Merge remote-tracking branch 'github/master'
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commit
4705b38775
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dist/shattered_sword_assets/images/brown.png
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dist/shattered_sword_assets/images/brown.png
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dist/shattered_sword_assets/sounds/dash.wav
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dist/shattered_sword_assets/sounds/dash.wav
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dist/shattered_sword_assets/sounds/sword_ding.m4a
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dist/shattered_sword_assets/sounds/sword_ding.m4a
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@ -19,6 +19,7 @@ export default class BattleManager {
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if(this.enemies.length != 0){
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for (let enemy of this.enemies) {
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if (weapon.hits(enemy.owner)) {
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let player = (<PlayerController>this.players[0]);
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if(player.fullHpBonus){
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@ -7,7 +7,7 @@ import BattleManager from "../BattleManager";
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import Item from "./Item";
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import WeaponType from "./WeaponTypes/WeaponType";
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import Vec2 from "../../../Wolfie2D/DataTypes/Vec2";
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import { GameEventType } from "../../../Wolfie2D/Events/GameEventType";
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export default class Weapon extends Item {
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/** The type of this weapon */
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@ -74,7 +74,9 @@ export default class Weapon extends Item {
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// Reset the cooldown timer
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this.cooldownTimer.start();
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//TODO - may have to move elsewhere
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this.emitter.fireEvent(GameEventType.PLAY_SOUND, {key: "sword", loop: false, holdReference: false});
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return true;
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}
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@ -37,6 +37,7 @@ export default class Slice extends WeaponType {
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// Play the slice animation w/o loop, but queue the normal animation
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sliceSprite.animation.play("SLICE");
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sliceSprite.animation.queue("NORMAL", true);
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}
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createRequiredAssets(scene: Scene): [AnimatedSprite] {
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@ -236,6 +236,7 @@ export default class PlayerController extends StateMachineAI implements BattlerA
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// If there is an item in the current slot, use it
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if (item) {
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item.use(this.owner, "player", this.lookDirection);
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//this.emitter.fireEvent(GameEventType.PLAY_SOUND, {key: "sword", loop: false, holdReference: false});
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}
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}
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@ -3,6 +3,7 @@ import AnimatedSprite from "../../../Wolfie2D/Nodes/Sprites/AnimatedSprite";
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import InAir from "./InAir";
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import InputWrapper from "../../Tools/InputWrapper";
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import PlayerState from "./PlayerState";
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import { GameEventType } from "../../../Wolfie2D/Events/GameEventType";
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export default class Fall extends InAir {
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owner: AnimatedSprite;
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@ -13,6 +14,7 @@ export default class Fall extends InAir {
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update(deltaT: number): void {
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if (!PlayerState.dashTimer.isStopped()) {
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this.emitter.fireEvent(GameEventType.PLAY_SOUND, {key: "dash", loop: false, holdReference: false});
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this.owner.animation.playIfNotAlready("DASH");
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}
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else {
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@ -19,6 +19,7 @@ export default class Jump extends InAir {
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update(deltaT: number): void {
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if (!PlayerState.dashTimer.isStopped()) {
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this.emitter.fireEvent(GameEventType.PLAY_SOUND, {key: "dash", loop: false, holdReference: false});
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this.owner.animation.playIfNotAlready("DASH");
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}
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else {
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@ -4,6 +4,7 @@ import InputWrapper from "../../Tools/InputWrapper";
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import { PlayerStates } from "../PlayerController";
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import OnGround from "./OnGround";
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import PlayerState from "./PlayerState";
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import { GameEventType } from "../../../Wolfie2D/Events/GameEventType";
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export default class Walk extends OnGround {
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owner: AnimatedSprite;
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@ -16,6 +17,7 @@ export default class Walk extends OnGround {
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update(deltaT: number): void {
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if (!PlayerState.dashTimer.isStopped()) {
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this.emitter.fireEvent(GameEventType.PLAY_SOUND, {key: "dash", loop: false, holdReference: false});
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this.owner.animation.playIfNotAlready("DASH");
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}
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else {
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@ -159,9 +159,12 @@ export default class GameLevel extends Scene {
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this.load.audio("jump", "shattered_sword_assets/sounds/jump2.wav");
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this.load.audio("hurt", "shattered_sword_assets/sounds/hurt.wav");
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this.load.audio("die", "shattered_sword_assets/sounds/die.wav");
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this.load.audio("dash", "shattered_sword_assets/sounds/dash.wav");
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this.load.audio("level_up","shattered_sword_assets/sounds/level_up.wav");
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//神社(じんじゃ)祭(まつり) by Second Dimension Imagination Group
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this.load.audio("level_music","shattered_sword_assets/sounds/bgm1.mp3")
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this.load.audio("level_music","shattered_sword_assets/sounds/bgm1.mp3");
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this.load.audio("sword","shattered_sword_assets/sounds/sword_ding.m4a");
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this.load.image("knife", "shattered_sword_assets/sprites/knife.png");
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@ -976,7 +979,7 @@ export default class GameLevel extends Scene {
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protected playStartStory() {
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if (!this.touchedStartCheckPoint) {
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this.touchedStartCheckPoint = true;
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this.storyLoader("shattered_sword_assets/jsons/level1story.json");
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this.storyLoader("shattered_sword_assets/jsons/story.json");
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this.startTimer();
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}
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}
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@ -22,8 +22,8 @@ export default class SplashScreen extends Scene {
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loadScene(): void {
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//load images
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this.load.image("logo", "shattered_sword_assets/images/black.png");
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this.load.image("backgroundImage", "shattered_sword_assets/images/logo.png");
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this.load.image("logo", "shattered_sword_assets/images/brown.png");
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// Load the menu song
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//this.load.audio("menu", "assets/music/menu.mp3");
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}
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@ -45,4 +45,12 @@ export default class Tutorial extends GameLevel {
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this.viewport.setZoomLevel(1);
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this.sceneManager.changeToScene(Porcelain);
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}
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protected playStartStory(): void {
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if (!this.touchedStartCheckPoint) {
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this.touchedStartCheckPoint = true;
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this.storyLoader("shattered_sword_assets/jsons/level1story.json");
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this.startTimer();
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}
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}
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}
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