feat&fix: added collideWithPlayer to handle collision and fix attack bug

This commit is contained in:
Renge 2022-04-24 22:46:34 -04:00
parent 51be51916b
commit b2adaaa1db
4 changed files with 12 additions and 6 deletions

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@ -63,6 +63,7 @@ export default class EnemyAI extends StateMachineAI implements BattlerAI {
bleedStat: Sprite; bleedStat: Sprite;
attackTimer : Timer; attackTimer : Timer;
isAttaking: boolean = false;
initializeAI(owner: AnimatedSprite, options: Record<string, any>): void { initializeAI(owner: AnimatedSprite, options: Record<string, any>): void {
@ -105,7 +106,10 @@ export default class EnemyAI extends StateMachineAI implements BattlerAI {
console.log(damage +" damage taken, "+this.CURRENT_HP+" hp left"); console.log(damage +" damage taken, "+this.CURRENT_HP+" hp left");
this.CURRENT_HP -= damage; this.CURRENT_HP -= damage;
//TODO - //TODO -
this.owner.animation.play("HURT",false); if (!this.isAttaking) {
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 health goes below 0, disable AI and fire enemyDied event
@ -134,6 +138,10 @@ export default class EnemyAI extends StateMachineAI implements BattlerAI {
} }
} }
collideWithPlayer(player: PlayerController): void {
player.damage(10);
}
//TODO - need to modify for side view //TODO - need to modify for side view
isPlayerVisible(pos: Vec2): Vec2{ isPlayerVisible(pos: Vec2): Vec2{
//Check ifplayer is visible, taking into account walls //Check ifplayer is visible, taking into account walls
@ -181,9 +189,6 @@ export default class EnemyAI extends StateMachineAI implements BattlerAI {
} }
return pos; return pos;
} }
/** /**
* gets the position of the player * gets the position of the player

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@ -9,6 +9,7 @@ export default class Attack extends EnemyState {
onEnter(options: Record<string, any>): void { onEnter(options: Record<string, any>): void {
this.parent.attackTimer.start(); this.parent.attackTimer.start();
this.parent.velocity.x = 0; this.parent.velocity.x = 0;
this.parent.isAttaking = true;
this.charged = this.owner.id+"charged"; this.charged = this.owner.id+"charged";
this.attacked = this.owner.id+"attacked"; this.attacked = this.owner.id+"attacked";
@ -34,6 +35,7 @@ export default class Attack extends EnemyState {
} }
onExit(): Record<string, any> { onExit(): Record<string, any> {
this.parent.isAttaking = false;
(<AnimatedSprite>this.owner).animation.stop(); (<AnimatedSprite>this.owner).animation.stop();
return null; return null;
} }

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@ -1,5 +1,4 @@
import EnemyAI, { EnemyStates } from "../EnemyAI"; import EnemyAI, { EnemyStates } from "../EnemyAI";
import EnemyState from "./EnemyState";
import AnimatedSprite from "../../../Wolfie2D/Nodes/Sprites/AnimatedSprite"; import AnimatedSprite from "../../../Wolfie2D/Nodes/Sprites/AnimatedSprite";
import AABB from "../../../Wolfie2D/DataTypes/Shapes/AABB"; import AABB from "../../../Wolfie2D/DataTypes/Shapes/AABB";
import Sprite from "../../../Wolfie2D/Nodes/Sprites/Sprite"; import Sprite from "../../../Wolfie2D/Nodes/Sprites/Sprite";

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@ -950,7 +950,7 @@ export default class GameLevel extends Scene {
} }
if(typeof enemy != undefined && typeof player != undefined){ if(typeof enemy != undefined && typeof player != undefined){
//damage the player //damage the player
(<PlayerController>this.player._ai).damage(10); //10 collision dmg for now (<EnemyAI>enemy._ai).collideWithPlayer(<PlayerController>this.player._ai);
} }
} }