added lives label, player level label, level up sound
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dist/shattered_sword_assets/sounds/level_up.wav
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dist/shattered_sword_assets/sounds/level_up.wav
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@ -98,6 +98,7 @@ export default class PlayerController extends StateMachineAI implements BattlerA
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CURRENT_SHIELD : number =0;
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MAX_SHIELD : number = 20;
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invincible : boolean = false;
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level : number = 1;
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godMode: boolean = false;
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@ -281,6 +282,7 @@ export default class PlayerController extends StateMachineAI implements BattlerA
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}
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if(this.CURRENT_HP <= 0){
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this.lives --;
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(<AnimatedSprite>this.owner).animation.play("DYING");
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(<AnimatedSprite>this.owner).animation.queue("DEAD", true, Player_Events.PLAYER_KILLED);
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this.emitter.fireEvent(Player_Events.PLAYER_KILLED);
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@ -315,6 +317,9 @@ export default class PlayerController extends StateMachineAI implements BattlerA
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//if > than max exp level up (give buff)
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if(this.CURRENT_EXP >= this.MAX_EXP){
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this.CURRENT_EXP -= this.MAX_EXP;
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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.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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}
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}
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@ -331,7 +336,7 @@ 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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let shuffled = PlayerController.buffPool.slice(0, 3); //3 buff categories
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let num = Number(Math.random().toPrecision(1)) * 10; //random number from 1 to 10 if no value given
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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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if(typeof val !== 'undefined'){
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num = val;
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}
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@ -346,12 +351,21 @@ export default class PlayerController extends StateMachineAI implements BattlerA
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}
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let dotBuffs : Buff[] = [
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{type:BuffType.BLEED, value:1, category: BuffCategory.DOT, string: "Your hits \napply Bleed"},
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{type:BuffType.BURN, value:1, category: BuffCategory.DOT, string: "Your hits \napply Burn"},
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{type:BuffType.POISON, value:1, category: BuffCategory.DOT, string: "Your hits \napply poison"},
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{type:BuffType.EXTRA_DOT, value:num, category: BuffCategory.DOT, string: "increase your \nDOT damage"},
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];
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if(!this.hasBleed){
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dotBuffs.push({type:BuffType.BLEED, value:1, category: BuffCategory.DOT, string: "Your hits \napply Bleed"});
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}
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if(!this.hasBurn){
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dotBuffs.push({type:BuffType.BURN, value:1, category: BuffCategory.DOT, string: "Your hits \napply Burn"});
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}
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if(!this.hasPoison){
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dotBuffs.push({type:BuffType.POISON, value:1, category: BuffCategory.DOT, string: "Your hits \napply poison"});
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}
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if(dotBuffs.length < 3){ //only add extra dot if at least one dot is acquired
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dotBuffs.push({type:BuffType.EXTRA_DOT, value:num, category: BuffCategory.DOT, string: "increase your \nDOT damage"});
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}
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let shieldBuffs : Buff[] = [
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{type:BuffType.HEALTH, value:1, category: BuffCategory.SHIELD},
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@ -366,7 +380,7 @@ export default class PlayerController extends StateMachineAI implements BattlerA
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let healthBuffs : Buff[] = [
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{type:BuffType.DEF, value:num, category: BuffCategory.HEALTH}
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{type:BuffType.DEF, value: num, category: BuffCategory.HEALTH}
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];
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if(!this.hasLifesteal){
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healthBuffs.push({type:BuffType.LIFESTEAL, value:1, category: BuffCategory.HEALTH, string:"Gain lifesteal"});
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@ -381,7 +395,7 @@ export default class PlayerController extends StateMachineAI implements BattlerA
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{type:BuffType.SPEED, value:num, category: BuffCategory.EXTRA},
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{type:BuffType.ATK, value:num, category: BuffCategory.EXTRA}
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];
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if(!this.hasOneShot){
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if(!this.hasOneShot){ //only add oneshot buff if it isnt already included
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extraBuffs.push({type:BuffType.ONESHOT, value:1, category: BuffCategory.EXTRA, string: "Your hits hurt \n100x more but \nyour max health \nis set to 1 "});
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};
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@ -76,6 +76,9 @@ export default class GameLevel extends Scene {
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protected expLabel : Label;
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protected expBar: Rect;
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//level label
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protected playerLevelLabel : Label;
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//shield label
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protected shieldLabel : Label;
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protected shieldBar: Rect;
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@ -144,7 +147,7 @@ export default class GameLevel extends Scene {
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this.load.audio("jump", "shattered_sword_assets/sounds/jump2.wav");
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this.load.audio("hurt", "shattered_sword_assets/sounds/hurt.wav");
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this.load.audio("die", "shattered_sword_assets/sounds/die.wav");
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this.load.audio("level_up","shattered_sword_assets/sounds/level_up.wav");
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this.load.image("knife", "shattered_sword_assets/sprites/knife.png");
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@ -206,6 +209,7 @@ export default class GameLevel extends Scene {
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// Initialize the timers
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/*
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this.respawnTimer = new Timer(1000, () => {
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if(GameLevel.livesCount === 0){
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this.sceneManager.changeToScene(MainMenu);
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@ -215,6 +219,7 @@ export default class GameLevel extends Scene {
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this.player.unfreeze();
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}
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});
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*/
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let enemies = this.rmg.getEnemies();
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//may have to move this to start scene in gameLevel
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@ -392,6 +397,11 @@ export default class GameLevel extends Scene {
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this.expBar.fillWidth = (playerAI.CURRENT_EXP/playerAI.MAX_EXP)*150;
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// this.expLabel.sizeToText();
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//update level ui
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this.playerLevelLabel.text = "lv." + playerAI.level;
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//update lives ui
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this.livesCountLabel.text = "Lives: " + playerAI.lives;
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//move background
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@ -529,7 +539,12 @@ export default class GameLevel extends Scene {
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this.shieldBar.borderWidth = 3;
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this.shieldBar.color = Color.ORANGE;
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this.expLabel = <Label> this.add.uiElement(UIElementType.LABEL, "UI",{position: new Vec2(70, 95), text: "EXP: "+ (<PlayerController>this.player.ai).CURRENT_EXP });
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this.playerLevelLabel = <Label> this.add.uiElement(UIElementType.LABEL, "UI",{position: new Vec2(30, 95), text: "lv. "+ (<PlayerController>this.player.ai).level });
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this.playerLevelLabel.textColor = Color.BLUE;
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this.expLabel = <Label> this.add.uiElement(UIElementType.LABEL, "UI",{position: new Vec2(100, 95), text: "EXP: "+ (<PlayerController>this.player.ai).CURRENT_EXP });
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this.expLabel.size.set(200, 50);
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this.expLabel.setHAlign(HAlign.LEFT);
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this.expLabel.textColor = Color.BLUE;
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@ -667,6 +682,10 @@ export default class GameLevel extends Scene {
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this.pauseSubmit.backgroundColor = Color.WHITE;
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this.pauseSubmit.onClickEventId = "cheat";
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this.pauseSubmit.borderWidth = 3;
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this.livesCountLabel = <Label>this.add.uiElement(UIElementType.LABEL, "UI", {position: new Vec2(600, 30), text:"Lives: "});
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this.livesCountLabel.textColor = Color.YELLOW;
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}
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//TODO - determine whether we will have weapon datatype
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@ -942,6 +961,7 @@ export default class GameLevel extends Scene {
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* Increments the amount of life the player has
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* @param amt The amount to add to the player life
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*/
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/*
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protected incPlayerLife(amt: number): void {
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GameLevel.livesCount += amt;
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this.livesCountLabel.text = "Lives: " + GameLevel.livesCount;
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@ -952,6 +972,8 @@ export default class GameLevel extends Scene {
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this.player.tweens.play("death");
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}
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}
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*/
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/**
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* Returns the player to spawn
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@ -961,7 +983,7 @@ export default class GameLevel extends Scene {
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InputWrapper.enableInput();
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this.player.position.copy(this.startpos);
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(<PlayerController>this.player._ai).CURRENT_HP = (<PlayerController>this.player._ai).MAX_HP + (<PlayerController>this.player._ai).CURRENT_BUFFS.hp;
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(<PlayerController>this.player._ai).lives --;
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//(<PlayerController>this.player._ai).lives --;
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}
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