Merge remote-tracking branch 'origin/master'

This commit is contained in:
OfficialCHenry 2022-04-21 04:56:58 -04:00
commit a334e94886
10 changed files with 183 additions and 70 deletions

View File

@ -10,45 +10,41 @@
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"entrances": [
{
"x": 39,
"y": 26,
"width": 3,
"alt_tile": [11, 11]
},
{
"x": 20,
"y": 29,
@ -192,6 +187,12 @@
"y": 22,
"width": 3,
"alt_tile": [11, 11]
},
{
"x": 39,
"y": 26,
"width": 3,
"alt_tile": [11, 11]
}
]
}

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@ -11,12 +11,15 @@ export default class Rect extends Graphic {
/** The width of the border */
borderWidth: number;
fillWidth: number;
constructor(position: Vec2, size: Vec2){
super();
this.position = position;
this.size = size;
this.borderColor = Color.TRANSPARENT;
this.borderWidth = 0;
this.fillWidth = null;
}
/**

View File

@ -59,7 +59,11 @@ export default class GraphicRenderer {
// Draw the interior of the rect
if(rect.color.a !== 0){
this.ctx.fillStyle = rect.color.toStringRGB();
this.ctx.fillRect((-rect.size.x/2)*zoom, (-rect.size.y/2)*zoom, rect.size.x*zoom, rect.size.y*zoom);
if (rect.fillWidth !== null) {
this.ctx.fillRect((-rect.size.x/2)*zoom, (-rect.size.y/2)*zoom, rect.fillWidth*zoom, rect.size.y*zoom);
} else {
this.ctx.fillRect((-rect.size.x/2)*zoom, (-rect.size.y/2)*zoom, rect.size.x*zoom, rect.size.y*zoom);
}
}
// Draw the border of the rect if it isn't transparent

View File

@ -25,6 +25,8 @@ import { Player_Events } from "../sword_enums";
import InputWrapper from "../Tools/InputWrapper";
import Timer from "../../Wolfie2D/Timing/Timer";
import PlayerController from "../Player/PlayerController";
import Rect from "../../Wolfie2D/Nodes/Graphics/Rect";
import Color from "../../Wolfie2D/Utils/Color";
export default class EnemyAI extends StateMachineGoapAI implements BattlerAI {
/** The owner of this AI */
owner: AnimatedSprite;
@ -76,6 +78,8 @@ export default class EnemyAI extends StateMachineGoapAI implements BattlerAI {
bleedTimer : Timer;
bleedCounter :number = 0;
healthBar: Rect;
initializeAI(owner: AnimatedSprite, options: Record<string, any>): void {
this.owner = owner;
@ -141,6 +145,7 @@ export default class EnemyAI extends StateMachineGoapAI implements BattlerAI {
this.owner.setAIActive(false, {});
this.owner.isCollidable = false;
this.owner.visible = false;
this.healthBar.destroy();
this.emitter.fireEvent(Player_Events.ENEMY_KILLED, {owner: this.owner.id, ai:this});
@ -269,6 +274,17 @@ export default class EnemyAI extends StateMachineGoapAI implements BattlerAI {
this.healthBar.position = this.owner.collisionShape.center.clone().add(new Vec2(0, -((<AABB>this.owner.collisionShape).hh+5)));
this.healthBar.fillWidth = this.CURRENT_HP/this.maxHealth * this.owner.collisionShape.hw * 3;
if (this.CURRENT_HP/this.maxHealth >= 2/3) {
this.healthBar.color = Color.GREEN;
}
else if (this.CURRENT_HP/this.maxHealth >= 1/3) {
this.healthBar.color = Color.YELLOW;
}
else {
this.healthBar.color = Color.RED;
}
}
}

View File

@ -71,11 +71,14 @@ export default class GameLevel extends Scene {
// Health UI
protected healthLabel: Label;
protected healthBar: Rect;
//exp label
protected expLabel : Label;
protected expBar: Rect;
//shield label
protected shieldLabel : Label;
protected shieldBar: Rect;
//seed UI
protected seedLabel: Label;
@ -339,14 +342,32 @@ export default class GameLevel extends Scene {
//update health UI
let playerAI = (<PlayerController>this.player.ai);
this.healthLabel.text = "Health: "+ playerAI.CURRENT_HP +'/' + (playerAI.MAX_HP +playerAI.CURRENT_BUFFS.hp );
this.healthBar.size.set(playerAI.MAX_HP*2, 10);
this.healthBar.position.set(playerAI.MAX_HP+50, 20);
this.healthBar.fillWidth = playerAI.CURRENT_HP*2;
if (playerAI.CURRENT_HP/playerAI.MAX_HP >= 2/3) {
this.healthBar.color = Color.GREEN;
this.healthLabel.textColor = Color.GREEN;
}
else if (playerAI.CURRENT_HP/playerAI.MAX_HP >= 1/3) {
this.healthBar.color = Color.YELLOW;
this.healthLabel.textColor = Color.YELLOW;
}
else {
this.healthBar.color = Color.RED;
this.healthLabel.textColor = Color.RED;
}
// this.healthLabel.sizeToText();
//update shield ui
this.shieldLabel.text = "Shield: "+ playerAI.CURRENT_SHIELD +'/' + (playerAI.MAX_SHIELD);
this.shieldBar.size.set(playerAI.CURRENT_SHIELD*2, 10);
this.shieldBar.position.set(playerAI.CURRENT_SHIELD+50, 60);
// this.shieldLabel.sizeToText();
//update exp ui
this.expLabel.text = "EXP: "+ playerAI.CURRENT_EXP +'/' + (playerAI.MAX_EXP);
this.expBar.fillWidth = (playerAI.CURRENT_EXP/playerAI.MAX_EXP)*200;
// this.expLabel.sizeToText();
@ -468,23 +489,35 @@ export default class GameLevel extends Scene {
*/
protected addUI(){
// In-game labels
this.healthLabel = <Label> this.add.uiElement(UIElementType.LABEL, "UI",{position: new Vec2(100, 30), text: "Player Health: "+ (<PlayerController>this.player.ai).CURRENT_HP });
this.healthLabel = <Label> this.add.uiElement(UIElementType.LABEL, "UI",{position: new Vec2(100, 40), text: "Player Health: "+ (<PlayerController>this.player.ai).CURRENT_HP });
this.healthLabel.size.set(200, 50);
this.healthLabel.setHAlign(HAlign.LEFT);
this.healthLabel.textColor = Color.WHITE;
this.healthLabel.textColor = Color.GREEN;
this.healthLabel.font = "PixelSimple";
this.healthBar = <Rect>this.add.graphic(GraphicType.RECT, "UI", {position: new Vec2(100+150, 20), size: new Vec2(400, 10)});
this.healthBar.borderColor = Color.BLACK;
this.healthBar.borderWidth = 3;
this.healthBar.color = Color.GREEN;
this.shieldLabel = <Label> this.add.uiElement(UIElementType.LABEL, "UI",{position: new Vec2(100, 50), text: "shield: "+ (<PlayerController>this.player.ai).CURRENT_SHIELD });
this.shieldLabel = <Label> this.add.uiElement(UIElementType.LABEL, "UI",{position: new Vec2(100, 80), text: "shield: "+ (<PlayerController>this.player.ai).CURRENT_SHIELD });
this.shieldLabel.size.set(200, 50);
this.shieldLabel.setHAlign(HAlign.LEFT);
this.shieldLabel.textColor = Color.WHITE;
this.shieldLabel.textColor = Color.ORANGE;
this.shieldLabel.font = "PixelSimple";
this.shieldBar = <Rect>this.add.graphic(GraphicType.RECT, "UI", {position: new Vec2(100+150, 60), size: new Vec2(400, 10)});
this.shieldBar.borderColor = Color.BLACK;
this.shieldBar.borderWidth = 3;
this.shieldBar.color = Color.ORANGE;
this.expLabel = <Label> this.add.uiElement(UIElementType.LABEL, "UI",{position: new Vec2(100, 70), text: "EXP: "+ (<PlayerController>this.player.ai).CURRENT_EXP });
this.expLabel = <Label> this.add.uiElement(UIElementType.LABEL, "UI",{position: new Vec2(100, 120), text: "EXP: "+ (<PlayerController>this.player.ai).CURRENT_EXP });
this.expLabel.size.set(200, 50);
this.expLabel.setHAlign(HAlign.LEFT);
this.expLabel.textColor = Color.WHITE;
this.expLabel.textColor = Color.BLUE;
this.expLabel.font = "PixelSimple";
this.expBar = <Rect>this.add.graphic(GraphicType.RECT, "UI", {position: new Vec2(150, 100), size: new Vec2(200, 10)});
this.expBar.borderColor = Color.BLACK;
this.expBar.borderWidth = 3;
this.expBar.color = Color.BLUE;
@ -726,6 +759,10 @@ export default class GameLevel extends Scene {
}
enemy.addAI(EnemyAI, aiOptions); //TODO - add individual enemy AI
(<EnemyAI>enemy._ai).healthBar = <Rect>this.add.graphic(GraphicType.RECT, "primary", {position: enemy.collisionShape.center.clone().add(new Vec2(0, -((<AABB>enemy.collisionShape).hh+5))), size: new Vec2((<AABB>enemy.collisionShape).hw*3, 5)});
(<EnemyAI>enemy._ai).healthBar.borderColor = Color.BLACK;
(<EnemyAI>enemy._ai).healthBar.borderWidth = 1;
(<EnemyAI>enemy._ai).healthBar.color = Color.GREEN;
enemy.setGroup("Enemy");
enemy.setTrigger("player", Player_Events.PLAYER_COLLIDE, null);
let actionsDefault = [new AttackAction(3, [Statuses.IN_RANGE], [Statuses.REACHED_GOAL]),

View File

@ -12,6 +12,7 @@ import Layer from "../../Wolfie2D/Scene/Layer";
import Label from "../../Wolfie2D/Nodes/UIElements/Label";
import MainMenu from "./MainMenu";
import Tutorial from "./Tutorial";
import Porcelain from "./Porcelain"
export default class Levels extends Scene {
@ -32,12 +33,12 @@ export default class Levels extends Scene {
tutorial.backgroundColor = Color.TRANSPARENT;
tutorial.onClickEventId = "tutorial";
const level1 = this.add.uiElement(UIElementType.BUTTON, "primary", {position: new Vec2(center.x, center.y - 150), text: "level 1"});
level1.size.set(200, 50);
level1.borderWidth = 2;
level1.borderColor = Color.WHITE;
level1.backgroundColor = Color.TRANSPARENT;
level1.onClickEventId = "level1";
const porcelain = this.add.uiElement(UIElementType.BUTTON, "primary", {position: new Vec2(center.x, center.y - 150), text: "porcelain"});
porcelain.size.set(200, 50);
porcelain.borderWidth = 2;
porcelain.borderColor = Color.WHITE;
porcelain.backgroundColor = Color.TRANSPARENT;
porcelain.onClickEventId = "porcelain";
const level2 = this.add.uiElement(UIElementType.BUTTON, "primary", {position: new Vec2(center.x, center.y - 100), text: "level 2"});
level2.size.set(200, 50);
@ -82,7 +83,7 @@ export default class Levels extends Scene {
back.onClickEventId = "back";
this.receiver.subscribe("tutorial");
this.receiver.subscribe("level1");
this.receiver.subscribe("porcelain");
this.receiver.subscribe("level2");
this.receiver.subscribe("level3");
this.receiver.subscribe("level4");
@ -113,8 +114,19 @@ export default class Levels extends Scene {
this.sceneManager.changeToScene(Tutorial, {}, sceneOptions);
}
if(event.type === "level1"){
this.sceneManager.changeToScene(MainMenu, {});
if(event.type === "porcelain"){
let sceneOptions = {
physics: {
groupNames: ["ground", "player", "enemies"],
collisions:
[
[0, 1, 1],
[1, 0, 0],
[1, 0, 0]
]
}
}
this.sceneManager.changeToScene(Porcelain, {}, sceneOptions);
}
if(event.type === "level2"){

View File

@ -0,0 +1,34 @@
import { TiledTilemapData } from "../../Wolfie2D/DataTypes/Tilesets/TiledData";
import Vec2 from "../../Wolfie2D/DataTypes/Vec2";
import Debug from "../../Wolfie2D/Debug/Debug";
import { GameEventType } from "../../Wolfie2D/Events/GameEventType";
import RandomMapGenerator from "../Tools/RandomMapGenerator";
import GameLevel from "./GameLevel";
import Label from "../../Wolfie2D/Nodes/UIElements/Label";
import Color from "../../Wolfie2D/Utils/Color";
import { UIElementType } from "../../Wolfie2D/Nodes/UIElements/UIElementTypes";
import { Statuses } from "../sword_enums";
import AABB from "../../Wolfie2D/DataTypes/Shapes/AABB";
import EnemyAI from "../AI/EnemyAI";
import BattlerAI from "../AI/BattlerAI";
export default class Porcelain extends GameLevel {
loadScene(): void {
super.loadScene();
this.rmg = new RandomMapGenerator("shattered_sword_assets/jsons/porcelain_template.json", this.randomSeed);
this.map = this.rmg.getMap();
console.log(this.map);
this.load.tilemapFromObject("map", this.map);
// //load enemies
// this.load.spritesheet("Snake","shattered_sword_assets/spritesheets/Snake.json");
// this.load.spritesheet("Tiger","shattered_sword_assets/spritesheets/Tiger.json");
// //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");
//load music here
}
}

View File

@ -94,10 +94,12 @@ export default class RandomMapGenerator {
getMap(): TiledTilemapData {
let room = this.copyRoom(this.template.entrance, 0, 0);
this.rooms.push(room);
let facing = this.getEntranceFacing(this.template.entrance.entrances[0], this.template.entrance.width);
let position = new Vec2(this.template.entrance.entrances[0].x, this.template.entrance.entrances[0].y);
// this.removeEntrance(room, this.template.entrance.entrances[0], facing);
this.rooms.push(room);
this.putNextRoom(position, this.getOppositeFacing(facing));
@ -134,7 +136,7 @@ export default class RandomMapGenerator {
default:
break;
}
if (this.roomPlaced >= this.minRoom && facing == this.exitFacing) {
if (this.roomPlaced >= this.minRoom && facing == this.exitFacing && !this.hasExit) {
this.putExitRoom(position);
return true;
}
@ -143,7 +145,7 @@ export default class RandomMapGenerator {
let nextPosition: Vec2 = undefined;
let thisEntrance: Entrance = undefined;
for (let entrance of nextRoom.entrances) {
if (this.getEntranceFacing(entrance, nextRoom.weight) == facing) {
if (this.getEntranceFacing(entrance, nextRoom.width) == facing) {
let tmpPosition = new Vec2(position.x - entrance.x, position.y - entrance.y);
if (this.isValidRoom(tmpPosition, new Vec2(tmpPosition.x + nextRoom.width - 1, tmpPosition.y + nextRoom.height - 1))) {
thisEntrance = entrance;
@ -152,12 +154,16 @@ export default class RandomMapGenerator {
}
}
if (!thisEntrance) {
if (!this.hasExit) {
// throw new Error("Wrong order in map template" + facing);
}
return false;
}
let room = this.copyRoom(nextRoom, nextPosition.x, nextPosition.y);
this.removeEntrance(room, thisEntrance, facing);
this.rooms.push(room);
this.roomPlaced += 1;
if (this.hasExit && this.gen.range() <= 0.1) {
if (this.hasExit && this.gen.random() <= 0.3) {
return false;
}
for (let entrance of nextRoom.entrances) {