Merge remote-tracking branch 'github/master'
This commit is contained in:
commit
201bfccd85
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@ -38,18 +38,6 @@
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"type": "player",
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"x": 5,
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"y": 19
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},
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{
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"type": "black_pudding",
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"x": 7,
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"y": 19,
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"possibility": 1
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},
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{
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"type": "Snake",
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"x": 1,
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"y": 10,
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"possibility": 1
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}
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],
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"startCheckPoint": [25, 19, 5, 5]
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BIN
dist/shattered_sword_assets/sounds/bgm1.mp3
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BIN
dist/shattered_sword_assets/sounds/bgm1.mp3
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@ -3,7 +3,7 @@
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"spriteSheetImage": "Hiro.png",
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"spriteWidth": 64,
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"spriteHeight": 64,
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"columns": 7,
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"columns": 8,
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"rows": 7,
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"durationType": "time",
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"animations": [
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@ -75,12 +75,12 @@
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]
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},
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{
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"name": "JUMP",
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"name": "JUMP2",
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"repeat": false,
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"frames": [
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{
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"index": 30,
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"duration": 10
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"duration": 5
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},
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{
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"index": 31,
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@ -96,12 +96,12 @@
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},
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{
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"index": 30,
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"duration": 10
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"duration": 5
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}
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]
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},
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{
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"name": "JUMP_RIGHT",
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"name": "JUMP",
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"repeat": false,
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"frames": [
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{
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@ -303,6 +303,32 @@
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"duration": 10
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}
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]
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},
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{
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"name": "DASH",
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"repeat": false,
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"frames": [
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{
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"index": 46,
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"duration": 5
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},
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{
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"index": 47,
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"duration": 5
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},
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{
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"index": 48,
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"duration": 5
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},
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{
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"index": 49,
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"duration": 5
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},
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{
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"index": 50,
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"duration": 10
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}
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]
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}
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]
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}
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BIN
dist/shattered_sword_assets/spritesheets/Hiro.png
vendored
BIN
dist/shattered_sword_assets/spritesheets/Hiro.png
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Before Width: | Height: | Size: 19 KiB After Width: | Height: | Size: 21 KiB |
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@ -282,21 +282,6 @@ export default class EnemyAI extends StateMachineGoapAI implements BattlerAI {
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}
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//TODO - GOAP NOT WORKING, ATTACK WORKAROUND
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if(this.getPlayerPosition() == null){
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return;
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}
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let distance = this.owner.position.distanceTo(this.getPlayerPosition());
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if( distance <= 20){
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if( this.direction == Math.sign(this.getPlayerPosition().x -this.owner.position.x) ){
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let dir = this.getPlayerPosition().clone().sub(this.owner.position).normalize();
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if(this.attackTimer.isStopped()){
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this.weapon.use(this.owner, "enemy", dir.scale(1,0))
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this.attackTimer.start();
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}
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}
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}
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@ -361,13 +361,14 @@ export default class PlayerController extends StateMachineAI implements BattlerA
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dotBuffs.push({type:BuffType.POISON, value:1, category: BuffCategory.DOT, string: "Your hits \napply poison"});
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}
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if(dotBuffs.length < 3){ //only add extra dot if at least one dot is acquired
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//only add extra dot if at least one dot is acquired
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for(let i=dotBuffs.length; i< 3 ; i++){
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dotBuffs.push({type:BuffType.EXTRA_DOT, value:num, category: BuffCategory.DOT, string: "increase your \nDOT damage"});
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}
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let shieldBuffs : Buff[] = [
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{type:BuffType.HEALTH, value:1, category: BuffCategory.SHIELD},
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{type:BuffType.HEALTH, value:num, 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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@ -405,23 +406,48 @@ export default class PlayerController extends StateMachineAI implements BattlerA
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switch(cat){
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case BuffCategory.ATTACK:
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attackBuffs.sort(() => 0.5 - Math.random());
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selected.push(attackBuffs.pop());
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if(attackBuffs.length == 0){
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selected.push({type:BuffType.RANGE, value:num/10, category: BuffCategory.ATTACK});
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}
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else{
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selected.push(attackBuffs.pop());
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}
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break;
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case BuffCategory.DOT:
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dotBuffs.sort(() => 0.5 - Math.random());
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selected.push(dotBuffs.pop());
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if(dotBuffs.length == 0){
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selected.push({type:BuffType.EXTRA_DOT, value:num, category: BuffCategory.DOT, string: "increase your \nDOT damage"});
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}
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else{
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selected.push(dotBuffs.pop());
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}
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break;
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case BuffCategory.EXTRA:
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extraBuffs.sort(() => 0.5 - Math.random());
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selected.push(extraBuffs.pop());
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if(extraBuffs.length ==0 ){
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selected.push({type:BuffType.EXTRALIFE, value:1, category: BuffCategory.EXTRA, string: "Gain an \nExtra Life"});
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}
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else{
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selected.push(extraBuffs.pop());
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}
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break;
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case BuffCategory.HEALTH:
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healthBuffs.sort(() => 0.5 - Math.random());
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selected.push(healthBuffs.pop());
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if(healthBuffs.length == 0){
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selected.push({type:BuffType.DEF, value: num/10, category: BuffCategory.HEALTH, string: "decrease damage\n taken by "+num*10+"%"});
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}
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else{
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selected.push(healthBuffs.pop());
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}
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break;
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case BuffCategory.SHIELD:
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shieldBuffs.sort(() => 0.5 - Math.random());
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selected.push(shieldBuffs.pop());
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if(shieldBuffs.length ==0 ){
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selected.push({type:BuffType.HEALTH, value:num, category: BuffCategory.SHIELD});
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}
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else{
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selected.push(shieldBuffs.pop());
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}
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break;
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}
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}
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@ -519,11 +545,17 @@ export default class PlayerController extends StateMachineAI implements BattlerA
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*/
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getStats(): Record<string, any>{
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let stats = {} as Record<string,any>;
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stats.current_health = this.CURRENT_HP;
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stats.CURRENT_HP = this.CURRENT_HP;
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stats.CURRENT_ATK = this.CURRENT_ATK;
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stats.CURRENT_SHIELD = this.CURRENT_SHIELD;
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stats.CURRENT_EXP = this.CURRENT_EXP;
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return
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}
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toString(): string{
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return "";
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}
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}
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@ -158,6 +158,7 @@ export default class GameLevel extends Scene {
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this.load.audio("hurt", "shattered_sword_assets/sounds/hurt.wav");
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this.load.audio("die", "shattered_sword_assets/sounds/die.wav");
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this.load.audio("level_up","shattered_sword_assets/sounds/level_up.wav");
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this.load.audio("level_music","shattered_sword_assets/sounds/bgm1.mp3")
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this.load.image("knife", "shattered_sword_assets/sprites/knife.png");
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@ -251,12 +252,11 @@ export default class GameLevel extends Scene {
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this.levelTransitionScreen.tweens.play("fadeOut");
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*/
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//TODO - uncomment when done testing
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// Initially disable player movement
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//Input.disableInput();
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this.gameStateStack = new Stack();
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this.setGameState(GameState.GAMING);
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InputWrapper.enableInput();
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this.emitter.fireEvent(GameEventType.PLAY_SOUND, {key: "level_music", loop: true, holdReference: true});
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}
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@ -321,27 +321,25 @@ 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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if(this.buffs[0].string !== undefined){
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//this.buffButton1.text = this.buffs[0].string;
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this.buffLabel1.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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if(this.buffs[0].string === undefined){
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this.buffLabel1.text = "Increase "+this.buffs[0].type + "\n by \n"+this.buffs[0].value;
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}
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if(this.buffs[1].string !== undefined){
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this.buffLabel2.text = this.buffs[1].string;
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}
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else{
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this.buffLabel1.text = this.buffs[0].string;
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}
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if(this.buffs[1].string === undefined){
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this.buffLabel2.text = "Increase "+this.buffs[1].type + "\n by \n"+this.buffs[1].value;
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}
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else{
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this.buffLabel2.text = this.buffs[1].string;
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}
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if(this.buffs[2].string !== undefined){
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this.buffLabel3.text = this.buffs[2].string;
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if(this.buffs[2].string === undefined){
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this.buffLabel3.text = "Increase "+this.buffs[2].type + "\n by \n"+this.buffs[2].value;
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}
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else{
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this.buffLabel3.text = "Increase "+this.buffs[2].type + "\n by \n"+this.buffs[2].value;
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this.buffLabel3.text = this.buffs[2].string;
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}
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//pause game here
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@ -998,8 +996,6 @@ export default class GameLevel extends Scene {
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//damage the player
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(<PlayerController>this.player._ai).damage(10); //10 collision dmg for now
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}
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}
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