fix: dot damage
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d695d49702
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36aafa986b
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@ -17,9 +17,9 @@ export default class BullAI extends EnemyAI {
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}
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}
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collideWithPlayer(player: PlayerController): void {
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collideWithPlayer(player: PlayerController): void {
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player.damage(10);
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if (this.isAttacking && !player.invincible) {
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if (this.isAttacking && !player.invincible) {
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player.bleedCounter += 3;
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player.bleedCounter += 3;
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}
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}
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player.damage(10);
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}
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}
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}
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}
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@ -10,9 +10,9 @@ export default class SnakeAI extends EnemyAI {
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}
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}
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collideWithPlayer(player: PlayerController): void {
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collideWithPlayer(player: PlayerController): void {
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player.damage(10);
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if (this.isAttacking && !player.invincible ) {
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if (this.isAttacking && !player.invincible ) {
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player.poisonCounter = 5;
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player.poisonCounter = 5;
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}
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}
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player.damage(10);
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}
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}
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}
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}
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@ -22,9 +22,9 @@ export default class TigerAI extends EnemyAI {
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}
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}
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collideWithPlayer(player: PlayerController): void {
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collideWithPlayer(player: PlayerController): void {
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player.damage(10);
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if (this.isAttacking && !player.invincible) {
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if (this.isAttacking && !player.invincible) {
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player.bleedCounter += 3;
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player.bleedCounter += 3;
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}
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}
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player.damage(10);
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}
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}
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}
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}
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@ -293,9 +293,6 @@ export default class PlayerController extends StateMachineAI implements BattlerA
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this.CURRENT_SHIELD = newshield; //update shield value
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this.CURRENT_SHIELD = newshield; //update shield value
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}
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}
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else{
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else{
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//i frame here
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PlayerController.invincibilityTimer.start();
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this.invincible = true;
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//console.log("hurt anim");
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//console.log("hurt anim");
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(<AnimatedSprite>this.owner).animation.play("HURT" );
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(<AnimatedSprite>this.owner).animation.play("HURT" );
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damage *= this.damage_multiplier;
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damage *= this.damage_multiplier;
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@ -993,7 +993,6 @@ export default class GameLevel extends Scene {
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break;
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break;
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}
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}
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}
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}
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}
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}
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protected addCheckPoint(startingTile: Vec2, size: Vec2, enter: string, exit: string): Rect {
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protected addCheckPoint(startingTile: Vec2, size: Vec2, enter: string, exit: string): Rect {
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