fix vision logic and game tick timer
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+18
-5
@@ -11,22 +11,35 @@ export class Dungeon {
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game.height = 3000
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const playerSpawn = new Vector2(game.width / 2, game.height / 2)
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game.spawnEntity(new Entity(Template.player({ id: '1', spawnPosition: playerSpawn, team: Team.blue })))
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game.entities.at(0).moveAction(playerSpawn.clone().add(new Vector2(0, -200)))
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game.spawnEntity(new Entity(Template.player({ id: '1', spawnPosition: playerSpawn, position: new Vector2(playerSpawn.x - 1300, playerSpawn.y - 500), team: Team.blue })))
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const dummyLogic = function dummyLogic() {
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if (game.currentTick % (3 * game.tickRate) == 0) {
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this.castAction('q', playerSpawn)
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const entity = this
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if (entity.position.x > 1250) {
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entity.moveAction(new Vector2(500, entity.position.y))
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}
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else if (entity.position.x < 550 || entity.destination == null) {
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entity.moveAction(new Vector2(1300, entity.position.y))
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}
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if (game.currentTick > 0 && game.currentTick % (6 * game.tickRate) == 0) {
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entity.castAction('q', playerSpawn)
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}
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}
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const dummy = { radius: 100, visualRadius: 50, abilities: { q: Ability.straightShot.id }, logic: dummyLogic }
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game.spawnEntity(new Entity({ ...dummy, position: new Vector2(1 * (game.width / 5), 1 * (game.height / 4)) }))
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game.spawnEntity(new Entity({ ...dummy, position: new Vector2(1 * (game.width / 5), 3 * (game.height / 4)) }))
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game.addTerrain(new Terrain([
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new Vector2(3.5 * (game.width / 10), 1.6 * (game.height / 5)),
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new Vector2(3.5 * (game.width / 10), 1.4 * (game.height / 5)),
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new Vector2(4 * (game.width / 10), 1.4 * (game.height / 5)),
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new Vector2(4 * (game.width / 10), 1.6 * (game.height / 5)),
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]))
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game.addTerrain(new Terrain([
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new Vector2(3 * (game.width / 10), 2 * (game.height / 5)),
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new Vector2(3 * (game.width / 10), 1 * (game.height / 5)),
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new Vector2(4 * (game.width / 10), 1 * (game.height / 5)),
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new Vector2(4 * (game.width / 10), 2 * (game.height / 5)),
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]))
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], false))
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game.start()
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}
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