Merge branch 'master' of https://github.com/kellypeng44/ShatteredSword
This commit is contained in:
commit
a65873c349
|
@ -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": [
|
||||
{
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
"spriteSheetImage": "Hiro.png",
|
||||
"spriteWidth": 64,
|
||||
"spriteHeight": 64,
|
||||
"columns": 7,
|
||||
"columns": 8,
|
||||
"rows": 7,
|
||||
"durationType": "time",
|
||||
"animations": [
|
||||
|
@ -75,12 +75,12 @@
|
|||
]
|
||||
},
|
||||
{
|
||||
"name": "JUMP",
|
||||
"name": "JUMP2",
|
||||
"repeat": false,
|
||||
"frames": [
|
||||
{
|
||||
"index": 30,
|
||||
"duration": 10
|
||||
"duration": 5
|
||||
},
|
||||
{
|
||||
"index": 31,
|
||||
|
@ -96,12 +96,12 @@
|
|||
},
|
||||
{
|
||||
"index": 30,
|
||||
"duration": 10
|
||||
"duration": 5
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"name": "JUMP_RIGHT",
|
||||
"name": "JUMP",
|
||||
"repeat": false,
|
||||
"frames": [
|
||||
{
|
||||
|
@ -303,6 +303,32 @@
|
|||
"duration": 10
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"name": "DASH",
|
||||
"repeat": false,
|
||||
"frames": [
|
||||
{
|
||||
"index": 46,
|
||||
"duration": 5
|
||||
},
|
||||
{
|
||||
"index": 47,
|
||||
"duration": 5
|
||||
},
|
||||
{
|
||||
"index": 48,
|
||||
"duration": 5
|
||||
},
|
||||
{
|
||||
"index": 49,
|
||||
"duration": 5
|
||||
},
|
||||
{
|
||||
"index": 50,
|
||||
"duration": 10
|
||||
}
|
||||
]
|
||||
}
|
||||
]
|
||||
}
|
BIN
dist/shattered_sword_assets/spritesheets/Hiro.png
vendored
BIN
dist/shattered_sword_assets/spritesheets/Hiro.png
vendored
Binary file not shown.
Before Width: | Height: | Size: 19 KiB After Width: | Height: | Size: 21 KiB |
|
@ -27,7 +27,9 @@ import WeaponTypeRegistry from "./shattered_sword/Registry/WeaponTypeRegistry";
|
|||
{name: "inventory", keys: ["i","b"]},
|
||||
{name: "pause", keys: ["escape"]},
|
||||
{name: "tab", keys: ["tab"]},
|
||||
{name: "spawn", keys: ["q"]} //debug feature to test enemy spawning, press q to spawn enemy at current location
|
||||
{name: "buff1", keys: ["1"]},
|
||||
{name: "buff2", keys: ["2"]},
|
||||
{name: "buff3", keys: ["3"]}
|
||||
],
|
||||
useWebGL: false, // Tell the game we want to use webgl
|
||||
showDebug: false // Whether to show debug messages. You can change this to true if you want
|
||||
|
|
|
@ -39,6 +39,8 @@ import { TiledTilemapData } from "../../Wolfie2D/DataTypes/Tilesets/TiledData";
|
|||
import AttackAction from "../AI/EnemyActions/AttackAction";
|
||||
import Move from "../AI/EnemyActions/Move";
|
||||
import GameOver from "./GameOver";
|
||||
import Porcelain from "./Porcelain";
|
||||
import Tutorial from "./Tutorial";
|
||||
|
||||
// TODO
|
||||
/**
|
||||
|
@ -99,36 +101,45 @@ 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;
|
||||
protected levelEnded: boolean = false;
|
||||
|
||||
startpos: Vec2;
|
||||
loadScene(): void {
|
||||
//can load player sprite here
|
||||
|
@ -198,8 +209,10 @@ 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
|
||||
|
@ -250,6 +263,29 @@ export default class GameLevel extends Scene {
|
|||
|
||||
|
||||
updateScene(deltaT: number){
|
||||
if (this.gameStateStack.peek() === GameState.GAMING) {
|
||||
if (this.gameStarted) {
|
||||
GameLevel.gameTimer += deltaT;
|
||||
this.timerLable.textColor = Color.BLACK;
|
||||
}
|
||||
else {
|
||||
this.timerLable.textColor = Color.RED;
|
||||
}
|
||||
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();
|
||||
}
|
||||
}
|
||||
|
||||
// Handle events and update the UI if needed
|
||||
while(this.receiver.hasNextEvent()){
|
||||
|
@ -321,9 +357,23 @@ export default class GameLevel extends Scene {
|
|||
this.respawnPlayer();
|
||||
}
|
||||
else{ //no more lives
|
||||
this.viewport.setZoomLevel(1);
|
||||
this.sceneManager.changeToScene(GameOver, {});
|
||||
InputWrapper.enableInput();
|
||||
}
|
||||
break;
|
||||
case "startStory":
|
||||
this.playStartStory();
|
||||
break;
|
||||
case "endStory":
|
||||
this.playEndStory();
|
||||
break;
|
||||
case "startTimer":
|
||||
this.startTimer();
|
||||
break;
|
||||
case "nextLevel":
|
||||
this.goToNextLevel();
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -366,6 +416,16 @@ export default class GameLevel extends Scene {
|
|||
}
|
||||
}
|
||||
|
||||
if (InputWrapper.isBuff1JustPresed()) {
|
||||
this.emitter.fireEvent("buff1");
|
||||
}
|
||||
if (InputWrapper.isBuff2JustPresed()) {
|
||||
this.emitter.fireEvent("buff2");
|
||||
}
|
||||
if (InputWrapper.isBuff3JustPresed()) {
|
||||
this.emitter.fireEvent("buff3");
|
||||
}
|
||||
|
||||
//update health UI
|
||||
let playerAI = (<PlayerController>this.player.ai);
|
||||
this.healthLabel.text = "Health: "+ Math.round(playerAI.CURRENT_HP) +'/' + Math.round(playerAI.MAX_HP +playerAI.CURRENT_BUFFS.hp);
|
||||
|
@ -398,7 +458,7 @@ export default class GameLevel extends Scene {
|
|||
// this.expLabel.sizeToText();
|
||||
|
||||
//update level ui
|
||||
this.playerLevelLabel.text = "lv." + playerAI.level;
|
||||
this.playerLevelLabel.text = "Lv." + playerAI.level;
|
||||
//update lives ui
|
||||
this.livesCountLabel.text = "Lives: " + playerAI.lives;
|
||||
|
||||
|
@ -410,36 +470,6 @@ export default class GameLevel extends Scene {
|
|||
const baseViewportSize = this.viewport.getHalfSize().scaled(2);
|
||||
//check position of player
|
||||
this.playerFalloff(viewportCenter, baseViewportSize);
|
||||
|
||||
// Update player safe position
|
||||
if (this.player.onGround) {
|
||||
this.playerSpawn = this.player.position.clone();
|
||||
}
|
||||
|
||||
//TODO - this is for testing
|
||||
/*
|
||||
if(InputWrapper.isSpawnJustPressed()){
|
||||
console.log("trying to spawn enemy");
|
||||
this.addEnemy("test_dummy",this.player.position,{player: this.player,
|
||||
health :100,
|
||||
tilemap: "Main",
|
||||
//actions:actions,
|
||||
goal: Statuses.REACHED_GOAL,
|
||||
actions: [new AttackAction(3, [Statuses.IN_RANGE], [Statuses.REACHED_GOAL]),
|
||||
new Move(2, [], [Statuses.IN_RANGE], {inRange: 60})],
|
||||
status : [Statuses.CAN_RETREAT, Statuses.CAN_BERSERK],
|
||||
weapon : this.createWeapon("knife")
|
||||
});
|
||||
}
|
||||
*/
|
||||
|
||||
if (InputWrapper.isInventoryJustPressed()) {
|
||||
console.log("LoadingStory");
|
||||
this.storyLoader("shattered_sword_assets/jsons/story.json");
|
||||
}
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
||||
// TODO put UI changes in here
|
||||
|
@ -501,6 +531,10 @@ 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 -
|
||||
|
@ -543,8 +577,12 @@ export default class GameLevel extends Scene {
|
|||
|
||||
|
||||
|
||||
this.playerLevelLabel = <Label> this.add.uiElement(UIElementType.LABEL, "UI",{position: new Vec2(30, 95), text: "lv. "+ (<PlayerController>this.player.ai).level });
|
||||
this.playerLevelLabel = <Label> this.add.uiElement(UIElementType.LABEL, "UI",{position: new Vec2(20, 95), text: "Lv. "+ (<PlayerController>this.player.ai).level });
|
||||
this.playerLevelLabel.size.set(0, 50);
|
||||
this.playerLevelLabel.setHAlign(HAlign.LEFT);
|
||||
this.playerLevelLabel.textColor = Color.BLUE;
|
||||
this.playerLevelLabel.font = "PixelSimple";
|
||||
this.playerLevelLabel.fontSize = 25;
|
||||
|
||||
this.expLabel = <Label> this.add.uiElement(UIElementType.LABEL, "UI",{position: new Vec2(100, 95), text: "EXP: "+ (<PlayerController>this.player.ai).CURRENT_EXP });
|
||||
this.expLabel.size.set(200, 50);
|
||||
|
@ -691,9 +729,12 @@ 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
|
||||
|
@ -736,8 +777,6 @@ 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");
|
||||
|
||||
|
@ -848,8 +887,6 @@ 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}),
|
||||
];
|
||||
|
@ -934,11 +971,12 @@ 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;
|
||||
}
|
||||
|
||||
|
||||
|
@ -1003,7 +1041,7 @@ 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);
|
||||
|
@ -1016,7 +1054,37 @@ 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();
|
||||
this.levelEnded = true;
|
||||
}
|
||||
}
|
||||
|
||||
protected startTimer() {
|
||||
this.gameStarted = true;
|
||||
}
|
||||
|
||||
protected endTimer() {
|
||||
this.gameStarted = false;
|
||||
}
|
||||
|
||||
protected goToNextLevel() {
|
||||
// this.sceneManager.changeToScene(Porcelain);
|
||||
}
|
||||
|
||||
|
||||
protected async storyLoader(storyPath: string) {
|
||||
if (this.gameStateStack.peek() === GameState.STORY) {
|
||||
return;
|
||||
}
|
||||
|
@ -1053,11 +1121,11 @@ 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;
|
||||
|
@ -1130,11 +1198,14 @@ export default class GameLevel extends Scene {
|
|||
this.story = undefined;
|
||||
this.storytextLabel = undefined;
|
||||
// this.storyLayer = undefined;
|
||||
if (this.levelEnded) {
|
||||
this.goToNextLevel();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Cheat
|
||||
enableCheat() {
|
||||
protected enableCheat() {
|
||||
if (this.pauseInput.text.toUpperCase() === "UUDDLRLRBABA") {
|
||||
(<PlayerController>this.player._ai).godMode = true;
|
||||
}
|
||||
|
|
|
@ -1,18 +1,31 @@
|
|||
import Vec2 from "../../Wolfie2D/DataTypes/Vec2";
|
||||
import Input from "../../Wolfie2D/Input/Input";
|
||||
import Label from "../../Wolfie2D/Nodes/UIElements/Label";
|
||||
import { UIElementType } from "../../Wolfie2D/Nodes/UIElements/UIElementTypes";
|
||||
import Scene from "../../Wolfie2D/Scene/Scene";
|
||||
import Color from "../../Wolfie2D/Utils/Color";
|
||||
import { GameState } from "../sword_enums";
|
||||
import InputWrapper from "../Tools/InputWrapper";
|
||||
import MainMenu from "./MainMenu";
|
||||
|
||||
export default class GameOver extends Scene {
|
||||
|
||||
startScene() {
|
||||
InputWrapper.setState(GameState.PAUSE);
|
||||
const center = this.viewport.getCenter();
|
||||
|
||||
this.addUILayer("primary");
|
||||
|
||||
const gameOver = <Label>this.add.uiElement(UIElementType.LABEL, "primary", {position: new Vec2(center.x, center.y), text: "Game Over"});
|
||||
gameOver.textColor = Color.WHITE;
|
||||
const gameOver = <Label>this.add.uiElement(UIElementType.LABEL, "primary", {position: new Vec2(center.x, center.y), text: "YOU DIED"});
|
||||
gameOver.textColor = Color.RED;
|
||||
gameOver.fontSize = 100;
|
||||
|
||||
const hint = <Label>this.add.uiElement(UIElementType.LABEL, "primary", {position: new Vec2(center.x, center.y + 100), text: "Click to go back to Main Menu"});
|
||||
hint.textColor = Color.WHITE;
|
||||
}
|
||||
|
||||
updateScene(){
|
||||
if(InputWrapper.isLeftMouseJustPressed()){
|
||||
this.sceneManager.changeToScene(MainMenu);
|
||||
}
|
||||
}
|
||||
}
|
|
@ -22,9 +22,6 @@ export default class MainMenu extends Scene {
|
|||
private control: Layer;
|
||||
// private rmg: RandomMapGenerator;
|
||||
|
||||
|
||||
animatedSprite: AnimatedSprite;
|
||||
|
||||
loadScene(): void {
|
||||
// Load the menu song
|
||||
//this.load.audio("menu", "shattered_sword_assets/music/menu.mp3");
|
||||
|
@ -33,24 +30,6 @@ export default class MainMenu extends Scene {
|
|||
//TODO
|
||||
|
||||
startScene(): void{
|
||||
// this.config = new ConfigManager();
|
||||
// this.save = new SaveManager();
|
||||
// console.log(this.config.getVolume());
|
||||
// this.config.setVolume(100);
|
||||
// console.log(this.config.getVolume());
|
||||
// console.log(this.save.getLevel());
|
||||
// this.save.setLevel(10);
|
||||
|
||||
// console.log(this.save.getLevel());
|
||||
|
||||
// this.rmg = new RandomMapGenerator("shattered_sword_assets/jsons/forest_template.json", 114514);
|
||||
// this.rmg.getMap();
|
||||
|
||||
|
||||
|
||||
// Scene has started, so start playing music
|
||||
//this.emitter.fireEvent(GameEventType.PLAY_SOUND, {key: "menu", loop: true, holdReference: true});
|
||||
|
||||
const center = this.viewport.getCenter();
|
||||
|
||||
// The main menu
|
||||
|
|
|
@ -13,6 +13,8 @@ import EnemyAI from "../AI/EnemyAI";
|
|||
import BattlerAI from "../AI/BattlerAI";
|
||||
import AttackAction from "../AI/EnemyActions/AttackAction";
|
||||
import Move from "../AI/EnemyActions/Move";
|
||||
import Porcelain from "./Porcelain";
|
||||
import MainMenu from "./MainMenu";
|
||||
|
||||
export default class Tutorial extends GameLevel {
|
||||
loadScene(): void {
|
||||
|
@ -54,4 +56,9 @@ export default class Tutorial extends GameLevel {
|
|||
})
|
||||
}
|
||||
}
|
||||
|
||||
protected goToNextLevel(): void {
|
||||
this.viewport.setZoomLevel(1);
|
||||
this.sceneManager.changeToScene(Porcelain);
|
||||
}
|
||||
}
|
|
@ -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 {
|
||||
|
|
|
@ -103,16 +103,26 @@ export default class InputWrapper {
|
|||
return false;
|
||||
}
|
||||
|
||||
static isSpawnJustPressed(): boolean {
|
||||
if (InputWrapper.gameState != GameState.GAMING) {
|
||||
static isBuff1JustPresed(): boolean{
|
||||
if (InputWrapper.gameState != GameState.BUFF) {
|
||||
return false;
|
||||
}
|
||||
return Input.isJustPressed("buff1");
|
||||
}
|
||||
|
||||
if (Input.isJustPressed("spawn")) {
|
||||
return true;
|
||||
}
|
||||
static isBuff2JustPresed(): boolean{
|
||||
if (InputWrapper.gameState != GameState.BUFF) {
|
||||
return false;
|
||||
}
|
||||
return Input.isJustPressed("buff2");
|
||||
}
|
||||
|
||||
static isBuff3JustPresed(): boolean{
|
||||
if (InputWrapper.gameState != GameState.BUFF) {
|
||||
return false;
|
||||
}
|
||||
return Input.isJustPressed("buff3");
|
||||
}
|
||||
|
||||
static isPauseJustPressed(): boolean {
|
||||
if (InputWrapper.gameState != GameState.GAMING && InputWrapper.gameState != GameState.PAUSE) {
|
||||
|
|
|
@ -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;
|
||||
|
|
Loading…
Reference in New Issue
Block a user