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author | elioat <elioat@tilde.institute> | 2024-12-18 16:08:15 -0500 |
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committer | elioat <elioat@tilde.institute> | 2024-12-18 16:08:15 -0500 |
commit | e8b1a10f45e25aef021b3b164582b609c0ed36a7 (patch) | |
tree | 9a31877cb48a83cbeaf5367a972e9b29e677c8c6 /html/plains | |
parent | 735c44959dc85d9e2ac185b5b988e993b672a7d4 (diff) | |
download | tour-e8b1a10f45e25aef021b3b164582b609c0ed36a7.tar.gz |
*
Diffstat (limited to 'html/plains')
-rw-r--r-- | html/plains/enemies.js | 31 | ||||
-rw-r--r-- | html/plains/game.js | 24 |
2 files changed, 48 insertions, 7 deletions
diff --git a/html/plains/enemies.js b/html/plains/enemies.js index aa8bbe7..77f5245 100644 --- a/html/plains/enemies.js +++ b/html/plains/enemies.js @@ -73,17 +73,35 @@ const handleEnemyDamage = (enemy, damage, knockbackForce = 0, angle = 0) => { const gridSize = CONFIG.display.grid.size; enemy.hp -= damage; + // Apply stun when hit + enemy.stunned = true; + enemy.stunEndTime = animationTime + 500; // 500ms stun duration + + // Apply knockback if there's a force + if (knockbackForce > 0) { + const knockbackDistance = gridSize * 0.5; // Half grid cell knockback + enemy.knockback = { + active: true, + startX: enemy.x, + startY: enemy.y, + targetX: enemy.x + Math.cos(angle) * knockbackDistance, + targetY: enemy.y + Math.sin(angle) * knockbackDistance, + startTime: animationTime, + duration: 300 + }; + } + if (damage > 0 && enemy.hp <= 0) { // Create death particles const numParticles = 15 + Math.floor(Math.random() * 10); for (let i = 0; i < numParticles; i++) { - const angle = (i / numParticles) * Math.PI * 2; + const particleAngle = (i / numParticles) * Math.PI * 2; const speed = 2 + Math.random() * 3; state.particles.push({ x: enemy.x, y: enemy.y, - dx: Math.cos(angle) * speed, - dy: Math.sin(angle) * speed, + dx: Math.cos(particleAngle) * speed, + dy: Math.sin(particleAngle) * speed, size: enemy.size * (0.1 + Math.random() * 0.2), color: enemy.color, lifetime: 1000, @@ -92,12 +110,12 @@ const handleEnemyDamage = (enemy, damage, knockbackForce = 0, angle = 0) => { } // Generate diamonds when enemy is defeated - const diamondCount = Math.floor(Math.random() * 5); // 0 to 4 diamonds + const diamondCount = Math.floor(Math.random() * 5); for (let i = 0; i < diamondCount; i++) { state.diamonds.push({ x: enemy.x + (Math.random() - 0.5) * 20, y: enemy.y + (Math.random() - 0.5) * 20, - size: 6, // Smaller size (was 10) + size: 6, collected: false }); } @@ -430,5 +448,6 @@ window.enemySystem = { generateEnemies, updateEnemies, renderEnemies, - findNearestLostVillager // Export this so it can be used elsewhere if needed + findNearestLostVillager, + handleEnemyDamage }; \ No newline at end of file diff --git a/html/plains/game.js b/html/plains/game.js index d25daaf..1f9b27e 100644 --- a/html/plains/game.js +++ b/html/plains/game.js @@ -777,13 +777,35 @@ const weaponSystems = { const newAngle = state.player.swordAngle + CONFIG.sword.swingSpeed; const swingComplete = newAngle > Math.atan2(state.player.direction.y, state.player.direction.x) + Math.PI / 2; + // Add sword collision detection + const swordTip = { + x: state.player.x + Math.cos(state.player.swordAngle) * CONFIG.sword.length, + y: state.player.y + Math.sin(state.player.swordAngle) * CONFIG.sword.length + }; + + // Check all enemies for sword collision + const updatedEnemies = state.enemies.map(enemy => { + if (!enemy.stunned) { + const dx = enemy.x - state.player.x; + const dy = enemy.y - state.player.y; + const distance = Math.sqrt(dx * dx + dy * dy); + + if (distance < enemy.size + CONFIG.sword.length) { + const knockbackAngle = Math.atan2(dy, dx); + enemySystem.handleEnemyDamage(enemy, 1, 1, knockbackAngle); + } + } + return enemy; + }); + return { ...state, player: { ...state.player, swordAngle: newAngle, isSwinging: !swingComplete - } + }, + enemies: updatedEnemies }; } }; |