feat: added checkpoints generator and timer

This commit is contained in:
Renge 2022-04-23 20:45:17 -04:00
parent a05c0a1721
commit 797d571b76
4 changed files with 145 additions and 54 deletions

View File

@ -52,7 +52,7 @@
"possibility": 1
}
],
"checkPoint": [5, 19, 5, 5]
"startCheckPoint": [25, 19, 5, 5]
},
"exit": {
"width": 30,
@ -76,7 +76,8 @@
"width": 3,
"alt_tile": [0, 478]
}
]
],
"endCheckPoint": [20, 16, 5, 5]
},
"rooms": [
{

View File

@ -99,36 +99,44 @@ export default class GameLevel extends Scene {
protected gameStateStack: Stack<GameState>;
// Story
private storytextLabel: Label;
private storyLayer: Layer;
private story: Story;
private storyProgress: number;
private storySprites: Array<Sprite>;
private storyBGMs: Array<string>;
private currentSpeaker: string;
private currentContent: string;
protected storytextLabel: Label;
protected storyLayer: Layer;
protected story: Story;
protected storyProgress: number;
protected storySprites: Array<Sprite>;
protected storyBGMs: Array<string>;
protected currentSpeaker: string;
protected currentContent: string;
//buffs layer
buffLayer: Layer;
buffButton1 : Button;
buffLabel1 : Label;
buffButton2 : Button;
buffLabel2 : Label;
buffButton3 : Button;
buffLabel3: Label;
buffs: Array<Buff>;
protected buffLayer: Layer;
protected buffButton1 : Button;
protected buffLabel1 : Label;
protected buffButton2 : Button;
protected buffLabel2 : Label;
protected buffButton3 : Button;
protected buffLabel3: Label;
protected buffs: Array<Buff>;
//pause layer
pauseLayer: Layer;
pauseText: Label;
pauseInput: TextInput;
pauseSubmit: Label;
pauseCheatText: Label;
protected pauseLayer: Layer;
protected pauseText: Label;
protected pauseInput: TextInput;
protected pauseSubmit: Label;
protected pauseCheatText: Label;
protected randomSeed: number;
protected rmg: RandomMapGenerator;
protected map: TiledTilemapData;
protected startCheckPoint: Rect;
protected endCheckPoint: Rect;
protected touchedStartCheckPoint: boolean = false;
protected touchedEndCheckPoint: boolean = false;
protected static gameTimer: number = 0;
protected gameStarted: boolean = false;
protected timerLable: Label;
startpos: Vec2;
loadScene(): void {
//can load player sprite here
@ -198,8 +206,10 @@ export default class GameLevel extends Scene {
this.subscribeToEvents();
this.addUI();
const checkPoint = this.rmg.getCheckPoint();
this.addLevelEnd(new Vec2(checkPoint[0], checkPoint[1]), new Vec2(checkPoint[2], checkPoint[3]));
let startCheckPoint = this.rmg.getStartCheckPoint();
this.startCheckPoint = this.addCheckPoint(new Vec2(startCheckPoint[0], startCheckPoint[1]), new Vec2(startCheckPoint[2], startCheckPoint[3]), "startStory", "startTimer");
let endCheckPoint = this.rmg.getEndCheckPoint();
this.endCheckPoint = this.addCheckPoint(new Vec2(endCheckPoint[0], endCheckPoint[1]), new Vec2(endCheckPoint[2], endCheckPoint[3]), "endStory", "nextLevel");
// Create an enemies array
// Send the player and enemies to the battle manager
@ -250,7 +260,30 @@ export default class GameLevel extends Scene {
updateScene(deltaT: number){
if (this.gameStateStack.peek() === GameState.GAMING) {
if (this.gameStarted) {
GameLevel.gameTimer += deltaT;
let minutes = Math.floor(GameLevel.gameTimer / 60);
if (minutes >= 10) {
this.timerLable.text = minutes.toString();
}
else {
this.timerLable.text = "0" + minutes.toString();
}
let seconds = Math.floor(GameLevel.gameTimer % 60);
if (seconds >= 10) {
this.timerLable.text += ":" + seconds.toString();
}
else {
this.timerLable.text += ":0" + seconds.toString();
}
this.timerLable.textColor = Color.BLACK;
}
else {
this.timerLable.textColor = Color.RED;
}
}
// Handle events and update the UI if needed
while(this.receiver.hasNextEvent()){
let event = this.receiver.getNextEvent();
@ -326,6 +359,18 @@ export default class GameLevel extends Scene {
this.sceneManager.changeToScene(GameOver, {});
}
break;
case "startStory":
this.playStartStory();
break;
case "endStory":
this.playEndStory();
break;
case "startTimer":
this.startTimer();
break;
case "nextLevel":
this.goToNextLevel();
break;
}
}
@ -435,10 +480,10 @@ export default class GameLevel extends Scene {
}
*/
if (InputWrapper.isInventoryJustPressed()) {
console.log("LoadingStory");
this.storyLoader("shattered_sword_assets/jsons/story.json");
}
// if (InputWrapper.isInventoryJustPressed()) {
// console.log("LoadingStory");
// this.storyLoader("shattered_sword_assets/jsons/story.json");
// }
@ -503,6 +548,10 @@ export default class GameLevel extends Scene {
this.receiver.subscribe("buff2");
this.receiver.subscribe("buff3");
this.receiver.subscribe("cheat");
this.receiver.subscribe("startStory");
this.receiver.subscribe("startTimer");
this.receiver.subscribe("endStory");
this.receiver.subscribe("nextLevel");
}
// TODO -
@ -693,9 +742,12 @@ export default class GameLevel extends Scene {
this.pauseSubmit.onClickEventId = "cheat";
this.pauseSubmit.borderWidth = 3;
this.livesCountLabel = <Label>this.add.uiElement(UIElementType.LABEL, "UI", {position: new Vec2(600, 30), text:"Lives: "});
this.livesCountLabel = <Label>this.add.uiElement(UIElementType.LABEL, "UI", {position: new Vec2(this.viewport.getHalfSize().x*2 - 100, 30), text:"Lives: "});
this.livesCountLabel.textColor = Color.YELLOW;
this.livesCountLabel.fontSize = 25;
this.timerLable = <Label>this.add.uiElement(UIElementType.LABEL, "UI", {position: new Vec2(Math.floor(this.viewport.getHalfSize().x), 30), text: "00:00"});
this.timerLable.fontSize = 60;
}
//TODO - determine whether we will have weapon datatype
@ -738,8 +790,6 @@ export default class GameLevel extends Scene {
* Initializes the player
*/
protected initPlayer(): void {
//create the inventory
let inventory = new InventoryManager(this, 1, "inventorySlot", new Vec2(16, 16), 4, "slots1", "items1");
@ -850,8 +900,6 @@ export default class GameLevel extends Scene {
//TODO - give each enemy unique weapon
protected initializeEnemies( enemies: Enemy[]){
let actionsDefault = [new AttackAction(3, [Statuses.IN_RANGE], [Statuses.REACHED_GOAL]),
new Move(2, [], [Statuses.IN_RANGE], {inRange: 60}),
];
@ -936,11 +984,12 @@ export default class GameLevel extends Scene {
}
protected addLevelEnd(startingTile: Vec2, size: Vec2): void {
this.levelEndArea = <Rect>this.add.graphic(GraphicType.RECT, "primary", {position: startingTile.scale(32), size: size.scale(32)});
this.levelEndArea.addPhysics(undefined, undefined, false, true);
// this.levelEndArea.setTrigger("player", somelevelendevent, null);
this.levelEndArea.color = new Color(0, 0, 0, 0);
protected addCheckPoint(startingTile: Vec2, size: Vec2, enter: string, exit: string): Rect {
let checkPoint = <Rect>this.add.graphic(GraphicType.RECT, "primary", {position: startingTile.scale(32), size: size.scale(32)});
checkPoint.addPhysics(undefined, undefined, false, true);
checkPoint.setTrigger("player", enter, null);
checkPoint.color = new Color(0, 0, 0, 0);
return checkPoint;
}
@ -1005,7 +1054,7 @@ export default class GameLevel extends Scene {
* @param viewportCenter The center of the viewport
* @param viewportSize The size of the viewport
*/
playerFalloff(viewportCenter: Vec2, viewportSize: Vec2):void{
protected playerFalloff(viewportCenter: Vec2, viewportSize: Vec2):void{
if(this.player.position.y >= viewportCenter.y +viewportSize.y/2.0){
this.player.position.set(this.playerSpawn.x,this.playerSpawn.y);
@ -1018,7 +1067,36 @@ export default class GameLevel extends Scene {
}
async storyLoader(storyPath: string) {
protected playStartStory() {
if (!this.touchedStartCheckPoint) {
this.touchedStartCheckPoint = true;
this.storyLoader("shattered_sword_assets/jsons/story.json");
this.startTimer();
}
}
protected playEndStory() {
if (!this.touchedEndCheckPoint) {
this.touchedEndCheckPoint = true;
this.storyLoader("shattered_sword_assets/jsons/story.json");
this.endTimer();
}
}
protected startTimer() {
this.gameStarted = true;
}
protected endTimer() {
this.gameStarted = false;
}
protected goToNextLevel() {
console.log("goToNextLevel")
}
protected async storyLoader(storyPath: string) {
if (this.gameStateStack.peek() === GameState.STORY) {
return;
}
@ -1055,11 +1133,11 @@ export default class GameLevel extends Scene {
this.updateStory();
}
hasNextStory(): boolean {
protected hasNextStory(): boolean {
return this.gameStateStack.peek() === GameState.STORY && this.storyProgress + 1 < this.story.texts.length;
}
updateStory() {
protected updateStory() {
if (this.hasNextStory()) {
this.storyProgress++;
let tmp = undefined;
@ -1136,7 +1214,7 @@ export default class GameLevel extends Scene {
}
// Cheat
enableCheat() {
protected enableCheat() {
if (this.pauseInput.text.toUpperCase() === "UUDDLRLRBABA") {
(<PlayerController>this.player._ai).godMode = true;
}

View File

@ -50,7 +50,8 @@ export class RoomTemplate {
topLayer: Array<number>;
entrances: Array<Entrance>;
sprites?: Array<Sprite>;
checkPoint?: [number, number, number, number];
startCheckPoint?: [number, number, number, number];
endCheckPoint?: [number, number, number, number];
}
export class Corner {

View File

@ -25,7 +25,8 @@ export default class RandomMapGenerator {
private exitFacing: Facing;
private enemies: Array<Enemy>;
private player: Vec2;
private checkPoint: [number, number, number, number];
private startCheckPoint: [number, number, number, number];
private endCheckPoint: [number, number, number, number];
constructor(JSONFilePath: string, seed: any) {
let xhr = new XMLHttpRequest();
@ -45,7 +46,8 @@ export default class RandomMapGenerator {
this.rooms = new Array();
this.enemies = new Array();
this.player = new Vec2();
this.checkPoint = [0,0,0,0];
this.startCheckPoint = [0,0,0,0];
this.endCheckPoint = [0, 0, 0, 0];
let gen = require('random-seed');
this.gen = new gen(seed);
this.hasExit = false;
@ -117,8 +119,12 @@ export default class RandomMapGenerator {
return new Vec2(this.player.x - this.minX, this.player.y - this.minY);
}
getCheckPoint(): [number, number, number, number] {
return [this.checkPoint[0] - this.minX, this.checkPoint[1] - this.minY, this.checkPoint[2], this.checkPoint[3]];
getStartCheckPoint(): [number, number, number, number] {
return [this.startCheckPoint[0] - this.minX, this.startCheckPoint[1] - this.minY, this.startCheckPoint[2], this.startCheckPoint[3]];
}
getEndCheckPoint(): [number, number, number, number] {
return [this.endCheckPoint[0] - this.minX, this.endCheckPoint[1] - this.minY, this.endCheckPoint[2], this.endCheckPoint[3]];
}
getEnemies(): Array<Enemy> {
@ -378,10 +384,15 @@ export default class RandomMapGenerator {
}
}
}
if (old.checkPoint) {
this.checkPoint = [...old.checkPoint];
this.checkPoint[0] += posX;
this.checkPoint[1] += posY;
if (old.startCheckPoint) {
this.startCheckPoint = [...old.startCheckPoint];
this.startCheckPoint[0] += posX;
this.startCheckPoint[1] += posY;
}
if (old.endCheckPoint) {
this.endCheckPoint = [...old.endCheckPoint];
this.endCheckPoint[0] += posX;
this.endCheckPoint[1] += posY;
}
if (posX < this.minX)
this.minX = posX;