Tons of updates on ProEdge
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Before Width: | Height: | Size: 915 KiB After Width: | Height: | Size: 1.5 MiB |
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Before Width: | Height: | Size: 1.4 MiB After Width: | Height: | Size: 1.5 MiB |
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Before Width: | Height: | Size: 106 KiB After Width: | Height: | Size: 265 KiB |
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Before Width: | Height: | Size: 825 KiB After Width: | Height: | Size: 1.2 MiB |
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After Width: | Height: | Size: 2.0 MiB |
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@ -15,15 +15,15 @@
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@ -47,11 +47,14 @@
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@ -63,20 +66,25 @@
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@ -90,19 +98,21 @@
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475
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@ -1,5 +1,5 @@
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@ -100,6 +100,21 @@
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@ -115,10 +130,98 @@
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,44,0,
|
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,44,0,
|
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,44,0,0,0,0,0,44,0,0,0,0,
|
||||
0,0,0,0,34,44,0,0,0,0,0,44,34,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
|
||||
</chunk>
|
||||
<chunk x="16" y="16" width="16" height="16">
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,34,0,
|
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
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0,44,0,34,0,0,0,0,0,0,0,0,0,0,0,0,
|
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
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0,44,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
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0,0,0,0,0,0,0,0,0,0,34,0,0,0,0,0,
|
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,44,0,0,0,0,0,44,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,34,0,0,34,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,34,0,0,34,0,0,0,0
|
||||
</chunk>
|
||||
<chunk x="32" y="16" width="16" height="16">
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,34,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,71,72,73,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,81,82,83,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,91,92,93,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
|
|
@ -447,6 +697,75 @@
|
|||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,34,0,34,0,0,0,0,0,0,0,
|
||||
0,0,0,0,44,0,71,72,73,0,44,0,0,0,0,0
|
||||
</chunk>
|
||||
<chunk x="0" y="32" width="16" height="16">
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,71,72,73,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,81,44,83,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,91,92,93,0,0,0,0,0,0,
|
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
|
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</chunk>
|
||||
<chunk x="16" y="32" width="16" height="16">
|
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
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0,0,0,0,0,0,0,0,0,0,0,34,0,0,0,0,
|
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,34,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
|
||||
</chunk>
|
||||
<chunk x="32" y="32" width="16" height="16">
|
||||
0,0,0,0,0,0,81,82,83,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,91,92,93,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,44,0,0,0,44,0,0,0,0,0,0,
|
||||
0,0,0,0,34,0,0,0,0,0,34,0,0,0,0,0,
|
||||
0,0,0,0,0,44,0,0,0,44,0,0,0,0,0,0,
|
||||
0,0,0,0,34,0,0,0,0,0,34,0,0,0,0,0,
|
||||
0,0,0,0,0,44,0,0,0,44,0,0,0,0,0,0,
|
||||
0,0,0,0,34,0,0,0,0,0,34,0,0,0,0,0,
|
||||
0,0,0,0,0,44,0,0,0,44,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,44,0,0,0,0,0,0,0,0,44,0,0,0
|
||||
</chunk>
|
||||
<chunk x="32" y="48" width="16" height="16">
|
||||
0,0,0,0,0,0,71,72,73,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,81,82,83,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,91,92,93,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,44,0,0,0,0,0,0,0,0,0,0,0,0,44,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
|
|
@ -455,6 +774,11 @@
|
|||
</chunk>
|
||||
</data>
|
||||
</layer>
|
||||
<objectgroup id="5" name="zones">
|
||||
<object id="31" name="preBoss" x="3853.33" y="3066" width="194" height="100.667"/>
|
||||
<object id="32" name="darkNight" x="3808" y="2960" width="300" height="236"/>
|
||||
<object id="35" name="midSave" x="1048" y="1106" width="196" height="76"/>
|
||||
</objectgroup>
|
||||
<objectgroup id="3" name="enemies">
|
||||
<object id="1" gid="101" x="4268" y="1638" width="100" height="100">
|
||||
<properties>
|
||||
|
|
@ -467,7 +791,7 @@
|
|||
<property name="follow" type="bool" value="true"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="4" gid="101" x="2696" y="302" width="100" height="100">
|
||||
<object id="4" gid="101" x="2696" y="300" width="100" height="100">
|
||||
<properties>
|
||||
<property name="fire" type="bool" value="true"/>
|
||||
<property name="patrolY" type="int" value="500"/>
|
||||
|
|
@ -483,7 +807,7 @@
|
|||
<property name="follow" type="bool" value="true"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="7" gid="101" x="4386" y="1214" width="100" height="100">
|
||||
<object id="7" gid="101" x="4400" y="1200" width="100" height="100">
|
||||
<properties>
|
||||
<property name="fire" type="bool" value="true"/>
|
||||
<property name="patrolY" type="int" value="500"/>
|
||||
|
|
@ -519,12 +843,6 @@
|
|||
<property name="speed" type="int" value="300"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="14" gid="111" x="1234.85" y="3877.27" width="100" height="100">
|
||||
<properties>
|
||||
<property name="follow" type="bool" value="true"/>
|
||||
<property name="speed" type="int" value="300"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="15" gid="111" x="277.273" y="3877.27" width="100" height="100">
|
||||
<properties>
|
||||
<property name="follow" type="bool" value="true"/>
|
||||
|
|
@ -549,5 +867,68 @@
|
|||
<property name="speed" type="int" value="300"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="19" gid="107" x="300" y="2500" width="100" height="100">
|
||||
<properties>
|
||||
<property name="follow" type="bool" value="true"/>
|
||||
<property name="speed" type="int" value="250"/>
|
||||
<property name="sword" type="bool" value="true"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="20" gid="109" x="1300" y="3000" width="100" height="100">
|
||||
<properties>
|
||||
<property name="patrolY" type="int" value="500"/>
|
||||
<property name="speed" type="int" value="350"/>
|
||||
<property name="star" type="bool" value="true"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="21" gid="105" x="146.97" y="1231.82" width="100" height="100">
|
||||
<properties>
|
||||
<property name="caster" type="bool" value="true"/>
|
||||
<property name="health" type="int" value="2"/>
|
||||
<property name="patrolX" type="int" value="700"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="25" gid="107" x="2595.45" y="3843.94" width="100" height="100">
|
||||
<properties>
|
||||
<property name="follow" type="bool" value="true"/>
|
||||
<property name="speed" type="int" value="150"/>
|
||||
<property name="sword" type="bool" value="true"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="27" gid="107" x="2934.85" y="4346.97" width="100" height="100">
|
||||
<properties>
|
||||
<property name="follow" type="bool" value="true"/>
|
||||
<property name="speed" type="int" value="150"/>
|
||||
<property name="sword" type="bool" value="true"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="28" gid="109" x="1800" y="3000" width="100" height="100">
|
||||
<properties>
|
||||
<property name="patrolY" type="int" value="500"/>
|
||||
<property name="speed" type="int" value="350"/>
|
||||
<property name="star" type="bool" value="true"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="29" gid="105" x="1900" y="3000" width="100" height="100">
|
||||
<properties>
|
||||
<property name="caster" type="bool" value="true"/>
|
||||
<property name="health" type="int" value="2"/>
|
||||
<property name="patrolX" type="int" value="1000"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="30" gid="107" x="2768.18" y="3934.85" width="100" height="100">
|
||||
<properties>
|
||||
<property name="follow" type="bool" value="true"/>
|
||||
<property name="speed" type="int" value="150"/>
|
||||
<property name="sword" type="bool" value="true"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="34" gid="206" x="4400" y="5250" width="200" height="200">
|
||||
<properties>
|
||||
<property name="boss" type="bool" value="true"/>
|
||||
<property name="health" type="int" value="4"/>
|
||||
<property name="patrolX" type="int" value="-1000"/>
|
||||
</properties>
|
||||
</object>
|
||||
</objectgroup>
|
||||
</map>
|
||||
|
|
|
|||
|
|
@ -17,8 +17,13 @@ export class ProEdgeEnemy extends Phaser.GameObjects.Sprite {
|
|||
this.bottomBoundary = 0;
|
||||
|
||||
this.shoots = false;
|
||||
this.stars = false;
|
||||
this.sword = false;
|
||||
this.lightningCast = false;
|
||||
this.caster = false;
|
||||
this.shootTimer = 0;
|
||||
this.scytheSpeed = 550;
|
||||
this.starSpeed = 700;
|
||||
this.fireballSpeed = 300;
|
||||
this.exploding = false;
|
||||
this.reloadVariance = 4000;
|
||||
|
|
@ -126,11 +131,13 @@ export class ProEdgeEnemy extends Phaser.GameObjects.Sprite {
|
|||
this.scene.game.globalState.addScore(100);
|
||||
this.scene.interface.showScore();
|
||||
this.shoots = false;
|
||||
this.garbage = false;
|
||||
this.stars = false;
|
||||
this.sword = false;
|
||||
this.onPatrol = false;
|
||||
this.lightningCast = false;
|
||||
this.anims.stop('walk99');
|
||||
this.onPause = true;
|
||||
this.setTexture('boss-tiles', 2);
|
||||
this.setTexture('boss-tiles', 8);
|
||||
this.scene.tweens.add({
|
||||
targets: this,
|
||||
scale: 1.5,
|
||||
|
|
@ -139,14 +146,14 @@ export class ProEdgeEnemy extends Phaser.GameObjects.Sprite {
|
|||
repeat: 2,
|
||||
duration: 200,
|
||||
onComplete: () => {
|
||||
this.setTexture('boss-tiles', 3);
|
||||
this.scene.tweens.add({
|
||||
targets: this,
|
||||
ease: 'Power1',
|
||||
scale: 1.1,
|
||||
duration: 200,
|
||||
onComplete: () => {
|
||||
this.setTexture('boss-tiles', 4);
|
||||
this.scene.bossDefeated = true;
|
||||
this.setTexture('boss-tiles', 9);
|
||||
this.scene.tweens.add({
|
||||
targets: this,
|
||||
ease: 'Power1',
|
||||
|
|
@ -194,23 +201,150 @@ export class ProEdgeEnemy extends Phaser.GameObjects.Sprite {
|
|||
} else {
|
||||
this.body.setVelocity(0, 0);
|
||||
this.health --;
|
||||
if (this.health === 3) {
|
||||
this.speed += 100;
|
||||
this.sword = true;
|
||||
}
|
||||
if (this.health === 2) {
|
||||
this.shoots = true;
|
||||
this.stars = true;
|
||||
this.bottleReload = 1200;
|
||||
this.speed += 200;
|
||||
this.speed += 100;
|
||||
}
|
||||
if (this.health === 1) {
|
||||
this.shoots = true;
|
||||
this.bottleReload = 800;
|
||||
this.speed += 200;
|
||||
this.bottleReloadVariance = 1000;
|
||||
}
|
||||
if (this.boss === true) {
|
||||
this.anims.stop('walk99');
|
||||
this.setTexture('boss-tiles', 2);
|
||||
this.setTexture('boss-tiles', 8);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fireStars() {
|
||||
this.fireStar();
|
||||
this.scene.time.delayedCall(200, () => {
|
||||
this.fireStar();
|
||||
});
|
||||
this.scene.time.delayedCall(400, () => {
|
||||
this.fireStar();
|
||||
});
|
||||
}
|
||||
|
||||
fireStar() {
|
||||
if (this.scene) {
|
||||
const player = this.scene.player;
|
||||
const star = this.scene.physics.add.sprite(this.x, this.y, 'proedge-enemies', 14);
|
||||
star.setSize(75, 75);
|
||||
this.scene.attacks.add(star);
|
||||
const angle = Phaser.Math.Angle.Between(this.x, this.y, player.x, player.y);
|
||||
star.setVelocity(Math.cos(angle) * this.starSpeed, Math.sin(angle) * this.starSpeed);
|
||||
this.scene.physics.world.enable(star);
|
||||
this.scene.sound.play('swoosh');
|
||||
this.scene.tweens.add({
|
||||
targets: star,
|
||||
angle: 1080,
|
||||
duration: 1500,
|
||||
ease: 'Linear',
|
||||
onComplete: () => {
|
||||
star.destroy();
|
||||
}
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
fireSword() {
|
||||
const player = this.scene.player;
|
||||
const sword = this.scene.physics.add.sprite(this.x, this.y, 'proedge-enemies', 13);
|
||||
sword.setSize(75, 75);
|
||||
this.scene.attacks.add(sword);
|
||||
const angle = Phaser.Math.Angle.Between(this.x, this.y, player.x, player.y);
|
||||
sword.setVelocity(Math.cos(angle) * this.scytheSpeed, Math.sin(angle) * this.scytheSpeed);
|
||||
this.scene.physics.world.enable(sword);
|
||||
this.scene.sound.play('swoosh');
|
||||
this.scene.tweens.add({
|
||||
targets: sword,
|
||||
angle: 360,
|
||||
duration: 1500,
|
||||
ease: 'Linear',
|
||||
onComplete: () => {
|
||||
sword.destroy();
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
cast() {
|
||||
let vari = Phaser.Math.Between(1, 3)
|
||||
if (vari === 1) {
|
||||
this.fireBalls();
|
||||
} else {
|
||||
this.fireFloor();
|
||||
}
|
||||
}
|
||||
|
||||
fireFloor() {
|
||||
const player = this.scene.player;
|
||||
const fire = this.scene.physics.add.sprite(this.x, this.y, 'proedge-enemies', 12);
|
||||
fire.setSize(150, 150).setScale(0.2);
|
||||
this.scene.attacks.add(fire);
|
||||
const angle = Phaser.Math.Angle.Between(this.x, this.y, player.x, player.y);
|
||||
// Position the fire sprite 150 units away from player along the angle
|
||||
fire.x = player.x + Math.cos(angle) * -150;
|
||||
fire.y = player.y + Math.sin(angle) * -150;
|
||||
this.scene.sound.play('fireSpell');
|
||||
this.scene.physics.world.enable(fire);
|
||||
this.scene.tweens.add({
|
||||
targets: fire,
|
||||
angle: -1080,
|
||||
duration: 10000,
|
||||
scale: 2.5,
|
||||
ease: 'Linear',
|
||||
onComplete: () => {
|
||||
fire.destroy();
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
lightningFloor() {
|
||||
const player = this.scene.player;
|
||||
const lightning = this.scene.physics.add.sprite(this.x, this.y, 'proedge-enemies', 15);
|
||||
const fire = this.scene.physics.add.sprite(this.x, this.y, 'proedge-enemies', 16);
|
||||
fire.setSize(150, 150).setScale(0.2);
|
||||
this.scene.attacks.add(fire);
|
||||
const angle = Phaser.Math.Angle.Between(this.x, this.y, player.x, player.y);
|
||||
// Position the fire sprite 150 units away from player along the angle
|
||||
fire.x = player.x + Math.cos(angle) * -150;
|
||||
fire.y = player.y + Math.sin(angle) * -150;
|
||||
lightning.x = (player.x + Math.cos(angle) * -150) + 10;
|
||||
lightning.y = (player.y + Math.sin(angle) * -150) - 40;
|
||||
// Add flashing animation to lightning sprite
|
||||
this.scene.tweens.add({
|
||||
targets: lightning,
|
||||
alpha: 0,
|
||||
duration: 100,
|
||||
repeat: 3,
|
||||
yoyo: true,
|
||||
ease: 'Linear',
|
||||
onComplete: () => {
|
||||
lightning.destroy();
|
||||
}
|
||||
});
|
||||
this.scene.sound.play('lightningVortex');
|
||||
this.scene.physics.world.enable(fire);
|
||||
this.scene.tweens.add({
|
||||
targets: fire,
|
||||
angle: -1080,
|
||||
duration: 6000,
|
||||
scale: 2,
|
||||
ease: 'Linear',
|
||||
onComplete: () => {
|
||||
fire.destroy();
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
fireBullet() {
|
||||
// Fire the bottle
|
||||
let variance = Math.floor(Math.random() * 2);
|
||||
|
|
@ -361,6 +495,11 @@ export class ProEdgeEnemy extends Phaser.GameObjects.Sprite {
|
|||
} else {
|
||||
this.scene.physics.moveToObject(this, this.scene.player, this.speed);
|
||||
this.anims.play('walk99', true);
|
||||
if (this.body.velocity.x < 0) {
|
||||
this.flipX = false;
|
||||
} else {
|
||||
this.flipX = true;
|
||||
}
|
||||
}
|
||||
} else {
|
||||
this.isFollowing = false;
|
||||
|
|
@ -375,7 +514,7 @@ export class ProEdgeEnemy extends Phaser.GameObjects.Sprite {
|
|||
|
||||
const camera = this.scene.cameras.main;
|
||||
|
||||
if (this.shoots) {
|
||||
if (this.shoots || this.stars || this.sword || this.caster || this.boss) {
|
||||
if (camera.worldView.contains(this.x, this.y)) {
|
||||
this.shootTimer += delta;
|
||||
if (this.shootTimer >= this.reloadCalc) {
|
||||
|
|
@ -387,7 +526,18 @@ export class ProEdgeEnemy extends Phaser.GameObjects.Sprite {
|
|||
if(!this.body) {
|
||||
return;
|
||||
}
|
||||
this.fireBullet();
|
||||
if (this.shoots) {
|
||||
this.fireBullet();
|
||||
} else if (this.stars) {
|
||||
this.fireStars();
|
||||
} else if (this.sword) {
|
||||
this.fireSword();
|
||||
} else if (this.caster) {
|
||||
this.cast();
|
||||
}
|
||||
if (this.lightningCast) {
|
||||
this.lightningFloor();
|
||||
}
|
||||
});
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -33,10 +33,3 @@ const config = {
|
|||
const game = new Phaser.Game(config);
|
||||
|
||||
game.globalState = new GlobalState();
|
||||
|
||||
// game.playerData = {
|
||||
// score: 0,
|
||||
// maxHearts: 3,
|
||||
// startGulchX: 950,
|
||||
// startGulchY: 4250,
|
||||
// }
|
||||
|
|
@ -13,7 +13,10 @@ export class MenuScene extends Phaser.Scene {
|
|||
this.load.image('QBoy', 'assets/menu-quantum-boy.png');
|
||||
this.load.image('ProTec', 'assets/menu-cult-of-protec.png');
|
||||
this.load.audio('menu-music', 'assets/music/gulch-2.mp3');
|
||||
this.load.audio('hawk-call', 'assets/sounds/hawk-call.mp3')
|
||||
this.load.audio('hawk-call', 'assets/sounds/hawk-call.mp3');
|
||||
|
||||
// Load custom font
|
||||
this.load.font('oldenburg', 'assets/fonts/Oldenburg-Regular.ttf');
|
||||
}
|
||||
|
||||
create() {
|
||||
|
|
@ -43,7 +46,7 @@ export class MenuScene extends Phaser.Scene {
|
|||
).setScale(0.4);
|
||||
|
||||
const ProTec = this.add.image(
|
||||
this.scale.width * .65,
|
||||
this.scale.width * .6,
|
||||
this.scale.height * 1.3,
|
||||
'ProTec'
|
||||
).setScale(0.4);
|
||||
|
|
@ -127,13 +130,51 @@ export class MenuScene extends Phaser.Scene {
|
|||
}
|
||||
});
|
||||
|
||||
this.add.text(
|
||||
this.scale.width / 2,
|
||||
this.scale.height * (9 / 10),
|
||||
'Press SPACE to start',
|
||||
{ fontSize: '32px', fill: '#fff' }
|
||||
// Create glowing text with semi-transparent background
|
||||
const textX = this.scale.width / 2;
|
||||
const textY = this.scale.height * (9 / 10);
|
||||
|
||||
// Semi-transparent background rectangle
|
||||
const bgRect = this.add.rectangle(
|
||||
textX,
|
||||
textY,
|
||||
400, // Width of the background
|
||||
60, // Height of the background
|
||||
0x000000, // Black color
|
||||
0.4 // Opacity (semi-transparent)
|
||||
).setOrigin(0.5);
|
||||
|
||||
|
||||
// Glowing text effect using multiple text layers with custom font
|
||||
const glowText1 = this.add.text(textX, textY, 'Press SPACE to start', {
|
||||
fontFamily: 'Oldenburg, cursive',
|
||||
fontSize: '32px',
|
||||
fill: '#ffffff'
|
||||
}).setOrigin(0.5);
|
||||
|
||||
const glowText2 = this.add.text(textX, textY, 'Press SPACE to start', {
|
||||
fontFamily: 'Oldenburg, cursive',
|
||||
fontSize: '32px',
|
||||
fill: '#ffff00' // Yellow glow
|
||||
}).setOrigin(0.5);
|
||||
|
||||
// Apply a subtle pulse animation to the glowing text
|
||||
this.tweens.add({
|
||||
targets: [glowText1, glowText2],
|
||||
alpha: 0.7,
|
||||
duration: 1500,
|
||||
ease: 'Sine.easeInOut',
|
||||
yoyo: true,
|
||||
repeat: -1
|
||||
});
|
||||
|
||||
// Add the actual text on top for clarity
|
||||
const mainText = this.add.text(textX, textY, 'Press SPACE to start', {
|
||||
fontFamily: 'Oldenburg, cursive',
|
||||
fontSize: '32px',
|
||||
fill: '#ffffff'
|
||||
}).setOrigin(0.5);
|
||||
|
||||
// Add keyboard input
|
||||
this.input.keyboard.on('keydown-SPACE', () => {
|
||||
this.bgMusic.stop();
|
||||
this.scene.start('Gulch');
|
||||
|
|
|
|||
|
|
@ -20,6 +20,10 @@ export class ProEdge extends Phaser.Scene {
|
|||
this.lightningTimer = null;
|
||||
this.isLightningActive = false;
|
||||
this.lastLightningTime = 0;
|
||||
this.tint = 0x5555AA;
|
||||
this.lightningLow = 10000;
|
||||
this.lightningHigh = 20000;
|
||||
this.bossDefeated = false;
|
||||
}
|
||||
|
||||
preload() {
|
||||
|
|
@ -44,9 +48,12 @@ export class ProEdge extends Phaser.Scene {
|
|||
});
|
||||
|
||||
this.load.audio('proEdgeMusic', 'assets/music/proEdge.mp3');
|
||||
this.load.audio('rain', 'assets/sounds/rain.mp3');
|
||||
this.load.audio('lightning-1', 'assets/sounds/lightning-1.mp3');
|
||||
this.load.audio('lightning-2', 'assets/sounds/lightning-2.mp3');
|
||||
this.load.audio('lightning-3', 'assets/sounds/lightning-3.mp3');
|
||||
this.load.audio('lightningVortex', 'assets/sounds/lightningVortex.mp3');
|
||||
this.load.audio('fireSpell', 'assets/sounds/fireSpell.mp3');
|
||||
this.load.audio('teleport', 'assets/sounds/vortex.mp3');
|
||||
this.load.audio('gunShot', 'assets/sounds/gun-shot.mp3');
|
||||
this.load.audio('axeThrow', 'assets/sounds/axe.mp3');
|
||||
|
|
@ -60,23 +67,23 @@ export class ProEdge extends Phaser.Scene {
|
|||
this.load.audio('swoosh', 'assets/sounds/swoosh.mp3');
|
||||
}
|
||||
|
||||
create() {
|
||||
create() {
|
||||
// Load the map and tileset
|
||||
const proedgeMap = this.make.tilemap({ key: 'proedgeMap' });
|
||||
const proedgeTiles = proedgeMap.addTilesetImage('proedge-tiles', 'proedge-tiles');
|
||||
//const NNTiles = proedgeMap.addTilesetImage('99boy-tiles', '99boy-tiles');
|
||||
const mainLayer = proedgeMap.createLayer('main', proedgeTiles, 0, 0)
|
||||
.setCollisionByProperty({ collides: true })
|
||||
.setTint(0x5555AA);
|
||||
.setTint(this.tint);
|
||||
const objectsLayer = proedgeMap.createLayer('objects', proedgeTiles, 0, 0)
|
||||
.setCollisionByProperty({ collides: true })
|
||||
.setTint(0x5555AA);
|
||||
.setTint(this.tint);
|
||||
const candlesLayer = proedgeMap.createLayer('candles', proedgeTiles, 0, 0)
|
||||
.setCollisionByProperty({ collides: true })
|
||||
.setAlpha(0.7);
|
||||
const enemiesLayer = proedgeMap.getObjectLayer('enemies');
|
||||
//const interactiveLayer = proedgeMap.getObjectLayer('interactive');
|
||||
//const zoneLayer = proedgeMap.getObjectLayer('zones');
|
||||
const zoneLayer = proedgeMap.getObjectLayer('zones');
|
||||
|
||||
// Store references for lightning effect
|
||||
this.mainLayer = mainLayer;
|
||||
|
|
@ -92,6 +99,10 @@ export class ProEdge extends Phaser.Scene {
|
|||
this.portals.add(portal1C);
|
||||
let portal1D = this.physics.add.image(850, 2810, 'vortex').setAlpha(.8).setData('destination', [1150, 1200]);
|
||||
this.portals.add(portal1D);
|
||||
let portal2A = this.physics.add.image(2050, 2810, 'vortex').setAlpha(.8).setData('destination', [3950, 3100]);
|
||||
this.portals.add(portal2A);
|
||||
let portal2B = this.physics.add.image(3950, 2910, 'vortex').setAlpha(.8).setData('destination', [2050, 3000]);
|
||||
this.portals.add(portal2B);
|
||||
|
||||
// Make portals rotate 360 degrees every 5 seconds
|
||||
this.portals.children.iterate((portal) => {
|
||||
|
|
@ -123,16 +134,20 @@ export class ProEdge extends Phaser.Scene {
|
|||
//this.player = new Player(this, 3550, 350);
|
||||
this.player.healthBars(true, 1, 3);
|
||||
|
||||
// zoneLayer.objects.forEach(object => {
|
||||
// if (object.name === 'gulchExit') {
|
||||
// const Gulch = this.add.rectangle(object.x, object.y, object.width, object.height);
|
||||
// this.Gulch = this.physics.add.existing(Gulch);
|
||||
// }
|
||||
// if (object.name === 'bossSave') {
|
||||
// const bossSave = this.add.rectangle(object.x, object.y, object.width, object.height);
|
||||
// this.bossSave = this.physics.add.existing(bossSave);
|
||||
// }
|
||||
// });
|
||||
zoneLayer.objects.forEach(object => {
|
||||
if (object.name === 'preBoss') {
|
||||
const preBoss = this.add.rectangle(object.x, object.y, object.width, object.height);
|
||||
this.preBoss = this.physics.add.existing(preBoss);
|
||||
}
|
||||
if (object.name === 'darkNight') {
|
||||
const darkNight = this.add.rectangle(object.x, object.y, object.width, object.height);
|
||||
this.darkNight = this.physics.add.existing(darkNight);
|
||||
}
|
||||
if (object.name === 'midSave') {
|
||||
const midSave = this.add.rectangle(object.x, object.y, object.width, object.height);
|
||||
this.midSave = this.physics.add.existing(midSave);
|
||||
}
|
||||
});
|
||||
|
||||
// Add Interactive
|
||||
// this.interactive = this.physics.add.group();
|
||||
|
|
@ -156,9 +171,8 @@ export class ProEdge extends Phaser.Scene {
|
|||
});
|
||||
enemiesLayer.objects.forEach(object => {
|
||||
let aProEdge;
|
||||
console.log(object.gid);
|
||||
if (object.gid > 300) {
|
||||
aProEdge = this.enemies.create(object.x-50, object.y-50, 'boss-tiles', object.gid-301);
|
||||
if (object.gid > 200) {
|
||||
aProEdge = this.enemies.create(object.x-50, object.y-50, 'boss-tiles', object.gid-201);
|
||||
} else {
|
||||
aProEdge = this.enemies.create(object.x-50, object.y-50, 'proedge-enemies', object.gid-101);
|
||||
}
|
||||
|
|
@ -185,7 +199,20 @@ export class ProEdge extends Phaser.Scene {
|
|||
}
|
||||
if (prop.name === 'fire') {
|
||||
aProEdge.shoots = true;
|
||||
aProEdge.bottleReload = prop.value;
|
||||
//aProEdge.bottleReload = prop.value;
|
||||
}
|
||||
if (prop.name === 'star') {
|
||||
aProEdge.stars = true;
|
||||
aProEdge.reloadCalc = 0;
|
||||
aProEdge.reload = 2000;
|
||||
}
|
||||
if (prop.name === 'sword') {
|
||||
aProEdge.sword = true;
|
||||
aProEdge.reloadCalc = 0;
|
||||
aProEdge.reload = 2000;
|
||||
}
|
||||
if (prop.name === 'caster') {
|
||||
aProEdge.caster = true;
|
||||
}
|
||||
if (prop.name === 'speed') {
|
||||
aProEdge.speed = prop.value;
|
||||
|
|
@ -197,8 +224,9 @@ export class ProEdge extends Phaser.Scene {
|
|||
aProEdge.bottleReload = 2000;
|
||||
aProEdge.bottleReloadVariance = 500;
|
||||
}
|
||||
if (prop.name === 'NNBoss' && prop.value === true) {
|
||||
if (prop.name === 'boss' && prop.value === true) {
|
||||
aProEdge.boss = true;
|
||||
aProEdge.lightningCast = true;
|
||||
}
|
||||
if (prop.name === 'health') {
|
||||
aProEdge.health = prop.value;
|
||||
|
|
@ -266,10 +294,26 @@ export class ProEdge extends Phaser.Scene {
|
|||
// this.bgMusic.stop();
|
||||
// this.scene.start('Gulch');
|
||||
// });
|
||||
// this.physics.add.collider(this.player, this.bossSave, (player, zone) => {
|
||||
// this.game.globalState.startNNX = 2350;
|
||||
// this.game.globalState.startNNY = 550;
|
||||
// });
|
||||
this.physics.add.collider(this.player, this.preBoss, (player, zone) => {
|
||||
this.game.globalState.startProX = 3950;
|
||||
this.game.globalState.startProY = 3250;
|
||||
});
|
||||
this.physics.add.collider(this.player, this.midSave, (player, zone) => {
|
||||
this.game.globalState.startProX = 850;
|
||||
this.game.globalState.startProY = 1350;
|
||||
});
|
||||
this.physics.add.collider(this.player, this.darkNight, (player, zone) => {
|
||||
this.tint = 0x102133;
|
||||
this.lightningLow = 3000;
|
||||
this.lightningHigh = 9000;
|
||||
this.mainLayer.setTint(this.tint);
|
||||
this.objectsLayer.setTint(this.tint);
|
||||
if (!this.bgRain) {
|
||||
this.bgRain = this.sound.add('rain', { volume: 0.6 });
|
||||
this.bgRain.loop = true;
|
||||
this.bgRain.play();
|
||||
}
|
||||
});
|
||||
|
||||
// function touchInteractive(player, interactive) {
|
||||
// interactive.properties.forEach(prop => {
|
||||
|
|
@ -342,7 +386,7 @@ export class ProEdge extends Phaser.Scene {
|
|||
|
||||
update(time, delta) {
|
||||
// Handle lightning effect in update loop
|
||||
if (time - this.lastLightningTime > Phaser.Math.Between(10000, 20000)) {
|
||||
if (time - this.lastLightningTime > Phaser.Math.Between(this.lightningLow, this.lightningHigh)) {
|
||||
if (!this.isLightningActive) {
|
||||
this.isLightningActive = true;
|
||||
this.lastLightningTime = time;
|
||||
|
|
@ -354,8 +398,8 @@ export class ProEdge extends Phaser.Scene {
|
|||
|
||||
// Restore tints after random duration (100-300ms)
|
||||
this.time.delayedCall(Phaser.Math.Between(100, 300), () => {
|
||||
this.mainLayer.setTint(0x5555AA);
|
||||
this.objectsLayer.setTint(0x5555AA);
|
||||
this.mainLayer.setTint(this.tint);
|
||||
this.objectsLayer.setTint(this.tint);
|
||||
this.isLightningActive = false;
|
||||
});
|
||||
}
|
||||
|
|
@ -376,5 +420,39 @@ export class ProEdge extends Phaser.Scene {
|
|||
if (this.player.body.x >= onBounds.x+1600) {
|
||||
this.cameras.main.setBounds(onBounds.x+1600, onBounds.y, 1600, 900);
|
||||
}
|
||||
|
||||
if (this.bossDefeated === true) {
|
||||
this.bossDefeated = false;
|
||||
this.runEnd();
|
||||
}
|
||||
}
|
||||
|
||||
runEnd() {
|
||||
this.bgRain.stop();
|
||||
this.tint = 0x5555AA;
|
||||
this.game.globalState.startGulchX = 4450;
|
||||
this.game.globalState.startGulchY = 3950;
|
||||
let endPortal = this.physics.add.image(3950, 4010, 'vortex').setAlpha(.8);
|
||||
this.physics.add.collider(this.player, endPortal, (player, portal) => {
|
||||
this.bgMusic.stop();
|
||||
this.scene.start('Gulch');
|
||||
});
|
||||
this.tweens.add({
|
||||
targets: endPortal,
|
||||
angle: -360,
|
||||
duration: 5000,
|
||||
repeat: -1,
|
||||
ease: 'Linear'
|
||||
});
|
||||
this.tweens.add({
|
||||
targets: endPortal,
|
||||
alpha: .2,
|
||||
scale: 2,
|
||||
glow: 0x008888,
|
||||
yoyo: true,
|
||||
duration: 3000,
|
||||
repeat: -1,
|
||||
ease: 'Linear'
|
||||
});
|
||||
}
|
||||
}
|
||||