feat: add end
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357991d626
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5da79c3bf0
53
src/shattered_sword/Scenes/End.ts
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53
src/shattered_sword/Scenes/End.ts
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@ -0,0 +1,53 @@
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import Vec2 from "../../Wolfie2D/DataTypes/Vec2";
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import RandomMapGenerator from "../Tools/RandomMapGenerator";
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import GameLevel from "./GameLevel";
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import InputWrapper from "../Tools/InputWrapper";
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import Forest from "./Forest";
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export default class End extends GameLevel {
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loadScene(): void {
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super.loadScene();
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this.rmg = new RandomMapGenerator("shattered_sword_assets/jsons/castle_template.json", InputWrapper.randomSeed);
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this.map = this.rmg.getMap();
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this.load.tilemapFromObject("map", this.map);
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//load enemies
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}
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updateScene(deltaT: number): void {
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super.updateScene(deltaT);
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}
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protected goToNextLevel(): void {
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this.viewport.setZoomLevel(1);
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let sceneOptions = {
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physics: {
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groupNames: ["ground", "player", "enemies"],
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collisions:
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[
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[0, 1, 1],
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[1, 0, 0],
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[1, 0, 0]
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]
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}
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}
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this.sceneManager.changeToScene(Forest, {}, sceneOptions);
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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_assetsshattered_sword_assets/jsons/level1story.json");
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this.startTimer();
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}
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}
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protected playEndStory() {
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if (!this.touchedEndCheckPoint) {
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this.touchedEndCheckPoint = true;
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this.storyLoader("shattered_sword_assets/jsons/story.json");
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this.endTimer();
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this.levelEnded = true;
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}
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}
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}
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@ -17,6 +17,7 @@ import Porcelain from "./Porcelain";
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import Greatwall from './Greatwall';
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import Snow from './Snow';
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import Market from './Market';
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import End from './End'
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import InputWrapper from "../Tools/InputWrapper";
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import TextInput from "../../Wolfie2D/Nodes/UIElements/TextInput";
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@ -243,6 +244,28 @@ export default class Levels extends Scene {
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this.sceneManager.changeToScene(Market, {}, sceneOptions);
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}
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if(event.type === "end"){
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if (this.seedInput.text) {
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InputWrapper.randomSeed = this.seedInput.text;
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this.seedInput.text = "";
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}
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else {
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InputWrapper.randomSeed = Math.floor(Math.random() * 10000000000).toString();
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}
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let sceneOptions = {
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physics: {
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groupNames: ["ground", "player", "enemies"],
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collisions:
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[
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[0, 1, 1],
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[1, 0, 0],
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[1, 0, 0]
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]
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}
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}
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this.sceneManager.changeToScene(End, {}, sceneOptions);
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}
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if(event.type === "back"){
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this.sceneManager.changeToScene(MainMenu, {});
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}
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@ -14,10 +14,6 @@ export default class Start extends GameLevel {
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//load enemies
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}
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updateScene(deltaT: number): void {
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super.updateScene(deltaT);
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}
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protected goToNextLevel(): void {
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this.viewport.setZoomLevel(1);
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let sceneOptions = {
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