-
Notifications
You must be signed in to change notification settings - Fork 2
/
Copy pathenemy.js
303 lines (267 loc) · 8.23 KB
/
enemy.js
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
let enemyUsedMagic = false
let enemyUsedSpecial2 = false
let moveable2 = false
//turn on simulator on single player mode
let simulator = localStorage.getItem("isSinglePlayer") === "true" ? true : false;
let mode = localStorage.getItem("difficulty");
// create an enemy sprite instance
const enemy = new Fighter(Kenji)
const enemyHealing = enemy.magicSprites.healing_effect
const heal_eff2 = new Sprite({
position: enemy.position,
imageSrc: enemyHealing.imageSrc,
scale: enemyHealing.scale,
framesMax: enemyHealing.framesMax,
offset: enemyHealing.offset,
is2dFrame: enemyHealing.is2dFrame,
xFrames: enemyHealing.xFrames
})
const enemyMagic2 = enemy.magicSprites.magic2.effect
const magic2b = new Sprite({
position: { ...enemy.position },
imageSrc: enemyMagic2.imageSrc,
scale: enemyMagic2.scale,
framesMax: enemyMagic2.framesMax,
offset: enemyMagic2.offset
})
const enemyMagic2Impact = enemy.magicSprites.magic2.impact
const magic2bImpact = new Sprite({
position: { ...magic2b.position },
imageSrc: enemyMagic2Impact.imageSrc,
scale: enemyMagic2Impact.scale,
framesMax: enemyMagic2Impact.framesMax,
offset: enemyMagic2Impact.offset,
is2dFrame: enemyMagic2Impact.is2dFrame,
xFrames: enemyMagic2Impact.xFrames,
})
/*
This function uses random number to generate random attack for the enemy
Generate number between 1 and 1000, with larger range meaning more likely to happen
*/
let randomNum = 1;
let activated = false;
let magicIsRegenerating = false;
const easy = {
leftRunRange : {max: 20},
rightRunRange : {min: 301, max: 400},
healingRange: {min: 601, max: 601},
specialAttackRange: {min: -1, max: -1},
jumpRange: {min: 801, max: 801},
attackRange: {min: 901, max: 902},
magicRegeneratedAmount: 0,
}
const medium = {
leftRunRange : {max: 40},
rightRunRange : {min: 301, max: 429},
healingRange: {min: 601, max: 603},
specialAttackRange: {min: 701, max: 701},
jumpRange: {min: 801, max: 810},
attackRange: {min: 901, max: 905},
magicRegeneratedAmount: 1,
}
const hard = {
leftRunRange : {max: 80},
rightRunRange : {min: 301, max: 529},
healingRange: {min: 601, max: 610},
specialAttackRange: {min: 701, max: 702},
jumpRange: {min: 801, max: 820},
attackRange: {min: 901, max: 910},
magicRegeneratedAmount: 3,
}
const insane = {
leftRunRange : {max: 150},
rightRunRange : {min: 301, max: 559},
healingRange: {min: 601, max: 630},
specialAttackRange: {min: 701, max: 704},
jumpRange: {min: 801, max: 850},
attackRange: {min: 901, max: 935},
magicRegeneratedAmount: 5,
}
const impossible = {
leftRunRange : {max: 299},
rightRunRange : {min: 301, max: 599},
healingRange: {min: 601, max: 650},
specialAttackRange: {min: 651, max: 657},
jumpRange: {min: 701, max: 799},
attackRange: {min: 801, max: 999},
magicRegeneratedAmount: 10,
}
let simulatorStat
//simulator mode difficulty is medium by default
switch(mode) {
case "easy":
simulatorStat = easy;
break;
case "medium":
simulatorStat = medium;
break;
case "hard":
simulatorStat = hard;
break;
case "insane":
simulatorStat = insane;
break;
case "impossible":
simulatorStat = impossible;
break;
default:
simulatorStat = medium;
}
function simulateAttack() {
randomNum = Math.floor(Math.random() * 1000) + 1;
if (randomNum <= simulatorStat.leftRunRange.max && (enemy.position.x - enemy.attackBox.width + 50 > player.position.x)) {
if (activated) {
return
}
activated = true;
keys.ArrowLeft.pressed = true ;
enemy.lastKey = "ArrowLeft";
setTimeout(() => {
keys.ArrowLeft.pressed = false;
activated = false;
}, 200);
} else if (randomNum >= simulatorStat.rightRunRange.min && randomNum <= simulatorStat.rightRunRange.max && (enemy.position.x < player.position.x + 50)) {
if (activated) {
return
}
activated = true;
keys.ArrowRight.pressed = true ;
enemy.lastKey = "ArrowRight";
setTimeout(() => {
keys.ArrowRight.pressed = false;
activated = false;
}, 200);
}
else if (randomNum >= simulatorStat.healingRange.min && randomNum <= simulatorStat.healingRange.max && enemy.health <= 70) {
enemy.useMagic();
if (enemy.isUsingMagic) {
enemyUsedMagic = true;
}
}
else if (randomNum >= simulatorStat.specialAttackRange.min && randomNum <= simulatorStat.specialAttackRange.max && enemy.magic >= 50 && player.position.y <= enemy.position.y + 50 && player.position.y >= enemy.position.y - 50) {
enemy.useSpecial2();
if (enemy.isUsingSpecial2) {
enemyUsedSpecial2 = true;
}
}
else if (randomNum >= simulatorStat.jumpRange.min && randomNum <= simulatorStat.jumpRange.max && player.velocity.y < 0) {
if (enemy.velocity.y === 0) {
enemy.velocity.y = -12;
}
}
else if ( randomNum >= simulatorStat.attackRange.min && randomNum <= simulatorStat.attackRange.max && enemy.position.x - enemy.attackBox.width < player.position.x) {
enemy.attack();
}
else {
enemy.switchSprite("idle");
}
if (magicIsRegenerating) {
return
}
if (enemy.magic <= 100) {
enemy.magic += simulatorStat.magicRegeneratedAmount;
magicIsRegenerating = true;
}
setTimeout(() => {
magicIsRegenerating = false;
}, 1500);
}
function enemyAnimate() {
/*************************************
Enemy movements are defined below
*************************************/
if(simulator) simulateAttack();
enemy.velocity.x = 0;
if (keys.ArrowLeft.pressed && enemy.lastKey === "ArrowLeft") {
enemy.velocity.x = -3;
enemy.switchSprite("run");
} else if (keys.ArrowRight.pressed && enemy.lastKey === "ArrowRight") {
enemy.velocity.x = 3;
enemy.switchSprite("run");
}
// return to idle if no other animation is being performed
else {
enemy.switchSprite("idle");
}
// control animation for enemy jump and fall
if (enemy.velocity.y < 0) {
enemy.switchSprite("jump");
} else if (enemy.velocity.y > 0) {
enemy.switchSprite("fall");
}
collisionDetection({character1: enemy, character2: player}, 2);
if (enemy.isAttacking && enemy.framesCurrent === 2) {
enemy.isAttacking = false;
}
/*************************************
Enemy magic is defined below
**************************************/
if (enemyUsedMagic) {
heal_eff2.position = enemy.position;
heal_eff2.offset = { x: 80, y: 80 };
heal_eff2.update();
setTimeout(() => {
enemyUsedMagic = false;
}, 5000);
}
if (enemyUsedSpecial2) {
// shooting attack
if (!moveable2) {
magic2b.position = { ...enemy.position };
moveable2 = true;
}
// close up attack
// magic2b.position = enemy.position
// close up attack
// magic2b.position = enemy.position
if (magic2b.position.x > player.position.x) {
magic2b.update();
magic2bImpact.position = magic2b.position;
magic2bImpact.update();
magic2b.position.x -= 5;
magic2b.position.y = player.position.y;
} else {
// magic2b.position.x = player.position.x
magic2b.position = player.position;
magic2b.update();
magic2bImpact.position = player.position;
magic2bImpact.update();
magic2b.framesCurrent = 0;
magic2b.update();
if (magic2b.framesCurrent === 5) {
magic2b.framesCurrent = 0;
}
player.switchSprite("takeHit");
setTimeout(() => {
enemyUsedSpecial2 = false;
}, 3000);
// magic2b.position.x = player.position.x
}
}
if (enemy.isUsingSpecial2) {
enemy.isUsingSpecial2 = false;
enemy.magic -= 15;
if (player.health < 20 ) {
player.health = 0;
} else {
player.health -= 20;
}
document.querySelector("#enemyMagic").style.width = enemy.magic + "%";
document.querySelector("#playerHealth").style.width = player.health + "%";
}
if (enemy.isUsingMagic && enemy.magic >= 5) {
enemy.isUsingMagic = false;
if (enemy.health < 80) {
enemy.health += 25;
} else {
enemy.health = 100;
}
enemy.magic -= 5;
document.querySelector("#enemyMagic").style.width = enemy.magic + "%";
document.querySelector("#enemyHealth").style.width = enemy.health + "%";
}
// end game based on health
if (enemy.health <= 0 || player.health <= 0) {
determineWinner({ player, enemy, timerId });
}
}