Merge remote-tracking branch 'github/master'
This commit is contained in:
		
						commit
						201bfccd85
					
				| 
						 | 
					@ -38,18 +38,6 @@
 | 
				
			||||||
            "type": "player",
 | 
					            "type": "player",
 | 
				
			||||||
            "x": 5,
 | 
					            "x": 5,
 | 
				
			||||||
            "y": 19
 | 
					            "y": 19
 | 
				
			||||||
         }, 
 | 
					 | 
				
			||||||
         {
 | 
					 | 
				
			||||||
            "type": "black_pudding",
 | 
					 | 
				
			||||||
            "x": 7,
 | 
					 | 
				
			||||||
            "y": 19,
 | 
					 | 
				
			||||||
            "possibility": 1
 | 
					 | 
				
			||||||
         },
 | 
					 | 
				
			||||||
         {
 | 
					 | 
				
			||||||
            "type": "Snake",
 | 
					 | 
				
			||||||
            "x": 1,
 | 
					 | 
				
			||||||
            "y": 10,
 | 
					 | 
				
			||||||
            "possibility": 1
 | 
					 | 
				
			||||||
         }
 | 
					         }
 | 
				
			||||||
      ],
 | 
					      ],
 | 
				
			||||||
      "startCheckPoint": [25, 19, 5, 5]
 | 
					      "startCheckPoint": [25, 19, 5, 5]
 | 
				
			||||||
| 
						 | 
					
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			||||||
							
								
								
									
										
											BIN
										
									
								
								dist/shattered_sword_assets/sounds/bgm1.mp3
									
									
									
									
										vendored
									
									
										Normal file
									
								
							
							
						
						
									
										
											BIN
										
									
								
								dist/shattered_sword_assets/sounds/bgm1.mp3
									
									
									
									
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							| 
						 | 
					@ -3,7 +3,7 @@
 | 
				
			||||||
	"spriteSheetImage": "Hiro.png",
 | 
						"spriteSheetImage": "Hiro.png",
 | 
				
			||||||
	"spriteWidth": 64,
 | 
						"spriteWidth": 64,
 | 
				
			||||||
	"spriteHeight": 64,
 | 
						"spriteHeight": 64,
 | 
				
			||||||
	"columns": 7,
 | 
						"columns": 8,
 | 
				
			||||||
	"rows": 7,
 | 
						"rows": 7,
 | 
				
			||||||
	"durationType": "time",
 | 
						"durationType": "time",
 | 
				
			||||||
	"animations": [		
 | 
						"animations": [		
 | 
				
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| 
						 | 
					@ -75,12 +75,12 @@
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			]
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								]
 | 
				
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		},
 | 
							},
 | 
				
			||||||
		{
 | 
							{
 | 
				
			||||||
			"name": "JUMP",
 | 
								"name": "JUMP2",
 | 
				
			||||||
			"repeat": false,
 | 
								"repeat": false,
 | 
				
			||||||
			"frames": [
 | 
								"frames": [
 | 
				
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				{
 | 
									{
 | 
				
			||||||
					"index": 30,
 | 
										"index": 30,
 | 
				
			||||||
					"duration": 10
 | 
										"duration": 5
 | 
				
			||||||
				},
 | 
									},
 | 
				
			||||||
				{
 | 
									{
 | 
				
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					"index": 31,
 | 
										"index": 31,
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| 
						 | 
					@ -96,12 +96,12 @@
 | 
				
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				},
 | 
									},
 | 
				
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				{
 | 
									{
 | 
				
			||||||
					"index": 30,
 | 
										"index": 30,
 | 
				
			||||||
					"duration": 10
 | 
										"duration": 5
 | 
				
			||||||
				}
 | 
									}
 | 
				
			||||||
			]
 | 
								]
 | 
				
			||||||
		},
 | 
							},
 | 
				
			||||||
		{
 | 
							{
 | 
				
			||||||
			"name": "JUMP_RIGHT",
 | 
								"name": "JUMP",
 | 
				
			||||||
			"repeat": false,
 | 
								"repeat": false,
 | 
				
			||||||
			"frames": [
 | 
								"frames": [
 | 
				
			||||||
				{
 | 
									{
 | 
				
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| 
						 | 
					@ -303,6 +303,32 @@
 | 
				
			||||||
					"duration": 10
 | 
										"duration": 10
 | 
				
			||||||
				}
 | 
									}
 | 
				
			||||||
			]
 | 
								]
 | 
				
			||||||
 | 
							},
 | 
				
			||||||
 | 
							{
 | 
				
			||||||
 | 
								"name": "DASH",
 | 
				
			||||||
 | 
								"repeat": false,
 | 
				
			||||||
 | 
								"frames": [
 | 
				
			||||||
 | 
									{
 | 
				
			||||||
 | 
										"index": 46,
 | 
				
			||||||
 | 
										"duration": 5
 | 
				
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 | 
									},
 | 
				
			||||||
 | 
									{
 | 
				
			||||||
 | 
										"index": 47,
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			||||||
 | 
										"duration": 5
 | 
				
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 | 
									},
 | 
				
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 | 
									{
 | 
				
			||||||
 | 
										"index": 48,
 | 
				
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 | 
										"duration": 5
 | 
				
			||||||
 | 
									},
 | 
				
			||||||
 | 
									{
 | 
				
			||||||
 | 
										"index": 49,
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 | 
										"duration": 5
 | 
				
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 | 
									},
 | 
				
			||||||
 | 
									{
 | 
				
			||||||
 | 
										"index": 50,
 | 
				
			||||||
 | 
										"duration": 10
 | 
				
			||||||
 | 
									}
 | 
				
			||||||
 | 
								]
 | 
				
			||||||
		}
 | 
							}
 | 
				
			||||||
	]
 | 
						]
 | 
				
			||||||
}
 | 
					}
 | 
				
			||||||
							
								
								
									
										
											BIN
										
									
								
								dist/shattered_sword_assets/spritesheets/Hiro.png
									
									
									
									
										vendored
									
									
								
							
							
						
						
									
										
											BIN
										
									
								
								dist/shattered_sword_assets/spritesheets/Hiro.png
									
									
									
									
										vendored
									
									
								
							
										
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							| 
		 Before Width: | Height: | Size: 19 KiB After Width: | Height: | Size: 21 KiB  | 
| 
						 | 
					@ -282,21 +282,6 @@ export default class EnemyAI extends StateMachineGoapAI implements BattlerAI {
 | 
				
			||||||
        }
 | 
					        }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					
 | 
				
			||||||
        //TODO - GOAP NOT WORKING, ATTACK WORKAROUND
 | 
					 | 
				
			||||||
        if(this.getPlayerPosition() ==  null){
 | 
					 | 
				
			||||||
            return;
 | 
					 | 
				
			||||||
        }
 | 
					 | 
				
			||||||
        let distance = this.owner.position.distanceTo(this.getPlayerPosition());
 | 
					 | 
				
			||||||
        if( distance <= 20){
 | 
					 | 
				
			||||||
            if( this.direction ==  Math.sign(this.getPlayerPosition().x -this.owner.position.x) ){
 | 
					 | 
				
			||||||
                let dir = this.getPlayerPosition().clone().sub(this.owner.position).normalize();
 | 
					 | 
				
			||||||
                if(this.attackTimer.isStopped()){
 | 
					 | 
				
			||||||
                    this.weapon.use(this.owner, "enemy", dir.scale(1,0))
 | 
					 | 
				
			||||||
                    this.attackTimer.start();
 | 
					 | 
				
			||||||
                }
 | 
					 | 
				
			||||||
            }
 | 
					 | 
				
			||||||
            
 | 
					 | 
				
			||||||
        }
 | 
					 | 
				
			||||||
        
 | 
					        
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					
 | 
				
			||||||
| 
						 | 
					
 | 
				
			||||||
| 
						 | 
					@ -361,13 +361,14 @@ export default class PlayerController extends StateMachineAI implements BattlerA
 | 
				
			||||||
            dotBuffs.push({type:BuffType.POISON, value:1, category: BuffCategory.DOT, string: "Your hits \napply poison"});
 | 
					            dotBuffs.push({type:BuffType.POISON, value:1, category: BuffCategory.DOT, string: "Your hits \napply poison"});
 | 
				
			||||||
        }
 | 
					        }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
        if(dotBuffs.length < 3){    //only add extra dot if at least one dot is acquired
 | 
					        //only add extra dot if at least one dot is acquired
 | 
				
			||||||
 | 
					        for(let i=dotBuffs.length; i< 3 ; i++){
 | 
				
			||||||
            dotBuffs.push({type:BuffType.EXTRA_DOT, value:num, category: BuffCategory.DOT, string: "increase your \nDOT damage"});
 | 
					            dotBuffs.push({type:BuffType.EXTRA_DOT, value:num, category: BuffCategory.DOT, string: "increase your \nDOT damage"});
 | 
				
			||||||
        }
 | 
					        }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
        
 | 
					        
 | 
				
			||||||
        let shieldBuffs : Buff[] = [
 | 
					        let shieldBuffs : Buff[] = [
 | 
				
			||||||
            {type:BuffType.HEALTH, value:1, category: BuffCategory.SHIELD},
 | 
					            {type:BuffType.HEALTH, value:num, category: BuffCategory.SHIELD},
 | 
				
			||||||
        ];
 | 
					        ];
 | 
				
			||||||
        //if player doesnt have shield buff, give them the option, otherwise give buff shield option
 | 
					        //if player doesnt have shield buff, give them the option, otherwise give buff shield option
 | 
				
			||||||
        if(!this.hasShield){
 | 
					        if(!this.hasShield){
 | 
				
			||||||
| 
						 | 
					@ -405,23 +406,48 @@ export default class PlayerController extends StateMachineAI implements BattlerA
 | 
				
			||||||
            switch(cat){
 | 
					            switch(cat){
 | 
				
			||||||
                case BuffCategory.ATTACK:
 | 
					                case BuffCategory.ATTACK:
 | 
				
			||||||
                    attackBuffs.sort(() => 0.5 - Math.random());
 | 
					                    attackBuffs.sort(() => 0.5 - Math.random());
 | 
				
			||||||
 | 
					                    if(attackBuffs.length == 0){
 | 
				
			||||||
 | 
					                        selected.push({type:BuffType.RANGE, value:num/10, category: BuffCategory.ATTACK});
 | 
				
			||||||
 | 
					                    }
 | 
				
			||||||
 | 
					                    else{
 | 
				
			||||||
                        selected.push(attackBuffs.pop());
 | 
					                        selected.push(attackBuffs.pop());
 | 
				
			||||||
 | 
					                    }
 | 
				
			||||||
                    break;
 | 
					                    break;
 | 
				
			||||||
                case BuffCategory.DOT:
 | 
					                case BuffCategory.DOT:
 | 
				
			||||||
                    dotBuffs.sort(() => 0.5 - Math.random());
 | 
					                    dotBuffs.sort(() => 0.5 - Math.random());
 | 
				
			||||||
 | 
					                    if(dotBuffs.length == 0){
 | 
				
			||||||
 | 
					                        selected.push({type:BuffType.EXTRA_DOT, value:num, category: BuffCategory.DOT, string: "increase your \nDOT damage"});
 | 
				
			||||||
 | 
					                    }
 | 
				
			||||||
 | 
					                    else{
 | 
				
			||||||
                        selected.push(dotBuffs.pop());
 | 
					                        selected.push(dotBuffs.pop());
 | 
				
			||||||
 | 
					                    }
 | 
				
			||||||
                    break;
 | 
					                    break;
 | 
				
			||||||
                case BuffCategory.EXTRA:
 | 
					                case BuffCategory.EXTRA:
 | 
				
			||||||
                    extraBuffs.sort(() => 0.5 - Math.random());
 | 
					                    extraBuffs.sort(() => 0.5 - Math.random());
 | 
				
			||||||
 | 
					                    if(extraBuffs.length ==0 ){
 | 
				
			||||||
 | 
					                        selected.push({type:BuffType.EXTRALIFE, value:1, category: BuffCategory.EXTRA, string: "Gain an \nExtra Life"});
 | 
				
			||||||
 | 
					                    }
 | 
				
			||||||
 | 
					                    else{
 | 
				
			||||||
                        selected.push(extraBuffs.pop());
 | 
					                        selected.push(extraBuffs.pop());
 | 
				
			||||||
 | 
					                    }
 | 
				
			||||||
                    break;
 | 
					                    break;
 | 
				
			||||||
                case BuffCategory.HEALTH:
 | 
					                case BuffCategory.HEALTH:
 | 
				
			||||||
                    healthBuffs.sort(() => 0.5 - Math.random());
 | 
					                    healthBuffs.sort(() => 0.5 - Math.random());
 | 
				
			||||||
 | 
					                    if(healthBuffs.length == 0){
 | 
				
			||||||
 | 
					                        selected.push({type:BuffType.DEF, value: num/10, category: BuffCategory.HEALTH, string: "decrease damage\n taken by "+num*10+"%"});
 | 
				
			||||||
 | 
					                    }
 | 
				
			||||||
 | 
					                    else{
 | 
				
			||||||
                        selected.push(healthBuffs.pop());
 | 
					                        selected.push(healthBuffs.pop());
 | 
				
			||||||
 | 
					                    }
 | 
				
			||||||
                    break;
 | 
					                    break;
 | 
				
			||||||
                case BuffCategory.SHIELD:
 | 
					                case BuffCategory.SHIELD:
 | 
				
			||||||
                    shieldBuffs.sort(() => 0.5 - Math.random());
 | 
					                    shieldBuffs.sort(() => 0.5 - Math.random());
 | 
				
			||||||
 | 
					                    if(shieldBuffs.length ==0 ){
 | 
				
			||||||
 | 
					                        selected.push({type:BuffType.HEALTH, value:num, category: BuffCategory.SHIELD});
 | 
				
			||||||
 | 
					                    }
 | 
				
			||||||
 | 
					                    else{
 | 
				
			||||||
                        selected.push(shieldBuffs.pop());
 | 
					                        selected.push(shieldBuffs.pop());
 | 
				
			||||||
 | 
					                    }
 | 
				
			||||||
                    break;
 | 
					                    break;
 | 
				
			||||||
            }
 | 
					            }
 | 
				
			||||||
        }
 | 
					        }
 | 
				
			||||||
| 
						 | 
					@ -519,11 +545,17 @@ export default class PlayerController extends StateMachineAI implements BattlerA
 | 
				
			||||||
     */
 | 
					     */
 | 
				
			||||||
    getStats(): Record<string, any>{
 | 
					    getStats(): Record<string, any>{
 | 
				
			||||||
        let stats = {} as Record<string,any>;
 | 
					        let stats = {} as Record<string,any>;
 | 
				
			||||||
        stats.current_health = this.CURRENT_HP;
 | 
					        stats.CURRENT_HP = this.CURRENT_HP;
 | 
				
			||||||
 | 
					        stats.CURRENT_ATK = this.CURRENT_ATK;
 | 
				
			||||||
 | 
					        stats.CURRENT_SHIELD = this.CURRENT_SHIELD;
 | 
				
			||||||
 | 
					        stats.CURRENT_EXP = this.CURRENT_EXP;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
        return 
 | 
					        return 
 | 
				
			||||||
    }
 | 
					    }
 | 
				
			||||||
        
 | 
					        
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    toString(): string{
 | 
				
			||||||
 | 
					        return "";
 | 
				
			||||||
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
}
 | 
					}
 | 
				
			||||||
| 
						 | 
					@ -158,6 +158,7 @@ export default class GameLevel extends Scene {
 | 
				
			||||||
        this.load.audio("hurt", "shattered_sword_assets/sounds/hurt.wav");
 | 
					        this.load.audio("hurt", "shattered_sword_assets/sounds/hurt.wav");
 | 
				
			||||||
        this.load.audio("die", "shattered_sword_assets/sounds/die.wav");
 | 
					        this.load.audio("die", "shattered_sword_assets/sounds/die.wav");
 | 
				
			||||||
        this.load.audio("level_up","shattered_sword_assets/sounds/level_up.wav");
 | 
					        this.load.audio("level_up","shattered_sword_assets/sounds/level_up.wav");
 | 
				
			||||||
 | 
					        this.load.audio("level_music","shattered_sword_assets/sounds/bgm1.mp3")
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					
 | 
				
			||||||
        this.load.image("knife", "shattered_sword_assets/sprites/knife.png");
 | 
					        this.load.image("knife", "shattered_sword_assets/sprites/knife.png");
 | 
				
			||||||
| 
						 | 
					@ -251,12 +252,11 @@ export default class GameLevel extends Scene {
 | 
				
			||||||
        this.levelTransitionScreen.tweens.play("fadeOut");
 | 
					        this.levelTransitionScreen.tweens.play("fadeOut");
 | 
				
			||||||
        */
 | 
					        */
 | 
				
			||||||
 | 
					
 | 
				
			||||||
        //TODO - uncomment when done testing
 | 
					 | 
				
			||||||
        // Initially disable player movement
 | 
					 | 
				
			||||||
        //Input.disableInput();
 | 
					 | 
				
			||||||
        this.gameStateStack = new Stack();
 | 
					        this.gameStateStack = new Stack();
 | 
				
			||||||
        this.setGameState(GameState.GAMING);
 | 
					        this.setGameState(GameState.GAMING);
 | 
				
			||||||
        InputWrapper.enableInput();
 | 
					        InputWrapper.enableInput();
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					        this.emitter.fireEvent(GameEventType.PLAY_SOUND, {key: "level_music", loop: true, holdReference: true});
 | 
				
			||||||
    }
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					
 | 
				
			||||||
| 
						 | 
					@ -321,27 +321,25 @@ export default class GameLevel extends Scene {
 | 
				
			||||||
 | 
					
 | 
				
			||||||
                    case Player_Events.GIVE_BUFF:
 | 
					                    case Player_Events.GIVE_BUFF:
 | 
				
			||||||
                        this.buffs = (<PlayerController>this.player._ai).generateBuffs();
 | 
					                        this.buffs = (<PlayerController>this.player._ai).generateBuffs();
 | 
				
			||||||
                        if(this.buffs[0].string !== undefined){
 | 
					                        if(this.buffs[0].string === undefined){
 | 
				
			||||||
                            //this.buffButton1.text = this.buffs[0].string;
 | 
					 | 
				
			||||||
                            this.buffLabel1.text = this.buffs[0].string;
 | 
					 | 
				
			||||||
                        }
 | 
					 | 
				
			||||||
                        else{
 | 
					 | 
				
			||||||
                            //this.buffButton1.text = "Increase "+this.buffs[0].type + " by "+this.buffs[0].value;
 | 
					 | 
				
			||||||
                            this.buffLabel1.text = "Increase "+this.buffs[0].type + "\n by \n"+this.buffs[0].value;
 | 
					                            this.buffLabel1.text = "Increase "+this.buffs[0].type + "\n by \n"+this.buffs[0].value;
 | 
				
			||||||
                        }
 | 
					                        }
 | 
				
			||||||
                        
 | 
					 | 
				
			||||||
                        if(this.buffs[1].string !== undefined){
 | 
					 | 
				
			||||||
                            this.buffLabel2.text = this.buffs[1].string;
 | 
					 | 
				
			||||||
                        }
 | 
					 | 
				
			||||||
                        else{
 | 
					                        else{
 | 
				
			||||||
 | 
					                            this.buffLabel1.text = this.buffs[0].string;
 | 
				
			||||||
 | 
					                        }
 | 
				
			||||||
 | 
					                        
 | 
				
			||||||
 | 
					                        if(this.buffs[1].string === undefined){
 | 
				
			||||||
                            this.buffLabel2.text = "Increase "+this.buffs[1].type + "\n by \n"+this.buffs[1].value;
 | 
					                            this.buffLabel2.text = "Increase "+this.buffs[1].type + "\n by \n"+this.buffs[1].value;
 | 
				
			||||||
                        }
 | 
					                        }
 | 
				
			||||||
 | 
					                        else{
 | 
				
			||||||
 | 
					                            this.buffLabel2.text = this.buffs[1].string;
 | 
				
			||||||
 | 
					                        }
 | 
				
			||||||
                        
 | 
					                        
 | 
				
			||||||
                        if(this.buffs[2].string !== undefined){
 | 
					                        if(this.buffs[2].string === undefined){
 | 
				
			||||||
                            this.buffLabel3.text = this.buffs[2].string;
 | 
					                            this.buffLabel3.text = "Increase "+this.buffs[2].type + "\n by \n"+this.buffs[2].value;
 | 
				
			||||||
                        }
 | 
					                        }
 | 
				
			||||||
                        else{
 | 
					                        else{
 | 
				
			||||||
                            this.buffLabel3.text = "Increase "+this.buffs[2].type + "\n by \n"+this.buffs[2].value;
 | 
					                            this.buffLabel3.text = this.buffs[2].string;
 | 
				
			||||||
                        }
 | 
					                        }
 | 
				
			||||||
                        
 | 
					                        
 | 
				
			||||||
                        //pause game here 
 | 
					                        //pause game here 
 | 
				
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| 
						 | 
					@ -999,8 +997,6 @@ export default class GameLevel extends Scene {
 | 
				
			||||||
                (<PlayerController>this.player._ai).damage(10); //10 collision dmg for now
 | 
					                (<PlayerController>this.player._ai).damage(10); //10 collision dmg for now
 | 
				
			||||||
        }
 | 
					        }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
        
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
    }
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
    /**
 | 
					    /**
 | 
				
			||||||
| 
						 | 
					
 | 
				
			||||||
		Loading…
	
		Reference in New Issue
	
	Block a user