feat&fix: implement TigerAI and fix attack bugs
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@ -8,7 +8,7 @@ import BattlerAI from "./BattlerAI";
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import Patrol from "./EnemyStates/Patrol";
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import Alert from "./EnemyStates/Alert";
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import Attack from "./EnemyStates/Attack";
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import SlimeAttack from "./EnemyStates/SlimeAttack";
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import { GameState, Statuses } from "../sword_enums";
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import Sprite from "../../Wolfie2D/Nodes/Sprites/Sprite";
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@ -73,7 +73,7 @@ export default class EnemyAI extends StateMachineAI implements BattlerAI {
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// Patrol mode
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this.addState(EnemyStates.PATROL, new Patrol(this, owner));
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this.addState(EnemyStates.ALERT, new Alert(this, owner));
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this.addState(EnemyStates.ATTACK, new Attack(this, owner));
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this.addState(EnemyStates.ATTACK, new SlimeAttack(this, owner));
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this.maxHealth = options.health;
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@ -142,6 +142,10 @@ export default class EnemyAI extends StateMachineAI implements BattlerAI {
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player.damage(10);
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}
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canAttack(position: Vec2): boolean {
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return this.attackTimer.isStopped() && this.owner.position.distanceTo(position)<=32;
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}
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//TODO - need to modify for side view
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isPlayerVisible(pos: Vec2): Vec2{
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//Check ifplayer is visible, taking into account walls
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@ -13,7 +13,7 @@ export default class Alert extends EnemyState {
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if (position) {
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this.parent.velocity.x = this.parent.maxSpeed * Math.sign(position.x - this.owner.position.x);
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this.parent.direction = this.parent.velocity.x >= 0 ? 1 : -1;
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if (this.parent.attackTimer.isStopped() && this.owner.position.distanceTo(position)<=32) {
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if (this.parent.canAttack(position)) {
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this.finished(EnemyStates.ATTACK);
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}
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}
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@ -20,17 +20,6 @@ export default class Attack extends EnemyState {
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}
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update(deltaT: number): void {
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while (this.receiver.hasNextEvent()) {
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let event = this.receiver.getNextEvent().type;
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switch (event) {
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case this.charged:
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(<AnimatedSprite>this.owner).animation.play("ATTACK", false, this.attacked);
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break;
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case this.attacked:
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this.finished(EnemyStates.ALERT);
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break;
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}
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}
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super.update(deltaT);
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}
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20
src/shattered_sword/AI/EnemyStates/SlimeAttack.ts
Normal file
20
src/shattered_sword/AI/EnemyStates/SlimeAttack.ts
Normal file
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@ -0,0 +1,20 @@
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import EnemyAI, { EnemyStates } from "../EnemyAI";
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import AnimatedSprite from "../../../Wolfie2D/Nodes/Sprites/AnimatedSprite";
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import Attack from "./Attack";
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export default class SlimeAttack extends Attack {
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update(deltaT: number): void {
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while (this.receiver.hasNextEvent()) {
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let event = this.receiver.getNextEvent().type;
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switch (event) {
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case this.charged:
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(<AnimatedSprite>this.owner).animation.play("ATTACK", false, this.attacked);
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break;
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case this.attacked:
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this.finished(EnemyStates.ALERT);
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break;
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}
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}
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super.update(deltaT);
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}
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}
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@ -5,13 +5,6 @@ import Sprite from "../../../Wolfie2D/Nodes/Sprites/Sprite";
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import Attack from "./Attack";
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export default class SnakeAttack extends Attack {
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protected charged: string;
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protected attacked: string;
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onEnter(options: Record<string, any>): void {
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super.onEnter(options);
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}
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update(deltaT: number): void {
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while (this.receiver.hasNextEvent()) {
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let event = this.receiver.getNextEvent().type;
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@ -28,9 +21,4 @@ export default class SnakeAttack extends Attack {
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}
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(<Sprite>this.owner).invertX = this.parent.direction === 1 ? true : false ;
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}
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onExit(): Record<string, any> {
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(<AnimatedSprite>this.owner).animation.stop();
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return null;
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}
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}
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39
src/shattered_sword/AI/EnemyStates/TigerAttack.ts
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src/shattered_sword/AI/EnemyStates/TigerAttack.ts
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@ -0,0 +1,39 @@
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import EnemyAI, { EnemyStates } from "../EnemyAI";
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import AnimatedSprite from "../../../Wolfie2D/Nodes/Sprites/AnimatedSprite";
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import AABB from "../../../Wolfie2D/DataTypes/Shapes/AABB";
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import Sprite from "../../../Wolfie2D/Nodes/Sprites/Sprite";
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import Attack from "./Attack";
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export default class TigerAttack extends Attack {
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protected velocity: number;
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protected distance: number;
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protected attacking: boolean = false;
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onEnter(options: Record<string, any>): void {
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super.onEnter(options);
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this.velocity = 0;
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}
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update(deltaT: number): void {
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if (this.attacking && this.owner.onGround) {
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this.emitter.fireEvent(this.attacked);
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}
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while (this.receiver.hasNextEvent()) {
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let event = this.receiver.getNextEvent().type;
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switch (event) {
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case this.charged:
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(<AnimatedSprite>this.owner).animation.play("ATTACK", true);
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this.velocity = (this.parent.getPlayerPosition().x - this.owner.position.x)/2;
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this.parent.direction = this.velocity >= 0 ? 1 : 0;
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this.attacking = true;
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break;
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case this.attacked:
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this.finished(EnemyStates.ALERT);
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break;
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}
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}
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this.parent.velocity.x = this.velocity;
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(<Sprite>this.owner).invertX = this.parent.direction === 1 ? true : false ;
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super.update(deltaT);
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}
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}
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19
src/shattered_sword/AI/TigerAI.ts
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19
src/shattered_sword/AI/TigerAI.ts
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@ -0,0 +1,19 @@
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import Vec2 from "../../Wolfie2D/DataTypes/Vec2";
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import AnimatedSprite from "../../Wolfie2D/Nodes/Sprites/AnimatedSprite";
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import EnemyAI, { EnemyStates } from "./EnemyAI";
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import TigerAttack from "./EnemyStates/TigerAttack";
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export default class TigerAI extends EnemyAI {
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initializeAI(owner: AnimatedSprite, options: Record<string, any>): void {
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super.initializeAI(owner, options);
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this.addState(EnemyStates.ATTACK, new TigerAttack(this, owner));
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}
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canAttack(position: Vec2): boolean {
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return this.attackTimer.isStopped();
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}
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getPlayerPosition(): Vec2 {
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return this.player.position;
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}
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}
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