added snakes falling, buggy enemy attacks, GOAP not working correclty

This commit is contained in:
OfficialCHenry 2022-04-21 04:51:56 -04:00
parent 07665e0e6f
commit d4cdfa82f4
10 changed files with 259 additions and 57 deletions

View File

@ -8,7 +8,7 @@
"animationSprite": "slice", "animationSprite": "slice",
"spriteKey": "knife", "spriteKey": "knife",
"damage": 50, "damage": 50,
"cooldown": 3, "cooldown": 30,
"useVolume": 0 "useVolume": 0
} }
] ]

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@ -105,15 +105,10 @@ export default class EnemyAI extends StateMachineGoapAI implements BattlerAI {
this.planner = new GoapActionPlanner(); this.planner = new GoapActionPlanner();
//TODO - get correct tilemap //TODO - get correct tilemap
//this.tilemap = this.owner.getScene().getTilemap(options.tilemap) as OrthogonalTilemap;
this.tilemap = <OrthogonalTilemap>this.owner.getScene().getLayer("Wall").getItems()[0]; this.tilemap = <OrthogonalTilemap>this.owner.getScene().getLayer("Wall").getItems()[0];
//this.tilemap = <OrthogonalTilemap>this.owner.getScene().getTilemap("Main");
// Initialize to the default state // Initialize to the default state
this.initialize(EnemyStates.DEFAULT); this.initialize(EnemyStates.DEFAULT);
//this.getPlayerPosition();
this.direction = 1; //default moving to the right this.direction = 1; //default moving to the right
//exp value //exp value
@ -158,9 +153,9 @@ export default class EnemyAI extends StateMachineGoapAI implements BattlerAI {
} }
//TODO - need to modify for side view //TODO - need to modify for side view
/*
isPlayerVisible(pos: Vec2): Vec2{ isPlayerVisible(pos: Vec2): Vec2{
//Check if one player is visible, taking into account walls //Check ifplayer is visible, taking into account walls
// Get the new player location // Get the new player location
let start = this.owner.position.clone(); let start = this.owner.position.clone();
@ -173,7 +168,7 @@ export default class EnemyAI extends StateMachineGoapAI implements BattlerAI {
let maxY = Math.max(start.y, pos.y); let maxY = Math.max(start.y, pos.y);
// Get the wall tilemap // Get the wall tilemap
let walls = <OrthogonalTilemap>this.owner.getScene().getLayer("Wall").getItems()[0]; let walls = this.tilemap
let minIndex = walls.getColRowAt(new Vec2(minX, minY)); let minIndex = walls.getColRowAt(new Vec2(minX, minY));
let maxIndex = walls.getColRowAt(new Vec2(maxX, maxY)); let maxIndex = walls.getColRowAt(new Vec2(maxX, maxY));
@ -193,6 +188,7 @@ export default class EnemyAI extends StateMachineGoapAI implements BattlerAI {
if (hit !== null && start.distanceSqTo(hit.pos) < start.distanceSqTo(pos)) { if (hit !== null && start.distanceSqTo(hit.pos) < start.distanceSqTo(pos)) {
// We hit a wall, we can't see the player // We hit a wall, we can't see the player
console.log("player not visible")
return null; return null;
} }
} }
@ -201,10 +197,21 @@ export default class EnemyAI extends StateMachineGoapAI implements BattlerAI {
return pos; return pos;
} }
/**
* gets the position of the player
* @returns position of the player if visible, else null
*/ */
getPlayerPosition(): Vec2 {
//TODO - check if player is visible
if(this.isPlayerVisible(this.player.position))
return this.player.position;
else
return null;
}
update(deltaT: number){ update(deltaT: number){
if (InputWrapper.getState() != GameState.GAMING) { if (InputWrapper.getState() != GameState.GAMING) {
this.owner.animation.pause(); this.owner.animation.pause();
@ -214,12 +221,18 @@ export default class EnemyAI extends StateMachineGoapAI implements BattlerAI {
super.update(deltaT); super.update(deltaT);
// This is the plan that is executed in the Active state, so whenever we don't have a plan, acquire a new one given the current statuses the enemy has // This is the plan that is executed in the Active state, so whenever we don't have a plan, acquire a new one given the current statuses the enemy has
/*
if (this.plan.isEmpty()) { if (this.plan.isEmpty()) {
//get a new plan //get a new plan
if(this.possibleActions === undefined){
console.log("undefined possiblse actions");
}
if(this.currentState === undefined){
console.log("undefined current status");
}
this.plan = this.planner.plan(Statuses.REACHED_GOAL, this.possibleActions, this.currentStatus, null); this.plan = this.planner.plan(Statuses.REACHED_GOAL, this.possibleActions, this.currentStatus, null);
} }
*/
//TODO //TODO
if(this.burnTimer.isStopped() && this.burnCounter >0){ if(this.burnTimer.isStopped() && this.burnCounter >0){
@ -237,6 +250,25 @@ export default class EnemyAI extends StateMachineGoapAI implements BattlerAI {
this.bleedTimer.start(); this.bleedTimer.start();
this.damage(5 + (<PlayerController>this.player._ai).extraDotDmg + (<PlayerController>this.player._ai).CURRENT_ATK * .08); this.damage(5 + (<PlayerController>this.player._ai).extraDotDmg + (<PlayerController>this.player._ai).CURRENT_ATK * .08);
} }
//TODO - GOAP NOT WORKING, ATTACK WORKAROUND
if(this.getPlayerPosition() == null){
return;
}
let distance = this.owner.position.distanceTo(this.getPlayerPosition());
if( distance <= 60){
if( this.direction == Math.sign(this.getPlayerPosition().x -this.owner.position.x) ){
let dir = this.getPlayerPosition().clone().sub(this.owner.position).normalize();
if(this.weapon.use(this.owner, "enemy", dir.scale(1,0))){
}
}
}
} }
} }

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@ -0,0 +1,47 @@
import StateMachineGoapAI from "../../../Wolfie2D/AI/StateMachineGoapAI";
import GoapAction from "../../../Wolfie2D/DataTypes/Interfaces/GoapAction";
import Vec2 from "../../../Wolfie2D/DataTypes/Vec2";
import Emitter from "../../../Wolfie2D/Events/Emitter";
import GameNode from "../../../Wolfie2D/Nodes/GameNode";
import EnemyAI from "../EnemyAI";
export default class AttackAction extends GoapAction {
protected emitter: Emitter;
constructor(cost: number, preconditions: Array<string>, effects: Array<string>, options?: Record<string, any>) {
super();
this.cost = cost;
this.preconditions = preconditions;
this.effects = effects;
}
performAction(statuses: Array<string>, actor: StateMachineGoapAI, deltaT: number, target?: StateMachineGoapAI): Array<string> {
//Check if preconditions are met for this action to be performed
if (this.checkPreconditions(statuses)){
let enemy = <EnemyAI>actor;
//If the player is out of sight, don't bother attacking
if (enemy.getPlayerPosition() == null){
return null;
}
//Randomize attack direction, gives the enemy gun users stormtrooper aim
let dir = enemy.getPlayerPosition().clone().sub(enemy.owner.position).normalize();
dir.rotateCCW(Math.PI / 4 * Math.random() - Math.PI/8);
if(enemy.weapon.use(enemy.owner, "enemy", dir)){
// If we fired, face that direction
enemy.owner.rotation = Vec2.UP.angleToCCW(dir);
}
return this.effects;
}
return null;
}
updateCost(options: Record<string, number>): void {}
toString(): string {
return "(AttackAction)";
}
}

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@ -0,0 +1,47 @@
import StateMachineGoapAI from "../../../Wolfie2D/AI/StateMachineGoapAI";
import GoapAction from "../../../Wolfie2D/DataTypes/Interfaces/GoapAction";
import Vec2 from "../../../Wolfie2D/DataTypes/Vec2";
import Emitter from "../../../Wolfie2D/Events/Emitter";
import NavigationPath from "../../../Wolfie2D/Pathfinding/NavigationPath";
import EnemyAI from "../EnemyAI";
export default class Move extends GoapAction {
private inRange: number;
private path: NavigationPath;
protected emitter: Emitter;
constructor(cost: number, preconditions: Array<string>, effects: Array<string>, options?: Record<string, any>) {
super();
this.cost = cost;
this.preconditions = preconditions;
this.effects = effects;
this.loopAction = true;
this.inRange = options.inRange;
}
performAction(statuses: Array<string>, actor: StateMachineGoapAI, deltaT: number, target?: StateMachineGoapAI): Array<string> {
if (this.checkPreconditions(statuses)){
//Check distance from player
let enemy = <EnemyAI>actor;
let playerPos = enemy.lastPlayerPos;
let distance = enemy.owner.position.distanceTo(playerPos);
//If close enough, we've moved far enough and this loop action is done
if (distance <= this.inRange){
return this.effects;
}
//Otherwise move
return null;
}
return this.effects;
}
updateCost(options: Record<string, number>): void {}
toString(): string {
return "(Move)";
}
}

View File

@ -42,23 +42,15 @@ export default class Patrol extends EnemyState {
//check if next tile on walking path is collidable //check if next tile on walking path is collidable
if(this.parent.tilemap.isTileCollidable(colrow.x+this.parent.direction,colrow.y) || this.parent.tilemap.isTileCollidable(colrow.x+this.parent.direction,colrow.y-1)){ if(this.parent.tilemap.isTileCollidable(colrow.x+this.parent.direction,colrow.y) || this.parent.tilemap.isTileCollidable(colrow.x+this.parent.direction,colrow.y-1)){
//turn around //turn around
//console.log(this.parent.tilemap.getTileAtRowCol(colrow));
this.parent.direction *= -1; this.parent.direction *= -1;
//console.log((<Sprite>this.owner).invertX);
//(<Sprite>this.owner).invertX != (<Sprite>this.owner).invertX ;
//console.log("turn around cus wall in front");
} }
//check if next ground tile is collidable //check if next ground tile is collidable
else if(!this.parent.tilemap.isTileCollidable(colrow.x+this.parent.direction,colrow.y+1)){ else if(!this.parent.tilemap.isTileCollidable(colrow.x+this.parent.direction,colrow.y+1)){
//turn around //turn around
this.parent.direction *=-1; this.parent.direction *=-1;
//console.log((<Sprite>this.owner).invertX);
//console.log("turn around cus no floor in front");
} }
else{ else{
//keep moving //keep moving
//this.velocity.x = this.speed;
//console.log("there is floor ahead");
} }
//move //move
this.parent.velocity.x = this.parent.direction * this.parent.speed; this.parent.velocity.x = this.parent.direction * this.parent.speed;

View File

@ -21,7 +21,7 @@ export default class Slice extends WeaponType {
// TODO - need to rotate the anim properly // TODO - need to rotate the anim properly
//sliceSprite.rotation = attacker.rotation; //sliceSprite.rotation = attacker.rotation;
//sliceSprite.rotation = (<Sprite>attacker).invertX? .5* Math.PI : 1.5 * Math.PI; //sliceSprite.rotation = (<Sprite>attacker).invertX? .5* Math.PI : 1.5 * Math.PI;
sliceSprite.invertX = (<Sprite>attacker).invertX; //sliceSprite.invertX = (<Sprite>attacker).invertX;
//TODO- //TODO-
//4 to scale up the default sprite - may be different later depending on atk anim //4 to scale up the default sprite - may be different later depending on atk anim

View File

@ -52,7 +52,8 @@ export enum BuffType {
LIFESTEAL = "lifesteal", LIFESTEAL = "lifesteal",
LIFESTEALBUFF = "lifestealbuff", LIFESTEALBUFF = "lifestealbuff",
EXTRALIFE= "extralife", EXTRALIFE= "extralife",
ONESHOT = "oneshot" ONESHOT = "oneshot",
JUMP = "jump"
} }
@ -128,6 +129,8 @@ export default class PlayerController extends StateMachineAI implements BattlerA
lifestealratio : number = 0; //percent of damage to steal lifestealratio : number = 0; //percent of damage to steal
hasOneShot: Boolean = false; hasOneShot: Boolean = false;
extraDotDmg : number =0; extraDotDmg : number =0;
lives: number = 1;
cooldownMultiplier : number = 1;
//TODO - add new buffs here //TODO - add new buffs here
CURRENT_BUFFS: { CURRENT_BUFFS: {
@ -140,7 +143,6 @@ export default class PlayerController extends StateMachineAI implements BattlerA
//TODO - get the correct tilemap //TODO - get the correct tilemap
initializeAI(owner: GameNode, options: Record<string, any>){ initializeAI(owner: GameNode, options: Record<string, any>){
this.owner = owner; this.owner = owner;
@ -260,6 +262,7 @@ export default class PlayerController extends StateMachineAI implements BattlerA
this.invincible = true; this.invincible = true;
//console.log("hurt anim"); //console.log("hurt anim");
(<AnimatedSprite>this.owner).animation.play("HURT" ); (<AnimatedSprite>this.owner).animation.play("HURT" );
damage /= this.BASE_DEF/ this.CURRENT_DEF;
this.CURRENT_HP -= damage; this.CURRENT_HP -= damage;
//if player has shield buff give them shield when damaged //if player has shield buff give them shield when damaged
if(this.hasShield){ if(this.hasShield){
@ -276,6 +279,7 @@ export default class PlayerController extends StateMachineAI implements BattlerA
if(this.CURRENT_HP <= 0){ if(this.CURRENT_HP <= 0){
(<AnimatedSprite>this.owner).animation.play("DYING"); (<AnimatedSprite>this.owner).animation.play("DYING");
(<AnimatedSprite>this.owner).animation.queue("DEAD", true, Player_Events.PLAYER_KILLED); (<AnimatedSprite>this.owner).animation.queue("DEAD", true, Player_Events.PLAYER_KILLED);
this.emitter.fireEvent(Player_Events.PLAYER_KILLED);
} }
} }
@ -331,14 +335,14 @@ export default class PlayerController extends StateMachineAI implements BattlerA
{type:BuffType.ATKSPEED, value:num, category: BuffCategory.ATTACK}, {type:BuffType.ATKSPEED, value:num, category: BuffCategory.ATTACK},
]; ];
if(!this.hasDoubleStrike){ if(!this.hasDoubleStrike){
attackBuffs.push({type:BuffType.DOUBLESTRIKE, value:num, category: BuffCategory.ATTACK, string:"your attacks are followed by a weaker strike"}); attackBuffs.push({type:BuffType.DOUBLESTRIKE, value:num, category: BuffCategory.ATTACK, string:"your attacks are \nfollowed by a \nweaker strike"});
} }
let dotBuffs : Buff[] = [ let dotBuffs : Buff[] = [
{type:BuffType.BLEED, value:1, category: BuffCategory.DOT, string: "Your hits apply Bleed"}, {type:BuffType.BLEED, value:1, category: BuffCategory.DOT, string: "Your hits \napply Bleed"},
{type:BuffType.BURN, value:1, category: BuffCategory.DOT, string: "Your hits apply Burn"}, {type:BuffType.BURN, value:1, category: BuffCategory.DOT, string: "Your hits \napply Burn"},
{type:BuffType.POISON, value:1, category: BuffCategory.DOT, string: "Your hits apply poison"}, {type:BuffType.POISON, value:1, category: BuffCategory.DOT, string: "Your hits \napply poison"},
{type:BuffType.EXTRA_DOT, value:num, category: BuffCategory.DOT, string: "increase your DOT damage"}, {type:BuffType.EXTRA_DOT, value:num, category: BuffCategory.DOT, string: "increase your \nDOT damage"},
]; ];
@ -347,10 +351,10 @@ export default class PlayerController extends StateMachineAI implements BattlerA
]; ];
//if player doesnt have shield buff, give them the option, otherwise give buff shield option //if player doesnt have shield buff, give them the option, otherwise give buff shield option
if(!this.hasShield){ if(!this.hasShield){
shieldBuffs.push({type:BuffType.SHIELD, value:1, category: BuffCategory.SHIELD, string: "Gain Shield When Damaged"}); shieldBuffs.push({type:BuffType.SHIELD, value:1, category: BuffCategory.SHIELD, string: "Gain Shield \nWhen Damaged \n Shields return \nthe damage taken \nto attacker"});
} }
else{ else{
shieldBuffs.push({type:BuffType.SHIELD_DMG, value:num, category: BuffCategory.SHIELD}); shieldBuffs.push({type:BuffType.SHIELD_DMG, value:num, category: BuffCategory.SHIELD, string: "increase damage \nreturned by shield"});
} }
@ -361,17 +365,17 @@ export default class PlayerController extends StateMachineAI implements BattlerA
healthBuffs.push({type:BuffType.LIFESTEAL, value:1, category: BuffCategory.HEALTH, string:"Gain lifesteal"}); healthBuffs.push({type:BuffType.LIFESTEAL, value:1, category: BuffCategory.HEALTH, string:"Gain lifesteal"});
} }
else{ else{
healthBuffs.push({type:BuffType.LIFESTEALBUFF, value:num, category: BuffCategory.HEALTH}); healthBuffs.push({type:BuffType.LIFESTEALBUFF, value:num/10, category: BuffCategory.HEALTH, string:"Increase Lifesteal \nstrength by "+ num+ "%"});
} }
let extraBuffs : Buff[] = [ let extraBuffs : Buff[] = [
{type:BuffType.EXTRALIFE, value:1, category: BuffCategory.EXTRA, string: "Gain an Extra Life"}, {type:BuffType.EXTRALIFE, value:1, category: BuffCategory.EXTRA, string: "Gain an \nExtra Life"},
{type:BuffType.SPEED, value:num, category: BuffCategory.EXTRA}, {type:BuffType.SPEED, value:num, category: BuffCategory.EXTRA},
{type:BuffType.ATK, value:num, category: BuffCategory.EXTRA} {type:BuffType.ATK, value:num, category: BuffCategory.EXTRA}
]; ];
if(!this.hasOneShot){ if(!this.hasOneShot){
extraBuffs.push({type:BuffType.ONESHOT, value:1, category: BuffCategory.EXTRA, string: "Your hits hurt 100x more but you die in one shot"}); extraBuffs.push({type:BuffType.ONESHOT, value:1, category: BuffCategory.EXTRA, string: "Your hits hurt \n100x more but \nyour max health \nis set to 1 "});
}; };
@ -460,20 +464,26 @@ export default class PlayerController extends StateMachineAI implements BattlerA
case BuffType.ATKSPEED: case BuffType.ATKSPEED:
if (item) { if (item) {
this.cooldownMultiplier -= buff.value;
//reduce cooldowntimer //reduce cooldowntimer
//(<Weapon>item).cooldownTimer (<Weapon>item).cooldownTimer = new Timer((<Weapon>item).cooldown * this.cooldownMultiplier )
} }
break; break;
case BuffType.DOUBLESTRIKE: case BuffType.DOUBLESTRIKE:
//TODO -
break; break;
case BuffType.SHIELD_DMG: case BuffType.SHIELD_DMG:
this.shieldDamage += buff.value/10 ; this.shieldDamage += buff.value/10 ;
break; break;
case BuffType.EXTRALIFE: case BuffType.EXTRALIFE:
this.lives ++;
break; break;
case BuffType.LIFESTEAL: case BuffType.LIFESTEAL:
this.hasLifesteal = true; this.hasLifesteal = true;
this.lifestealratio = .2; //20% lifesteal
break;
case BuffType.LIFESTEALBUFF:
this.lifestealratio += buff.value;
break; break;
case BuffType.ONESHOT: case BuffType.ONESHOT:
this.MAX_HP = 1; this.MAX_HP = 1;

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@ -36,8 +36,9 @@ import Sprite from "../../Wolfie2D/Nodes/Sprites/Sprite";
import Platformer from "../../demos/Platformer"; import Platformer from "../../demos/Platformer";
import TextInput from "../../Wolfie2D/Nodes/UIElements/TextInput"; import TextInput from "../../Wolfie2D/Nodes/UIElements/TextInput";
import { TiledTilemapData } from "../../Wolfie2D/DataTypes/Tilesets/TiledData"; import { TiledTilemapData } from "../../Wolfie2D/DataTypes/Tilesets/TiledData";
import AttackAction from "../AI/EnemyActions/AttackAction";
import Move from "../AI/EnemyActions/Move";
import GameOver from "./GameOver";
// TODO // TODO
/** /**
@ -286,7 +287,12 @@ export default class GameLevel extends Scene {
console.log("player Died"); console.log("player Died");
(<AnimatedSprite>this.player).animation.play("DEAD", false); (<AnimatedSprite>this.player).animation.play("DEAD", false);
InputWrapper.disableInput(); InputWrapper.disableInput();
if((<PlayerController>this.player._ai).lives >0){
this.respawnPlayer(); this.respawnPlayer();
}
else{ //no more lives
this.sceneManager.changeToScene(GameOver, {});
}
break; break;
} }
} }
@ -344,10 +350,6 @@ export default class GameLevel extends Scene {
// this.expLabel.sizeToText(); // this.expLabel.sizeToText();
//handle collisions - may be in battle manager instead
//move background //move background
// Get the viewport center and padded size // Get the viewport center and padded size
@ -379,6 +381,24 @@ export default class GameLevel extends Scene {
} }
//spawn snake()
if(Math.random() < .002){
console.log("RANDOM SNAKE!");
this.addEnemy("Snake", this.player.position.clone().add(new Vec2(0,-320)),{
player: this.player,
health: 50,
tilemap: "Main",
goal: Statuses.REACHED_GOAL,
size: new Vec2(16,16),
offset : new Vec2(0, 16),
exp: 50,
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")
})
}
} }
// TODO put UI changes in here // TODO put UI changes in here
@ -403,7 +423,7 @@ export default class GameLevel extends Scene {
// Add a layer for players and enemies // Add a layer for players and enemies
this.addLayer("primary", 1); this.addLayer("primary", 1);
this.buffLayer = this.addUILayer("buffLayer"); //TODO - test depth later, may be just a regular Layer this.buffLayer = this.addUILayer("buffLayer");
this.storyLayer = this.addUILayer("story"); this.storyLayer = this.addUILayer("story");
@ -708,7 +728,19 @@ export default class GameLevel extends Scene {
enemy.addAI(EnemyAI, aiOptions); //TODO - add individual enemy AI enemy.addAI(EnemyAI, aiOptions); //TODO - add individual enemy AI
enemy.setGroup("Enemy"); enemy.setGroup("Enemy");
enemy.setTrigger("player", Player_Events.PLAYER_COLLIDE, null); enemy.setTrigger("player", Player_Events.PLAYER_COLLIDE, null);
let actionsDefault = [new AttackAction(3, [Statuses.IN_RANGE], [Statuses.REACHED_GOAL]),
new Move(2, [], [Statuses.IN_RANGE], {inRange: 60}),
];
let statusArray : Array<string> = [Statuses.CAN_RETREAT, Statuses.CAN_BERSERK];
//TODO - not working correctly
if ( "status" !in aiOptions ){
aiOptions["status"] = statusArray;
}
if( "actions" !in aiOptions){
aiOptions["actions"] = actionsDefault;
}
//add enemy to the enemy array //add enemy to the enemy array
this.enemies.push(enemy); this.enemies.push(enemy);
//this.battleManager.setEnemies(this.enemies.map(enemy => <BattlerAI>enemy._ai)); //this.battleManager.setEnemies(this.enemies.map(enemy => <BattlerAI>enemy._ai));
@ -716,7 +748,16 @@ export default class GameLevel extends Scene {
} }
//TODO - give each enemy unique weapon
protected initializeEnemies( enemies: Enemy[]){ protected initializeEnemies( enemies: Enemy[]){
let actionsDefault = [new AttackAction(3, [Statuses.IN_RANGE], [Statuses.REACHED_GOAL]),
new Move(2, [], [Statuses.IN_RANGE], {inRange: 60}),
];
let statusArray : Array<string> = [Statuses.CAN_RETREAT, Statuses.CAN_BERSERK];
for (let enemy of enemies) { for (let enemy of enemies) {
switch (enemy.type) { switch (enemy.type) {
case "test_dummy": case "test_dummy":
@ -724,11 +765,12 @@ export default class GameLevel extends Scene {
player: this.player, player: this.player,
health: 100, health: 100,
tilemap: "Main", tilemap: "Main",
//actions:actions, actions: actionsDefault,
status: statusArray,
goal: Statuses.REACHED_GOAL, goal: Statuses.REACHED_GOAL,
//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 exp: 100,
weapon : this.createWeapon("knife")
}) })
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
@ -736,11 +778,13 @@ export default class GameLevel extends Scene {
player: this.player, player: this.player,
health: 50, health: 50,
tilemap: "Main", tilemap: "Main",
//actions:actions, actions: actionsDefault,
status: statusArray,
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 exp: 50,
weapon : this.createWeapon("knife"),
}) })
break; break;
case "Tiger": //Tiger can be miniboss for now? case "Tiger": //Tiger can be miniboss for now?
@ -748,9 +792,11 @@ export default class GameLevel extends Scene {
player: this.player, player: this.player,
health: 200, health: 200,
tilemap: "Main", tilemap: "Main",
//actions:actions,
goal: Statuses.REACHED_GOAL, goal: Statuses.REACHED_GOAL,
exp: 100 exp: 100,
weapon : this.createWeapon("knife"),
actions: actionsDefault,
status: statusArray,
}) })
break; break;
@ -761,7 +807,10 @@ export default class GameLevel extends Scene {
tilemap: "Main", tilemap: "Main",
//actions:actions, //actions:actions,
goal: Statuses.REACHED_GOAL, goal: Statuses.REACHED_GOAL,
exp: 50 exp: 50,
weapon : this.createWeapon("knife"),
actions: actionsDefault,
status: statusArray,
}) })
break; break;
case "black_pudding": case "black_pudding":
@ -774,7 +823,10 @@ export default class GameLevel extends Scene {
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 exp: 50,
weapon : this.createWeapon("knife"),
actions: actionsDefault,
status: statusArray,
}) })
break; break;
default: default:
@ -831,6 +883,8 @@ export default class GameLevel extends Scene {
InputWrapper.enableInput(); InputWrapper.enableInput();
this.player.position.copy(this.startpos); this.player.position.copy(this.startpos);
(<PlayerController>this.player._ai).CURRENT_HP = (<PlayerController>this.player._ai).MAX_HP + (<PlayerController>this.player._ai).CURRENT_BUFFS.hp; (<PlayerController>this.player._ai).CURRENT_HP = (<PlayerController>this.player._ai).MAX_HP + (<PlayerController>this.player._ai).CURRENT_BUFFS.hp;
(<PlayerController>this.player._ai).lives --;
} }
@ -848,6 +902,7 @@ export default class GameLevel extends Scene {
//TODO - decrease player health or can kill player here //TODO - decrease player health or can kill player here
//(<PlayerController>this.player._ai).CURRENT_HP *= .75; //(<PlayerController>this.player._ai).CURRENT_HP *= .75;
//this.emitter.fireEvent(Player_Events.PLAYER_KILLED);
} }
} }

View File

@ -0,0 +1,18 @@
import Vec2 from "../../Wolfie2D/DataTypes/Vec2";
import Input from "../../Wolfie2D/Input/Input";
import Label from "../../Wolfie2D/Nodes/UIElements/Label";
import { UIElementType } from "../../Wolfie2D/Nodes/UIElements/UIElementTypes";
import Scene from "../../Wolfie2D/Scene/Scene";
import Color from "../../Wolfie2D/Utils/Color";
export default class GameOver extends Scene {
startScene() {
const center = this.viewport.getCenter();
this.addUILayer("primary");
const gameOver = <Label>this.add.uiElement(UIElementType.LABEL, "primary", {position: new Vec2(center.x, center.y), text: "Game Over"});
gameOver.textColor = Color.WHITE;
}
}

View File

@ -23,7 +23,8 @@ export enum Statuses {
IN_RANGE = "IN_RANGE", IN_RANGE = "IN_RANGE",
LOW_HEALTH = "LOW_HEALTH", LOW_HEALTH = "LOW_HEALTH",
CAN_RETREAT = "CAN_RETREAT", CAN_RETREAT = "CAN_RETREAT",
REACHED_GOAL = "GOAL" REACHED_GOAL = "GOAL",
CAN_BERSERK = "CAN_BERSERK"
} }
export enum GameState { export enum GameState {