
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this.pauseText.textColor = Color.BLACK;
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this.pauseText.borderColor = Color.BLACK;
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this.pauseText.backgroundColor = Color.WHITE;
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this.pauseText.borderWidth = 3;
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this.pauseSubmit.textColor = Color.BLACK;
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this.pauseSubmit.borderColor = Color.BLACK;
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this.pauseSubmit.backgroundColor = Color.WHITE;
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this.pauseSubmit.onClickEventId = "cheat";
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this.pauseSubmit.borderWidth = 3;
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}
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//TODO - determine whether we will have weapon datatype
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/**
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@ -890,6 +923,38 @@ export default class GameLevel extends Scene {
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}
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}
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// Cheat
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enableCheat() {
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if (this.pauseInput.text.toUpperCase() === "UUDDLRLRBABA") {
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(<PlayerController>this.player._ai).godMode = true;
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return;
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}
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else {
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let commands = this.pauseInput.text.split(' ');
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if (commands.length === 3) {
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if (commands[0].toUpperCase() !== "SET") {
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switch (commands[1].toUpperCase()) {
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case "ATK":
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(<PlayerController>this.player._ai).CURRENT_ATK = parseInt(commands[2]);
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break;
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case "HP":
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(<PlayerController>this.player._ai).CURRENT_HP = parseInt(commands[2]);
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break;
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case "EXP":
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(<PlayerController>this.player._ai).CURRENT_EXP = parseInt(commands[2]);
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break;
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case "SLD":
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(<PlayerController>this.player._ai).CURRENT_SHIELD = parseInt(commands[2]);
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break;
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default:
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break;
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}
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}
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}
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(<PlayerController>this.player._ai).godMode = false;
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}
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}
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}
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