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Pet.GB/source/Gel.hx

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package;
import flixel.FlxG;
import flixel.FlxSprite;
class Gel extends FlxSprite
{
// Modifiers Range
private var MIN_LEVEL(default, never):Int = 0;
private var MAX_LEVEL(default, never):Int = 100;
// Usless Stats that have no pupose yet
public var Int:Int = 0;
public var Age:Int = 0;
// Mood Modifiers
public var Happiness:Int = 50;
public var Discipline:Int = 50;
public var Fullness = 50;
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public var Sleepiness = 0;
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//private var _inEgg:Bool = true;
private var _isHungry:Bool = false;
private var _hasEaten:Bool = false;
private var _madeWaste:Bool = false;
// Mood
private var _currentMood:Mood = NORMAL;
public function new(?X:Float=0, ?Y:Float=0)
{
super(X, Y);
loadGraphic(AssetPaths.Player__png, true, 64, 64);
animation.add("blink", [1, 2, 3, 4, 5, 6, 5, 4, 3, 2], 5, true);
// DEBUG
FlxG.watch.add(this, "Happiness");
FlxG.watch.add(this, "Fullness");
}
override function update(elsapsed:Float):Void
{
if (animation.curAnim == null)
animation.play("blink");
super.update(elsapsed);
}
private function checkMood():Void
{
}
/*
*
*/
public function EatFood():Void
{
// Stat changes
Fullness += 25;
Happiness += 10;
checkRange();
}
private function checkRange():Void
{
if (Fullness > MAX_LEVEL)
Fullness = MAX_LEVEL;
else if (Fullness < MIN_LEVEL)
Fullness = MIN_LEVEL;
if (Happiness > MAX_LEVEL)
Happiness = MAX_LEVEL;
else if (Happiness < MIN_LEVEL)
Happiness = MIN_LEVEL;
if (Discipline > MAX_LEVEL)
Discipline = MAX_LEVEL;
else if (Discipline < MIN_LEVEL)
Discipline = MIN_LEVEL;
}
}
enum Mood
{
NORMAL;
HAPPY;
ANGRY;
HUNGRY;
TIRED;
WASTE;
ENCOURAGED;
SAD;
}