fixed extra health bug, speed bug , modified initial buff weights

This commit is contained in:
OfficialCHenry 2022-04-30 22:21:15 -04:00
parent beb3c97878
commit 3c08dbd41e

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@ -160,31 +160,34 @@ export default class PlayerController extends StateMachineAI implements BattlerA
//i frame timer //i frame timer
PlayerController.invincibilityTimer = new Timer(2000); PlayerController.invincibilityTimer = new Timer(2000);
//initialize the buff pool - each has same weight at first //initialize the buff pool - each has weight of 2 at first
PlayerController.buffPool = new Array(); PlayerController.buffPool = new Array();
for( let i=0 ; i< 4; i++){ for( let i=0 ; i< 2; i++){
PlayerController.buffPool.push(BuffCategory.ATTACK); PlayerController.buffPool.push(BuffCategory.ATTACK);
PlayerController.buffPool.push(BuffCategory.EXTRA);
PlayerController.buffPool.push(BuffCategory.DOT); PlayerController.buffPool.push(BuffCategory.DOT);
PlayerController.buffPool.push(BuffCategory.SHIELD); PlayerController.buffPool.push(BuffCategory.SHIELD);
PlayerController.buffPool.push(BuffCategory.HEALTH); PlayerController.buffPool.push(BuffCategory.HEALTH);
} }
PlayerController.buffPool.push(BuffCategory.EXTRA); //only give EXTRA category a weight of 1
//initialize dot timers //initialize dot timers
this.burnTimer = new Timer(1000); this.burnTimer = new Timer(1000);
this.bleedTimer = new Timer(1000); this.bleedTimer = new Timer(1000);
this.poisonTimer = new Timer(1000); this.poisonTimer = new Timer(1000);
if(PlayerController.appliedBuffs.length != 0){
PlayerController.appliedBuffs.forEach(buff => this.addBuff(buff,true));
}
//to test the buffs //to test the buffs
//this.addBuff( {type:BuffType.HEALTH, value:1} ); //this.addBuff( {type:BuffType.HEALTH, value:1} );
//this.addBuff({type:BuffType.BURN, value:1, category:BuffCategory.DOT}); //this.addBuff({type:BuffType.BURN, value:1, category:BuffCategory.DOT});
//this.addBuff({type:BuffType.BLEED, value:1, category:BuffCategory.DOT}); //this.addBuff({type:BuffType.BLEED, value:1, category:BuffCategory.DOT});
//this.addBuff({type:BuffType.POISON, value:1, category:BuffCategory.DOT}); //this.addBuff({type:BuffType.POISON, value:1, category:BuffCategory.DOT});
if(PlayerController.appliedBuffs.length != 0){
PlayerController.appliedBuffs.forEach(buff => this.addBuff(buff,true));
}
} }
initializePlatformer(): void { initializePlatformer(): void {
@ -364,7 +367,7 @@ export default class PlayerController extends StateMachineAI implements BattlerA
let buffs = new Array(); let buffs = new Array();
buffs.push({type:BuffType.FLAT_ATK, value:num, category: BuffCategory.EXTRA}, buffs.push({type:BuffType.FLAT_ATK, value:num, category: BuffCategory.EXTRA},
{type:BuffType.SPEED, value:num, category: BuffCategory.EXTRA}, {type:BuffType.SPEED, value:num * 2, category: BuffCategory.EXTRA},
{type:BuffType.FLAT_HEALTH, value:num, category: BuffCategory.SHIELD}, {type:BuffType.FLAT_HEALTH, value:num, category: BuffCategory.SHIELD},
{type:BuffType.RANGE, value:num/100, category: BuffCategory.ATTACK, string: "\n\nIncrease range \nby "+num+"%"}, {type:BuffType.RANGE, value:num/100, category: BuffCategory.ATTACK, string: "\n\nIncrease range \nby "+num+"%"},
{type:BuffType.ATKSPEED, value:num, category: BuffCategory.ATTACK}, {type:BuffType.ATKSPEED, value:num, category: BuffCategory.ATTACK},
@ -555,6 +558,7 @@ export default class PlayerController extends StateMachineAI implements BattlerA
break; break;
case BuffType.SPEED: case BuffType.SPEED:
this.speed += buff.value; this.speed += buff.value;
this.MIN_SPEED += buff.value;
break; break;
case BuffType.DEF: case BuffType.DEF:
this.damage_multiplier *= (1-buff.value); this.damage_multiplier *= (1-buff.value);
@ -593,6 +597,7 @@ export default class PlayerController extends StateMachineAI implements BattlerA
break; break;
case BuffType.EXTRALIFE: case BuffType.EXTRALIFE:
this.lives ++; this.lives ++;
PlayerController.appliedBuffs.pop(); //pop- dont want to give extra life in next lvl
break; break;
case BuffType.LIFESTEAL: case BuffType.LIFESTEAL:
this.hasLifesteal = true; this.hasLifesteal = true;