refactor: refactor GameLevel and Tutorial

This commit is contained in:
Renge 2022-04-20 12:49:59 -04:00
parent 7fdf9622e9
commit f72d2968d1
2 changed files with 27 additions and 71 deletions

View File

@ -28,13 +28,14 @@ import Layer from "../../Wolfie2D/Scene/Layer";
import Button from "../../Wolfie2D/Nodes/UIElements/Button";
import { Buff } from "../Player/PlayerController";
import CanvasNode from "../../Wolfie2D/Nodes/CanvasNode";
import { Enemy } from "../Tools/RandomMapGenerator";
import RandomMapGenerator, { Enemy } from "../Tools/RandomMapGenerator";
import Stack from "../../Wolfie2D/DataTypes/Stack";
import InputWrapper from "../Tools/InputWrapper";
import Story from "../Tools/DataTypes/Story";
import Sprite from "../../Wolfie2D/Nodes/Sprites/Sprite";
import Platformer from "../../demos/Platformer";
import TextInput from "../../Wolfie2D/Nodes/UIElements/TextInput";
import { TiledTilemapData } from "../../Wolfie2D/DataTypes/Tilesets/TiledData";
@ -108,18 +109,16 @@ export default class GameLevel extends Scene {
pauseInput: TextInput;
pauseSubmit: Label;
randomSeed: number;
protected randomSeed: number;
protected rmg: RandomMapGenerator;
protected map: TiledTilemapData;
startpos: Vec2;
loadScene(): void {
//can load player sprite here
//can load enemy sprite here
//sprites obtained from cse380 sprite wesbite
this.load.spritesheet("Tiger","shattered_sword_assets/spritesheets/Tiger.json");
this.load.spritesheet("remus_werewolf","shattered_sword_assets/spritesheets/remus_werewolf.json");
this.load.spritesheet("black_pudding","shattered_sword_assets/spritesheets/black_pudding.json");
this.load.spritesheet("player", "shattered_sword_assets/spritesheets/Hiro.json")
// TODO - change when done testing
this.load.spritesheet("slice", "shattered_sword_assets/spritesheets/slice.json");
// Load the scene info
this.load.object("weaponData", "shattered_sword_assets/data/weaponData.json");
@ -140,10 +139,19 @@ export default class GameLevel extends Scene {
this.enemies = new Array();
this.battleManager = new BattleManager();
this.randomSeed = Math.floor(Math.random() * 10000000000);
}
startScene(): void {
this.add.tilemap("map", new Vec2(2, 2));
console.log("width,height:" + this.map.width, this.map.height);
this.viewport.setBounds(0, 0, this.map.width * 32, this.map.height * 32);
this.viewport.follow(this.player);
this.playerSpawn = this.rmg.getPlayer().scale(32);
console.log(this.playerSpawn)
this.startpos = this.rmg.getPlayer().scale(32);
//call super after extending story with scene
@ -183,6 +191,10 @@ export default class GameLevel extends Scene {
}
});
let enemies = this.rmg.getEnemies();
//may have to move this to start scene in gameLevel
this.initializeEnemies(enemies);
/*
this.levelTransitionTimer = new Timer(500);
this.levelEndTimer = new Timer(3000, () => {

View File

@ -13,77 +13,21 @@ import EnemyAI from "../AI/EnemyAI";
import BattlerAI from "../AI/BattlerAI";
export default class Tutorial extends GameLevel {
private map: TiledTilemapData;
private rmg: RandomMapGenerator;
loadScene(): void {
super.loadScene();
// Load resources
// this.load.tilemap("forest1", "shattered_sword_assets/tilemaps/Tutorial.json");
// let map = localStorage.getItem("map");
this.randomSeed = Math.floor(Math.random() * 10000000000);
this.rmg = new RandomMapGenerator("shattered_sword_assets/jsons/forest_template.json", this.randomSeed);
this.map = this.rmg.getMap();
this.load.tilemapFromObject("forest1", this.map);
this.load.spritesheet("player", "shattered_sword_assets/spritesheets/Hiro.json")
// TODO - change when done testing
this.load.spritesheet("slice", "shattered_sword_assets/spritesheets/slice.json");
this.load.tilemapFromObject("map", this.map);
//load enemies
this.load.spritesheet("Snake","shattered_sword_assets/spritesheets/Snake.json");
this.load.spritesheet("Tiger","shattered_sword_assets/spritesheets/Tiger.json");
//can load enemy sprite here
//sprites obtained from cse380 sprite wesbite
this.load.spritesheet("remus_werewolf","shattered_sword_assets/spritesheets/remus_werewolf.json");
this.load.spritesheet("black_pudding","shattered_sword_assets/spritesheets/black_pudding.json");
//load music here
}
startScene(): void {
this.startpos = this.rmg.getPlayer().scale(32);
// Add the level 1 tilemap
this.add.tilemap("forest1", new Vec2(2, 2));
console.log("width,height:" + this.map.width, this.map.height);
this.viewport.setBounds(0, 0, this.map.width * 32, this.map.height * 32);
this.viewport.follow(this.player);
this.playerSpawn = this.rmg.getPlayer().scale(32);
console.log(this.playerSpawn)
// Do generic setup for a GameLevel
super.startScene();
let enemies = this.rmg.getEnemies();
/*
for (let enemy of enemies) {
switch (enemy.type) {
case "test_dummy":
this.addEnemy("test_dummy", enemy.position.scale(32), {
player: this.player,
health: 100,
tilemap: "Main",
//actions:actions,
goal: Statuses.REACHED_GOAL,
})
break;
default:
break;
}
}
*/
//may have to move this to start scene in gameLevel
this.initializeEnemies(enemies);
}
updateScene(deltaT: number): void {
super.updateScene(deltaT);
}
}