Added chests, variable levels and extra controls.
This commit is contained in:
parent
c86f2ed370
commit
02c8e5587c
6
package-lock.json
generated
6
package-lock.json
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@ -151,9 +151,9 @@
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}
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}
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},
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},
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"asdf-games": {
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"asdf-games": {
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"version": "1.0.8",
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"version": "1.0.11",
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"resolved": "https://registry.npmjs.org/asdf-games/-/asdf-games-1.0.8.tgz",
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"resolved": "https://registry.npmjs.org/asdf-games/-/asdf-games-1.0.11.tgz",
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"integrity": "sha512-l6wE9BpbjzoJ9EetUWuglfw60UcbgA1JEC968+SnRCZlNGG92LzV+kPSbiAyLuz6+4pkuBgWJnSI/gbWZ3bzLA=="
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"integrity": "sha512-PXk+PKlm932HHMEsiaKsWwiC/+ZnbBSISqy80Pin8p8TM51P4Sec6iBjyIJ38SbCiDOqZqCc/fGDf0dSQoBHVg=="
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},
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},
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"astral-regex": {
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"astral-regex": {
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"version": "1.0.0",
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"version": "1.0.0",
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@ -10,7 +10,7 @@
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"author": "McArn",
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"author": "McArn",
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"license": "ISC",
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"license": "ISC",
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"dependencies": {
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"dependencies": {
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"asdf-games": "^1.0.8"
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"asdf-games": "^1.0.11"
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},
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},
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"devDependencies": {
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"devDependencies": {
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"electron": "^8.0.2",
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"electron": "^8.0.2",
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52
src/entities/chest.js
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52
src/entities/chest.js
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@ -0,0 +1,52 @@
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var asdf = require("asdf-games");
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// eslint-disable-next-line no-unused-vars
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const { Texture, TileSprite, AnimManager, entity } = asdf;
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var texture = new Texture("./res/tilemap.png");
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const state = {
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open: 0,
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closed: 1
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};
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class Chest extends TileSprite {
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constructor(pos, player, keys, action) {
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super(texture, 32, 32);
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this.pos = pos;
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this.scale = { x: 1, y: 1 };
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this.anims = new AnimManager(this);
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this.anims.add("open", [{ x: 3, y: 6 }], 0.1);
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this.anims.add("closed", [{ x: 2, y: 6 }], 0.1);
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this.anims.play("closed");
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this.state = state.closed;
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this.player = player;
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this.keys = keys;
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this.action = action;
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this.hitBox = {
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x: 1,
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y: 1,
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w: 28,
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h: 28
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};
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}
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update(dt) {
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super.update(dt);
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if (entity.hit(this, this.player) && this.keys.action && this.state == state.closed) {
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this.state = state.open;
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this.action();
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}
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if (this.state == state.closed) {
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this.anims.play("closed");
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} else if (this.state == state.open) {
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this.anims.play("open");
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}
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}
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}
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module.exports = Chest;
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@ -46,6 +46,12 @@ class Mage extends TileSprite {
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update(dt) {
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update(dt) {
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super.update(dt);
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super.update(dt);
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if (entity.distance(this.player, this) < 100) {
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this.state = states.attack;
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} else {
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this.state = states.idle;
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}
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if (this.state != states.idle) {
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if (this.state != states.idle) {
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// Move
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// Move
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@ -56,19 +56,19 @@ class Player extends TileSprite {
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// Animate
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// Animate
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if (this.keys.x == -1) {
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if (this.keys.x == -1) {
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// Left
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// Left
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(this.keys.action && !(this.stamina.current <= 0)) ?
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(this.keys.ctrl && !(this.stamina.current <= 0)) ?
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this.anims.play("run_w") : this.anims.play("walk_w");
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this.anims.play("run_w") : this.anims.play("walk_w");
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} else if (this.keys.x == 1) {
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} else if (this.keys.x == 1) {
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// Right
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// Right
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(this.keys.action && !(this.stamina.current <= 0)) ?
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(this.keys.ctrl && !(this.stamina.current <= 0)) ?
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this.anims.play("run_e") : this.anims.play("walk_e");
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this.anims.play("run_e") : this.anims.play("walk_e");
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} else if (this.keys.y == -1) {
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} else if (this.keys.y == -1) {
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// Up
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// Up
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(this.keys.action && !(this.stamina.current <= 0)) ?
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(this.keys.ctrl && !(this.stamina.current <= 0)) ?
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this.anims.play("run_n") : this.anims.play("walk_n");
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this.anims.play("run_n") : this.anims.play("walk_n");
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} else if (this.keys.y == 1) {
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} else if (this.keys.y == 1) {
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// Down
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// Down
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(this.keys.action && !(this.stamina.current <= 0)) ?
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(this.keys.ctrl && !(this.stamina.current <= 0)) ?
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this.anims.play("run_s") : this.anims.play("walk_s");
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this.anims.play("run_s") : this.anims.play("walk_s");
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} else {
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} else {
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// Idle
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// Idle
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@ -76,7 +76,7 @@ class Player extends TileSprite {
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}
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}
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// Lose stamina
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// Lose stamina
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if (this.keys.action) {
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if (this.keys.ctrl) {
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if (!(this.stamina.current <= 0)) {
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if (!(this.stamina.current <= 0)) {
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this.stamina.current -= dt;
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this.stamina.current -= dt;
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} else {
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} else {
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@ -91,9 +91,9 @@ class Player extends TileSprite {
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}
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}
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// Speed
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// Speed
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const xo = this.keys.x * ((this.keys.action && !(this.stamina.current <= 0)) ?
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const xo = this.keys.x * ((this.keys.ctrl && !(this.stamina.current <= 0)) ?
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this.speed.running : this.speed.walking) * dt;
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this.speed.running : this.speed.walking) * dt;
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const yo = this.keys.y * ((this.keys.action && !(this.stamina.current <= 0)) ?
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const yo = this.keys.y * ((this.keys.ctrl && !(this.stamina.current <= 0)) ?
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this.speed.running : this.speed.walking) * dt;
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this.speed.running : this.speed.walking) * dt;
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// Move
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// Move
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@ -29,7 +29,8 @@ const keys = new KeyControls();
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var player = new Player(keys, window);
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var player = new Player(keys, window);
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var level = new Level(player);
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var level = new Level(require("./src/levels/1-1.js"), keys, player);
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player.pos = level.startPos;
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player.pos = level.startPos;
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player.level = level;
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player.level = level;
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@ -44,8 +45,6 @@ game.run(() => {
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if (mouseAim.isDown) {
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if (mouseAim.isDown) {
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console.log("cliccccccccccc");
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console.log("cliccccccccccc");
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}
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}
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// Check gamestate
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// TODO
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});
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});
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/* *********************************************************
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/* *********************************************************
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36
src/levels/1-1.js
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36
src/levels/1-1.js
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const tileSize = 32;
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var level = {
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tiles: [
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1, 2, 2, 2, 2, 6, 0, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 5, 6,
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4, 21, 22, 23, 21, 7, 0, 4, 22, 23, 21, 22, 23, 21, 22, 23, 21, 22, 23, 21, 22, 23, 21, 22, 23, 21, 22, 23, 21, 7,
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4, 17, 17, 17, 17, 7, 0, 4, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 7,
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4, 17, 17, 17, 17, 7, 0, 4, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 7,
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4, 17, 17, 17, 17, 8, 2, 3, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 7,
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4, 17, 17, 17, 17, 22, 22, 22, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 7,
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4, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 7,
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4, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 7,
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4, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 7,
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4, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 7,
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4, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 7,
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4, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 7,
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4, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 7,
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4, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 7,
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14, 15, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 10, 9
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],
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size: {
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w: 960,
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h: 480
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},
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startPos: {
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x: 48,
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y: 64
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},
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entities: [
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{ type: "Mage", pos: { x: 8 * tileSize, y: 2 * tileSize }},
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{ type: "Mage", pos: { x: 1 * tileSize, y: 8 * tileSize }},
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{ type: "Chest", pos: { x: 4 * tileSize, y: 2 * tileSize }, action: (player) => { player.pos = {x:512,y:256}; } }
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]
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};
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module.exports = level;
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const tileSize = 32;
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const tileSize = 32;
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const Mage = require("../entities/mage.js");
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const Mage = require("../entities/mage.js");
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const Chest = require("../entities/chest.js");
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const levelSize = { w: 960, h: 480 };
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class Level extends TileMap {
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var levelData = [
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constructor (level, keys, player) {
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1, 2, 2, 2, 2, 6, 0, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 5, 6,
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4, 21, 22, 23, 21, 7, 0, 4, 22, 23, 21, 22, 23, 21, 22, 23, 21, 22, 23, 21, 22, 23, 21, 22, 23, 21, 22, 23, 21, 7,
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4, 17, 17, 17, 17, 7, 0, 4, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 7,
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4, 17, 17, 17, 17, 7, 0, 4, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 7,
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4, 17, 17, 17, 17, 8, 2, 3, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 7,
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4, 17, 17, 17, 17, 22, 22, 22, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 7,
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4, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 7,
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4, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 7,
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4, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 7,
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4, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 7,
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4, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 7,
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4, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 7,
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4, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 7,
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4, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 7,
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14, 15, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 10, 9
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];
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var levelTiles = levelData.map(function(e) {
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// Convert id array to tile array
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var levelTiles = level.tiles.map(function(e) {
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return { x: (tiles[e].x / tileSize), y: (tiles[e].y / tileSize), walkable: tiles[e].walkable };
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return { x: (tiles[e].x / tileSize), y: (tiles[e].y / tileSize), walkable: tiles[e].walkable };
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});
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});
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class Level extends TileMap {
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// Set level variables
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constructor (player) {
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super(levelTiles, level.size.w / tileSize, level.size.h / tileSize, tileSize, tileSize, texture);
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super(levelTiles, levelSize.w / tileSize, levelSize.h / tileSize, tileSize, tileSize, texture);
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this.pos = { x: 0, y: 0 };
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this.pos = { x: 0, y: 0 };
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this.startPos = { x: 48, y: 64 };
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this.startPos = level.startPos;
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this.scale = { x: 1, y: 1 };
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this.scale = { x: 1, y: 1 };
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this.w = levelSize.w;
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this.w = level.size.w;
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this.h = levelSize.h;
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this.h = level.size.h;
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this.keys = keys;
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this.player = player;
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this.player = player;
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this.mages = [
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// Handle Entities
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new Mage({ x: 8 * tileSize, y: 2 * tileSize }, this.player, this),
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for (let index = 0; index < level.entities.length; index++) {
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new Mage({ x: 1 * tileSize, y: 8 * tileSize }, this.player, this)
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const e = level.entities[index];
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];
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var entity;
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switch (e.type) {
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for (let index = 0; index < this.mages.length; index++) {
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case "Mage":
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this.children.push(this.mages[index]);
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entity = new Mage(e.pos, this.player, this);
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break;
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case "Chest":
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entity = new Chest(e.pos, this.player, this.keys, () => { return e.action(this.player); });
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break;
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}
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console.log(e);
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this.children.push(entity);
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}
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}
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}
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}
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update(dt) {
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update(dt) {
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super.update(dt);
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super.update(dt);
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if (this.player) {
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for (let index = 0; index < this.mages.length; index++) {
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const mage = this.mages[index];
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if (entity.distance(this.player, mage) < 100) {
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mage.state = 1;
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} else {
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mage.state = 0;
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}
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}
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}
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}
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}
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}
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}
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