Merge remote-tracking branch 'github/master'

This commit is contained in:
Renge 2022-04-25 23:21:17 -04:00
commit 4705b38775
13 changed files with 26 additions and 5 deletions

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@ -19,6 +19,7 @@ export default class BattleManager {
if(this.enemies.length != 0){ if(this.enemies.length != 0){
for (let enemy of this.enemies) { for (let enemy of this.enemies) {
if (weapon.hits(enemy.owner)) { if (weapon.hits(enemy.owner)) {
let player = (<PlayerController>this.players[0]); let player = (<PlayerController>this.players[0]);
if(player.fullHpBonus){ if(player.fullHpBonus){

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@ -7,7 +7,7 @@ import BattleManager from "../BattleManager";
import Item from "./Item"; import Item from "./Item";
import WeaponType from "./WeaponTypes/WeaponType"; import WeaponType from "./WeaponTypes/WeaponType";
import Vec2 from "../../../Wolfie2D/DataTypes/Vec2"; import Vec2 from "../../../Wolfie2D/DataTypes/Vec2";
import { GameEventType } from "../../../Wolfie2D/Events/GameEventType";
export default class Weapon extends Item { export default class Weapon extends Item {
/** The type of this weapon */ /** The type of this weapon */
@ -74,6 +74,8 @@ export default class Weapon extends Item {
// Reset the cooldown timer // Reset the cooldown timer
this.cooldownTimer.start(); this.cooldownTimer.start();
//TODO - may have to move elsewhere
this.emitter.fireEvent(GameEventType.PLAY_SOUND, {key: "sword", loop: false, holdReference: false});
return true; return true;
} }

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@ -37,6 +37,7 @@ export default class Slice extends WeaponType {
// Play the slice animation w/o loop, but queue the normal animation // Play the slice animation w/o loop, but queue the normal animation
sliceSprite.animation.play("SLICE"); sliceSprite.animation.play("SLICE");
sliceSprite.animation.queue("NORMAL", true); sliceSprite.animation.queue("NORMAL", true);
} }
createRequiredAssets(scene: Scene): [AnimatedSprite] { createRequiredAssets(scene: Scene): [AnimatedSprite] {

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@ -236,6 +236,7 @@ export default class PlayerController extends StateMachineAI implements BattlerA
// If there is an item in the current slot, use it // If there is an item in the current slot, use it
if (item) { if (item) {
item.use(this.owner, "player", this.lookDirection); item.use(this.owner, "player", this.lookDirection);
//this.emitter.fireEvent(GameEventType.PLAY_SOUND, {key: "sword", loop: false, holdReference: false});
} }
} }

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@ -3,6 +3,7 @@ import AnimatedSprite from "../../../Wolfie2D/Nodes/Sprites/AnimatedSprite";
import InAir from "./InAir"; import InAir from "./InAir";
import InputWrapper from "../../Tools/InputWrapper"; import InputWrapper from "../../Tools/InputWrapper";
import PlayerState from "./PlayerState"; import PlayerState from "./PlayerState";
import { GameEventType } from "../../../Wolfie2D/Events/GameEventType";
export default class Fall extends InAir { export default class Fall extends InAir {
owner: AnimatedSprite; owner: AnimatedSprite;
@ -13,6 +14,7 @@ export default class Fall extends InAir {
update(deltaT: number): void { update(deltaT: number): void {
if (!PlayerState.dashTimer.isStopped()) { if (!PlayerState.dashTimer.isStopped()) {
this.emitter.fireEvent(GameEventType.PLAY_SOUND, {key: "dash", loop: false, holdReference: false});
this.owner.animation.playIfNotAlready("DASH"); this.owner.animation.playIfNotAlready("DASH");
} }
else { else {

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@ -19,6 +19,7 @@ export default class Jump extends InAir {
update(deltaT: number): void { update(deltaT: number): void {
if (!PlayerState.dashTimer.isStopped()) { if (!PlayerState.dashTimer.isStopped()) {
this.emitter.fireEvent(GameEventType.PLAY_SOUND, {key: "dash", loop: false, holdReference: false});
this.owner.animation.playIfNotAlready("DASH"); this.owner.animation.playIfNotAlready("DASH");
} }
else { else {

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@ -4,6 +4,7 @@ import InputWrapper from "../../Tools/InputWrapper";
import { PlayerStates } from "../PlayerController"; import { PlayerStates } from "../PlayerController";
import OnGround from "./OnGround"; import OnGround from "./OnGround";
import PlayerState from "./PlayerState"; import PlayerState from "./PlayerState";
import { GameEventType } from "../../../Wolfie2D/Events/GameEventType";
export default class Walk extends OnGround { export default class Walk extends OnGround {
owner: AnimatedSprite; owner: AnimatedSprite;
@ -16,6 +17,7 @@ export default class Walk extends OnGround {
update(deltaT: number): void { update(deltaT: number): void {
if (!PlayerState.dashTimer.isStopped()) { if (!PlayerState.dashTimer.isStopped()) {
this.emitter.fireEvent(GameEventType.PLAY_SOUND, {key: "dash", loop: false, holdReference: false});
this.owner.animation.playIfNotAlready("DASH"); this.owner.animation.playIfNotAlready("DASH");
} }
else { else {

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@ -159,9 +159,12 @@ export default class GameLevel extends Scene {
this.load.audio("jump", "shattered_sword_assets/sounds/jump2.wav"); this.load.audio("jump", "shattered_sword_assets/sounds/jump2.wav");
this.load.audio("hurt", "shattered_sword_assets/sounds/hurt.wav"); this.load.audio("hurt", "shattered_sword_assets/sounds/hurt.wav");
this.load.audio("die", "shattered_sword_assets/sounds/die.wav"); this.load.audio("die", "shattered_sword_assets/sounds/die.wav");
this.load.audio("dash", "shattered_sword_assets/sounds/dash.wav");
this.load.audio("level_up","shattered_sword_assets/sounds/level_up.wav"); this.load.audio("level_up","shattered_sword_assets/sounds/level_up.wav");
//神社じんじゃまつり by Second Dimension Imagination Group //神社じんじゃまつり by Second Dimension Imagination Group
this.load.audio("level_music","shattered_sword_assets/sounds/bgm1.mp3") this.load.audio("level_music","shattered_sword_assets/sounds/bgm1.mp3");
this.load.audio("sword","shattered_sword_assets/sounds/sword_ding.m4a");
this.load.image("knife", "shattered_sword_assets/sprites/knife.png"); this.load.image("knife", "shattered_sword_assets/sprites/knife.png");
@ -976,7 +979,7 @@ export default class GameLevel extends Scene {
protected playStartStory() { protected playStartStory() {
if (!this.touchedStartCheckPoint) { if (!this.touchedStartCheckPoint) {
this.touchedStartCheckPoint = true; this.touchedStartCheckPoint = true;
this.storyLoader("shattered_sword_assets/jsons/level1story.json"); this.storyLoader("shattered_sword_assets/jsons/story.json");
this.startTimer(); this.startTimer();
} }
} }

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@ -22,8 +22,8 @@ export default class SplashScreen extends Scene {
loadScene(): void { loadScene(): void {
//load images //load images
this.load.image("logo", "shattered_sword_assets/images/black.png");
this.load.image("backgroundImage", "shattered_sword_assets/images/logo.png"); this.load.image("backgroundImage", "shattered_sword_assets/images/logo.png");
this.load.image("logo", "shattered_sword_assets/images/brown.png");
// Load the menu song // Load the menu song
//this.load.audio("menu", "assets/music/menu.mp3"); //this.load.audio("menu", "assets/music/menu.mp3");
} }

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@ -45,4 +45,12 @@ export default class Tutorial extends GameLevel {
this.viewport.setZoomLevel(1); this.viewport.setZoomLevel(1);
this.sceneManager.changeToScene(Porcelain); this.sceneManager.changeToScene(Porcelain);
} }
protected playStartStory(): void {
if (!this.touchedStartCheckPoint) {
this.touchedStartCheckPoint = true;
this.storyLoader("shattered_sword_assets/jsons/level1story.json");
this.startTimer();
}
}
} }