diff --git a/src/shattered_sword/Scenes/GameLevel.ts b/src/shattered_sword/Scenes/GameLevel.ts index 307973b..775d333 100644 --- a/src/shattered_sword/Scenes/GameLevel.ts +++ b/src/shattered_sword/Scenes/GameLevel.ts @@ -123,6 +123,7 @@ export default class GameLevel extends Scene { pauseText: Label; pauseInput: TextInput; pauseSubmit: Label; + pauseCheatText: Label; protected randomSeed: number; protected rmg: RandomMapGenerator; @@ -513,7 +514,7 @@ export default class GameLevel extends Scene { this.healthLabel.textColor = Color.GREEN; this.healthLabel.font = "PixelSimple"; this.healthLabel.fontSize = 25; - this.healthBar = this.add.graphic(GraphicType.RECT, "UI", {position: new Vec2(100+150, 20), size: new Vec2(400, 10)}); + this.healthBar = this.add.graphic(GraphicType.RECT, "UI", {position: new Vec2(0, 0), size: new Vec2(0, 0)}); this.healthBar.borderColor = Color.BLACK; this.healthBar.borderWidth = 3; this.healthBar.color = Color.GREEN; @@ -534,7 +535,7 @@ export default class GameLevel extends Scene { this.shieldLabel.textColor = Color.ORANGE; this.shieldLabel.font = "PixelSimple"; this.shieldLabel.fontSize = 25; - this.shieldBar = this.add.graphic(GraphicType.RECT, "UI", {position: new Vec2(100+150, 50), size: new Vec2(400, 10)}); + this.shieldBar = this.add.graphic(GraphicType.RECT, "UI", {position: new Vec2(0, 0), size: new Vec2(0, 0)}); this.shieldBar.borderColor = Color.BLACK; this.shieldBar.borderWidth = 3; this.shieldBar.color = Color.ORANGE; @@ -624,6 +625,10 @@ export default class GameLevel extends Scene { */ + this.add.sprite("black", "pause"); + this.add.sprite("black", "story"); + this.add.sprite("black", "buffLayer"); + //TODO - //determine button location this.buffButton1 =