refactor: refactor GameLevel and Tutorial
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@ -28,13 +28,14 @@ import Layer from "../../Wolfie2D/Scene/Layer";
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import Button from "../../Wolfie2D/Nodes/UIElements/Button";
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import { Buff } from "../Player/PlayerController";
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import CanvasNode from "../../Wolfie2D/Nodes/CanvasNode";
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import { Enemy } from "../Tools/RandomMapGenerator";
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import RandomMapGenerator, { Enemy } from "../Tools/RandomMapGenerator";
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import Stack from "../../Wolfie2D/DataTypes/Stack";
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import InputWrapper from "../Tools/InputWrapper";
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import Story from "../Tools/DataTypes/Story";
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import Sprite from "../../Wolfie2D/Nodes/Sprites/Sprite";
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import Platformer from "../../demos/Platformer";
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import TextInput from "../../Wolfie2D/Nodes/UIElements/TextInput";
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import { TiledTilemapData } from "../../Wolfie2D/DataTypes/Tilesets/TiledData";
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@ -108,18 +109,16 @@ export default class GameLevel extends Scene {
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pauseInput: TextInput;
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pauseSubmit: Label;
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randomSeed: number;
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protected randomSeed: number;
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protected rmg: RandomMapGenerator;
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protected map: TiledTilemapData;
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startpos: Vec2;
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loadScene(): void {
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//can load player sprite here
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//can load enemy sprite here
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//sprites obtained from cse380 sprite wesbite
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this.load.spritesheet("Tiger","shattered_sword_assets/spritesheets/Tiger.json");
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this.load.spritesheet("remus_werewolf","shattered_sword_assets/spritesheets/remus_werewolf.json");
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this.load.spritesheet("black_pudding","shattered_sword_assets/spritesheets/black_pudding.json");
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this.load.spritesheet("player", "shattered_sword_assets/spritesheets/Hiro.json")
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// TODO - change when done testing
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this.load.spritesheet("slice", "shattered_sword_assets/spritesheets/slice.json");
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// Load the scene info
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this.load.object("weaponData", "shattered_sword_assets/data/weaponData.json");
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@ -140,10 +139,19 @@ export default class GameLevel extends Scene {
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this.enemies = new Array();
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this.battleManager = new BattleManager();
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this.randomSeed = Math.floor(Math.random() * 10000000000);
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}
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startScene(): void {
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this.add.tilemap("map", new Vec2(2, 2));
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console.log("width,height:" + this.map.width, this.map.height);
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this.viewport.setBounds(0, 0, this.map.width * 32, this.map.height * 32);
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this.viewport.follow(this.player);
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this.playerSpawn = this.rmg.getPlayer().scale(32);
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console.log(this.playerSpawn)
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this.startpos = this.rmg.getPlayer().scale(32);
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//call super after extending story with scene
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@ -183,6 +191,10 @@ export default class GameLevel extends Scene {
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}
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});
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let enemies = this.rmg.getEnemies();
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//may have to move this to start scene in gameLevel
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this.initializeEnemies(enemies);
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/*
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this.levelTransitionTimer = new Timer(500);
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this.levelEndTimer = new Timer(3000, () => {
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@ -13,77 +13,21 @@ import EnemyAI from "../AI/EnemyAI";
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import BattlerAI from "../AI/BattlerAI";
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export default class Tutorial extends GameLevel {
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private map: TiledTilemapData;
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private rmg: RandomMapGenerator;
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loadScene(): void {
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super.loadScene();
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// Load resources
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// this.load.tilemap("forest1", "shattered_sword_assets/tilemaps/Tutorial.json");
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// let map = localStorage.getItem("map");
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this.randomSeed = Math.floor(Math.random() * 10000000000);
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this.rmg = new RandomMapGenerator("shattered_sword_assets/jsons/forest_template.json", this.randomSeed);
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this.map = this.rmg.getMap();
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this.load.tilemapFromObject("forest1", this.map);
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this.load.spritesheet("player", "shattered_sword_assets/spritesheets/Hiro.json")
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// TODO - change when done testing
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this.load.spritesheet("slice", "shattered_sword_assets/spritesheets/slice.json");
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this.load.tilemapFromObject("map", this.map);
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//load enemies
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this.load.spritesheet("Snake","shattered_sword_assets/spritesheets/Snake.json");
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this.load.spritesheet("Tiger","shattered_sword_assets/spritesheets/Tiger.json");
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//can load enemy sprite here
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//sprites obtained from cse380 sprite wesbite
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this.load.spritesheet("remus_werewolf","shattered_sword_assets/spritesheets/remus_werewolf.json");
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this.load.spritesheet("black_pudding","shattered_sword_assets/spritesheets/black_pudding.json");
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//load music here
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}
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startScene(): void {
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this.startpos = this.rmg.getPlayer().scale(32);
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// Add the level 1 tilemap
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this.add.tilemap("forest1", new Vec2(2, 2));
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console.log("width,height:" + this.map.width, this.map.height);
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this.viewport.setBounds(0, 0, this.map.width * 32, this.map.height * 32);
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this.viewport.follow(this.player);
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this.playerSpawn = this.rmg.getPlayer().scale(32);
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console.log(this.playerSpawn)
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// Do generic setup for a GameLevel
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super.startScene();
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let enemies = this.rmg.getEnemies();
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/*
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for (let enemy of enemies) {
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switch (enemy.type) {
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case "test_dummy":
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this.addEnemy("test_dummy", enemy.position.scale(32), {
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player: this.player,
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health: 100,
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tilemap: "Main",
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//actions:actions,
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goal: Statuses.REACHED_GOAL,
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})
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break;
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default:
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break;
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}
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}
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*/
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//may have to move this to start scene in gameLevel
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this.initializeEnemies(enemies);
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}
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updateScene(deltaT: number): void {
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super.updateScene(deltaT);
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}
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}
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