added dotDamage
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@ -17,7 +17,7 @@ export default class BullAI extends EnemyAI {
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}
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collideWithPlayer(player: PlayerController): void {
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if (this.isAttacking && !player.invincible) {
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if (this.isAttacking ) {
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player.bleedCounter += 3;
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}
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player.damage(10);
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@ -10,7 +10,7 @@ export default class SnakeAI extends EnemyAI {
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}
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collideWithPlayer(player: PlayerController): void {
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if (this.isAttacking && !player.invincible ) {
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if (this.isAttacking ) {
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player.poisonCounter = 5;
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}
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player.damage(10);
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@ -22,7 +22,7 @@ export default class TigerAI extends EnemyAI {
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}
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collideWithPlayer(player: PlayerController): void {
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if (this.isAttacking && !player.invincible) {
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if (this.isAttacking ) {
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player.bleedCounter += 3;
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}
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player.damage(10);
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@ -180,8 +180,6 @@ export default class PlayerController extends StateMachineAI implements BattlerA
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PlayerController.appliedBuffs.forEach(buff => this.addBuff(buff,true));
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}
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//to test the buffs
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//this.addBuff( {type:BuffType.HEALTH, value:1} );
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//this.addBuff({type:BuffType.BURN, value:1, category:BuffCategory.DOT});
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@ -256,19 +254,22 @@ export default class PlayerController extends StateMachineAI implements BattlerA
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//check dot effects
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if(this.burnTimer.isStopped() && this.burnCounter >0){
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console.log("player is burnt");
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this.burnCounter --;
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this.burnTimer.start();
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this.damage(5);
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this.dotDamage(5);
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}
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if(this.poisonTimer.isStopped() && this.poisonCounter >0){
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console.log("player is poisoned");
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this.poisonCounter --;
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this.poisonTimer.start();
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this.damage( Math.round(this.CURRENT_HP/33) );
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this.dotDamage( Math.round(this.CURRENT_HP/33) );
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}
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if(this.bleedTimer.isStopped() && this.bleedCounter >0){
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console.log("player is bleeding");
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this.bleedCounter --;
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this.bleedTimer.start();
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this.damage( 2 + Math.round(this.MAX_HP/50) );
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this.dotDamage( 2 + Math.round(this.MAX_HP/50) );
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}
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}
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@ -296,7 +297,7 @@ export default class PlayerController extends StateMachineAI implements BattlerA
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//console.log("hurt anim");
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(<AnimatedSprite>this.owner).animation.play("HURT" );
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damage *= this.damage_multiplier;
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damage = parseFloat(damage.toPrecision(2));
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damage = Math.round(damage);
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this.CURRENT_HP -= damage;
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this.emitter.fireEvent(GameEventType.PLAY_SOUND, {key: "hurt", loop: false, holdReference: false});
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@ -311,7 +312,7 @@ export default class PlayerController extends StateMachineAI implements BattlerA
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else{
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//console.log("player is invincible");
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}
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if(this.CURRENT_HP <= 0){
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this.lives --;
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(<AnimatedSprite>this.owner).animation.play("DYING");
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@ -320,6 +321,31 @@ export default class PlayerController extends StateMachineAI implements BattlerA
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}
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}
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dotDamage(damage: number): void {
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if (PlayerController.godMode) {
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//console.log("godmode");
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return;
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}
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(<AnimatedSprite>this.owner).animation.play("HURT" );
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damage *= this.damage_multiplier;
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damage = Math.round(damage);
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this.CURRENT_HP -= damage;
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this.emitter.fireEvent(GameEventType.PLAY_SOUND, {key: "hurt", loop: false, holdReference: false});
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if(this.CURRENT_HP <= 0){
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this.lives --;
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(<AnimatedSprite>this.owner).animation.play("DYING");
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(<AnimatedSprite>this.owner).animation.queue("DEAD", true, Player_Events.PLAYER_KILLED);
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this.emitter.fireEvent(Player_Events.PLAYER_KILLED);
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}
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}
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/**
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* gives the player a certain amount of shield
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* @param shield amount of shield to add to player
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