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state1.js
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state1.js
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//variables
var test;
var bevonia = null;
var inventory1 = null;
var platforms1;
var knockedTo = 10;
var text1
demo.state1 = function () {};
demo.state1.prototype = {
preload: function () {
// Load environment
game.load.tilemap("level1", "assets/tilemaps/level1V2.json", null, Phaser.Tilemap.TILED_JSON);
game.load.image("wall sprite 2", "assets/tilesets_backgrounds/wall sprite 2.png");
game.load.image('bubble','assets/sprites/speech bubble.png',100,69)
},
create: function () {
this.camera.flash('#000000')
// CREATE ENVIRONMENT
// Background
background1 = game.add.sprite(0, 0, "bg1");
// Tilemap
var map1 = game.add.tilemap("level1");
map1.addTilesetImage("wall sprite 2");
map1.addTilesetImage("deathSpikes");
// Camera
game.world.setBounds(0, 0, 2624, 1536);
platforms1 = map1.createLayer("platforms");
traps1 = map1.createLayer("traps");
map1.setCollision(1, true, "platforms");
map1.setCollision([2, 3, 4, 5, 6, 7, 8], true, "traps");
// Create new Bevonia and HUD
chest1_1 = new Chest(2084, 1440, null, null);
door1 = new Door (2560, 672, "state2", null);
bevonia = new Bevonia(128, 128, 1536);
flag1 = new Checkpoint(700,1216,bevonia)
// Place enemies
skeleton1_1 = new Skeleton(48, 1376, 33, 625, bevonia);
//bat1_1 = new Bat(1090, 784, bevonia);
bat1_2 = new Bat(2433, 974, bevonia);
spider1_1 = new Spider(1706, 400, 304, 592, "y", -1, bevonia);
spider1_2 = new Spider(1960, 950, 912, 1360, "y", -1, bevonia);
skeleton1_2 = new Skeleton(1416, 736, 1482, 1702, bevonia);
chest1_1.player = bevonia;
enemies1 = [skeleton1_1, bat1_2, spider1_1, skeleton1_2, spider1_2]
bars = new Bars(bevonia);
// Place, store items
fixBrick = game.add.sprite(2592, 1989, "platforms");
sword = new Sword(111, 364, bevonia);
armor = new Armor(1104, 816, bevonia);
healthPotion = new HealthPotion(353, 1200,bevonia)
manaPotion1 = new ManaPotion(1614 ,1360,bevonia);
healthPotion2 = new HealthPotion(2432, 1136,bevonia);
manaPotion2 = new ManaPotion(2416, 672, bevonia)
manaPotion2.self.body.gravity.y = 0;
manaPotion = new ManaPotion(353, 1360, bevonia)
key = new Key (2562, 320, bevonia);
exitKey = new SilverKey(0, 0, bevonia);
chest1_1.contents = [exitKey];
spell = new aoeItem(48, 856, bevonia);
door1.player = bevonia;
inventory1 = new Inventory(bevonia)
//SFX
jumpSound = game.sound.add("jump");
aoeSound = game.sound.add('aoe');
castSound = game.sound.add('cast');
getHit = game.sound.add('getHit');
//MUSIC
backgroundMusic = game.add.audio('levelOne');
backgroundMusic.loop = true;
backgroundMusic.play();
//PAUSE
pause_label = game.add.text(950, 8, 'Pause', {fill: '#ffffff', fontWeight: 'bold' });
pause_label.font = 'augusta';
pause_label.setShadow(5, 5, 'rgba(0,0,0,0.5)', 15);
pause_label.fixedToCamera = true;
pause_label.inputEnabled = true;
pause_label.events.onInputUp.add(function () {
game.paused = true;
});
game.input.onDown.add(unpause, self);
function unpause(event){
// Only act if paused
if(game.paused){
game.paused = false;
}
}
items1 = [sword, armor, spell, key, exitKey, door1, chest1_1, healthPotion, manaPotion, healthPotion2, manaPotion1, manaPotion2];
bubble = game.add.sprite(320,30,'bubble')
bubble.scale.x = -1
bubble.scale.y = 1.1
text1 = new Typewriter()
text1.init(game, {
x: 133,
y: 40,
fontFamily: 'augusta',
fontSize: 12,
maxWidth: 178,
text: 'Curses! How large is this tower dungeon, and what horrible monsters does Aggiememnon have under his control? It seems like this armor and sword I found are not durable enough; I\'ll have to find another if I am to make my way out of here.'
})
text1.start()
},
update: function () {
if(game.input.keyboard.isDown(Phaser.Keyboard.W) || game.input.keyboard.isDown(Phaser.Keyboard.A) || game.input.keyboard.isDown(Phaser.Keyboard.D) || game.input.keyboard.isDown(Phaser.Keyboard.SPACEBAR)){
text1.destroy()
bubble.visible = false
}
game.physics.arcade.collide(bevonia.self, platforms1);
game.physics.arcade.collide(healthPotion.self,platforms1)
game.physics.arcade.collide(healthPotion2.self,platforms1)
game.physics.arcade.collide(manaPotion1.self,platforms1)
game.physics.arcade.collide(skeleton1_1.self,platforms1)
game.physics.arcade.collide(skeleton1_2.self,platforms1)
game.physics.arcade.collide(manaPotion.self,platforms1)
//game.physics.arcade.collide(bat1_1.self,platforms1)
game.physics.arcade.collide(bat1_2.self, platforms1);
bars.displayStats();
bevonia.run();
bevonia.jump();
bevonia.manageVulnerability();
bevonia.stab();
bevonia.castAOE();
bevonia.castPrecise();
inventory1.selector()
skeleton1_1.patrol();
//bat1_1.watch();
bat1_2.watch();
spider1_1.patrol();
spider1_2.patrol();
skeleton1_2.patrol();
if(game.physics.arcade.overlap(bevonia.self,flag1.self) && !flag1.activated){
flag1.activateCheckpoint()
}
if(bevonia.die()) flag1.resetToCheckpoint()
if (game.input.keyboard.isDown(Phaser.Keyboard.E)) {
console.log("E is down okay");
var i; for (i = 0; i < items1.length; i++) {
if (game.physics.arcade.overlap(bevonia.self, items1[i].self)) {
console.log("I detect an overlap!!");
if(items1[i].interactWith())
inventory1.add(items1[i])
inventory1.display()
}
}
}
var j; for (j = 0; j < enemies1.length; j++) {
if (game.physics.arcade.overlap(bevonia.self, enemies1[j].self) && !enemies1[j].vulnerable) {
if (bevonia.stabbing) {
Skeleton.prototype.toString = function(){
return 'Skeleton'
}
if (enemies1[j].toString() == 'Skeleton'){
var enemy_distance = 1000;
if (knockedTo == 0){
enemies1[j].self.animations.stop();
knockedTo = (enemies1[j].self.body.x - (enemy_distance*2));
}
if (enemies1[j].self.body.x <= (knockedTo + enemy_distance/2)){
if (bevonia.self.scale.x == -1){
enemies1[j].self.body.velocity.y = -200;
}
else if (bevonia.self.scale.x == 1){
enemies1[j].self.body.velocity.y = -200;
}
}
else{
if (bevonia.self.scale.x == -1){
enemies1[j].self.body.velocity.y = -200;
}
else if (bevonia.self.scale.x == 1){
enemies1[j].self.body.velocity.y = -200;
}
}
if (enemies1[j].self.body.x <= knockedTo){
enemies1[j].frame = 1;
knockedTo = 0;
knockback = false;
}
// enemies1[j].self.body.velocity.x = -250
}
enemies1[j].hitCount += 1;
enemies1[j].vulnerable = true;
enemies1[j].die();
enemies1[j].invincibilityTimer = game.time.now + 500;
}
else if (bevonia.vulnerable) {
getHit.play();
bevonia.health -= bevonia.damageFactor;
bevonia.self.animations.stop();
var distance = 1000;
if (knockedTo == 0){
knockedTo = (bevonia.self.body.x - (distance*2));
bevonia.vulnerable = false;
}
bevonia.self.body.velocity.x = -500;
if (bevonia.self.body.x <= (knockedTo + distance/2)){
bevonia.self.body.velocity.x = -500;
bevonia.self.body.velocity.y = -200;
}
else{
bevonia.self.body.velocity.y = -250;
bevonia.self.body.velocity.x = -500;
}
if (bevonia.self.body.x <= knockedTo){
bevonia.frame = 2;
knockedTo = 0;
knockback = false;
}
function invincible() {
bevonia.self.body.sprite.alpha = 1;
}
bevonia.vulnerable = false;
bevonia.self.body.sprite.alpha = 0.5;
bevonia.invincibilityTimer = game.time.now + bevonia.invincibilityPeriod;
game.time.events.add(bevonia.invincibilityPeriod, invincible, this);
}
else if (bevonia.vulnerable && bevonia.stabbing){
getHit.play();
function invincible() {
bevonia.self.body.sprite.alpha = 1;
}
bevonia.self.body.sprite.alpha = 0.5;
bevonia.invincibilityTimer = game.time.now + bevonia.invincibilityPeriod;
game.time.events.add(bevonia.invincibilityPeriod, invincible, this);
}
}
enemies1[j].manageVulnerability();
}
// Spell enemy interaction
if (bevonia.aoeExists) {
//console.log(game.physics.arcade.overlap(bevonia.playerAOE.self, enemies1));
// Detect a collision with either the environment or enemies
var k; for(k = 0; k < enemies1.length; k++) {
if (game.physics.arcade.overlap(bevonia.playerAOE.self, enemies1[k].self)) {
bevonia.aoeSound.play();
xBoom = bevonia.playerAOE.self.body.x;
yBoom = bevonia.playerAOE.self.body.y;
var boom = game.add.sprite(xBoom, yBoom, "aoeBlast");
game.camera.shake(.02, 300);
game.physics.enable(boom);
enemies1[k].hitCount += 2;
enemies1[k].vulnerable = true;
enemies1[k].die();
enemies1[k].invincibilityTimer = game.time.now + 500;
boom.anchor.setTo(.5, .5);
boom.scale.setTo(1.5, 1.5);
boom.animations.add("explode", [0, 1, 2, 3, 4, 5, 6, 7]);
bevonia.playerAOE.self.kill();
boom.animations.play("explode", 9, false);
bevonia.aoeExists = false;
}
enemies1[k].manageVulnerability();
}
if (game.physics.arcade.collide(bevonia.playerAOE.self, [platforms1, traps1])) {
bevonia.aoeSound.play();
xBoom = bevonia.playerAOE.self.body.x;
yBoom = bevonia.playerAOE.self.body.y;
var boom = game.add.sprite(xBoom, yBoom, "aoeBlast");
game.camera.shake(.02, 300);
game.physics.enable(boom);
boom.anchor.setTo(.5, .5);
boom.scale.setTo(1.5, 1.5);
boom.animations.add("explode", [0, 1, 2, 3, 4, 5, 6, 7]);
bevonia.playerAOE.self.kill();
boom.animations.play("explode", 9, false);
bevonia.aoeExists = false;
}
}
if (bevonia.preciseExists) {
var l; for(l = 0; l < enemies1.length; l++) {
if (game.physics.arcade.overlap(bevonia.playerPrecise.self, enemies1[l].self)) {
enemies1[l].self.kill();
bevonia.playerPrecise.self.kill();
bevonia.preciseExists = false;
}
}
if (game.physics.arcade.collide(bevonia.playerPrecise.self, platforms1)){
bevonia.playerPrecise.self.kill();
bevonia.preciseExists = false;
}
}
if (game.physics.arcade.collide(bevonia.self, traps1)) {
bevonia.health -= 1;
}
//test.patrol();
}
}