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levels.js
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import { level1_immobile_liquidMap2D, level1_solidMap2D, level2_solidMap2D, level2_immobile_liquidMap2D } from "./mapData.js";
import { HorizontallyMovingCollisionBlock, VerticallyMovingCollisionBlock } from "./collisionblock.js";
import { Rectangle } from "./rectangle.js";
export class Forest{
constructor(game){
this.game = game;
this.id = "forest";
this.game.exitDoor = new Rectangle(2520, 0, this.game.tileSize, this.game.tileSize);
this.resetCollisionBlocks();
this.resetMap();
this.resetCamera();
this.resetPlayerPos();
this.resetEnemyPos();
this.game.numberOfBasicEnemies = 10;
this.game.numberOfBosses = 1;
this.numOfMaps = 3;
}
//reset all parameters to default values
reset(){
this.resetMap();
this.resetCamera();
this.resetCollisionBlocks();
this.resetPlayerPos();
this.resetEnemyPos();
this.game.player.score = 0;
this.game.exitDoor = new Rectangle(5760-this.game.tileSize, 0, this.game.tileSize, this.game.tileSize);
this.id = "forest";
}
//reset only parameters needed to restart a level
restart(){
this.resetPlayerPos();
this.resetEnemyPos();
this.game.player.score = 0;
}
resetMap(){
this.game.background.set(this.game.assetManager.images[0]);
this.game.clouds.set(this.game.assetManager.images[1]);
this.game.bushes.set(this.game.assetManager.images[2]);
this.game.map.set(this.game.assetManager.images[3]);
}
resetCollisionBlocks(){
this.game.solidBlocks = this.game.collisionBlock.create(level1_solidMap2D);
this.game.immobile_liquidBlocks = this.game.collisionBlock.create(level1_immobile_liquidMap2D);
this.game.mobileBlocks = [
new HorizontallyMovingCollisionBlock(this.game, this.game.assetManager.images[5], 21, 20, 36),
new HorizontallyMovingCollisionBlock(this.game, this.game.assetManager.images[5], 40, 20, 50),
new VerticallyMovingCollisionBlock(this.game, this.game.assetManager.images[6], 20, 4, 20),
new VerticallyMovingCollisionBlock(this.game, this.game.assetManager.images[6], 59, 1, 15),
new VerticallyMovingCollisionBlock(this.game, this.game.assetManager.images[4], 39, 20, 30),
];
}
resetPlayerPos(){
this.game.player.x = 10 * this.game.tileSize;
this.game.player.y = 3 * this.game.tileSize;
}
resetEnemyPos(){
//deactivate all the enemies in the pool first
this.game.enemies.forEach(enemy => { enemy.reset(); });
this.game.enemies[0].start(6*this.game.tileSize, 29*this.game.tileSize);
this.game.enemies[1].start(3*this.game.tileSize, 40*this.game.tileSize);
this.game.enemies[2].start(19*this.game.tileSize, 25*this.game.tileSize);
this.game.enemies[3].start(24*this.game.tileSize, 34*this.game.tileSize);
this.game.enemies[4].start(33*this.game.tileSize, 1*this.game.tileSize);
this.game.enemies[5].start(33*this.game.tileSize, 24*this.game.tileSize);
this.game.enemies[6].start(48*this.game.tileSize, 13*this.game.tileSize);
this.game.enemies[7].start(41*this.game.tileSize, 26*this.game.tileSize);
this.game.enemies[8].start(45*this.game.tileSize, 33*this.game.tileSize);
this.game.enemies[9].start(59*this.game.tileSize, 34*this.game.tileSize);
}
resetCamera() {
this.game.camera.worldWidth = this.game.map.width;
this.game.camera.worldHeight = this.game.map.height ;
}
}
export class Ruins{
constructor(game){
this.game = game;
this.id = "ruins";
this.game.exitDoor = new Rectangle(5080, 0, this.game.tileSize, this.game.tileSize);
this.resetCollisionBlocks();
this.resetMap();
this.resetCamera();
this.resetPlayerPos();
this.resetEnemyPos();
//activates only the numberOfBasicEnemies
this.game.numberOfBasicEnemies = 15;
this.game.numberOfBosses = 1;
this.numOfMaps = 3;
}
//reset all parameters to default values
reset(){
this.resetMap();
this.resetCamera();
this.resetCollisionBlocks();
this.resetPlayerPos();
this.resetEnemyPos();
this.game.player.score = 0;
this.game.exitDoor = new Rectangle(5080, 0, this.game.tileSize, this.game.tileSize);
this.id = "ruins";
}
//reset only parameters needed to restart a level
restart(){
this.resetPlayerPos();
this.resetEnemyPos();
this.game.player.score = 0;
}
resetCollisionBlocks(){
this.game.solidBlocks = this.game.collisionBlock.create(level2_solidMap2D);
this.game.immobile_liquidBlocks = this.game.collisionBlock.create(level2_immobile_liquidMap2D);
this.game.mobileBlocks = [
new HorizontallyMovingCollisionBlock(this.game, this.game.assetManager.images[4], 2, 28, 24),
new HorizontallyMovingCollisionBlock(this.game, this.game.assetManager.images[4], 25, 16, 32),
new HorizontallyMovingCollisionBlock(this.game, this.game.assetManager.images[4], 43, 33, 48),
new HorizontallyMovingCollisionBlock(this.game, this.game.assetManager.images[4], 49, 27, 74),
new HorizontallyMovingCollisionBlock(this.game, this.game.assetManager.images[4], 45, 10, 53),
new HorizontallyMovingCollisionBlock(this.game, this.game.assetManager.images[4], 45, 3, 53),
new HorizontallyMovingCollisionBlock(this.game, this.game.assetManager.images[4], 103, 29, 112),
new HorizontallyMovingCollisionBlock(this.game, this.game.assetManager.images[4], 112, 16, 122),
new VerticallyMovingCollisionBlock(this.game, this.game.assetManager.images[4], 24, 2, 15),
new VerticallyMovingCollisionBlock(this.game, this.game.assetManager.images[4], 8, 2, 12),
new VerticallyMovingCollisionBlock(this.game, this.game.assetManager.images[4], 18, 26, 32),
new VerticallyMovingCollisionBlock(this.game, this.game.assetManager.images[4], 67, 27, 32),
new VerticallyMovingCollisionBlock(this.game, this.game.assetManager.images[4], 86, 28, 32),
new VerticallyMovingCollisionBlock(this.game, this.game.assetManager.images[4], 105, 18, 32),
];
}
resetMap(){
this.game.background.set(this.game.assetManager.images[11]);
this.game.clouds.set(this.game.assetManager.images[1]);
this.game.bushes.set(this.game.assetManager.images[2]);
this.game.map.set(this.game.assetManager.images[12]);
}
resetPlayerPos(){
this.game.player.x = 0 * this.game.tileSize;
this.game.player.y = 9 * this.game.tileSize;
}
resetEnemyPos(){
//deactivate all the enemies in the pool first
this.game.enemies.forEach(enemy => { enemy.reset(); });
this.game.enemies[0].start(0*this.game.tileSize, 29*this.game.tileSize);
this.game.enemies[1].start(10*this.game.tileSize, 36*this.game.tileSize);
this.game.enemies[2].start(9*this.game.tileSize, 19*this.game.tileSize);
this.game.enemies[3].start(24*this.game.tileSize, 34*this.game.tileSize);
this.game.enemies[4].start(36*this.game.tileSize, 12*this.game.tileSize);
this.game.enemies[5].start(33*this.game.tileSize, 28*this.game.tileSize);
this.game.enemies[6].start(51*this.game.tileSize, 13*this.game.tileSize);
this.game.enemies[7].start(47*this.game.tileSize, 26*this.game.tileSize);
this.game.enemies[8].start(62*this.game.tileSize, 33*this.game.tileSize);
this.game.enemies[9].start(69*this.game.tileSize, 5*this.game.tileSize);
this.game.enemies[10].start(89*this.game.tileSize, 5*this.game.tileSize);
this.game.enemies[11].start(97*this.game.tileSize, 28*this.game.tileSize);
this.game.enemies[12].start(115*this.game.tileSize, 22*this.game.tileSize);
this.game.enemies[13].start(120*this.game.tileSize, 19*this.game.tileSize);
this.game.enemies[14].start(120*this.game.tileSize, 3*this.game.tileSize);
}
resetCamera(){
this.game.camera.worldWidth = this.game.map.width;
this.game.camera.worldHeight = this.game.map.height;
}
}