Added ProEdge Entrance, lock and key. Polished.
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74f1ac53bb
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@ -15,14 +15,15 @@
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},
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"NNDungeon.tmx": {
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"expandedObjectLayers": [
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5,
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3
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3,
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4,
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5
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],
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"scale": 0.5,
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"selectedLayer": 3,
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"selectedLayer": 1,
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"viewCenter": {
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"x": 2689,
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"y": 2916
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"x": 6159,
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"y": 644
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}
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},
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"NNDungeon.tmx#99boy-tiles": {
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@ -38,19 +39,19 @@
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"scale": 0.5,
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"selectedLayer": 1,
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"viewCenter": {
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"x": 1600,
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"y": 3201
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"x": 1601,
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"y": 3202
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}
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},
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"gluch.tmx#gulch-tiles": {
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"scaleInDock": 1
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},
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"gulch.tmx": {
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"scale": 0.5,
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"selectedLayer": 3,
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"scale": 0.25,
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"selectedLayer": 1,
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"viewCenter": {
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"x": 4191,
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"y": 920
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"x": 4146,
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"y": 4180
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}
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},
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"gulch.tmx#99boy-tiles": {
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@ -73,14 +74,15 @@
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"map.width": 16,
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"openFiles": [
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"NNDungeon.tmx",
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"gulch.tmx"
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"gulch.tmx",
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"gluch.tmx"
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],
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"project": "Tile-Project-Legends.tiled-project",
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"property.type": "bool",
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"recentFiles": [
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"NNDungeon.tmx",
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"gulch.tmx",
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"gluch.tmx"
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"gluch.tmx",
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"gulch.tmx"
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],
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"tileset.embedInMap": true,
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"tileset.tileSize": {
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raw/gulch.tmx
562
raw/gulch.tmx
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@ -218,12 +218,16 @@ export class NNBoy extends Phaser.GameObjects.Sprite {
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const angle = Phaser.Math.Angle.Between(this.x, this.y, player.x, player.y);
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bottle.setVelocity(Math.cos(angle) * this.bottleSpeed, Math.sin(angle) * this.bottleSpeed);
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this.scene.physics.world.enable(bottle);
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this.scene.sound.play('swoosh');
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this.scene.tweens.add({
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targets: bottle,
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angle: 720,
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duration: 2000,
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ease: 'Power1',
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onComplete: () => {
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if (this.scene) {
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this.scene.sound.play('glass-break');
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}
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bottle.destroy();
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}
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});
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@ -244,6 +248,7 @@ export class NNBoy extends Phaser.GameObjects.Sprite {
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// Create and fire garbage at 0.5 radians more than the base angle
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this.createGarbageProjectile(baseAngle + 0.5);
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this.scene.sound.play('crumple');
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}
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createGarbageProjectile(angle) {
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@ -31,15 +31,25 @@ export class Gulch extends Phaser.Scene {
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frameWidth: 100,
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frameHeight: 100
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});
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this.load.spritesheet('gulchMap-tiles', 'assets/gulch-tiles.png', {
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frameWidth: 100,
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frameHeight: 100
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});
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// Level Music
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this.load.audio('gulchMusic', 'assets/music/gulch.mp3');
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// Player Sounds
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this.load.audio('gunShot', 'assets/sounds/gun-shot.mp3');
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this.load.audio('axeThrow', 'assets/sounds/axe.mp3');
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this.load.audio('health-pickup', 'assets/sounds/health-pickup.mp3');
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this.load.audio('player-damage', 'assets/sounds/player-damage.mp3');
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// 99 Boy Sounds
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this.load.audio('99boy-defeat-0', 'assets/sounds/zombie-death-1.mp3');
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this.load.audio('99boy-defeat-1', 'assets/sounds/zombie-death-2.mp3');
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this.load.audio('99boy-defeat-2', 'assets/sounds/zombie-death-3.mp3');
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this.load.audio('health-pickup', 'assets/sounds/health-pickup.mp3');
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this.load.audio('player-damage', 'assets/sounds/player-damage.mp3');
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this.load.audio('crumple', 'assets/sounds/crumple.mp3');
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this.load.audio('glass-break', 'assets/sounds/glass-break.mp3');
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this.load.audio('swoosh', 'assets/sounds/swoosh.mp3');
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}
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create() {
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@ -140,7 +150,7 @@ export class Gulch extends Phaser.Scene {
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enemy.takeDamage(1); // Assuming your NNBoy class has a takeDamage function
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});
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this.physics.add.collider(this.axes, this.enemies, (axe, enemy) => {
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this.physics.add.overlap(this.axes, this.enemies, (axe, enemy) => {
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// Handle collision here (e.g., damage the enemy or destroy the bullet)
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axe.destroy();
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enemy.takeDamage(1); // Assuming your NNBoy class has a takeDamage function
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@ -170,6 +180,18 @@ export class Gulch extends Phaser.Scene {
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});
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}
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// Add Protech Lock
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if (this.game.globalState.hasInventory('proEdgeLock') === 0) {
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this.proEdgeLock = this.physics.add.sprite(4450, 4250, 'gulchMap-tiles', 60);
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this.proEdgeLock.setImmovable(true);
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this.physics.add.collider(this.player, this.proEdgeLock, (player, lock) => {
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if (this.game.globalState.hasInventory('proEdgeKey') > 0) {
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this.game.globalState.addToInventory('proEdgeLock', 1);
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this.proEdgeLock.destroy();
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}
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});
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}
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//this.cameras.main.setScroll(800, 1100);
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this.cameras.main.setBounds(0, 3600, 1600, 900);
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