added stat reset to mainmenu, increased assassin pause time

This commit is contained in:
OfficialCHenry 2022-05-09 12:05:31 -04:00
parent 602d770810
commit b6fcfd1245
13 changed files with 273 additions and 108 deletions

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File diff suppressed because one or more lines are too long

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@ -15,14 +15,20 @@ export default class AssassinAttack extends Attack {
onEnter(options: Record<string, any>): void {
super.onEnter(options);
this.runTimer = new Timer(500);
this.pauseTimer = new Timer(1000);
this.pauseTimer = new Timer(1500);
this.owner.alpha = 1; //unstealth to attack
this.startPosition = this.owner.position;
//look around
(<Sprite>this.owner).invertX != (<Sprite>this.owner).invertX;
(<Sprite>this.owner).invertX != (<Sprite>this.owner).invertX;
(<Sprite>this.owner).invertX != (<Sprite>this.owner).invertX;
(<Sprite>this.owner).invertX != (<Sprite>this.owner).invertX;
if(this.parent.getPlayerPosition() !==null)
this.owner.position = this.parent.getPlayerPosition().clone().add(new Vec2( (<Sprite>this.parent.player).invertX ? 64 : -64 ,0));
this.owner.position = this.parent.getPlayerPosition().clone().add(new Vec2( (<Sprite>this.parent.player).invertX ? 32 : -32 ,0));
this.pauseTimer.start();
@ -55,8 +61,17 @@ export default class AssassinAttack extends Attack {
}
this.parent.velocity.x = this.parent.direction * 500;
(<Sprite>this.owner).invertX = this.parent.direction === 1 ? true : false ;
super.update(deltaT);
}
//no gravity for assassin
if (!this.parent.damageTimer.isStopped() && !this.parent.isAttacking && !this.parent.isCharging) {
this.parent.velocity.x = 0;
}
// Do gravity
if (this.owner.onGround) {
this.parent.velocity.y = 0;
}
this.owner.move(this.parent.velocity.scaled(deltaT));
}

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@ -24,12 +24,14 @@ export default class BossAttack extends Attack {
this.owner.alpha = 1; //unstealth to attack
switch( this.atknum){
case 0: //archer atk
console.log("archer atk");
this.pauseTimer = new Timer(1000);
this.pauseTimer.start();
break;
case 1: //assassin atk
console.log("assassin atk");
this.runTimer = new Timer(500);
this.pauseTimer = new Timer(1000);
this.pauseTimer = new Timer(1500);
this.startPosition = this.owner.position;
if(this.parent.getPlayerPosition() !==null)
this.owner.position = this.parent.getPlayerPosition().clone().add(new Vec2( (<Sprite>this.parent.player).invertX ? 64 : -64 ,0));
@ -37,12 +39,15 @@ export default class BossAttack extends Attack {
this.pauseTimer.start();
break;
case 2: //bull atk
console.log("bull atk");
this.runTimer = new Timer(2000);
break;
case 3: //tiger atk
console.log("tiger atk");
this.velocity = 0;
break;
case 4: //snake atk
console.log("snake atk");
break;
default:
break;

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@ -75,7 +75,7 @@ export default class Weapon extends Item {
// Reset the cooldown timer
this.cooldownTimer.start();
//TODO - may have to move elsewhere
this.emitter.fireEvent(GameEventType.PLAY_SOUND, {key: "sword", loop: false, holdReference: false});
//this.emitter.fireEvent(GameEventType.PLAY_SOUND, {key: "sword", loop: false, holdReference: false});
return true;
}

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@ -190,6 +190,12 @@ export default class PlayerController extends StateMachineAI implements BattlerA
}
static reset(){
this.appliedBuffs = new Array();
this.buffPool = new Array();
this.enemiesKilled = 0;
}
initializePlatformer(): void {
this.speed = 400;
@ -241,8 +247,8 @@ export default class PlayerController extends StateMachineAI implements BattlerA
this.lookDirection.x = (<Sprite>this.owner).invertX ? -1 : 1;
// If there is an item in the current slot, use it
if (item) {
item.use(this.owner, "player", this.lookDirection);
//this.emitter.fireEvent(GameEventType.PLAY_SOUND, {key: "sword", loop: false, holdReference: false});
if((<Weapon>item).use(this.owner, "player", this.lookDirection))
this.emitter.fireEvent(GameEventType.PLAY_SOUND, {key: "sword", loop: false, holdReference: false});
}
}

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@ -15,7 +15,7 @@ export default class Idle extends OnGround {
//("idle anim");
if (!PlayerState.dashTimer.isStopped()) {
console.log("Playing dash");
//console.log("Playing dash");
this.owner.animation.playIfNotAlready("DASH");
}
else {

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@ -23,6 +23,7 @@ import EnemyAI from "../AI/EnemyAI";
import SnakeAI from "../AI/SnakeAI";
import SlimeAI from "../AI/SlimeAI";
import TigerAI from "../AI/TigerAI";
import BullAI from "../AI/BullAI";
import ArcherAI from "../AI/ArcherAI";
import AssassinAI from "../AI/AssassinAI";
import BattlerAI from "../AI/BattlerAI";
@ -43,7 +44,7 @@ import GameOver from "./GameOver";
import GameFinish from "./GameFinish";
import MainMenu from "./MainMenu";
import MapTemplate from "../Tools/DataTypes/MapTemplate";
import BullAI from "../AI/BullAI";
import BossAI from "../AI/BossAI";
// TODO
/**
@ -878,18 +879,19 @@ export default class GameLevel extends Scene {
switch (enemy.type) {
/*
case "Archer":
this.addEnemy("Archer", enemy.position.scale(32), ArcherAI, {
case "Snake":
this.addEnemy("Snake", enemy.position.scale(32), BossAI, {
player: this.player,
health: 50,
tilemap: "Main",
size: new Vec2(14,10),
offset : new Vec2(0, 22),
exp: 50,
weapon: this.createWeapon("pistol");
weapon: this.createWeapon("laserGun")
})
break;
*/
case "Snake": //Snake enemies drop from sky("trees")? or could just be very abundant
this.addEnemy("Snake", enemy.position.scale(32), SnakeAI, {
player: this.player,
@ -937,6 +939,42 @@ export default class GameLevel extends Scene {
weapon : this.createWeapon("knife"),
})
break;
case "Bull":
this.addEnemy("Bull", enemy.position.scale(32), BullAI, {
player: this.player,
health: 150,
tilemap: "Main",
//actions:actions,
scale: 1.5,
size: new Vec2(48,24),
offset : new Vec2(0,24),
exp: 75,
})
break;
case "Archer":
this.addEnemy("Archer", enemy.position.scale(32), ArcherAI, {
player: this.player,
health: 100,
tilemap: "Main",
scale: 1,
size: new Vec2(20,16),
offset : new Vec2(0,16),
exp: 75,
weapon: this.createWeapon("pistol")
})
break;
case "Assassin":
this.addEnemy("Assassin", enemy.position.scale(32), AssassinAI, {
player: this.player,
health: 100,
tilemap: "Main",
scale: 1,
size: new Vec2(20,16),
offset : new Vec2(0,16),
exp: 75,
})
break;
default:
break;
}

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@ -23,8 +23,13 @@ export default class Greatwall extends GameLevel {
this.load.tilemapFromObject("map", this.map);
//load enemies
this.load.spritesheet("Bull","shattered_sword_assets/spritesheets/Bull.json");
//can load enemy sprite here
//sprites obtained from cse380 sprite wesbite
this.load.spritesheet("black_pudding","shattered_sword_assets/spritesheets/black_pudding.json");
this.load.spritesheet("Bull","shattered_sword_assets/spritesheets/Bull.json");
//load music here
}
protected goToNextLevel(): void {
this.viewport.setZoomLevel(1);

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@ -16,6 +16,7 @@ import InputWrapper from "../Tools/InputWrapper";
import TextInput from "../../Wolfie2D/Nodes/UIElements/TextInput";
import Forest from "./Forest";
import Start from "./Start";
import PlayerController from "../Player/PlayerController";
export default class MainMenu extends Scene {
protected config: ConfigManager;
@ -39,6 +40,7 @@ export default class MainMenu extends Scene {
GameLevel.gameTimer = 0;
InputWrapper.randomSeed = undefined;
const center = this.viewport.getCenter();
PlayerController.reset();
// The main menu
this.mainMenu = this.addUILayer("mainMenu");

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@ -27,7 +27,7 @@ export default class Market extends GameLevel {
//can load enemy sprite here
//sprites obtained from cse380 sprite wesbite
// this.load.spritesheet("black_pudding","shattered_sword_assets/spritesheets/black_pudding.json");
this.load.spritesheet("Assassin","shattered_sword_assets/spritesheets/Assassin.json");
//load music here
}
protected goToNextLevel(): void {

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@ -26,8 +26,8 @@ export default class Snow extends GameLevel {
//can load enemy sprite here
//sprites obtained from cse380 sprite wesbite
// this.load.spritesheet("black_pudding","shattered_sword_assets/spritesheets/black_pudding.json");
this.load.spritesheet("black_pudding","shattered_sword_assets/spritesheets/black_pudding.json");
this.load.spritesheet("Archer","shattered_sword_assets/spritesheets/Archer.json");
//load music here
}