Dungeon Update

This commit is contained in:
Brian Fertig 2025-07-27 12:05:17 -06:00
parent 0a0d987418
commit 0232ab5eac
19 changed files with 2839 additions and 524 deletions

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@ -2,7 +2,7 @@
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canvas { display: block; } canvas { display: block; }

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</properties>
</object>
<object id="44" gid="111" x="601.515" y="5295.45" width="100" height="100">
<properties>
<property name="fire" type="int" value="2000"/>
<property name="patrolX" type="int" value="700"/>
</properties>
</object>
<object id="45" gid="111" x="204.545" y="5500" width="100" height="100">
<properties>
<property name="fire" type="int" value="2000"/>
<property name="patrolX" type="int" value="700"/>
</properties>
</object>
<object id="46" gid="101" x="746.97" y="5600" width="100" height="100">
<properties>
<property name="fire" type="int" value="1500"/>
<property name="patrolX" type="int" value="-500"/>
</properties>
</object>
<object id="47" gid="117" x="5598.48" y="5500" width="100" height="100">
<properties>
<property name="fastShot" type="bool" value="false"/>
<property name="garbage" type="bool" value="true"/>
<property name="patrolX" type="int" value="-900"/>
<property name="speed" type="int" value="50"/>
</properties>
</object>
<object id="48" gid="113" x="5343.94" y="3307.58" width="100" height="100">
<properties>
<property name="fire" type="int" value="800"/>
<property name="patrolX" type="int" value="-800"/>
<property name="patrolY" type="int" value="300"/>
</properties>
</object>
<object id="49" gid="101" x="4405.28" y="2705.88" width="100" height="100">
<properties>
<property name="fire" type="int" value="1500"/>
<property name="patrolX" type="int" value="-500"/>
<property name="patrolY" type="int" value="500"/>
</properties>
</object>
<object id="50" gid="101" x="4092.66" y="2900" width="100" height="100">
<properties>
<property name="fire" type="int" value="1500"/>
<property name="patrolX" type="int" value="-500"/>
</properties>
</object>
<object id="51" gid="113" x="3810.37" y="2332.55" width="100" height="100">
<properties>
<property name="fire" type="int" value="800"/>
<property name="patrolX" type="int" value="-800"/>
<property name="patrolY" type="int" value="300"/>
</properties>
</object>
<object id="52" gid="113" x="5319.7" y="2462.12" width="100" height="100">
<properties>
<property name="fastShot" type="bool" value="true"/>
<property name="fire" type="int" value="800"/>
<property name="patrolY" type="int" value="500"/>
</properties>
</object>
<object id="53" gid="113" x="5546.97" y="2834.85" width="100" height="100">
<properties>
<property name="fastShot" type="bool" value="true"/>
<property name="fire" type="int" value="800"/>
<property name="patrolY" type="int" value="-400"/>
</properties>
</object>
</objectgroup>
<objectgroup id="6" name="zone">
<object id="37" name="99Dungeon" x="5614.67" y="898" width="91.3333" height="201.333"/>
</objectgroup> </objectgroup>
</map> </map>

View File

@ -24,6 +24,8 @@ export class NNBoy extends Phaser.GameObjects.Sprite {
this.bottleReload = 0; this.bottleReload = 0;
this.bulletsGroup = scene.add.group(); this.bulletsGroup = scene.add.group();
this.dropHeartOneIn = 3; this.dropHeartOneIn = 3;
this.garbage = false;
this.onPause = false;
// Create animations // Create animations
this.anims.create({ this.anims.create({
@ -52,6 +54,9 @@ export class NNBoy extends Phaser.GameObjects.Sprite {
// Example: Basic patrolling movement // Example: Basic patrolling movement
patrol() { patrol() {
if (this.onPause === true) {
return;
}
// Horizontal boundaries // Horizontal boundaries
if (this.leftBoundary !== 0) { if (this.leftBoundary !== 0) {
if (this.body.blocked.left || this.body.x <= this.leftBoundary) { if (this.body.blocked.left || this.body.x <= this.leftBoundary) {
@ -143,6 +148,67 @@ export class NNBoy extends Phaser.GameObjects.Sprite {
}); });
} }
fireGarbage() {
// Get the player from the scene
const player = this.scene.player;
// Fire three garbage projectiles with different angles
const baseAngle = Phaser.Math.Angle.Between(this.x, this.y, player.x, player.y);
// Create and fire garbage at original angle
this.createGarbageProjectile(baseAngle);
// Create and fire garbage at 0.5 radians less than the base angle
this.createGarbageProjectile(baseAngle - 0.5);
// Create and fire garbage at 0.5 radians more than the base angle
this.createGarbageProjectile(baseAngle + 0.5);
}
createGarbageProjectile(angle) {
let variance = Math.floor(Math.random() * 4);
const garbage = this.scene.physics.add.sprite(this.x, this.y, '99boy-tiles', 6+variance);
garbage.setSize(50, 50);
this.scene.bottles.add(garbage);
garbage.setVelocity(Math.cos(angle) * this.bottleSpeed, Math.sin(angle) * this.bottleSpeed);
this.scene.physics.world.enable(garbage);
this.scene.tweens.add({
targets: garbage,
angle: 720,
duration: 2000,
ease: 'Power1',
onComplete: () => {
garbage.destroy();
}
});
}
prepShot() {
this.scene.time.delayedCall(500, () => {
if(!this.body) {
return;
}
this.onPause = true;
const originalVelocity = this.body.velocity.clone();
this.body.setVelocity(0, 0);
this.scene.time.delayedCall(500, () => {
if(!this.body) {
return;
}
this.body.setVelocity(originalVelocity.x, originalVelocity.y);
this.onPause = false;
});
});
this.scene.tweens.add({
targets: this,
tint: 0xaaaaff,
duration: 1000,
repeat: 0,
yoyo: true,
ease: 'Power1'
});
}
// //
update(time, delta) { update(time, delta) {
@ -151,21 +217,43 @@ export class NNBoy extends Phaser.GameObjects.Sprite {
} }
this.anims.play('walk99', true); this.anims.play('walk99', true);
if (this.shoots) { const camera = this.scene.cameras.main;
// Check if the enemy is visible to the camera if (this.shoots) {
const camera = this.scene.cameras.main; if (camera.worldView.contains(this.x, this.y)) {
if (camera.worldView.contains(this.x, this.y)) { this.shootTimer += delta;
this.shootTimer += delta; if (this.shootTimer >= this.bottleReloadCalc) {
if (this.shootTimer >= this.bottleReloadCalc) { this.shootTimer = 0;
this.shootTimer = 0; let variance = Math.floor(Math.random() * this.bottleReloadVariance);
let variance = Math.floor(Math.random() * this.bottleReloadVariance); this.bottleReloadCalc = this.bottleReload + variance;
this.bottleReloadCalc = this.bottleReload + variance; this.prepShot();
this.fireBullet(); this.scene.time.delayedCall(1000, () => {
if(!this.body) {
return;
} }
this.fireBullet();
});
} }
}
}
if (this.garbage) {
const camera = this.scene.cameras.main;
if (camera.worldView.contains(this.x, this.y)) {
this.shootTimer += delta;
if (this.shootTimer >= this.bottleReloadCalc) {
this.shootTimer = 0;
let variance = Math.floor(Math.random() * this.bottleReloadVariance);
this.bottleReloadCalc = this.bottleReload + variance;
this.prepShot();
this.scene.time.delayedCall(1000, () => {
if(!this.body) {
return;
}
this.fireGarbage();
});
}
}
} }
} }
} }

View File

@ -211,6 +211,14 @@ export class Player extends Phaser.GameObjects.Sprite {
} }
this.isTakingDamage = true; this.isTakingDamage = true;
this.scene.sound.play('player-damage'); this.scene.sound.play('player-damage');
this.scene.tweens.add({
targets: this,
tint: 0xaaaaff,
duration: 1000,
repeat: 0,
yoyo: true,
ease: 'Power1'
});
this.numHearts -= 1; this.numHearts -= 1;
if (this.numHearts > 0) { if (this.numHearts > 0) {

View File

@ -1,5 +1,6 @@
// import { MenuScene } from './scenes/MenuScene.js'; // import { MenuScene } from './scenes/MenuScene.js';
import { Gulch } from './scenes/gulch.js'; import { Gulch } from './scenes/gulch.js';
import { NNDungeon } from './scenes/NNDungeon.js';
// import { L2Scene } from './scenes/L2Scene.js'; // import { L2Scene } from './scenes/L2Scene.js';
// import { L3Scene } from './scenes/L3Scene.js'; // import { L3Scene } from './scenes/L3Scene.js';
@ -7,9 +8,9 @@ import { Gulch } from './scenes/gulch.js';
const config = { const config = {
type: Phaser.AUTO, type: Phaser.AUTO,
scale: { scale: {
mode: Phaser.Scale.RESIZE, mode: Phaser.Scale.EXPAND,
width: 1600, width: 1600,
height: 9000, height: 900,
}, },
physics: { physics: {
default: 'arcade', default: 'arcade',
@ -20,7 +21,8 @@ const config = {
}, },
scene: [ scene: [
Gulch Gulch,
NNDungeon
] ]
}; };

178
src/scenes/NNDungeon.js Normal file
View File

@ -0,0 +1,178 @@
import { Player } from '../characters/player.js';
import { Camera } from '../misc/cameras.js';
import { NNBoy } from '../characters/99boy.js';
export class NNDungeon extends Phaser.Scene {
constructor() {
super({ key: 'NNDungeon' });
this.cameras;
this.player;
this.cursors = null;
this.wide = 1600;
this.tall = 900;
this.topBound = 1100;
this.leftBound = 800;
}
preload() {
this.load.image('dungeon-tiles', 'assets/dungeon-tiles.png');
this.load.image('heart-full', 'assets/heart-full.png');
this.load.image('heart-empty', 'assets/heart-empty.png');
this.load.tilemapTiledJSON('NNDungeonMap', 'assets/NNDungeon.json');
this.load.spritesheet('player-tiles', 'assets/player-tiles.png', {
frameWidth: 100,
frameHeight: 100
});
this.load.spritesheet('99boy-tiles', 'assets/99boy-tiles.png', {
frameWidth: 100,
frameHeight: 100
});
this.load.audio('gulchMusic', 'assets/music/gulch.mp3');
this.load.audio('gunShot', 'assets/sounds/gun-shot.mp3');
this.load.audio('axeThrow', 'assets/sounds/axe.mp3');
this.load.audio('99boy-defeat-0', 'assets/sounds/zombie-death-1.mp3');
this.load.audio('99boy-defeat-1', 'assets/sounds/zombie-death-2.mp3');
this.load.audio('99boy-defeat-2', 'assets/sounds/zombie-death-3.mp3');
this.load.audio('health-pickup', 'assets/sounds/health-pickup.mp3');
this.load.audio('player-damage', 'assets/sounds/player-damage.mp3');
}
create() {
// Load the map and tileset
const NNDungeonMap = this.make.tilemap({ key: 'NNDungeonMap' });
const dungeonTiles = NNDungeonMap.addTilesetImage('dungeon-tiles', 'dungeon-tiles');
//const NNTiles = NNDungeonMap.addTilesetImage('99boy-tiles', '99boy-tiles');
const mainLayer = NNDungeonMap.createLayer('main', dungeonTiles, 0, 0)
.setCollisionByProperty({ collides: true });
const objectsLayer = NNDungeonMap.createLayer('objects', dungeonTiles, 0, 0)
.setCollisionByProperty({ collides: true });
const enemiesLayer = NNDungeonMap.getObjectLayer('enemies');
//const zoneLayer = gulchMap.getObjectLayer('zone');
// Add a player
this.player = new Player(this, 2400, 3450);
this.player.healthBars(true, 1, 3);
// zoneLayer.objects.forEach(object => {
// if (object.name === '99Dungeon') {
// const NNDungeon = this.add.rectangle(object.x, object.y, object.width, object.height);
// this.NNDungeon = this.physics.add.existing(NNDungeon);
// }
// });
// Add Enemies
this.enemies = this.physics.add.group({
classType: NNBoy,
runChildUpdate: true
});
enemiesLayer.objects.forEach(object => {
let a99Boy = this.enemies.create(object.x-50, object.y-50, '99boy-tiles', object.gid-101);
if (object.properties) {
object.properties.forEach(prop => {
if (prop.name === 'patrolX') {
let to = object.x + prop.value;
if (to < object.x) {
a99Boy.setPatrolX(to, object.x);
} else {
a99Boy.setPatrolX(object.x, to);
}
}
if (prop.name === 'patrolY') {
let to = object.y + prop.value;
if (to < object.y) {
a99Boy.setPatrolY(to, object.y);
} else {
a99Boy.setPatrolY(object.y, to);
}
}
if (prop.name === 'fire') {
a99Boy.shoots = true;
a99Boy.bottleReload = prop.value;
}
if (prop.name === 'speed') {
a99Boy.speed = prop.value;
}
if (prop.name === 'garbage') {
a99Boy.garbage = prop.value;
}
if (prop.name === 'fastShot' && prop.value === true) {
a99Boy.bottleReload = 2000;
a99Boy.bottleReloadVariance = 500;
}
});
}
});
// Create a group for bullets
this.bullets = this.physics.add.group();
this.bottles = this.physics.add.group();
this.axes = this.physics.add.group();
this.hearts = this.physics.add.group();
// Input
this.cursors = this.input.keyboard.createCursorKeys();
this.physics.add.collider(this.player, mainLayer);
this.physics.add.collider(this.player, objectsLayer);
this.physics.add.collider(this.enemies, mainLayer);
this.physics.add.collider(this.enemies, objectsLayer);
this.physics.add.collider(this.player, this.enemies, (player, enemy) => {
player.takeDamage();
});
// this.physics.add.collider(this.player, this.NNDungeon, (player, zone) => {
// console.log('Hit');
// });
// Collision between bullets and enemies
this.physics.add.collider(this.bullets, this.enemies, (bullet, enemy) => {
// Handle collision here (e.g., damage the enemy or destroy the bullet)
bullet.destroy();
enemy.takeDamage(1); // Assuming your NNBoy class has a takeDamage function
});
this.physics.add.collider(this.axes, this.enemies, (axe, enemy) => {
// Handle collision here (e.g., damage the enemy or destroy the bullet)
axe.destroy();
enemy.takeDamage(1); // Assuming your NNBoy class has a takeDamage function
});
this.physics.add.collider(this.player, this.bottles, (player, bottle) => {
player.takeDamage(bottle);
bottle.destroy();
});
this.physics.add.collider(this.player, this.hearts, (player, heart) => {
player.addHealth(1);
heart.destroy();
});
//this.cameras.main.setScroll(800, 1100);
this.cameras.main.setBounds(1600, 2700, 1600, 900);
// Background Music
this.bgMusic = this.sound.add('gulchMusic', { volume: 0.5 });
this.bgMusic.loop = true;
this.bgMusic.play();
}
update(time, delta) {
this.player.update();
const onBounds = this.cameras.main.getBounds();
if (this.player.body.y <= onBounds.y) {
this.cameras.main.setBounds(onBounds.x, onBounds.y-900, 1600, 900);
}
if (this.player.body.y >= onBounds.y+900) {
this.cameras.main.setBounds(onBounds.x, onBounds.y+900, 1600, 900);
}
if (this.player.body.x <= onBounds.x) {
this.cameras.main.setBounds(onBounds.x-1600, onBounds.y, 1600, 900);
}
if (this.player.body.x >= onBounds.x+1600) {
this.cameras.main.setBounds(onBounds.x+1600, onBounds.y, 1600, 900);
}
}
}

View File

@ -97,7 +97,10 @@ export class Gulch extends Phaser.Scene {
} }
if (prop.name === 'garbage') { if (prop.name === 'garbage') {
a99Boy.garbage = prop.value; a99Boy.garbage = prop.value;
a99Boy.reloadCalc = 5000; }
if (prop.name === 'fastShot' && prop.value === true) {
a99Boy.bottleReload = 2000;
a99Boy.bottleReloadVariance = 500;
} }
}); });
} }
@ -120,7 +123,7 @@ export class Gulch extends Phaser.Scene {
player.takeDamage(); player.takeDamage();
}); });
this.physics.add.collider(this.player, this.NNDungeon, (player, zone) => { this.physics.add.collider(this.player, this.NNDungeon, (player, zone) => {
console.log('Hit'); this.scene.start('NNDungeon');
}); });
// Collision between bullets and enemies // Collision between bullets and enemies
@ -146,8 +149,6 @@ export class Gulch extends Phaser.Scene {
heart.destroy(); heart.destroy();
}); });
this.add.rectangle(0, 0, gulchMap.widthInPixels, gulchMap.heightInPixels, 0x00ff00, 0.2);
//this.cameras.main.setScroll(800, 1100); //this.cameras.main.setScroll(800, 1100);
this.cameras.main.setBounds(0, 4800, 1600, 900); this.cameras.main.setBounds(0, 4800, 1600, 900);