added bossAI - untested, changed snake and slime hp, removed skill and backpack from control menu
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src/shattered_sword/AI/BossAI.ts
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src/shattered_sword/AI/BossAI.ts
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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 BossAttack from "./EnemyStates/BossAttack";
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import Weapon from "../GameSystems/items/Weapon";
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import Vec2 from "../../Wolfie2D/DataTypes/Vec2";
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export default class BossAI extends EnemyAI {
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/** The weapon this AI has */
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weapon: Weapon;
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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 BossAttack(this, owner));
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this.weapon = options.weapon;
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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)<=96;
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}
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}
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src/shattered_sword/AI/EnemyStates/BossAttack.ts
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src/shattered_sword/AI/EnemyStates/BossAttack.ts
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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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import BossAI from "../BossAI";
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import Sprite from "../../../Wolfie2D/Nodes/Sprites/Sprite";
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import Timer from "../../../Wolfie2D/Timing/Timer";
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import Vec2 from "../../../Wolfie2D/DataTypes/Vec2";
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import AABB from "../../../Wolfie2D/DataTypes/Shapes/AABB";
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//TODO - unfinished
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export default class BossAttack extends Attack {
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runTimer: Timer;
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startPosition : Vec2;
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pauseTimer : Timer;
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atknum : number;
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protected velocity: number;
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protected distance: number;
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onEnter(options: Record<string, any>): void {
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super.onEnter(options);
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this.pauseTimer = new Timer(1000);
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this.pauseTimer.start();
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this.atknum = Math.floor(Math.random() * 5);
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this.owner.alpha = 1; //unstealth to attack
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switch( this.atknum){
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case 0: //archer atk
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this.pauseTimer = new Timer(1000);
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this.pauseTimer.start();
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break;
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case 1: //assassin atk
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this.runTimer = new Timer(500);
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this.pauseTimer = new Timer(1000);
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this.startPosition = this.owner.position;
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if(this.parent.getPlayerPosition() !==null)
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this.owner.position = this.parent.getPlayerPosition().clone().add(new Vec2( (<Sprite>this.parent.player).invertX ? 64 : -64 ,0));
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this.pauseTimer.start();
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break;
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case 2: //bull atk
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this.runTimer = new Timer(2000);
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break;
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case 3: //tiger atk
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this.velocity = 0;
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break;
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case 4: //snake atk
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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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update(deltaT: number): void {
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//get random atk
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switch( this.atknum){
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case 0: //archer atk
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if(this.pauseTimer.isStopped()){
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this.parent.direction = this.parent.getPlayerPosition().x - this.owner.position.x >= 0 ? 1 : 0;
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let dir = this.parent.getPlayerPosition().clone().sub(this.owner.position).normalize();
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(<BossAI>this.parent).weapon.use(this.owner, "enemy", dir.scale(1,0));
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(<Sprite>this.owner).invertX = this.parent.direction === 1 ? true : false ;
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this.finished(EnemyStates.ALERT);
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}
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super.update(deltaT);
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break;
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case 1: //assassin atk
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if( this.pauseTimer.isStopped()){
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if (this.runTimer.isStopped() && this.parent.isAttacking || !this.canWalk()) {
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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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this.parent.isCharging = false;
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this.parent.isAttacking = true;
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this.runTimer.start();
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(<AnimatedSprite>this.owner).animation.play("ATTACK", true);
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if(this.parent.getPlayerPosition() !==null)
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this.parent.direction = this.parent.getPlayerPosition().x - this.owner.position.x >= 0 ? 1 : 0;
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break;
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case this.attacked:
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this.parent.isAttacking = false;
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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.parent.direction * 500;
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(<Sprite>this.owner).invertX = this.parent.direction === 1 ? true : false ;
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this.owner.alpha = .2;
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super.update(deltaT);
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}
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break;
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case 2: //bull atk
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if (this.runTimer.isStopped() && this.parent.isAttacking || !this.canWalk()) {
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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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this.parent.isCharging = false;
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this.parent.isAttacking = true;
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this.runTimer.start();
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(<AnimatedSprite>this.owner).animation.play("ATTACK", true);
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this.parent.direction = this.parent.getPlayerPosition().x - this.owner.position.x >= 0 ? 1 : 0;
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break;
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case this.attacked:
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this.parent.isAttacking = false;
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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.parent.direction * 1000;
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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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break;
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case 3: //tiger atk
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if (this.parent.isAttacking && 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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this.parent.isCharging = false;
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this.parent.isAttacking = true;
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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)/1.5;
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this.parent.direction = this.velocity >= 0 ? 1 : 0;
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this.parent.velocity.y = -800;
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break;
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case this.attacked:
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this.parent.isAttacking = false;
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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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break;
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case 4: //snake atk
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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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this.parent.isCharging = false;
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this.parent.isAttacking = true;
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(<AnimatedSprite>this.owner).animation.play("ATTACK", false, this.attacked);
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(<AABB>this.owner.collisionShape).halfSize.x += 3.5;
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break;
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case this.attacked:
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this.parent.isAttacking = false;
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(<AABB>this.owner.collisionShape).halfSize.x -= 3.5;
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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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(<Sprite>this.owner).invertX = this.parent.direction === 1 ? true : false ;
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break;
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default:
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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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this.parent.isCharging = false;
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this.parent.isAttacking = true;
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(<AnimatedSprite>this.owner).animation.play("ATTACK", false, this.attacked);
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(<AABB>this.owner.collisionShape).halfSize.x += 3.5;
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break;
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case this.attacked:
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this.parent.isAttacking = false;
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(<AABB>this.owner.collisionShape).halfSize.x -= 3.5;
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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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(<Sprite>this.owner).invertX = this.parent.direction === 1 ? true : false ;
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break;
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}
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}
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onExit(): Record<string, any> {
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return null;
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}
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}
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@ -3,6 +3,7 @@ import EnemyAI, { EnemyStates } from "./EnemyAI";
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import SlimeAttack from "./EnemyStates/SlimeAttack";
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export default class SlimeAI extends EnemyAI {
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speed: number = 15;
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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 SlimeAttack(this, owner));
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@ -296,6 +296,9 @@ export default class GameLevel extends Scene {
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let node = this.sceneGraph.getNode(event.data.get("owner"));//get enemy id
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//remove enemy from enemies
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//console.log(node);
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//console.log("enemy killed at",node.position);
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this.enemies = this.enemies.filter(item => item !== event.data.get("ai"));
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this.battleManager.removeEnemy(event.data.get("ai"));
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//give the player the exp value of the enemy killed
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//TODO - give each enemy unique weapon
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protected initializeEnemies( enemies: Enemy[]){
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let pistol = this.createWeapon("pistol");
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for (let enemy of enemies) {
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switch (enemy.type) {
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/*
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case "Snake":
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case "Archer":
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this.addEnemy("Archer", enemy.position.scale(32), ArcherAI, {
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player: this.player,
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health: 50,
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size: new Vec2(14,10),
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offset : new Vec2(0, 22),
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exp: 50,
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weapon: pistol
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weapon: this.createWeapon("pistol");
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})
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break;
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*/
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case "Snake": //Snake enemies drop from sky("trees")? or could just be very abundant
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this.addEnemy("Snake", enemy.position.scale(32), SnakeAI, {
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player: this.player,
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health: 50,
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health: 65,
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tilemap: "Main",
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size: new Vec2(14,10),
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offset : new Vec2(0, 22),
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@ -914,7 +915,7 @@ export default class GameLevel extends Scene {
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case "black_pudding":
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this.addEnemy("black_pudding", enemy.position.scale(32), SlimeAI, {
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player: this.player,
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health: 200,
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health: 140 + (<PlayerController>this.player._ai).level*2,
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tilemap: "Main",
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//actions:actions,
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scale: .25,
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@ -120,16 +120,18 @@ export default class MainMenu extends Scene {
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lc.textColor = Color.WHITE;
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const rc = <Label>this.add.uiElement(UIElementType.LABEL, "control", {position: new Vec2(center.x, center.y - 100), text: "W/S - Look Up/Down"});
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rc.textColor = Color.WHITE;
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const wasd = <Label>this.add.uiElement(UIElementType.LABEL, "control", {position: new Vec2(center.x, center.y - 50), text: "J/Z/Enter - Confirm Attack"});
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const wasd = <Label>this.add.uiElement(UIElementType.LABEL, "control", {position: new Vec2(center.x, center.y - 50), text: "J/Z/Enter - Attack"});
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wasd.textColor = Color.WHITE;
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const e = <Label>this.add.uiElement(UIElementType.LABEL, "control", {position: new Vec2(center.x, center.y), text: "SPACE/X - Jump"});
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e.textColor = Color.WHITE;
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const q = <Label>this.add.uiElement(UIElementType.LABEL, "control", {position: new Vec2(center.x, center.y + 50), text: "K/C - Dash"});
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q.textColor = Color.WHITE;
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const oneTwo = <Label>this.add.uiElement(UIElementType.LABEL, "control", {position: new Vec2(center.x, center.y + 100), text: "L/V - Use Skill"});
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//const oneTwo = <Label>this.add.uiElement(UIElementType.LABEL, "control", {position: new Vec2(center.x, center.y + 100), text: "L/V - Use Skill"});
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const oneTwo = <Label>this.add.uiElement(UIElementType.LABEL, "control", {position: new Vec2(center.x, center.y + 100), text: ""});
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oneTwo.textColor = Color.WHITE
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const zx = <Label>this.add.uiElement(UIElementType.LABEL, "control", {position: new Vec2(center.x, center.y + 150), text: "I/B - open Backpack"});
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//const zx = <Label>this.add.uiElement(UIElementType.LABEL, "control", {position: new Vec2(center.x, center.y + 150), text: "I/B - open Backpack"});
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const zx = <Label>this.add.uiElement(UIElementType.LABEL, "control", {position: new Vec2(center.x, center.y + 150), text: ""});
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zx.textColor = Color.WHITE;
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const tb = <Label>this.add.uiElement(UIElementType.LABEL, "control", {position: new Vec2(center.x, center.y + 200), text: "ESC - Pause"});
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tb.textColor = Color.WHITE;
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