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