added bossAI - untested, changed snake and slime hp, removed skill and backpack from control menu

This commit is contained in:
OfficialCHenry 2022-05-09 02:23:04 -04:00
parent 9e9cb0d1c7
commit 30bcbbae3b
5 changed files with 226 additions and 9 deletions

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@ -0,0 +1,22 @@
import AnimatedSprite from "../../Wolfie2D/Nodes/Sprites/AnimatedSprite";
import EnemyAI, { EnemyStates } from "./EnemyAI";
import BossAttack from "./EnemyStates/BossAttack";
import Weapon from "../GameSystems/items/Weapon";
import Vec2 from "../../Wolfie2D/DataTypes/Vec2";
export default class BossAI extends EnemyAI {
/** The weapon this AI has */
weapon: Weapon;
initializeAI(owner: AnimatedSprite, options: Record<string, any>): void {
super.initializeAI(owner, options);
this.addState(EnemyStates.ATTACK, new BossAttack(this, owner));
this.weapon = options.weapon;
}
canAttack(position: Vec2): boolean {
return this.attackTimer.isStopped() && this.owner.position.distanceTo(position)<=96;
}
}

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@ -0,0 +1,191 @@
import EnemyAI, { EnemyStates } from "../EnemyAI";
import AnimatedSprite from "../../../Wolfie2D/Nodes/Sprites/AnimatedSprite";
import Attack from "./Attack";
import BossAI from "../BossAI";
import Sprite from "../../../Wolfie2D/Nodes/Sprites/Sprite";
import Timer from "../../../Wolfie2D/Timing/Timer";
import Vec2 from "../../../Wolfie2D/DataTypes/Vec2";
import AABB from "../../../Wolfie2D/DataTypes/Shapes/AABB";
//TODO - unfinished
export default class BossAttack extends Attack {
runTimer: Timer;
startPosition : Vec2;
pauseTimer : Timer;
atknum : number;
protected velocity: number;
protected distance: number;
onEnter(options: Record<string, any>): void {
super.onEnter(options);
this.pauseTimer = new Timer(1000);
this.pauseTimer.start();
this.atknum = Math.floor(Math.random() * 5);
this.owner.alpha = 1; //unstealth to attack
switch( this.atknum){
case 0: //archer atk
this.pauseTimer = new Timer(1000);
this.pauseTimer.start();
break;
case 1: //assassin atk
this.runTimer = new Timer(500);
this.pauseTimer = new Timer(1000);
this.startPosition = this.owner.position;
if(this.parent.getPlayerPosition() !==null)
this.owner.position = this.parent.getPlayerPosition().clone().add(new Vec2( (<Sprite>this.parent.player).invertX ? 64 : -64 ,0));
this.pauseTimer.start();
break;
case 2: //bull atk
this.runTimer = new Timer(2000);
break;
case 3: //tiger atk
this.velocity = 0;
break;
case 4: //snake atk
break;
default:
break;
}
}
update(deltaT: number): void {
//get random atk
switch( this.atknum){
case 0: //archer atk
if(this.pauseTimer.isStopped()){
this.parent.direction = this.parent.getPlayerPosition().x - this.owner.position.x >= 0 ? 1 : 0;
let dir = this.parent.getPlayerPosition().clone().sub(this.owner.position).normalize();
(<BossAI>this.parent).weapon.use(this.owner, "enemy", dir.scale(1,0));
(<Sprite>this.owner).invertX = this.parent.direction === 1 ? true : false ;
this.finished(EnemyStates.ALERT);
}
super.update(deltaT);
break;
case 1: //assassin atk
if( this.pauseTimer.isStopped()){
if (this.runTimer.isStopped() && this.parent.isAttacking || !this.canWalk()) {
this.emitter.fireEvent(this.attacked);
}
while (this.receiver.hasNextEvent()) {
let event = this.receiver.getNextEvent().type;
switch (event) {
case this.charged:
this.parent.isCharging = false;
this.parent.isAttacking = true;
this.runTimer.start();
(<AnimatedSprite>this.owner).animation.play("ATTACK", true);
if(this.parent.getPlayerPosition() !==null)
this.parent.direction = this.parent.getPlayerPosition().x - this.owner.position.x >= 0 ? 1 : 0;
break;
case this.attacked:
this.parent.isAttacking = false;
this.finished(EnemyStates.ALERT);
break;
}
}
this.parent.velocity.x = this.parent.direction * 500;
(<Sprite>this.owner).invertX = this.parent.direction === 1 ? true : false ;
this.owner.alpha = .2;
super.update(deltaT);
}
break;
case 2: //bull atk
if (this.runTimer.isStopped() && this.parent.isAttacking || !this.canWalk()) {
this.emitter.fireEvent(this.attacked);
}
while (this.receiver.hasNextEvent()) {
let event = this.receiver.getNextEvent().type;
switch (event) {
case this.charged:
this.parent.isCharging = false;
this.parent.isAttacking = true;
this.runTimer.start();
(<AnimatedSprite>this.owner).animation.play("ATTACK", true);
this.parent.direction = this.parent.getPlayerPosition().x - this.owner.position.x >= 0 ? 1 : 0;
break;
case this.attacked:
this.parent.isAttacking = false;
this.finished(EnemyStates.ALERT);
break;
}
}
this.parent.velocity.x = this.parent.direction * 1000;
(<Sprite>this.owner).invertX = this.parent.direction === 1 ? true : false ;
super.update(deltaT);
break;
case 3: //tiger atk
if (this.parent.isAttacking && this.owner.onGround) {
this.emitter.fireEvent(this.attacked);
}
while (this.receiver.hasNextEvent()) {
let event = this.receiver.getNextEvent().type;
switch (event) {
case this.charged:
this.parent.isCharging = false;
this.parent.isAttacking = true;
(<AnimatedSprite>this.owner).animation.play("ATTACK", true);
this.velocity = (this.parent.getPlayerPosition().x - this.owner.position.x)/1.5;
this.parent.direction = this.velocity >= 0 ? 1 : 0;
this.parent.velocity.y = -800;
break;
case this.attacked:
this.parent.isAttacking = false;
this.finished(EnemyStates.ALERT);
break;
}
}
this.parent.velocity.x = this.velocity;
(<Sprite>this.owner).invertX = this.parent.direction === 1 ? true : false ;
super.update(deltaT);
break;
case 4: //snake atk
while (this.receiver.hasNextEvent()) {
let event = this.receiver.getNextEvent().type;
switch (event) {
case this.charged:
this.parent.isCharging = false;
this.parent.isAttacking = true;
(<AnimatedSprite>this.owner).animation.play("ATTACK", false, this.attacked);
(<AABB>this.owner.collisionShape).halfSize.x += 3.5;
break;
case this.attacked:
this.parent.isAttacking = false;
(<AABB>this.owner.collisionShape).halfSize.x -= 3.5;
this.finished(EnemyStates.ALERT);
break;
}
}
(<Sprite>this.owner).invertX = this.parent.direction === 1 ? true : false ;
break;
default:
while (this.receiver.hasNextEvent()) {
let event = this.receiver.getNextEvent().type;
switch (event) {
case this.charged:
this.parent.isCharging = false;
this.parent.isAttacking = true;
(<AnimatedSprite>this.owner).animation.play("ATTACK", false, this.attacked);
(<AABB>this.owner.collisionShape).halfSize.x += 3.5;
break;
case this.attacked:
this.parent.isAttacking = false;
(<AABB>this.owner.collisionShape).halfSize.x -= 3.5;
this.finished(EnemyStates.ALERT);
break;
}
}
(<Sprite>this.owner).invertX = this.parent.direction === 1 ? true : false ;
break;
}
}
onExit(): Record<string, any> {
return null;
}
}

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@ -3,6 +3,7 @@ import EnemyAI, { EnemyStates } from "./EnemyAI";
import SlimeAttack from "./EnemyStates/SlimeAttack"; import SlimeAttack from "./EnemyStates/SlimeAttack";
export default class SlimeAI extends EnemyAI { export default class SlimeAI extends EnemyAI {
speed: number = 15;
initializeAI(owner: AnimatedSprite, options: Record<string, any>): void { initializeAI(owner: AnimatedSprite, options: Record<string, any>): void {
super.initializeAI(owner, options); super.initializeAI(owner, options);
this.addState(EnemyStates.ATTACK, new SlimeAttack(this, owner)); this.addState(EnemyStates.ATTACK, new SlimeAttack(this, owner));

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@ -296,6 +296,9 @@ export default class GameLevel extends Scene {
let node = this.sceneGraph.getNode(event.data.get("owner"));//get enemy id let node = this.sceneGraph.getNode(event.data.get("owner"));//get enemy id
//remove enemy from enemies //remove enemy from enemies
//console.log(node);
//console.log("enemy killed at",node.position);
this.enemies = this.enemies.filter(item => item !== event.data.get("ai")); this.enemies = this.enemies.filter(item => item !== event.data.get("ai"));
this.battleManager.removeEnemy(event.data.get("ai")); this.battleManager.removeEnemy(event.data.get("ai"));
//give the player the exp value of the enemy killed //give the player the exp value of the enemy killed
@ -862,13 +865,11 @@ export default class GameLevel extends Scene {
//TODO - give each enemy unique weapon //TODO - give each enemy unique weapon
protected initializeEnemies( enemies: Enemy[]){ protected initializeEnemies( enemies: Enemy[]){
let pistol = this.createWeapon("pistol");
for (let enemy of enemies) { for (let enemy of enemies) {
switch (enemy.type) { switch (enemy.type) {
/* /*
case "Snake": case "Archer":
this.addEnemy("Archer", enemy.position.scale(32), ArcherAI, { this.addEnemy("Archer", enemy.position.scale(32), ArcherAI, {
player: this.player, player: this.player,
health: 50, health: 50,
@ -876,14 +877,14 @@ export default class GameLevel extends Scene {
size: new Vec2(14,10), size: new Vec2(14,10),
offset : new Vec2(0, 22), offset : new Vec2(0, 22),
exp: 50, exp: 50,
weapon: pistol weapon: this.createWeapon("pistol");
}) })
break; break;
*/ */
case "Snake": //Snake enemies drop from sky("trees")? or could just be very abundant case "Snake": //Snake enemies drop from sky("trees")? or could just be very abundant
this.addEnemy("Snake", enemy.position.scale(32), SnakeAI, { this.addEnemy("Snake", enemy.position.scale(32), SnakeAI, {
player: this.player, player: this.player,
health: 50, health: 65,
tilemap: "Main", tilemap: "Main",
size: new Vec2(14,10), size: new Vec2(14,10),
offset : new Vec2(0, 22), offset : new Vec2(0, 22),
@ -914,7 +915,7 @@ export default class GameLevel extends Scene {
case "black_pudding": case "black_pudding":
this.addEnemy("black_pudding", enemy.position.scale(32), SlimeAI, { this.addEnemy("black_pudding", enemy.position.scale(32), SlimeAI, {
player: this.player, player: this.player,
health: 200, health: 140 + (<PlayerController>this.player._ai).level*2,
tilemap: "Main", tilemap: "Main",
//actions:actions, //actions:actions,
scale: .25, scale: .25,

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@ -120,16 +120,18 @@ export default class MainMenu extends Scene {
lc.textColor = Color.WHITE; lc.textColor = Color.WHITE;
const rc = <Label>this.add.uiElement(UIElementType.LABEL, "control", {position: new Vec2(center.x, center.y - 100), text: "W/S - Look Up/Down"}); const rc = <Label>this.add.uiElement(UIElementType.LABEL, "control", {position: new Vec2(center.x, center.y - 100), text: "W/S - Look Up/Down"});
rc.textColor = Color.WHITE; rc.textColor = Color.WHITE;
const wasd = <Label>this.add.uiElement(UIElementType.LABEL, "control", {position: new Vec2(center.x, center.y - 50), text: "J/Z/Enter - Confirm Attack"}); const wasd = <Label>this.add.uiElement(UIElementType.LABEL, "control", {position: new Vec2(center.x, center.y - 50), text: "J/Z/Enter - Attack"});
wasd.textColor = Color.WHITE; wasd.textColor = Color.WHITE;
const e = <Label>this.add.uiElement(UIElementType.LABEL, "control", {position: new Vec2(center.x, center.y), text: "SPACE/X - Jump"}); const e = <Label>this.add.uiElement(UIElementType.LABEL, "control", {position: new Vec2(center.x, center.y), text: "SPACE/X - Jump"});
e.textColor = Color.WHITE; e.textColor = Color.WHITE;
const q = <Label>this.add.uiElement(UIElementType.LABEL, "control", {position: new Vec2(center.x, center.y + 50), text: "K/C - Dash"}); const q = <Label>this.add.uiElement(UIElementType.LABEL, "control", {position: new Vec2(center.x, center.y + 50), text: "K/C - Dash"});
q.textColor = Color.WHITE; q.textColor = Color.WHITE;
const oneTwo = <Label>this.add.uiElement(UIElementType.LABEL, "control", {position: new Vec2(center.x, center.y + 100), text: "L/V - Use Skill"}); //const oneTwo = <Label>this.add.uiElement(UIElementType.LABEL, "control", {position: new Vec2(center.x, center.y + 100), text: "L/V - Use Skill"});
const oneTwo = <Label>this.add.uiElement(UIElementType.LABEL, "control", {position: new Vec2(center.x, center.y + 100), text: ""});
oneTwo.textColor = Color.WHITE oneTwo.textColor = Color.WHITE
const zx = <Label>this.add.uiElement(UIElementType.LABEL, "control", {position: new Vec2(center.x, center.y + 150), text: "I/B - open Backpack"}); //const zx = <Label>this.add.uiElement(UIElementType.LABEL, "control", {position: new Vec2(center.x, center.y + 150), text: "I/B - open Backpack"});
const zx = <Label>this.add.uiElement(UIElementType.LABEL, "control", {position: new Vec2(center.x, center.y + 150), text: ""});
zx.textColor = Color.WHITE; zx.textColor = Color.WHITE;
const tb = <Label>this.add.uiElement(UIElementType.LABEL, "control", {position: new Vec2(center.x, center.y + 200), text: "ESC - Pause"}); const tb = <Label>this.add.uiElement(UIElementType.LABEL, "control", {position: new Vec2(center.x, center.y + 200), text: "ESC - Pause"});
tb.textColor = Color.WHITE; tb.textColor = Color.WHITE;