Modification du fonctionnement des bonus - Avant => A chaque apparition d'un bonus, il avait des caractéristiques qui lui sont propre => il pouvait donc ne pas avoir les même caractéristique qu'un autre bonus avec la même image - Maintenant => Les bonus sont chargés au début du jeu et/ou au changement de langue (en Json (listBonus.json)). Chaque image d'un bonus a un lien vers son bonus (on ne le duplique pas). Dorénavant, les caractéristiques des bonus se modifieront uniquement via la fichier Json - Finition de l'affichage des descriptions basiques des bonus => Gestion de la langue, gestion plus intelligente de la création de l'affichage, chargement des informations des bonus depuis les bonus eux-même - Lorsque notre robot meurt, ça termine automatiquement la partie
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@ -0,0 +1 @@
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{"lSpeedBonus":[{"name":{"en":"SPEED BRONZE","fr":"VITESSE BRONZE"},"texture":"bonusSpeed0","value":2,"time":6000},{"name":{"en":"SPEED SILVER","fr":"VITESSE ARGENT"},"texture":"bonusSpeed1","value":3,"time":4000},{"name":{"en":"SPEED GOLD","fr":"VITESSE OR"},"texture":"bonusSpeed2","value":4,"time":2000}],"lAttackBonus":[{"name":{"en":"ATTACK BRONZE","fr":"ATTAQUE BRONZE"},"texture":"bonusAttack0","value":2},{"name":{"en":"ATTACK SILVER","fr":"ATTAQUE ARGENT"},"texture":"bonusAttack1","value":3},{"name":{"en":"ATTACK GOLD","fr":"ATTAQUE OR"},"texture":"bonusAttack2","value":4}],"lShieldBonus":[{"name":{"en":"SHIELD BRONZE","fr":"BOUCLIER BRONZE"},"texture":"bonusShield0","value":75,"time":15000,"color":8021041},{"name":{"en":"SHIELD SILVER","fr":"BOUCLIER ARGENT"},"texture":"bonusShield1","value":125,"time":10000,"color":10066083},{"name":{"en":"SHIELD GOLD","fr":"BOUCLIER OR"},"texture":"bonusShield2","value":200,"time":5000,"color":13093166}]}
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@ -1,25 +1,9 @@
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class BonusAttack extends Bonus {
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constructor(name, scene, x, y, value) {
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let bonus;
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switch (value) {
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case 1:
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bonus = 'bonusAttack0';
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break;
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case 2:
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bonus = 'bonusAttack1';
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break;
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case 3:
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bonus = 'bonusAttack2';
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break;
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default:
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||||
bonus = 'bonusAttack2';
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break;
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}
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super(name, scene, x, y, bonus, value);
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constructor(name, texture, value) {
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super(name, texture, value);
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}
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useOn(robot) {
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robot.setAttackBonus(this.value + 1);
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this.destroy();
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robot.setAttackBonus(this.value);
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}
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}
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@ -1,32 +1,16 @@
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class BonusShield extends Bonus {
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constructor(name, scene, x, y, value, time, color) {
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let bonus;
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switch (value) {
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||||
case 75:
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bonus = 'bonusShield0';
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break;
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case 125:
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bonus = 'bonusShield1';
|
||||
break;
|
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case 200:
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bonus = 'bonusShield2';
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break;
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default:
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bonus = 'bonusShield2';
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||||
break;
|
||||
}
|
||||
super(name, scene, x, y, bonus, value);
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constructor(name, texture, value, time, color) {
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super(name, texture, value);
|
||||
this.time = time;
|
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this.color = color;
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}
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||||
|
||||
useOn(robot) {
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useOn(robot, scene) {
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let oldColor = robot.shield.color;
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robot.shield.increaseValueMax(this.value, this.color);
|
||||
this.scene.time.addEvent({
|
||||
scene.time.addEvent({
|
||||
delay: this.time,
|
||||
callback: () => robot.shield.decreaseValueMax(this.value, oldColor)
|
||||
});
|
||||
this.destroy();
|
||||
}
|
||||
}
|
@ -1,27 +1,11 @@
|
||||
class BonusSpeed extends Bonus {
|
||||
constructor(name = "", scene, x, y, value, time) {
|
||||
let bonus;
|
||||
switch (value) {
|
||||
case 1:
|
||||
bonus = 'bonusSpeed0';
|
||||
break;
|
||||
case 2:
|
||||
bonus = 'bonusSpeed1';
|
||||
break;
|
||||
case 3:
|
||||
bonus = 'bonusSpeed2';
|
||||
break;
|
||||
default:
|
||||
bonus = 'bonusSpeed2';
|
||||
break;
|
||||
}
|
||||
super(name, scene, x, y, bonus, value);
|
||||
constructor(name = "", texture, value, time) {
|
||||
super(name, texture, value);
|
||||
this.time = time;
|
||||
}
|
||||
|
||||
useOn(robot) {
|
||||
robot.increaseSpeedBonus(this.value);
|
||||
this.scene.time.addEvent({delay: this.time, callback: () => robot.decreaseSpeedBonus(this.value)});
|
||||
this.destroy();
|
||||
useOn(robot, scene) {
|
||||
robot.increaseSpeedBonus(this.value - 1);
|
||||
scene.time.addEvent({delay: this.time, callback: () => robot.decreaseSpeedBonus(this.value - 1)});
|
||||
}
|
||||
}
|
@ -0,0 +1,15 @@
|
||||
class BonusView extends Phaser.GameObjects.Image {
|
||||
constructor(scene, x, y, bonus) {
|
||||
super(scene, x, y, bonus.texture);
|
||||
this.setOrigin(0.5, 0.5);
|
||||
this.displayHeight = HEIGHT_BONUS;
|
||||
this.scaleX = this.scaleY;
|
||||
scene.add.existing(this);
|
||||
this.bonus = bonus;
|
||||
}
|
||||
|
||||
useOn(robot) {
|
||||
this.bonus.useOn(robot, this.scene);
|
||||
this.destroy();
|
||||
}
|
||||
}
|
@ -1,12 +1,7 @@
|
||||
class Bonus extends Phaser.GameObjects.Image {
|
||||
constructor(name, scene, x, y, texture, value) {
|
||||
super(scene, x, y, texture);
|
||||
this.setOrigin(0.5, 0.5);
|
||||
this.displayHeight = HEIGHT_BONUS;
|
||||
this.scaleX = this.scaleY;
|
||||
scene.add.existing(this);
|
||||
class Bonus {
|
||||
constructor(name, texture, value) {
|
||||
this.texture = texture;
|
||||
this.name = name;
|
||||
this.value = value;
|
||||
this.scene = scene;
|
||||
}
|
||||
}
|
@ -0,0 +1,89 @@
|
||||
{
|
||||
"lSpeedBonus": [
|
||||
{
|
||||
"name": {
|
||||
"en": "SPEED BRONZE",
|
||||
"fr": "VITESSE BRONZE"
|
||||
},
|
||||
"texture": "bonusSpeed0",
|
||||
"value": 2,
|
||||
"time": 6000
|
||||
},
|
||||
{
|
||||
"name": {
|
||||
"en": "SPEED SILVER",
|
||||
"fr": "VITESSE ARGENT"
|
||||
},
|
||||
"texture": "bonusSpeed1",
|
||||
"value": 3,
|
||||
"time": 4000
|
||||
},
|
||||
{
|
||||
"name": {
|
||||
"en": "SPEED GOLD",
|
||||
"fr": "VITESSE OR"
|
||||
},
|
||||
"texture": "bonusSpeed2",
|
||||
"value": 4,
|
||||
"time": 2000
|
||||
}
|
||||
],
|
||||
"lAttackBonus": [
|
||||
{
|
||||
"name": {
|
||||
"en": "ATTACK BRONZE",
|
||||
"fr": "ATTAQUE BRONZE"
|
||||
},
|
||||
"texture": "bonusAttack0",
|
||||
"value": 2
|
||||
},
|
||||
{
|
||||
"name": {
|
||||
"en": "ATTACK SILVER",
|
||||
"fr": "ATTAQUE ARGENT"
|
||||
},
|
||||
"texture": "bonusAttack1",
|
||||
"value": 3
|
||||
},
|
||||
{
|
||||
"name": {
|
||||
"en": "ATTACK GOLD",
|
||||
"fr": "ATTAQUE OR"
|
||||
},
|
||||
"texture": "bonusAttack2",
|
||||
"value": 4
|
||||
}
|
||||
],
|
||||
"lShieldBonus": [
|
||||
{
|
||||
"name": {
|
||||
"en": "SHIELD BRONZE",
|
||||
"fr": "BOUCLIER BRONZE"
|
||||
},
|
||||
"texture": "bonusShield0",
|
||||
"value": 75,
|
||||
"time": 15000,
|
||||
"color": 8021041
|
||||
},
|
||||
{
|
||||
"name": {
|
||||
"en": "SHIELD SILVER",
|
||||
"fr": "BOUCLIER ARGENT"
|
||||
},
|
||||
"texture": "bonusShield1",
|
||||
"value": 125,
|
||||
"time": 10000,
|
||||
"color": 10066083
|
||||
},
|
||||
{
|
||||
"name": {
|
||||
"en": "SHIELD GOLD",
|
||||
"fr": "BOUCLIER OR"
|
||||
},
|
||||
"texture": "bonusShield2",
|
||||
"value": 200,
|
||||
"time": 5000,
|
||||
"color": 13093166
|
||||
}
|
||||
]
|
||||
}
|
Loading…
Reference in new issue