Merge remote-tracking branch 'github/master'

This commit is contained in:
Renge 2022-04-03 18:24:19 -04:00
commit a3009dcbbf
9 changed files with 338 additions and 2 deletions

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@ -3,6 +3,23 @@ import GameNode, { TweenableProperties } from "../../Wolfie2D/Nodes/GameNode";
import Vec2 from "../../Wolfie2D/DataTypes/Vec2"; import Vec2 from "../../Wolfie2D/DataTypes/Vec2";
import Sprite from "../../Wolfie2D/Nodes/Sprites/Sprite"; import Sprite from "../../Wolfie2D/Nodes/Sprites/Sprite";
import OrthogonalTilemap from "../../Wolfie2D/Nodes/Tilemaps/OrthogonalTilemap"; import OrthogonalTilemap from "../../Wolfie2D/Nodes/Tilemaps/OrthogonalTilemap";
import { Player_Events } from "../sword_enums";
import Fall from "./PlayerStates/Fall";
import Idle from "./PlayerStates/Idle";
import InAir from "./PlayerStates/InAir";
import Jump from "./PlayerStates/Jump";
import Walk from "./PlayerStates/Walk";
import Debug from "../../Wolfie2D/Debug/Debug";
export enum PlayerStates {
IDLE = "idle",
WALK = "walk",
RUN = "run",
JUMP = "jump",
FALL = "fall",
PREVIOUS = "previous"
}
export enum BuffType { export enum BuffType {
ATK = "attack", ATK = "attack",
@ -22,6 +39,9 @@ type Buffs = [
export default class PlayerController extends StateMachineAI { export default class PlayerController extends StateMachineAI {
protected owner: GameNode; protected owner: GameNode;
velocity: Vec2 = Vec2.ZERO;
speed: number = 200;
MIN_SPEED: number = 200;
MAX_SPEED: number = 300; MAX_SPEED: number = 300;
BASE_HP: number = 100; BASE_HP: number = 100;
MAX_HP: number = 100; MAX_HP: number = 100;
@ -32,6 +52,7 @@ export default class PlayerController extends StateMachineAI {
BASE_DEF: number = 100; BASE_DEF: number = 100;
MAX_DEF: number = 100; MAX_DEF: number = 100;
CURRENT_DEF: number = 100; CURRENT_DEF: number = 100;
tilemap: OrthogonalTilemap;
CURRENT_BUFFS: { CURRENT_BUFFS: {
atk: 0; atk: 0;
@ -39,8 +60,8 @@ export default class PlayerController extends StateMachineAI {
def: 0; def: 0;
speed: 0; speed: 0;
} }
velocity: Vec2 = Vec2.ZERO;
tilemap: OrthogonalTilemap;
/** /**
* Returns three legal random generate buffs based on current state * Returns three legal random generate buffs based on current state
@ -58,4 +79,55 @@ export default class PlayerController extends StateMachineAI {
setBuff(buff: Buff): void { setBuff(buff: Buff): void {
// TODO // TODO
} }
//TODO - get the correct tilemap
initializeAI(owner: GameNode, options: Record<string, any>){
this.owner = owner;
this.initializePlatformer();
this.tilemap = this.owner.getScene().getTilemap(options.tilemap) as OrthogonalTilemap;
}
initializePlatformer(): void {
this.speed = 400;
let idle = new Idle(this, this.owner);
this.addState(PlayerStates.IDLE, idle);
let walk = new Walk(this, this.owner);
this.addState(PlayerStates.WALK, walk);
let jump = new Jump(this, this.owner);
this.addState(PlayerStates.JUMP, jump);
let fall = new Fall(this, this.owner);
this.addState(PlayerStates.FALL, fall);
this.initialize(PlayerStates.IDLE);
}
changeState(stateName: string): void {
// If we jump or fall, push the state so we can go back to our current state later
// unless we're going from jump to fall or something
if((stateName === PlayerStates.JUMP || stateName === PlayerStates.FALL) && !(this.stack.peek() instanceof InAir)){
this.stack.push(this.stateMap.get(stateName));
}
super.changeState(stateName);
}
update(deltaT: number): void {
super.update(deltaT);
if(this.currentState instanceof Jump){
Debug.log("playerstate", "Player State: Jump");
} else if (this.currentState instanceof Walk){
Debug.log("playerstate", "Player State: Walk");
} else if (this.currentState instanceof Idle){
Debug.log("playerstate", "Player State: Idle");
} else if(this.currentState instanceof Fall){
Debug.log("playerstate", "Player State: Fall");
}
}
} }

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@ -0,0 +1,35 @@
import GameEvent from "../../../Wolfie2D/Events/GameEvent";
import Input from "../../../Wolfie2D/Input/Input";
import Sprite from "../../../Wolfie2D/Nodes/Sprites/Sprite";
import MathUtils from "../../../Wolfie2D/Utils/MathUtils";
import PlayerState from "./PlayerState";
export default class OnGround extends PlayerState {
onEnter(options: Record<string, any>): void {}
update(deltaT: number): void {
if(this.parent.velocity.y > 0){
this.parent.velocity.y = 0;
}
super.update(deltaT);
let direction = this.getInputDirection();
if(direction.x !== 0){
(<Sprite>this.owner).invertX = MathUtils.sign(direction.x) < 0;
}
// If we jump, move to the Jump state, give a burst of upwards velocity
if(Input.isJustPressed("jump")){
this.finished("jump");
this.parent.velocity.y = -500;
} else if(!this.owner.onGround){
this.finished("fall");
}
}
onExit(): Record<string, any> {
return {};
}
}

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@ -0,0 +1,229 @@
import AABB from "../../Wolfie2D/DataTypes/Shapes/AABB";
import Vec2 from "../../Wolfie2D/DataTypes/Vec2";
import Debug from "../../Wolfie2D/Debug/Debug";
import { GameEventType } from "../../Wolfie2D/Events/GameEventType";
import Input from "../../Wolfie2D/Input/Input";
import { TweenableProperties } from "../../Wolfie2D/Nodes/GameNode";
import { GraphicType } from "../../Wolfie2D/Nodes/Graphics/GraphicTypes";
import Point from "../../Wolfie2D/Nodes/Graphics/Point";
import Rect from "../../Wolfie2D/Nodes/Graphics/Rect";
import AnimatedSprite from "../../Wolfie2D/Nodes/Sprites/AnimatedSprite";
import Label from "../../Wolfie2D/Nodes/UIElements/Label";
import { UIElementType } from "../../Wolfie2D/Nodes/UIElements/UIElementTypes";
import Scene from "../../Wolfie2D/Scene/Scene";
import Timer from "../../Wolfie2D/Timing/Timer";
import Color from "../../Wolfie2D/Utils/Color";
import { EaseFunctionType } from "../../Wolfie2D/Utils/EaseFunctions";
import PlayerController from "../Player/PlayerController";
import MainMenu from "./MainMenu";
import { Player_Events } from "../sword_enums";
// TODO
/**
* Add in some level music.
* This can be done here in the base GameLevel class or individual level files
*/
export default class GameLevel extends Scene {
// Every level will have a player, which will be an animated sprite
protected playerSpawn: Vec2;
protected player: AnimatedSprite;
protected respawnTimer: Timer;
// Labels for the UI
protected static livesCount: number = 3;
protected livesCountLabel: Label;
// Stuff to end the level and go to the next level
protected levelEndArea: Rect;
protected nextLevel: new (...args: any) => GameLevel;
protected levelEndTimer: Timer;
protected levelEndLabel: Label;
// Screen fade in/out for level start and end
protected levelTransitionTimer: Timer;
protected levelTransitionScreen: Rect;
startScene(): void {
// Do the game level standard initializations
this.initLayers();
this.initViewport();
this.initPlayer();
this.subscribeToEvents();
this.addUI();
// Initialize the timers
this.respawnTimer = new Timer(1000, () => {
if(GameLevel.livesCount === 0){
this.sceneManager.changeToScene(MainMenu);
} else {
this.respawnPlayer();
this.player.enablePhysics();
this.player.unfreeze();
}
});
this.levelTransitionTimer = new Timer(500);
this.levelEndTimer = new Timer(3000, () => {
// After the level end timer ends, fade to black and then go to the next scene
this.levelTransitionScreen.tweens.play("fadeIn");
});
// Start the black screen fade out
this.levelTransitionScreen.tweens.play("fadeOut");
// Initially disable player movement
Input.disableInput();
}
updateScene(deltaT: number){
// Handle events and update the UI if needed
while(this.receiver.hasNextEvent()){
let event = this.receiver.getNextEvent();
switch(event.type){
}
}
}
/**
* Initialzes the layers
*/
protected initLayers(): void {
// Add a layer for UI
this.addUILayer("UI");
// Add a layer for players and enemies
this.addLayer("primary", 1);
}
/**
* Initializes the viewport
*/
protected initViewport(): void {
this.viewport.setZoomLevel(2);
}
/**
* Handles all subscriptions to events
*/
protected subscribeToEvents(){
this.receiver.subscribe([
Player_Events.PLAYER_HIT_ENEMY,
Player_Events.ENEMY_KILLED,
Player_Events.LEVEL_START,
Player_Events.LEVEL_END,
Player_Events.PLAYER_KILLED
]);
}
// TODO -
/**
* Adds in any necessary UI to the game
*/
protected addUI(){
// In-game labels
// End of level label (start off screen)
this.levelEndLabel = <Label>this.add.uiElement(UIElementType.LABEL, "UI", {position: new Vec2(-300, 200), text: "Level Complete"});
this.levelEndLabel.size.set(1200, 60);
this.levelEndLabel.borderRadius = 0;
this.levelEndLabel.backgroundColor = new Color(34, 32, 52);
this.levelEndLabel.textColor = Color.WHITE;
this.levelEndLabel.fontSize = 48;
this.levelEndLabel.font = "PixelSimple";
// Add a tween to move the label on screen
this.levelEndLabel.tweens.add("slideIn", {
startDelay: 0,
duration: 1000,
effects: [
{
property: TweenableProperties.posX,
start: -300,
end: 300,
ease: EaseFunctionType.OUT_SINE
}
]
});
}
/**
* Initializes the player
*/
protected initPlayer(): void {
// Add the player
this.player = this.add.animatedSprite("player", "primary");
this.player.scale.set(2, 2);
if(!this.playerSpawn){
console.warn("Player spawn was never set - setting spawn to (0, 0)");
this.playerSpawn = Vec2.ZERO;
}
this.player.position.copy(this.playerSpawn);
this.player.addPhysics(new AABB(Vec2.ZERO, new Vec2(14, 14)));
this.player.colliderOffset.set(0, 2);
this.player.addAI(PlayerController, {playerType: "platformer", tilemap: "Main"});
this.player.setGroup("player");
this.viewport.follow(this.player);
}
//TODO -
/**
* Adds an Enemy into the game
* @param spriteKey The key of the Enemy sprite
* @param tilePos The tilemap position to add the Enemy to
* @param aiOptions The options for the Enemy AI
*/
/*
protected addEnemy(spriteKey: string, tilePos: Vec2, aiOptions: Record<string, any>): void {
let enemy = this.add.animatedSprite(spriteKey, "primary");
enemy.position.set(tilePos.x*32, tilePos.y*32);
enemy.scale.set(2, 2);
enemy.addPhysics();
enemy.addAI(EnemyController, aiOptions); //TODO - add individual enemy AI
enemy.setGroup("Enemy");
enemy.setTrigger("player",Player_Events.PLAYER_HIT_ENEMY, null);
}
*/
protected handlePlayerEnemyCollision(player: AnimatedSprite, enemy: AnimatedSprite) {
}
/**
* Increments the amount of life the player has
* @param amt The amount to add to the player life
*/
protected incPlayerLife(amt: number): void {
GameLevel.livesCount += amt;
this.livesCountLabel.text = "Lives: " + GameLevel.livesCount;
if (GameLevel.livesCount == 0){
Input.disableInput();
this.player.disablePhysics();
this.emitter.fireEvent(GameEventType.PLAY_SOUND, {key: "player_death", loop: false, holdReference: false});
this.player.tweens.play("death");
}
}
/**
* Returns the player to spawn
*/
protected respawnPlayer(): void {
GameLevel.livesCount = 3;
this.emitter.fireEvent(GameEventType.STOP_SOUND, {key: "level_music"});
this.sceneManager.changeToScene(MainMenu, {});
Input.enableInput();
}
}