diff --git a/src/shattered_sword/Player/PlayerController.ts b/src/shattered_sword/Player/PlayerController.ts index ad92301..6b375bb 100644 --- a/src/shattered_sword/Player/PlayerController.ts +++ b/src/shattered_sword/Player/PlayerController.ts @@ -322,7 +322,7 @@ export default class PlayerController extends StateMachineAI implements BattlerA this.MAX_EXP += 50; //increase max exp needed for level up this.level++ ; this.emitter.fireEvent(GameEventType.PLAY_SOUND, {key: "level_up", loop: false, holdReference: false}); - this.emitter.fireEvent(Player_Events.GIVE_BUFF); + this.emitter.fireEvent(Player_Events.GIVE_REGULAR_BUFF); } } @@ -369,7 +369,9 @@ export default class PlayerController extends StateMachineAI implements BattlerA // Get sub-array of first 3 elements after shuffled let shuffled = PlayerController.buffPool.slice(0, 3); //3 buff categories - let num = parseFloat(Math.random().toPrecision(1)) * 10; //random number from 1 to 10 if no value given + //random number from 5 to 15 if no value given + let num = Math.floor(Math.random() *10) +5; + num = Math.round(num); if(typeof val !== 'undefined'){ num = val; } diff --git a/src/shattered_sword/Scenes/GameLevel.ts b/src/shattered_sword/Scenes/GameLevel.ts index 63beacd..17f22a7 100644 --- a/src/shattered_sword/Scenes/GameLevel.ts +++ b/src/shattered_sword/Scenes/GameLevel.ts @@ -296,7 +296,7 @@ export default class GameLevel extends Scene { //this.emitter.fireEvent(Player_Events.GIVE_BUFF); break; - case Player_Events.GIVE_BUFF: + case Player_Events.GIVE_REGULAR_BUFF: this.buffs = (this.player._ai).generateRegularBuffs(); if(this.buffs[0].string === undefined){ this.buffLabel1.text = "\n\nIncrease "+this.buffs[0].type + "\n by "+this.buffs[0].value; @@ -319,6 +319,33 @@ export default class GameLevel extends Scene { this.buffLabel3.text = this.buffs[2].string; } + //pause game here + this.setGameState(GameState.BUFF); + this.buffLayer.enable(); + break; + case Player_Events.GIVE_SPECIAL_BUFF: + this.buffs = (this.player._ai).generateSpecialBuffs(); + if(this.buffs[0].string === undefined){ + this.buffLabel1.text = "\n\nIncrease "+this.buffs[0].type + "\n by "+this.buffs[0].value; + } + else{ + this.buffLabel1.text = this.buffs[0].string; + } + + if(this.buffs[1].string === undefined){ + this.buffLabel2.text = "\n\nIncrease "+this.buffs[1].type + "\n by "+this.buffs[1].value; + } + else{ + this.buffLabel2.text = this.buffs[1].string; + } + + if(this.buffs[2].string === undefined){ + this.buffLabel3.text = "\n\nIncrease "+this.buffs[2].type + "\n by "+this.buffs[2].value; + } + else{ + this.buffLabel3.text = this.buffs[2].string; + } + //pause game here this.setGameState(GameState.BUFF); this.buffLayer.enable(); @@ -500,7 +527,8 @@ export default class GameLevel extends Scene { Player_Events.LEVEL_START, Player_Events.LEVEL_END, Player_Events.PLAYER_KILLED, - Player_Events.GIVE_BUFF, + Player_Events.GIVE_REGULAR_BUFF, + Player_Events.GIVE_SPECIAL_BUFF ]); this.receiver.subscribe("buff1"); this.receiver.subscribe("buff2"); diff --git a/src/shattered_sword/sword_enums.ts b/src/shattered_sword/sword_enums.ts index 857f745..2752438 100644 --- a/src/shattered_sword/sword_enums.ts +++ b/src/shattered_sword/sword_enums.ts @@ -10,7 +10,8 @@ export enum Player_Events { ENEMY_KILLED = "EnemyKilled", PLAYER_HIT_ENEMY = "PlayerHitEnemy", BOSS_KILLED = "BossKilled", - GIVE_BUFF = "GiveBuff", + GIVE_REGULAR_BUFF = "GiveRegularBuff", + GIVE_SPECIAL_BUFF = "GiveSpecialBuff", PLAYER_COLLIDE = "PlayerCollide" } export enum Damage_Type {