added player shield and exp
This commit is contained in:
parent
5520e91336
commit
c87c5d9af0
|
@ -63,6 +63,8 @@ export default class EnemyAI extends StateMachineGoapAI implements BattlerAI {
|
||||||
|
|
||||||
direction: number; //1 for right, -1 for left
|
direction: number; //1 for right, -1 for left
|
||||||
|
|
||||||
|
exp_val: number =0; //exp value to give player when this dies
|
||||||
|
|
||||||
initializeAI(owner: AnimatedSprite, options: Record<string, any>): void {
|
initializeAI(owner: AnimatedSprite, options: Record<string, any>): void {
|
||||||
this.owner = owner;
|
this.owner = owner;
|
||||||
|
|
||||||
|
@ -102,6 +104,9 @@ export default class EnemyAI extends StateMachineGoapAI implements BattlerAI {
|
||||||
|
|
||||||
this.direction = 1; //default moving to the right
|
this.direction = 1; //default moving to the right
|
||||||
|
|
||||||
|
//exp value
|
||||||
|
this.exp_val = options.exp;
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
activate(options: Record<string, any>): void { }
|
activate(options: Record<string, any>): void { }
|
||||||
|
|
|
@ -2,13 +2,14 @@
|
||||||
import GameNode from "../../Wolfie2D/Nodes/GameNode";
|
import GameNode from "../../Wolfie2D/Nodes/GameNode";
|
||||||
import BattlerAI from "../AI/BattlerAI";
|
import BattlerAI from "../AI/BattlerAI";
|
||||||
import Weapon from "./items/Weapon";
|
import Weapon from "./items/Weapon";
|
||||||
|
import PlayerController from "../Player/PlayerController";
|
||||||
|
|
||||||
export default class BattleManager {
|
export default class BattleManager {
|
||||||
players: Array<BattlerAI>;
|
players: Array<BattlerAI>;
|
||||||
|
|
||||||
enemies: Array<BattlerAI>;
|
enemies: Array<BattlerAI>;
|
||||||
|
|
||||||
handleInteraction(attackerType: string, weapon: Weapon) {
|
handleInteraction(attackerType: string, weapon: Weapon, user?: GameNode) {
|
||||||
//may be unneeded since we are controlling the player -
|
//may be unneeded since we are controlling the player -
|
||||||
//we determine enemy collision there
|
//we determine enemy collision there
|
||||||
|
|
||||||
|
@ -26,7 +27,7 @@ export default class BattleManager {
|
||||||
// Check for collision with player
|
// Check for collision with player
|
||||||
for (let player of this.players) {
|
for (let player of this.players) {
|
||||||
if (weapon.hits(player.owner)) {
|
if (weapon.hits(player.owner)) {
|
||||||
player.damage(weapon.type.damage);
|
(<PlayerController>player).damage(weapon.type.damage, user);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -67,7 +67,7 @@ export default class Weapon extends Item {
|
||||||
this.type.doAnimation(user, direction, this.EXTRA_RANGE, ...this.assets);
|
this.type.doAnimation(user, direction, this.EXTRA_RANGE, ...this.assets);
|
||||||
|
|
||||||
// Apply damage
|
// Apply damage
|
||||||
this.battleManager.handleInteraction(userType, this);
|
this.battleManager.handleInteraction(userType, this, user);
|
||||||
|
|
||||||
// Reset the cooldown timer
|
// Reset the cooldown timer
|
||||||
this.cooldownTimer.start();
|
this.cooldownTimer.start();
|
||||||
|
|
|
@ -17,6 +17,7 @@ import MathUtils from "../../Wolfie2D/Utils/MathUtils";
|
||||||
import Weapon from "../GameSystems/items/Weapon";
|
import Weapon from "../GameSystems/items/Weapon";
|
||||||
import AnimatedSprite from "../../Wolfie2D/Nodes/Sprites/AnimatedSprite";
|
import AnimatedSprite from "../../Wolfie2D/Nodes/Sprites/AnimatedSprite";
|
||||||
import InputWrapper from "../Tools/InputWrapper";
|
import InputWrapper from "../Tools/InputWrapper";
|
||||||
|
import EnemyAI from "../AI/EnemyAI";
|
||||||
|
|
||||||
|
|
||||||
export enum PlayerType {
|
export enum PlayerType {
|
||||||
|
@ -70,6 +71,9 @@ export default class PlayerController extends StateMachineAI implements BattlerA
|
||||||
CURRENT_DEF: number = 100;
|
CURRENT_DEF: number = 100;
|
||||||
CURRENT_EXP : number = 0;
|
CURRENT_EXP : number = 0;
|
||||||
MAX_EXP : number = 100;
|
MAX_EXP : number = 100;
|
||||||
|
//shield buff
|
||||||
|
CURRENT_SHIELD : number =0;
|
||||||
|
MAX_SHIELD : number = 20;
|
||||||
|
|
||||||
invincible : boolean = false;
|
invincible : boolean = false;
|
||||||
|
|
||||||
|
@ -96,14 +100,43 @@ export default class PlayerController extends StateMachineAI implements BattlerA
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
// TODO -
|
// TODO - figure out attacker
|
||||||
damage(damage: number): void {
|
damage(damage: number, attacker?: GameNode): void {
|
||||||
if( !this.invincible){
|
if( !this.invincible){
|
||||||
|
//shield absorbs the damage and sends dmg back to attacker
|
||||||
|
if(this.CURRENT_SHIELD > 0){
|
||||||
|
let newshield = Math.max(0, this.CURRENT_SHIELD - damage ); //calculate the new shield value
|
||||||
|
(<EnemyAI>attacker._ai).damage(this.CURRENT_SHIELD - newshield); //damage the attacker the dmg taken to shield
|
||||||
|
this.CURRENT_SHIELD = newshield; //update shield value
|
||||||
|
}
|
||||||
|
else{
|
||||||
(<AnimatedSprite>this.owner).animation.play("HURT", false);
|
(<AnimatedSprite>this.owner).animation.play("HURT", false);
|
||||||
this.CURRENT_HP -= damage;
|
this.CURRENT_HP -= damage;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* gives the player a certain amount of shield
|
||||||
|
* @param shield amount of shield to add to player
|
||||||
|
*/
|
||||||
|
addShield(shield : number){
|
||||||
|
this.CURRENT_SHIELD = (this.CURRENT_SHIELD + shield) % this.MAX_SHIELD;
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* gives the player exp
|
||||||
|
* @param exp amount of exp to give the player
|
||||||
|
*/
|
||||||
|
giveExp(exp: number){
|
||||||
|
this.CURRENT_EXP += exp;
|
||||||
|
//if > than max exp level up (give buff)
|
||||||
|
if(this.CURRENT_EXP >= this.MAX_EXP){
|
||||||
|
this.CURRENT_EXP -= this.MAX_EXP;
|
||||||
|
this.emitter.fireEvent(Player_Events.GIVE_BUFF);
|
||||||
|
}
|
||||||
|
}
|
||||||
//TODO - balance buff value generation
|
//TODO - balance buff value generation
|
||||||
/**
|
/**
|
||||||
* returns an array of three randomly generated buffs
|
* returns an array of three randomly generated buffs
|
||||||
|
|
|
@ -66,8 +66,11 @@ export default class GameLevel extends Scene {
|
||||||
|
|
||||||
// Health UI
|
// Health UI
|
||||||
protected healthLabel: Label;
|
protected healthLabel: Label;
|
||||||
//may need exp label
|
//exp label
|
||||||
//may need mp label
|
protected expLabel : Label;
|
||||||
|
|
||||||
|
//shield label
|
||||||
|
protected shieldLabel : Label;
|
||||||
|
|
||||||
//seed UI
|
//seed UI
|
||||||
protected seedLabel: Label;
|
protected seedLabel: Label;
|
||||||
|
@ -205,9 +208,11 @@ export default class GameLevel extends Scene {
|
||||||
//remove enemy from enemies
|
//remove enemy from enemies
|
||||||
this.enemies = this.enemies.filter(item => item !== event.data.get("ai"));
|
this.enemies = this.enemies.filter(item => item !== event.data.get("ai"));
|
||||||
this.battleManager.removeEnemy(event.data.get("ai"));
|
this.battleManager.removeEnemy(event.data.get("ai"));
|
||||||
node.destroy();
|
//give the player the exp value of the enemy killed
|
||||||
|
(<PlayerController>this.player._ai).giveExp(event.data.get("ai").exp_val);
|
||||||
|
node.destroy(); //destroy enemy node
|
||||||
//TODO - this is for testing, add some chance here later
|
//TODO - this is for testing, add some chance here later
|
||||||
this.emitter.fireEvent(Player_Events.GIVE_BUFF);
|
//this.emitter.fireEvent(Player_Events.GIVE_BUFF);
|
||||||
break;
|
break;
|
||||||
|
|
||||||
case Player_Events.GIVE_BUFF:
|
case Player_Events.GIVE_BUFF:
|
||||||
|
@ -251,7 +256,19 @@ export default class GameLevel extends Scene {
|
||||||
|
|
||||||
//update health UI
|
//update health UI
|
||||||
let playerAI = (<PlayerController>this.player.ai);
|
let playerAI = (<PlayerController>this.player.ai);
|
||||||
this.healthLabel.text = "Player Health: "+ playerAI.CURRENT_HP +'/' + (playerAI.MAX_HP +playerAI.CURRENT_BUFFS.hp );
|
this.healthLabel.text = "Health: "+ playerAI.CURRENT_HP +'/' + (playerAI.MAX_HP +playerAI.CURRENT_BUFFS.hp );
|
||||||
|
this.healthLabel.sizeToText();
|
||||||
|
|
||||||
|
//update shield ui
|
||||||
|
this.shieldLabel.text = "Shield: "+ playerAI.CURRENT_SHIELD +'/' + (playerAI.MAX_SHIELD);
|
||||||
|
this.shieldLabel.sizeToText();
|
||||||
|
|
||||||
|
//update exp ui
|
||||||
|
this.expLabel.text = "EXP: "+ playerAI.CURRENT_EXP +'/' + (playerAI.MAX_EXP);
|
||||||
|
this.expLabel.sizeToText();
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
//handle collisions - may be in battle manager instead
|
//handle collisions - may be in battle manager instead
|
||||||
|
|
||||||
|
@ -354,6 +371,16 @@ export default class GameLevel extends Scene {
|
||||||
this.healthLabel.textColor = Color.WHITE;
|
this.healthLabel.textColor = Color.WHITE;
|
||||||
this.healthLabel.font = "PixelSimple";
|
this.healthLabel.font = "PixelSimple";
|
||||||
|
|
||||||
|
this.shieldLabel = <Label> this.add.uiElement(UIElementType.LABEL, "UI",{position: new Vec2(120, 50), text: "shield: "+ (<PlayerController>this.player.ai).CURRENT_SHIELD });
|
||||||
|
this.shieldLabel.textColor = Color.WHITE;
|
||||||
|
this.shieldLabel.font = "PixelSimple";
|
||||||
|
|
||||||
|
this.expLabel = <Label> this.add.uiElement(UIElementType.LABEL, "UI",{position: new Vec2(120, 70), text: "EXP: "+ (<PlayerController>this.player.ai).CURRENT_EXP });
|
||||||
|
this.expLabel.textColor = Color.WHITE;
|
||||||
|
this.expLabel.font = "PixelSimple";
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
//seed label
|
//seed label
|
||||||
//worldsize.x doesnt work how i want it to
|
//worldsize.x doesnt work how i want it to
|
||||||
this.seedLabel = <Label> this.add.uiElement(UIElementType.LABEL, "UI",{position: new Vec2(this.worldSize.x - 50, 30), text: "Seed: "+ this.randomSeed });
|
this.seedLabel = <Label> this.add.uiElement(UIElementType.LABEL, "UI",{position: new Vec2(this.worldSize.x - 50, 30), text: "Seed: "+ this.randomSeed });
|
||||||
|
@ -424,11 +451,6 @@ export default class GameLevel extends Scene {
|
||||||
//TODO -
|
//TODO -
|
||||||
//determine button location
|
//determine button location
|
||||||
this.buffButton1 = <Button>this.add.uiElement(UIElementType.BUTTON, "buffLayer", {position: new Vec2(100, 250),text:"buffButton1"});
|
this.buffButton1 = <Button>this.add.uiElement(UIElementType.BUTTON, "buffLayer", {position: new Vec2(100, 250),text:"buffButton1"});
|
||||||
console.log("buffbutton pos:"+this.buffButton1.position);
|
|
||||||
//this.buffButton1.position = this.buffButton1.position.clone().scale(this.viewport.getZoomLevel());
|
|
||||||
this.buffButton1
|
|
||||||
console.log("buffbutton pos:"+this.buffButton1.position);
|
|
||||||
|
|
||||||
this.buffButton1.size.set(180,200);
|
this.buffButton1.size.set(180,200);
|
||||||
this.buffButton1.borderWidth = 5;
|
this.buffButton1.borderWidth = 5;
|
||||||
this.buffButton1.borderColor = Color.RED;
|
this.buffButton1.borderColor = Color.RED;
|
||||||
|
@ -439,8 +461,6 @@ export default class GameLevel extends Scene {
|
||||||
|
|
||||||
|
|
||||||
this.buffButton2 = <Button>this.add.uiElement(UIElementType.BUTTON, "buffLayer", {position: new Vec2(300, 250),text:"buffButton1"});
|
this.buffButton2 = <Button>this.add.uiElement(UIElementType.BUTTON, "buffLayer", {position: new Vec2(300, 250),text:"buffButton1"});
|
||||||
//this.buffButton2.setPosition(this.buffButton1.position.clone().scale(this.viewport.getZoomLevel()));
|
|
||||||
//this.buffButton2.position = this.buffButton2.position.clone().scale(this.viewport.getZoomLevel());
|
|
||||||
this.buffButton2.size.set(180,200);
|
this.buffButton2.size.set(180,200);
|
||||||
this.buffButton2.borderWidth = 5;
|
this.buffButton2.borderWidth = 5;
|
||||||
this.buffButton2.borderColor = Color.RED;
|
this.buffButton2.borderColor = Color.RED;
|
||||||
|
@ -450,8 +470,6 @@ export default class GameLevel extends Scene {
|
||||||
this.buffButton2.fontSize = 20;
|
this.buffButton2.fontSize = 20;
|
||||||
|
|
||||||
this.buffButton3 = <Button>this.add.uiElement(UIElementType.BUTTON, "buffLayer", {position: new Vec2(500, 250),text:"buffButton1"});
|
this.buffButton3 = <Button>this.add.uiElement(UIElementType.BUTTON, "buffLayer", {position: new Vec2(500, 250),text:"buffButton1"});
|
||||||
//this.buffButton3.setPosition(this.buffButton1.position.clone().scale(this.viewport.getZoomLevel()));
|
|
||||||
//this.buffButton3.position = this.buffButton3.position.clone().scale(this.viewport.getZoomLevel());
|
|
||||||
this.buffButton3.size.set(180,200);
|
this.buffButton3.size.set(180,200);
|
||||||
this.buffButton3.borderWidth = 5;
|
this.buffButton3.borderWidth = 5;
|
||||||
this.buffButton3.borderColor = Color.RED;
|
this.buffButton3.borderColor = Color.RED;
|
||||||
|
@ -600,7 +618,8 @@ export default class GameLevel extends Scene {
|
||||||
//actions:actions,
|
//actions:actions,
|
||||||
goal: Statuses.REACHED_GOAL,
|
goal: Statuses.REACHED_GOAL,
|
||||||
//TODO - test Add collision shape for each enemy type
|
//TODO - test Add collision shape for each enemy type
|
||||||
//size: new AABB(Vec2.ZERO, new Vec2(16, 25))
|
//size: new AABB(Vec2.ZERO, new Vec2(16, 25)),
|
||||||
|
exp: 100
|
||||||
})
|
})
|
||||||
break;
|
break;
|
||||||
case "Snake": //Snake enemies drop from sky("trees")? or could just be very abundant
|
case "Snake": //Snake enemies drop from sky("trees")? or could just be very abundant
|
||||||
|
@ -611,7 +630,8 @@ export default class GameLevel extends Scene {
|
||||||
//actions:actions,
|
//actions:actions,
|
||||||
goal: Statuses.REACHED_GOAL,
|
goal: Statuses.REACHED_GOAL,
|
||||||
size: new Vec2(16,16),
|
size: new Vec2(16,16),
|
||||||
offset : new Vec2(0, 16)
|
offset : new Vec2(0, 16),
|
||||||
|
exp: 50
|
||||||
})
|
})
|
||||||
break;
|
break;
|
||||||
case "Tiger": //Tiger can be miniboss for now?
|
case "Tiger": //Tiger can be miniboss for now?
|
||||||
|
@ -621,6 +641,7 @@ export default class GameLevel extends Scene {
|
||||||
tilemap: "Main",
|
tilemap: "Main",
|
||||||
//actions:actions,
|
//actions:actions,
|
||||||
goal: Statuses.REACHED_GOAL,
|
goal: Statuses.REACHED_GOAL,
|
||||||
|
exp: 100
|
||||||
})
|
})
|
||||||
break;
|
break;
|
||||||
|
|
||||||
|
@ -631,6 +652,7 @@ export default class GameLevel extends Scene {
|
||||||
tilemap: "Main",
|
tilemap: "Main",
|
||||||
//actions:actions,
|
//actions:actions,
|
||||||
goal: Statuses.REACHED_GOAL,
|
goal: Statuses.REACHED_GOAL,
|
||||||
|
exp: 50
|
||||||
})
|
})
|
||||||
break;
|
break;
|
||||||
case "black_pudding":
|
case "black_pudding":
|
||||||
|
@ -642,7 +664,8 @@ export default class GameLevel extends Scene {
|
||||||
goal: Statuses.REACHED_GOAL,
|
goal: Statuses.REACHED_GOAL,
|
||||||
scale: .25,
|
scale: .25,
|
||||||
size: new Vec2(16,16),
|
size: new Vec2(16,16),
|
||||||
offset : new Vec2(0,0)
|
offset : new Vec2(0,0),
|
||||||
|
exp: 50
|
||||||
})
|
})
|
||||||
break;
|
break;
|
||||||
default:
|
default:
|
||||||
|
|
Loading…
Reference in New Issue
Block a user