modified boss ai, made playerlevel static

This commit is contained in:
OfficialCHenry 2022-05-09 14:10:21 -04:00
parent 68603026a5
commit d4e8b22946
7 changed files with 31 additions and 13 deletions

View File

@ -38,10 +38,12 @@
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"objectLayer": [
"sprites": [
{
"type": "FinalBoss",
"x": 33,
"y": 13
"y": 10,
"possibility": 1
}
],
"entrances": [

View File

@ -17,6 +17,6 @@ export default class BossAI extends EnemyAI {
}
canAttack(position: Vec2): boolean {
return this.attackTimer.isStopped() && this.owner.position.distanceTo(position)<=96;
return this.attackTimer.isStopped() && this.owner.position.distanceTo(position)<=128;
}
}

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@ -34,7 +34,7 @@ export default class BossAttack extends Attack {
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));
this.owner.position = this.parent.getPlayerPosition().clone().add(new Vec2( (<Sprite>this.parent.player).invertX ? 64 : -64 ,-128));
this.pauseTimer.start();
break;
@ -94,7 +94,7 @@ export default class BossAttack extends Attack {
}
this.parent.velocity.x = this.parent.direction * 500;
(<Sprite>this.owner).invertX = this.parent.direction === 1 ? true : false ;
this.owner.alpha = .2;
this.owner.alpha = .1;
super.update(deltaT);
}
break;

View File

@ -72,7 +72,7 @@ export default class laserGun extends WeaponType {
createRequiredAssets(scene: Scene): [Line] {
let line = <Line>scene.add.graphic(GraphicType.LINE, "primary", {start: new Vec2(-1, 1), end: new Vec2(-1, -1)});
line.color = this.color;
line.thickness = 25;
line.thickness = 72;
line.tweens.add("fade", {
startDelay: 0,

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@ -96,7 +96,7 @@ export default class PlayerController extends StateMachineAI implements BattlerA
CURRENT_SHIELD : number =0;
MAX_SHIELD : number = 20;
invincible : boolean = false;
level : number = 1;
static level : number = 1;
godMode: boolean = false;
@ -350,7 +350,7 @@ export default class PlayerController extends StateMachineAI implements BattlerA
if(this.CURRENT_EXP >= this.MAX_EXP){
this.CURRENT_EXP -= this.MAX_EXP;
this.MAX_EXP += 50; //increase max exp needed for level up
this.level++ ;
PlayerController.level++ ;
this.emitter.fireEvent(GameEventType.PLAY_SOUND, {key: "level_up", loop: false, holdReference: false});
this.emitter.fireEvent(Player_Events.GIVE_REGULAR_BUFF);
}

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@ -13,6 +13,10 @@ export default class End extends GameLevel {
this.load.tilemapFromObject("map", this.map);
//load enemies
this.load.spritesheet("Snake","shattered_sword_assets/spritesheets/Snake.json");
this.load.spritesheet("black_pudding","shattered_sword_assets/spritesheets/black_pudding.json");
this.load.spritesheet("FinalBoss","shattered_sword_assets/spritesheets/FinalBoss.json");
}
startScene(): void {

View File

@ -503,7 +503,7 @@ export default class GameLevel extends Scene {
// this.expLabel.sizeToText();
//update level ui
this.playerLevelLabel.text = "Lv." + playerAI.level;
this.playerLevelLabel.text = "Lv." + PlayerController.level;
//update lives ui
this.livesCountLabel.text = "Lives: " + playerAI.lives;
@ -625,7 +625,7 @@ export default class GameLevel extends Scene {
this.playerLevelLabel = <Label> this.add.uiElement(UIElementType.LABEL, "UI",{position: new Vec2(20, 95), text: "Lv. "+ (<PlayerController>this.player.ai).level });
this.playerLevelLabel = <Label> this.add.uiElement(UIElementType.LABEL, "UI",{position: new Vec2(20, 95), text: "Lv. "+ PlayerController.level });
this.playerLevelLabel.size.set(0, 50);
this.playerLevelLabel.setHAlign(HAlign.LEFT);
this.playerLevelLabel.textColor = Color.BLUE;
@ -931,7 +931,7 @@ export default class GameLevel extends Scene {
case "black_pudding":
this.addEnemy("black_pudding", enemy.position.scale(32), SlimeAI, {
player: this.player,
health: 140 + (<PlayerController>this.player._ai).level*2,
health: 140 + PlayerController.level*3,
tilemap: "Main",
//actions:actions,
scale: .25,
@ -944,7 +944,7 @@ export default class GameLevel extends Scene {
case "Bull":
this.addEnemy("Bull", enemy.position.scale(32), BullAI, {
player: this.player,
health: 150,
health: 300,
tilemap: "Main",
//actions:actions,
scale: 1.5,
@ -976,7 +976,19 @@ export default class GameLevel extends Scene {
exp: 75,
})
break;
case "FinalBoss":
console.log("spawning boss");
this.addEnemy("FinalBoss", enemy.position.scale(32), BossAI, {
player: this.player,
health: 1000,
tilemap: "Main",
scale: 2,
size: new Vec2(60,50),
offset : new Vec2(0,30),
exp: 75,
weapon: this.createWeapon("laserGun")
})
break;
default:
break;
}