increased dot icon size, moved snake falling to just tutorial
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d79d00370b
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@ -30,7 +30,7 @@ import WeaponTypeRegistry from "./shattered_sword/Registry/WeaponTypeRegistry";
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{name: "spawn", keys: ["q"]} //debug feature to test enemy spawning, press q to spawn enemy at current location
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{name: "spawn", keys: ["q"]} //debug feature to test enemy spawning, press q to spawn enemy at current location
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],
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],
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useWebGL: false, // Tell the game we want to use webgl
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useWebGL: false, // Tell the game we want to use webgl
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showDebug: true // Whether to show debug messages. You can change this to true if you want
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showDebug: false // Whether to show debug messages. You can change this to true if you want
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}
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}
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@ -229,6 +229,7 @@ export default class EnemyAI extends StateMachineGoapAI implements BattlerAI {
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super.update(deltaT);
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super.update(deltaT);
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// This is the plan that is executed in the Active state, so whenever we don't have a plan, acquire a new one given the current statuses the enemy has
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// This is the plan that is executed in the Active state, so whenever we don't have a plan, acquire a new one given the current statuses the enemy has
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/*
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if (this.plan.isEmpty()) {
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if (this.plan.isEmpty()) {
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//get a new plan
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//get a new plan
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if(this.possibleActions === undefined){
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if(this.possibleActions === undefined){
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@ -240,7 +241,7 @@ export default class EnemyAI extends StateMachineGoapAI implements BattlerAI {
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}
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}
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this.plan = this.planner.plan(Statuses.REACHED_GOAL, this.possibleActions, this.currentStatus, null);
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this.plan = this.planner.plan(Statuses.REACHED_GOAL, this.possibleActions, this.currentStatus, null);
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}
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}
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*/
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//TODO
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//TODO
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if(this.burnTimer.isStopped() && this.burnCounter >0){
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if(this.burnTimer.isStopped() && this.burnCounter >0){
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@ -288,9 +289,9 @@ export default class EnemyAI extends StateMachineGoapAI implements BattlerAI {
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else {
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else {
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this.healthBar.color = Color.RED;
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this.healthBar.color = Color.RED;
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}
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}
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this.poisonStat.position = this.owner.collisionShape.center.clone().add(new Vec2(-((<AABB>this.owner.collisionShape).hw)*1.5+5, -((<AABB>this.owner.collisionShape).hh+15)));
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this.poisonStat.position = this.owner.collisionShape.center.clone().add(new Vec2(-((<AABB>this.owner.collisionShape).hw)*1.5+10, -((<AABB>this.owner.collisionShape).hh+15)));
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this.burnStat.position = this.poisonStat.position.clone().add(new Vec2(10, 0));
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this.burnStat.position = this.poisonStat.position.clone().add(new Vec2(15, 0));
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this.bleedStat.position = this.poisonStat.position.clone().add(new Vec2(20, 0));
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this.bleedStat.position = this.poisonStat.position.clone().add(new Vec2(30, 0));
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this.poisonStat.visible = this.poisonCounter > 0;
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this.poisonStat.visible = this.poisonCounter > 0;
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this.burnStat.visible = this.burnCounter > 0;
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this.burnStat.visible = this.burnCounter > 0;
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this.bleedStat.visible = this.bleedCounter > 0;
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this.bleedStat.visible = this.bleedCounter > 0;
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@ -173,9 +173,9 @@ export default class PlayerController extends StateMachineAI implements BattlerA
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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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}
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}
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@ -276,21 +276,21 @@ export default class GameLevel extends Scene {
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}
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}
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else{
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else{
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//this.buffButton1.text = "Increase "+this.buffs[0].type + " by "+this.buffs[0].value;
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//this.buffButton1.text = "Increase "+this.buffs[0].type + " by "+this.buffs[0].value;
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this.buffLabel1.text = "Increase "+this.buffs[0].type + " by "+this.buffs[0].value;
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this.buffLabel1.text = "Increase "+this.buffs[0].type + "\n by \n"+this.buffs[0].value;
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}
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}
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if(this.buffs[1].string !== undefined){
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if(this.buffs[1].string !== undefined){
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this.buffLabel2.text = this.buffs[1].string;
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this.buffLabel2.text = this.buffs[1].string;
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}
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}
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else{
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else{
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this.buffLabel2.text = "Increase "+this.buffs[1].type + " by "+this.buffs[1].value;
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this.buffLabel2.text = "Increase "+this.buffs[1].type + "\n by \n"+this.buffs[1].value;
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}
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}
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if(this.buffs[2].string !== undefined){
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if(this.buffs[2].string !== undefined){
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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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else{
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else{
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this.buffLabel3.text = "Increase "+this.buffs[2].type + " by "+this.buffs[2].value;
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this.buffLabel3.text = "Increase "+this.buffs[2].type + "\n by \n"+this.buffs[2].value;
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}
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}
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//pause game here
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//pause game here
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@ -404,7 +404,10 @@ export default class GameLevel extends Scene {
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tilemap: "Main",
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tilemap: "Main",
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//actions:actions,
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//actions:actions,
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goal: Statuses.REACHED_GOAL,
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goal: Statuses.REACHED_GOAL,
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actions: [new AttackAction(3, [Statuses.IN_RANGE], [Statuses.REACHED_GOAL]),
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new Move(2, [], [Statuses.IN_RANGE], {inRange: 60})],
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status : [Statuses.CAN_RETREAT, Statuses.CAN_BERSERK],
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weapon : this.createWeapon("knife")
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});
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});
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}
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}
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@ -598,7 +601,6 @@ export default class GameLevel extends Scene {
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//TODO -
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//TODO -
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//determine button location
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//determine button location
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this.buffButton1 = <Button>this.add.uiElement(UIElementType.BUTTON, "buffLayer", {position: new Vec2(Math.floor(this.viewport.getHalfSize().x*2/3-180/2), Math.floor(this.viewport.getHalfSize().y)),text:""});
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this.buffButton1 = <Button>this.add.uiElement(UIElementType.BUTTON, "buffLayer", {position: new Vec2(Math.floor(this.viewport.getHalfSize().x*2/3-180/2), Math.floor(this.viewport.getHalfSize().y)),text:""});
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this.buffLabel1 = <Label>this.add.uiElement(UIElementType.LABEL, "buffLayer", {position: new Vec2(Math.floor(this.viewport.getHalfSize().x*2/3-180/2), Math.floor(this.viewport.getHalfSize().y)-30),text:"a testing text lable \naaaaaaaaaaaaaaaaaaaaaaaaaaaa"})
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this.buffButton1.size.set(180,200);
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this.buffButton1.size.set(180,200);
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this.buffButton1.borderWidth = 5;
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this.buffButton1.borderWidth = 5;
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this.buffButton1.borderColor = Color.RED;
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this.buffButton1.borderColor = Color.RED;
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@ -776,13 +778,13 @@ export default class GameLevel extends Scene {
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(<EnemyAI>enemy._ai).healthBar.color = Color.GREEN;
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(<EnemyAI>enemy._ai).healthBar.color = Color.GREEN;
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(<EnemyAI>enemy._ai).poisonStat = this.add.sprite("poisoning", "primary");
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(<EnemyAI>enemy._ai).poisonStat = this.add.sprite("poisoning", "primary");
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(<EnemyAI>enemy._ai).poisonStat.position = enemy.collisionShape.center.clone().add(new Vec2((((<AABB>enemy.collisionShape).hw)*-1, -((<AABB>enemy.collisionShape).hh+5))));
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(<EnemyAI>enemy._ai).poisonStat.position = enemy.collisionShape.center.clone().add(new Vec2((((<AABB>enemy.collisionShape).hw)*-1, -((<AABB>enemy.collisionShape).hh+5))));
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(<EnemyAI>enemy._ai).poisonStat.scale.set(0.5, 0.5);
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(<EnemyAI>enemy._ai).poisonStat.scale.set(1, 1);
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(<EnemyAI>enemy._ai).burnStat = this.add.sprite("burning", "primary");
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(<EnemyAI>enemy._ai).burnStat = this.add.sprite("burning", "primary");
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(<EnemyAI>enemy._ai).burnStat.position = (<EnemyAI>enemy._ai).poisonStat.position.clone().add(new Vec2(15, 0));
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(<EnemyAI>enemy._ai).burnStat.position = (<EnemyAI>enemy._ai).poisonStat.position.clone().add(new Vec2(15, 0));
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(<EnemyAI>enemy._ai).burnStat.scale.set(0.5, 0.5);
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(<EnemyAI>enemy._ai).burnStat.scale.set(1, 1);
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(<EnemyAI>enemy._ai).bleedStat = this.add.sprite("bleeding", "primary");
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(<EnemyAI>enemy._ai).bleedStat = this.add.sprite("bleeding", "primary");
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(<EnemyAI>enemy._ai).bleedStat.position = (<EnemyAI>enemy._ai).poisonStat.position.clone().add(new Vec2(30, 0));
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(<EnemyAI>enemy._ai).bleedStat.position = (<EnemyAI>enemy._ai).poisonStat.position.clone().add(new Vec2(30, 0));
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(<EnemyAI>enemy._ai).bleedStat.scale.set(0.5, 0.5);
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(<EnemyAI>enemy._ai).bleedStat.scale.set(1, 1);
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enemy.setGroup("Enemy");
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enemy.setGroup("Enemy");
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enemy.setTrigger("player", Player_Events.PLAYER_COLLIDE, null);
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enemy.setTrigger("player", Player_Events.PLAYER_COLLIDE, null);
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let actionsDefault = [new AttackAction(3, [Statuses.IN_RANGE], [Statuses.REACHED_GOAL]),
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let actionsDefault = [new AttackAction(3, [Statuses.IN_RANGE], [Statuses.REACHED_GOAL]),
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