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