Merge remote-tracking branch 'github/master'
This commit is contained in:
commit
a3009dcbbf
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@ -3,6 +3,23 @@ import GameNode, { TweenableProperties } from "../../Wolfie2D/Nodes/GameNode";
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import Vec2 from "../../Wolfie2D/DataTypes/Vec2";
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import Sprite from "../../Wolfie2D/Nodes/Sprites/Sprite";
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import OrthogonalTilemap from "../../Wolfie2D/Nodes/Tilemaps/OrthogonalTilemap";
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import { Player_Events } from "../sword_enums";
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import Fall from "./PlayerStates/Fall";
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import Idle from "./PlayerStates/Idle";
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import InAir from "./PlayerStates/InAir";
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import Jump from "./PlayerStates/Jump";
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import Walk from "./PlayerStates/Walk";
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import Debug from "../../Wolfie2D/Debug/Debug";
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export enum PlayerStates {
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IDLE = "idle",
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WALK = "walk",
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RUN = "run",
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JUMP = "jump",
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FALL = "fall",
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PREVIOUS = "previous"
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}
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export enum BuffType {
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ATK = "attack",
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@ -22,6 +39,9 @@ type Buffs = [
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export default class PlayerController extends StateMachineAI {
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protected owner: GameNode;
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velocity: Vec2 = Vec2.ZERO;
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speed: number = 200;
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MIN_SPEED: number = 200;
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MAX_SPEED: number = 300;
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BASE_HP: number = 100;
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MAX_HP: number = 100;
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@ -32,6 +52,7 @@ export default class PlayerController extends StateMachineAI {
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BASE_DEF: number = 100;
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MAX_DEF: number = 100;
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CURRENT_DEF: number = 100;
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tilemap: OrthogonalTilemap;
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CURRENT_BUFFS: {
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atk: 0;
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@ -39,8 +60,8 @@ export default class PlayerController extends StateMachineAI {
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def: 0;
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speed: 0;
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}
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velocity: Vec2 = Vec2.ZERO;
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tilemap: OrthogonalTilemap;
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/**
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* Returns three legal random generate buffs based on current state
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@ -58,4 +79,55 @@ export default class PlayerController extends StateMachineAI {
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setBuff(buff: Buff): void {
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// TODO
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}
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//TODO - get the correct tilemap
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initializeAI(owner: GameNode, options: Record<string, any>){
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this.owner = owner;
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this.initializePlatformer();
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this.tilemap = this.owner.getScene().getTilemap(options.tilemap) as OrthogonalTilemap;
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}
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initializePlatformer(): void {
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this.speed = 400;
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let idle = new Idle(this, this.owner);
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this.addState(PlayerStates.IDLE, idle);
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let walk = new Walk(this, this.owner);
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this.addState(PlayerStates.WALK, walk);
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let jump = new Jump(this, this.owner);
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this.addState(PlayerStates.JUMP, jump);
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let fall = new Fall(this, this.owner);
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this.addState(PlayerStates.FALL, fall);
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this.initialize(PlayerStates.IDLE);
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}
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changeState(stateName: string): void {
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// If we jump or fall, push the state so we can go back to our current state later
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// unless we're going from jump to fall or something
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if((stateName === PlayerStates.JUMP || stateName === PlayerStates.FALL) && !(this.stack.peek() instanceof InAir)){
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this.stack.push(this.stateMap.get(stateName));
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}
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super.changeState(stateName);
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}
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update(deltaT: number): void {
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super.update(deltaT);
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if(this.currentState instanceof Jump){
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Debug.log("playerstate", "Player State: Jump");
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} else if (this.currentState instanceof Walk){
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Debug.log("playerstate", "Player State: Walk");
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} else if (this.currentState instanceof Idle){
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Debug.log("playerstate", "Player State: Idle");
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} else if(this.currentState instanceof Fall){
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Debug.log("playerstate", "Player State: Fall");
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}
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}
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}
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0
src/shattered_sword/Player/PlayerStates/Fall.ts
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src/shattered_sword/Player/PlayerStates/Fall.ts
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src/shattered_sword/Player/PlayerStates/Idle.ts
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src/shattered_sword/Player/PlayerStates/Idle.ts
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src/shattered_sword/Player/PlayerStates/InAir.ts
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src/shattered_sword/Player/PlayerStates/InAir.ts
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src/shattered_sword/Player/PlayerStates/Jump.ts
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0
src/shattered_sword/Player/PlayerStates/Jump.ts
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35
src/shattered_sword/Player/PlayerStates/OnGround.ts
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35
src/shattered_sword/Player/PlayerStates/OnGround.ts
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@ -0,0 +1,35 @@
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import GameEvent from "../../../Wolfie2D/Events/GameEvent";
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import Input from "../../../Wolfie2D/Input/Input";
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import Sprite from "../../../Wolfie2D/Nodes/Sprites/Sprite";
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import MathUtils from "../../../Wolfie2D/Utils/MathUtils";
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import PlayerState from "./PlayerState";
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export default class OnGround extends PlayerState {
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onEnter(options: Record<string, any>): void {}
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update(deltaT: number): void {
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if(this.parent.velocity.y > 0){
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this.parent.velocity.y = 0;
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}
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super.update(deltaT);
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let direction = this.getInputDirection();
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if(direction.x !== 0){
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(<Sprite>this.owner).invertX = MathUtils.sign(direction.x) < 0;
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}
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// If we jump, move to the Jump state, give a burst of upwards velocity
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if(Input.isJustPressed("jump")){
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this.finished("jump");
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this.parent.velocity.y = -500;
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} else if(!this.owner.onGround){
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this.finished("fall");
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}
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}
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onExit(): Record<string, any> {
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return {};
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}
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}
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0
src/shattered_sword/Player/PlayerStates/Walk.ts
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0
src/shattered_sword/Player/PlayerStates/Walk.ts
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229
src/shattered_sword/Scenes/GameLevel.ts
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229
src/shattered_sword/Scenes/GameLevel.ts
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@ -0,0 +1,229 @@
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import AABB from "../../Wolfie2D/DataTypes/Shapes/AABB";
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import Vec2 from "../../Wolfie2D/DataTypes/Vec2";
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import Debug from "../../Wolfie2D/Debug/Debug";
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import { GameEventType } from "../../Wolfie2D/Events/GameEventType";
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import Input from "../../Wolfie2D/Input/Input";
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import { TweenableProperties } from "../../Wolfie2D/Nodes/GameNode";
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import { GraphicType } from "../../Wolfie2D/Nodes/Graphics/GraphicTypes";
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import Point from "../../Wolfie2D/Nodes/Graphics/Point";
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import Rect from "../../Wolfie2D/Nodes/Graphics/Rect";
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import AnimatedSprite from "../../Wolfie2D/Nodes/Sprites/AnimatedSprite";
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import Label from "../../Wolfie2D/Nodes/UIElements/Label";
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import { UIElementType } from "../../Wolfie2D/Nodes/UIElements/UIElementTypes";
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import Scene from "../../Wolfie2D/Scene/Scene";
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import Timer from "../../Wolfie2D/Timing/Timer";
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import Color from "../../Wolfie2D/Utils/Color";
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import { EaseFunctionType } from "../../Wolfie2D/Utils/EaseFunctions";
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import PlayerController from "../Player/PlayerController";
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import MainMenu from "./MainMenu";
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import { Player_Events } from "../sword_enums";
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// TODO
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/**
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* Add in some level music.
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* This can be done here in the base GameLevel class or individual level files
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*/
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export default class GameLevel extends Scene {
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// Every level will have a player, which will be an animated sprite
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protected playerSpawn: Vec2;
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protected player: AnimatedSprite;
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protected respawnTimer: Timer;
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// Labels for the UI
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protected static livesCount: number = 3;
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protected livesCountLabel: Label;
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// Stuff to end the level and go to the next level
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protected levelEndArea: Rect;
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protected nextLevel: new (...args: any) => GameLevel;
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protected levelEndTimer: Timer;
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protected levelEndLabel: Label;
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// Screen fade in/out for level start and end
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protected levelTransitionTimer: Timer;
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protected levelTransitionScreen: Rect;
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startScene(): void {
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// Do the game level standard initializations
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this.initLayers();
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this.initViewport();
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this.initPlayer();
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this.subscribeToEvents();
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this.addUI();
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// Initialize the timers
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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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} else {
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this.respawnPlayer();
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this.player.enablePhysics();
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this.player.unfreeze();
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}
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});
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this.levelTransitionTimer = new Timer(500);
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this.levelEndTimer = new Timer(3000, () => {
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// After the level end timer ends, fade to black and then go to the next scene
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this.levelTransitionScreen.tweens.play("fadeIn");
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});
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// Start the black screen fade out
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this.levelTransitionScreen.tweens.play("fadeOut");
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// Initially disable player movement
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Input.disableInput();
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}
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updateScene(deltaT: number){
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// Handle events and update the UI if needed
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while(this.receiver.hasNextEvent()){
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let event = this.receiver.getNextEvent();
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switch(event.type){
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}
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}
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}
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/**
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* Initialzes the layers
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*/
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protected initLayers(): void {
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// Add a layer for UI
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this.addUILayer("UI");
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// Add a layer for players and enemies
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this.addLayer("primary", 1);
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}
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/**
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* Initializes the viewport
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*/
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protected initViewport(): void {
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this.viewport.setZoomLevel(2);
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}
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/**
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* Handles all subscriptions to events
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*/
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protected subscribeToEvents(){
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this.receiver.subscribe([
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Player_Events.PLAYER_HIT_ENEMY,
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Player_Events.ENEMY_KILLED,
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Player_Events.LEVEL_START,
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Player_Events.LEVEL_END,
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Player_Events.PLAYER_KILLED
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]);
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}
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// TODO -
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/**
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* Adds in any necessary UI to the game
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*/
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protected addUI(){
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// In-game labels
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// End of level label (start off screen)
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this.levelEndLabel = <Label>this.add.uiElement(UIElementType.LABEL, "UI", {position: new Vec2(-300, 200), text: "Level Complete"});
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this.levelEndLabel.size.set(1200, 60);
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this.levelEndLabel.borderRadius = 0;
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this.levelEndLabel.backgroundColor = new Color(34, 32, 52);
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this.levelEndLabel.textColor = Color.WHITE;
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this.levelEndLabel.fontSize = 48;
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this.levelEndLabel.font = "PixelSimple";
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// Add a tween to move the label on screen
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this.levelEndLabel.tweens.add("slideIn", {
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startDelay: 0,
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duration: 1000,
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effects: [
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{
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property: TweenableProperties.posX,
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start: -300,
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end: 300,
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ease: EaseFunctionType.OUT_SINE
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}
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]
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});
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}
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/**
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* Initializes the player
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*/
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protected initPlayer(): void {
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// Add the player
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this.player = this.add.animatedSprite("player", "primary");
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this.player.scale.set(2, 2);
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if(!this.playerSpawn){
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console.warn("Player spawn was never set - setting spawn to (0, 0)");
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this.playerSpawn = Vec2.ZERO;
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}
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this.player.position.copy(this.playerSpawn);
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this.player.addPhysics(new AABB(Vec2.ZERO, new Vec2(14, 14)));
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this.player.colliderOffset.set(0, 2);
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this.player.addAI(PlayerController, {playerType: "platformer", tilemap: "Main"});
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this.player.setGroup("player");
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this.viewport.follow(this.player);
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}
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//TODO -
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/**
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* Adds an Enemy into the game
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* @param spriteKey The key of the Enemy sprite
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* @param tilePos The tilemap position to add the Enemy to
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* @param aiOptions The options for the Enemy AI
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*/
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/*
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protected addEnemy(spriteKey: string, tilePos: Vec2, aiOptions: Record<string, any>): void {
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let enemy = this.add.animatedSprite(spriteKey, "primary");
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enemy.position.set(tilePos.x*32, tilePos.y*32);
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enemy.scale.set(2, 2);
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enemy.addPhysics();
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enemy.addAI(EnemyController, aiOptions); //TODO - add individual enemy AI
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enemy.setGroup("Enemy");
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enemy.setTrigger("player",Player_Events.PLAYER_HIT_ENEMY, null);
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}
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*/
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protected handlePlayerEnemyCollision(player: AnimatedSprite, enemy: AnimatedSprite) {
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}
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/**
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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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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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if (GameLevel.livesCount == 0){
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Input.disableInput();
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this.player.disablePhysics();
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this.emitter.fireEvent(GameEventType.PLAY_SOUND, {key: "player_death", loop: false, holdReference: false});
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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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* Returns the player to spawn
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*/
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protected respawnPlayer(): void {
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GameLevel.livesCount = 3;
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this.emitter.fireEvent(GameEventType.STOP_SOUND, {key: "level_music"});
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this.sceneManager.changeToScene(MainMenu, {});
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Input.enableInput();
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}
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}
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