moved snaksspawn to tutorial only
This commit is contained in:
parent
e90c67e2fd
commit
d79d00370b
|
@ -19,7 +19,7 @@ export default class BattleManager {
|
|||
if(this.enemies.length != 0){
|
||||
for (let enemy of this.enemies) {
|
||||
if (weapon.hits(enemy.owner)) {
|
||||
enemy.damage(weapon.type.damage * (<PlayerController>this.players[0]).CURRENT_ATK/100);
|
||||
enemy.damage(Math.round(weapon.type.damage * (<PlayerController>this.players[0]).CURRENT_ATK/100));
|
||||
//console.log("enemy took dmg");
|
||||
|
||||
//TODO - test shield,
|
||||
|
@ -39,10 +39,10 @@ export default class BattleManager {
|
|||
}
|
||||
|
||||
if(player.hasDoubleStrike){
|
||||
enemy.damage(weapon.type.damage * (<PlayerController>this.players[0]).CURRENT_ATK/200);
|
||||
enemy.damage(Math.round(weapon.type.damage * (<PlayerController>this.players[0]).CURRENT_ATK/200));
|
||||
}
|
||||
if(player.hasLifesteal){
|
||||
player.addHealth(weapon.type.damage * player.CURRENT_ATK/100 * player.lifestealratio);
|
||||
player.addHealth(Math.round(weapon.type.damage * player.CURRENT_ATK/100 * player.lifestealratio));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -21,7 +21,7 @@ export default class Slice extends WeaponType {
|
|||
// TODO - need to rotate the anim properly
|
||||
//sliceSprite.rotation = attacker.rotation;
|
||||
//sliceSprite.rotation = (<Sprite>attacker).invertX? .5* Math.PI : 1.5 * Math.PI;
|
||||
//sliceSprite.invertX = (<Sprite>attacker).invertX;
|
||||
sliceSprite.invertX = (<Sprite>attacker).invertX;
|
||||
|
||||
//TODO-
|
||||
//4 to scale up the default sprite - may be different later depending on atk anim
|
||||
|
|
|
@ -174,6 +174,8 @@ export default class PlayerController extends StateMachineAI implements BattlerA
|
|||
//to test the buffs
|
||||
//this.addBuff( {type:BuffType.HEALTH, value:1} );
|
||||
this.addBuff({type:BuffType.BURN, value:1, category:BuffCategory.DOT});
|
||||
this.addBuff({type:BuffType.BLEED, value:1, category:BuffCategory.DOT});
|
||||
this.addBuff({type:BuffType.POISON, value:1, category:BuffCategory.DOT});
|
||||
|
||||
|
||||
}
|
||||
|
@ -331,7 +333,7 @@ export default class PlayerController extends StateMachineAI implements BattlerA
|
|||
|
||||
//TODO - implement better buff genertion - some buffs dont want multiple of
|
||||
let attackBuffs : Buff[] = [
|
||||
{type:BuffType.RANGE, value:num, category: BuffCategory.ATTACK},
|
||||
{type:BuffType.RANGE, value:num/10, category: BuffCategory.ATTACK},
|
||||
{type:BuffType.ATKSPEED, value:num, category: BuffCategory.ATTACK},
|
||||
];
|
||||
if(!this.hasDoubleStrike){
|
||||
|
|
|
@ -415,23 +415,6 @@ 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
|
||||
|
@ -793,13 +776,13 @@ export default class GameLevel extends Scene {
|
|||
(<EnemyAI>enemy._ai).healthBar.color = Color.GREEN;
|
||||
(<EnemyAI>enemy._ai).poisonStat = this.add.sprite("poisoning", "primary");
|
||||
(<EnemyAI>enemy._ai).poisonStat.position = enemy.collisionShape.center.clone().add(new Vec2((((<AABB>enemy.collisionShape).hw)*-1, -((<AABB>enemy.collisionShape).hh+5))));
|
||||
(<EnemyAI>enemy._ai).poisonStat.scale.set(0.2, 0.2);
|
||||
(<EnemyAI>enemy._ai).poisonStat.scale.set(0.5, 0.5);
|
||||
(<EnemyAI>enemy._ai).burnStat = this.add.sprite("burning", "primary");
|
||||
(<EnemyAI>enemy._ai).burnStat.position = (<EnemyAI>enemy._ai).poisonStat.position.clone().add(new Vec2(15, 0));
|
||||
(<EnemyAI>enemy._ai).burnStat.scale.set(0.2, 0.2);
|
||||
(<EnemyAI>enemy._ai).burnStat.scale.set(0.5, 0.5);
|
||||
(<EnemyAI>enemy._ai).bleedStat = this.add.sprite("bleeding", "primary");
|
||||
(<EnemyAI>enemy._ai).bleedStat.position = (<EnemyAI>enemy._ai).poisonStat.position.clone().add(new Vec2(30, 0));
|
||||
(<EnemyAI>enemy._ai).bleedStat.scale.set(0.2, 0.2);
|
||||
(<EnemyAI>enemy._ai).bleedStat.scale.set(0.5, 0.5);
|
||||
enemy.setGroup("Enemy");
|
||||
enemy.setTrigger("player", Player_Events.PLAYER_COLLIDE, null);
|
||||
let actionsDefault = [new AttackAction(3, [Statuses.IN_RANGE], [Statuses.REACHED_GOAL]),
|
||||
|
|
|
@ -11,6 +11,8 @@ import { Statuses } from "../sword_enums";
|
|||
import AABB from "../../Wolfie2D/DataTypes/Shapes/AABB";
|
||||
import EnemyAI from "../AI/EnemyAI";
|
||||
import BattlerAI from "../AI/BattlerAI";
|
||||
import AttackAction from "../AI/EnemyActions/AttackAction";
|
||||
import Move from "../AI/EnemyActions/Move";
|
||||
|
||||
export default class Tutorial extends GameLevel {
|
||||
loadScene(): void {
|
||||
|
@ -30,4 +32,26 @@ export default class Tutorial extends GameLevel {
|
|||
|
||||
//load music here
|
||||
}
|
||||
|
||||
updateScene(deltaT: number): void {
|
||||
super.updateScene(deltaT);
|
||||
|
||||
//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")
|
||||
})
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue
Block a user