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--- a/src/shattered_sword/AI/EnemyAI.ts +++ b/src/shattered_sword/AI/EnemyAI.ts @@ -110,14 +110,14 @@ export default class EnemyAI extends StateMachineAI implements BattlerAI { if (this.CURRENT_HP <= 0) { return; } - console.log(damage +" damage taken, "+this.CURRENT_HP+" hp left"); + //console.log(damage +" damage taken, "+this.CURRENT_HP+" hp left"); this.CURRENT_HP -= damage; //TODO - if (!this.isAttacking && !this.isCharging) { this.owner.animation.play("HURT",false); } - console.log(damage +" damage taken, "+this.CURRENT_HP+" hp left"); + //console.log(damage +" damage taken, "+this.CURRENT_HP+" hp left"); // If health goes below 0, disable AI and fire enemyDied event if (this.CURRENT_HP <= 0) { diff --git a/src/shattered_sword/Scenes/Porcelain.ts b/src/shattered_sword/Scenes/Porcelain.ts index 5e7bbf8..90134c3 100644 --- a/src/shattered_sword/Scenes/Porcelain.ts +++ b/src/shattered_sword/Scenes/Porcelain.ts @@ -30,7 +30,7 @@ export default class Porcelain extends GameLevel { // //can load enemy sprite here // //sprites obtained from cse380 sprite wesbite // this.load.spritesheet("remus_werewolf","shattered_sword_assets/spritesheets/remus_werewolf.json"); - // this.load.spritesheet("black_pudding","shattered_sword_assets/spritesheets/black_pudding.json"); + this.load.spritesheet("black_pudding","shattered_sword_assets/spritesheets/black_pudding.json"); //load music here }