diff options
-rw-r--r-- | index.js | 57 |
1 files changed, 45 insertions, 12 deletions
diff --git a/index.js b/index.js index 692aacf..b87cbcb 100644 --- a/index.js +++ b/index.js @@ -657,11 +657,26 @@ class BattleCharacter extends Sprite { // controlled characters are the ones which the cooldown mechanic was // designed for in the first place. this.cooldownTimers = {} + + // Multiplier for how far to get knocked back by, well, any action that + // knocks a character back. + this.knockbackMultiplier = 1.0 + + // Boring physics stuff + this.xvel = 0 + this.yvel = 0 + this.x = 0 + this.y = 0 } update(dt) { this.hpBar.update(dt) + this.xvel *= 0.9 + this.yvel *= 0.9 + this.x += dt * this.xvel + this.y += dt * this.yvel + if (this.dead) { this.deadUpdate(dt) } else { @@ -850,7 +865,7 @@ class Battle { this.backdrop = new Backdrop() - this.camera = new BattleCamera() + this.camera = new BattleCamera(this) this.camera.follow(this.playerCharacter) this.slideacrossMessage = new SlideacrossMessage() @@ -867,6 +882,13 @@ class Battle { this.changeMenuAnim = {time: 1, direction: 1, old: null} this.nearlyDeadAnim = null this.preEndAnim = null + + this.battlefieldCenterX = 40 + this.battlefieldCenterY = 220 + this.battlefieldMinX = -180 + this.battlefieldMaxX = 180 + this.battlefieldMinY = 180 + this.battlefieldMaxY = 220 } draw() { @@ -1006,8 +1028,8 @@ class Battle { for (const { x, y, battleCharacter } of overlayHPBars) { const hpBar = battleCharacter.hpBar - const drawX = x - hpBar.canvas.width / 2 - const drawY = y - hpBar.canvas.height + const drawX = Math.round(x - hpBar.canvas.width / 2) + const drawY = Math.round(y - hpBar.canvas.height) hpBar.draw() ctx.drawImage(hpBar.canvas, drawX, drawY) ctx.drawImage(hpBar.labelCanvas, drawX - hpBar.labelCanvas.width - 2, drawY - 1) @@ -1036,6 +1058,12 @@ class Battle { team.update(dt) } + // Don't let the characters go out of bounds + for (const character of this.getAllBattleCharacters()) { + character.x = Math.min(this.battlefieldMaxX, Math.max(this.battlefieldMinX, character.x)) + character.y = Math.min(this.battlefieldMaxY, Math.max(this.battlefieldMinY, character.y)) + } + this.camera.update(dt) if (this.changeMenuAnim) { @@ -1226,17 +1254,16 @@ class Camera extends Sprite { } class BattleCamera extends Camera { - constructor() { + constructor(battle) { super() - this.battlefieldCenterX = 40 - this.battlefieldCenterY = 220 + this.battle = battle } getSpriteFollowCoords(sprite) { - const bx = this.battlefieldCenterX - const by = this.battlefieldCenterY - return {x: bx + (sprite.x - bx) / 5, y: by + (sprite.y - by) / 5} + const bx = this.battle.battlefieldCenterX + const by = this.battle.battlefieldCenterY + return {x: bx + (sprite.x - bx) / 3, y: by + (sprite.y - by) / 3} } } @@ -1255,8 +1282,10 @@ class MagicProjectile { update(dt) { // TODO: Good animation, make distance affect acceleration, not velocity - this.x += dt * 5 * (this.target.x - this.x) - this.y += dt * 5 * (this.target.y - this.y) + const xvel = 5 * (this.target.x - this.x) + const yvel = 5 * (this.target.y - this.y) + this.x += dt * xvel + this.y += dt * yvel if (Math.abs(this.target.x - this.x) <= 5 && Math.abs(this.target.y - this.y) <= 5) { if (this.action.target === 'enemy') { @@ -1267,6 +1296,10 @@ class MagicProjectile { const { healRelativeToDamageTaken: rel } = this.action if (rel) this.target.recoverHP(rel * (this.target.maxHP - this.target.hp)) } + + this.target.xvel += 2 * xvel * this.target.knockbackMultiplier + this.target.yvel += 2 * yvel * this.target.knockbackMultiplier + this.discarded = true } } @@ -1390,7 +1423,7 @@ const battle = new Battle({ {x: -75, y: 225, name: 'Fie', hp: 375, maxHP: 375, knownActions: ['fire', 'blizz', 'blizzara', 'blizzaga', 'aqua', 'aquara', 'curasa'], determineChain: basicAI} ]}, {characterData: [ - {x: 80, y: 200, name: 'Manasvin Warmech', hp: 1200, maxHP: 1200, knownActions: ['aqua', 'aquaga', 'manasvinSwipe', 'manasvinRecover'], determineChain: basicAI} + {x: 80, y: 200, name: 'Manasvin Warmech', hp: 1200, maxHP: 1200, knownActions: ['aqua', 'aquaga', 'manasvinSwipe', 'manasvinRecover'], determineChain: basicAI, knockbackMultiplier: 0} ]} ] }) |