88 lines
3.0 KiB
TypeScript
88 lines
3.0 KiB
TypeScript
import { TiledTilemapData } from "../../Wolfie2D/DataTypes/Tilesets/TiledData";
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import Vec2 from "../../Wolfie2D/DataTypes/Vec2";
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import Debug from "../../Wolfie2D/Debug/Debug";
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import { GameEventType } from "../../Wolfie2D/Events/GameEventType";
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import RandomMapGenerator from "../Tools/RandomMapGenerator";
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import GameLevel from "./GameLevel";
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import Label from "../../Wolfie2D/Nodes/UIElements/Label";
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import Color from "../../Wolfie2D/Utils/Color";
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import { UIElementType } from "../../Wolfie2D/Nodes/UIElements/UIElementTypes";
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import { Statuses } from "../sword_enums";
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import AABB from "../../Wolfie2D/DataTypes/Shapes/AABB";
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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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//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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//load music here
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}
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startScene(): void {
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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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} |