Level design #1
BIN
res/aseprite/pointers.aseprite
Normal file
BIN
res/aseprite/pointers.aseprite
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Binary file not shown.
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res/pointers.png
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BIN
res/pointers.png
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Before Width: | Height: | Size: 224 B After Width: | Height: | Size: 224 B |
52
src/entities/bullet.js
Normal file
52
src/entities/bullet.js
Normal file
@ -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, wallslide, entity } = asdf;
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const texture = new Texture("./res/tilemap.png");
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class Bullet extends TileSprite {
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constructor(pos, angle, parent, player, level) {
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super(texture, 32, 32);
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this.pos = pos;
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this.pivot = { x: 21, y: 17 };
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this.rotation = angle;
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this.scale = { x: 1, y: 1 };
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this.frame = { x: 1, y: 9 };
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this.parent = parent;
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this.player = player;
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this.level = level;
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this.lifetime = 2.5;
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this.speed = 100;
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this.hitBox = {
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x: 4,
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y: 10,
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w: 24,
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h: 14
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};
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}
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update(dt) {
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this.lifetime -= dt;
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if (this.lifetime <= 0) {
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this.parent.bullet = false;
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this.dead = true;
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} else {
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if (entity.hit(this, this.player)) {
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this.player.lives -= 1;
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this.parent.bullet = false;
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this.dead = true;
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} else {
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const xo = Math.cos(this.rotation) * 100 * dt;
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const yo = Math.sin(this.rotation) * 100 * dt;
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this.pos.x += xo;
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this.pos.y += yo;
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}
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}
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}
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}
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module.exports = Bullet;
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@ -3,28 +3,32 @@ var asdf = require("asdf-games");
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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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var Pointer = require("./pointer.js");
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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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const frames = {
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closed: { x: 2, y: 6 },
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open: { x: 3, y: 6 }
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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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constructor(pos, player, keys, level, 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.frame = frames.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.level = level;
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this.pointer = false;
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this.hitBox = {
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x: 1,
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@ -36,15 +40,36 @@ class Chest extends TileSprite {
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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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if (entity.hit(this, this.player)) {
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if (!this.pointer) {
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var pointer = new Pointer({
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x: (this.pos.x + this.tileW / 2) - 8,
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y: this.pos.y - 16
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});
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this.level.entities.add(pointer);
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this.pointer = pointer;
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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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this.pointer.anims.play("white");
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} else {
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this.pointer.anims.play("red");
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}
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if (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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} else {
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this.level.entities.remove(this.pointer);
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this.pointer = false;
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}
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if (this.state == state.closed) {
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this.frame = frames.closed;
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} else if (this.state == state.open) {
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this.anims.play("open");
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this.frame = frames.open;
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}
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}
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}
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@ -2,12 +2,13 @@ var asdf = require("asdf-games");
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// eslint-disable-next-line no-unused-vars
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const { Texture, TileSprite, AnimManager, wallslide, entity } = asdf;
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var texture = new Texture("./res/mage.png");
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const Bullet = require("./bullet.js");
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const texture = new Texture("./res/mage.png");
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const states = {
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idle: 0,
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attack: 1,
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evade: 2
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move: 2
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};
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class Mage extends TileSprite {
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@ -18,19 +19,28 @@ class Mage extends TileSprite {
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this.anims = new AnimManager(this);
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// North
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this.anims.add("move_n", [4, 5, 6, 7].map(x => ({ x, y: 0 })), 0.1);
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this.anims.add("move_n", [4, 5, 6, 7].map(x => ({ x, y: 0 })), 0.15);
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this.anims.add("attack_n", [{ x: 4, y: 0 }], 0.1);
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// East
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this.anims.add("move_e", [0, 1, 2, 3].map(x => ({ x, y: 1 })), 0.1);
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this.anims.add("move_e", [0, 1, 2, 3].map(x => ({ x, y: 1 })), 0.15);
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this.anims.add("attack_e", [{ x: 0, y: 1 }], 0.1);
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// South
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this.anims.add("move_s", [0, 1, 2, 3].map(x => ({ x, y: 0 })), 0.1);
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this.anims.add("move_s", [0, 1, 2, 3].map(x => ({ x, y: 0 })), 0.15);
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this.anims.add("attack_s", [{ x: 0, y: 0 }], 0.1);
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// West
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this.anims.add("move_w", [4, 5, 6, 7].map(x => ({ x, y: 1 })), 0.1);
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this.anims.add("move_w", [4, 5, 6, 7].map(x => ({ x, y: 1 })), 0.15);
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this.anims.add("attack_w", [{ x: 4, y: 1 }], 0.1);
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// Inactive
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this.anims.add("idle", [{ x: 0, y: 2 }], 0.1);
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this.anims.play("idle");
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this.state = states.idle;
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this.bullet = false;
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this.shootrate = {
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current: 0.5,
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max: 2
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};
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this.level = level;
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this.player = player;
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@ -45,21 +55,23 @@ class Mage extends TileSprite {
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update(dt) {
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super.update(dt);
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const angle = entity.angle(this.player, this);
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if (entity.distance(this.player, this) < 100) {
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if (entity.distance(this.player, this) <= 200) {
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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.move;
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}
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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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// Move
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const angle = entity.angle(this.player, this);
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const xo = Math.cos(angle) * 100 * dt;
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const yo = Math.sin(angle) * 100 * dt;
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const xo = Math.cos(angle) * 75 * dt;
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const yo = Math.sin(angle) * 75 * dt;
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const r = wallslide.wallslide(this, this.level, xo, yo);
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if (this.state == states.move && !this.bullet) {
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if (this.player.items.repellant) {
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this.pos.x -= r.x;
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this.pos.y -= r.y;
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@ -84,10 +96,45 @@ class Mage extends TileSprite {
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this.anims.play("move_n");
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}
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}
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} else if (this.state == states.attack) {
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if (this.shootrate.current <= 0 && !this.bullet) {
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this.shoot(angle);
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this.shootrate.current = this.shootrate.max;
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} else {
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this.shootrate.current -= dt;
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}
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if (Math.abs(r.x) > Math.abs(r.y)) {
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// Animation x axis
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if (r.x >= 0) {
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this.anims.play("attack_e");
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} else {
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this.anims.play("attack_w");
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}
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} else {
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// Animation y axis
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if (r.y >= 0) {
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this.anims.play("attack_s");
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} else {
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this.anims.play("attack_n");
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}
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}
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} else {
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this.anims.play("idle");
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}
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}
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shoot(angle) {
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console.log("shoot");
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this.bullet = true;
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var pos = {
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x: this.pos.x + 8,
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y: this.pos.y + 8
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};
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var bullet = new Bullet(pos, angle, this, this.player, this.level);
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this.level.entities.add(bullet);
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}
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}
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module.exports = Mage;
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30
src/entities/pointer.js
Normal file
30
src/entities/pointer.js
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@ -0,0 +1,30 @@
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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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const texture = new Texture("./res/pointers.png");
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// const states = {
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// white: 0,
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// red: 1
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// };
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class Pointer extends TileSprite {
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constructor(pos) {
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super(texture, 8, 8);
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this.pos = pos;
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this.scale = { x: 2, y: 2 };
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this.anims = new AnimManager(this);
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this.anims.add("white", [0, 1, 2, 1].map(x => ({ x, y: 0 })), 0.15);
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this.anims.add("red", [0, 1, 2, 1].map(x => ({ x, y: 1 })), 0.15);
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this.anims.play("white");
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}
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update(dt) {
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super.update(dt);
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}
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}
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module.exports = Pointer;
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@ -3,15 +3,18 @@ var asdf = require("asdf-games");
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const { Texture, TileSprite, entity } = asdf;
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var texture = new Texture("./res/tilemap.png");
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var Pointer = require("./pointer.js");
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class Portal extends TileSprite {
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constructor(pos, player, keys, type, action, key) {
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constructor(pos, player, keys, level, type, action, key) {
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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.player = player;
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this.level = level;
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this.action = action;
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this.pointer = false;
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this.keys = keys;
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this.key = key;
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@ -57,27 +60,48 @@ class Portal extends TileSprite {
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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) {
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if (entity.hit(this, this.player)) {
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if (!this.pointer) {
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var pointer = new Pointer({
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x: (this.pos.x + this.tileW / 2) - 8,
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y: this.pos.y - 16
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});
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this.level.entities.add(pointer);
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this.pointer = pointer;
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}
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if (this.key != "") {
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if (this.player.items.keys.length > 0) {
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for (let index = 0; index < this.player.items.keys.length; index++) {
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const element = this.player.items.keys[index];
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if (element == this.key) {
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// Correct key
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this.pointer.anims.play("white");
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if (this.keys.action) {
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this.action();
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}
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break;
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} else {
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// Not the correct key
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this.pointer.anims.play("red");
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console.log("correct keyn't");
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}
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}
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} else {
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// No keys at all
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this.pointer.anims.play("red");
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console.log("keyn't");
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}
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} else {
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if (this.keys.action) {
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this.action();
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}
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}
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} else {
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this.level.entities.remove(this.pointer);
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this.pointer = false;
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}
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}
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}
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27
src/game.js
27
src/game.js
@ -14,21 +14,20 @@ const { scene } = game;
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const mouseAim = new MouseControls(document.getElementById("board"));
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const keys = new KeyControls();
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const Stats = require("./src/helpers/stats.js");
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var Player = require("./src/entities/player.js");
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var Level = require("./src/levels/level.js");
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var Level = require("./src/helpers/level.js");
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// Initialise first level 1-1.js at startPosition 0
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var player = new Player(keys, window);
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var level = new Level(require("./src/levels/1-2.js"), keys, player);
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var level = new Level(require("./src/levels/1-1.js"), keys, player);
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player.pos.x = level.startPos[0].x / 1;
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player.pos.y = level.startPos[0].y / 1;
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player.level = level;
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const camera = new Camera(player, window, { w: level.w * 2, h: level.h * 2 });
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const Stats = require("./src/entities/stats.js");
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const stats = new Stats(player);
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var stats = new Stats(player);
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scene.add(camera);
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camera.add(level);
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@ -36,21 +35,33 @@ camera.add(player);
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scene.add(stats);
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function switchLevel(module, pos = 0) {
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scene.remove(stats);
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console.log(scene);
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camera.map(function(e) {
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camera.remove(e);
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if (e instanceof Level) {
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var lives = player.lives;
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var items = player.items;
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player = new Player(keys, window);
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|
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var p = new Player(keys, window);
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player = p;
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e = new Level(module, keys, player);
|
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level = e;
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player.pos.x = level.startPos[pos].x / 1;
|
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player.pos.y = level.startPos[pos].y / 1;
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|
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player.lives = lives;
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player.items = items;
|
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player.level = e;
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|
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stats = new Stats(player);
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|
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camera.add(e);
|
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camera.add(player);
|
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camera.setSubject(player);
|
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scene.add(stats);
|
||||
}
|
||||
});
|
||||
}
|
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@ -59,7 +70,7 @@ game.run(() => {
|
||||
// Debugging tools
|
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if (mouseAim.isDown) {
|
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console.log("cliccccccccccc");
|
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console.log(player.items);
|
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console.log(player);
|
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console.log(level);
|
||||
}
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|
||||
@ -75,8 +86,6 @@ game.run(() => {
|
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camera.setSubject(player);
|
||||
player.refocus = false;
|
||||
}
|
||||
|
||||
|
||||
});
|
||||
|
||||
|
||||
|
@ -1,6 +1,6 @@
|
||||
var asdf = require("asdf-games");
|
||||
// eslint-disable-next-line no-unused-vars
|
||||
const { Texture, TileMap, entity } = asdf;
|
||||
const { Texture, TileMap, entity, Container } = asdf;
|
||||
|
||||
const texture = new Texture("./res/tilemap.png");
|
||||
const tiles = require("../../res/tilemap.js");
|
||||
@ -27,6 +27,8 @@ class Level extends TileMap {
|
||||
this.keys = keys;
|
||||
this.player = player;
|
||||
|
||||
this.switch = false;
|
||||
|
||||
// Handle Entities
|
||||
for (let index = 0; index < level.entities.length; index++) {
|
||||
let e = level.entities[index];
|
||||
@ -35,15 +37,18 @@ class Level extends TileMap {
|
||||
e.entity = new Mage({ x: e.pos.x / 1, y: e.pos.y / 1 }, this.player, this);
|
||||
break;
|
||||
case "Chest":
|
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e.entity = new Chest({ x: e.pos.x / 1, y: e.pos.y / 1 }, this.player, this.keys, () => { return e.action(this.player); });
|
||||
e.entity = new Chest({ x: e.pos.x / 1, y: e.pos.y / 1 }, this.player, this.keys, this, () => { return e.action(this.player); });
|
||||
break;
|
||||
case "Portal":
|
||||
e.entity = new Portal({ x: e.pos.x / 1, y: e.pos.y / 1 }, this.player, this.keys, e.texture, () => { return e.action(this.player, this); }, e.key);
|
||||
e.entity = new Portal({ x: e.pos.x / 1, y: e.pos.y / 1 }, this.player, this.keys, this, e.texture, () => { return e.action(this.player, this); }, e.key);
|
||||
break;
|
||||
}
|
||||
this.children.push(e.entity);
|
||||
}
|
||||
|
||||
this.entities = new Container();
|
||||
this.children.push(this.entities);
|
||||
|
||||
}
|
||||
|
||||
update(dt) {
|
Loading…
Reference in New Issue
Block a user