feat: added keys for buff

This commit is contained in:
Renge 2022-04-23 22:34:17 -04:00
parent 3b0de4b789
commit b59dc3e585
4 changed files with 31 additions and 37 deletions

View File

@ -27,7 +27,9 @@ import WeaponTypeRegistry from "./shattered_sword/Registry/WeaponTypeRegistry";
{name: "inventory", keys: ["i","b"]}, {name: "inventory", keys: ["i","b"]},
{name: "pause", keys: ["escape"]}, {name: "pause", keys: ["escape"]},
{name: "tab", keys: ["tab"]}, {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 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 showDebug: false // Whether to show debug messages. You can change this to true if you want

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@ -418,6 +418,16 @@ 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 //update health UI
let playerAI = (<PlayerController>this.player.ai); let playerAI = (<PlayerController>this.player.ai);
this.healthLabel.text = "Health: "+ Math.round(playerAI.CURRENT_HP) +'/' + Math.round(playerAI.MAX_HP +playerAI.CURRENT_BUFFS.hp); this.healthLabel.text = "Health: "+ Math.round(playerAI.CURRENT_HP) +'/' + Math.round(playerAI.MAX_HP +playerAI.CURRENT_BUFFS.hp);
@ -462,36 +472,6 @@ export default class GameLevel extends Scene {
const baseViewportSize = this.viewport.getHalfSize().scaled(2); const baseViewportSize = this.viewport.getHalfSize().scaled(2);
//check position of player //check position of player
this.playerFalloff(viewportCenter, baseViewportSize); 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 // TODO put UI changes in here

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@ -3,12 +3,14 @@ import Label from "../../Wolfie2D/Nodes/UIElements/Label";
import { UIElementType } from "../../Wolfie2D/Nodes/UIElements/UIElementTypes"; import { UIElementType } from "../../Wolfie2D/Nodes/UIElements/UIElementTypes";
import Scene from "../../Wolfie2D/Scene/Scene"; import Scene from "../../Wolfie2D/Scene/Scene";
import Color from "../../Wolfie2D/Utils/Color"; import Color from "../../Wolfie2D/Utils/Color";
import { GameState } from "../sword_enums";
import InputWrapper from "../Tools/InputWrapper"; import InputWrapper from "../Tools/InputWrapper";
import MainMenu from "./MainMenu"; import MainMenu from "./MainMenu";
export default class GameOver extends Scene { export default class GameOver extends Scene {
startScene() { startScene() {
InputWrapper.setState(GameState.PAUSE);
const center = this.viewport.getCenter(); const center = this.viewport.getCenter();
this.addUILayer("primary"); this.addUILayer("primary");

View File

@ -103,15 +103,25 @@ export default class InputWrapper {
return false; return false;
} }
static isSpawnJustPressed(): boolean { static isBuff1JustPresed(): boolean{
if (InputWrapper.gameState != GameState.GAMING) { if (InputWrapper.gameState != GameState.BUFF) {
return false; return false;
} }
return Input.isJustPressed("buff1");
}
if (Input.isJustPressed("spawn")) { static isBuff2JustPresed(): boolean{
return true; if (InputWrapper.gameState != GameState.BUFF) {
return false;
} }
return false; return Input.isJustPressed("buff2");
}
static isBuff3JustPresed(): boolean{
if (InputWrapper.gameState != GameState.BUFF) {
return false;
}
return Input.isJustPressed("buff3");
} }
static isPauseJustPressed(): boolean { static isPauseJustPressed(): boolean {