mirror of
https://github.com/Melon-Bread/Pet.GB
synced 2024-11-28 13:58:20 -05:00
289 lines
5.4 KiB
Haxe
289 lines
5.4 KiB
Haxe
package;
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import flixel.FlxG;
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import flixel.FlxSprite;
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class Gel extends FlxSprite
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{
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// Modifiers Range
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private var MIN_LEVEL(default, never):Int = 0;
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private var MAX_LEVEL(default, never):Int = 100;
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// Usless Stats that have no pupose yet
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public var Intellect:Int = 1; // had to be somewhat smart to get out of the egg
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public var Age:Int = 0;
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// Mood Modifiers
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public var Happiness:Int = 50;
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public var Discipline:Int = 50;
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public var Fullness = 50;
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public var Sleepiness = 0;
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public var Waste = 0;
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//private var _inEgg:Bool = true;
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public var _isHungry:Bool = false;
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public var _wasteReady:Bool = false;
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public var _madeWaste:Bool = false;
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public var _isTired:Bool = false;
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public var _isAsleep:Bool = false;
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// Mood/Needs
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public var CurrentMood:Mood = NEUTRAL;
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public var CurrentNeed:Need = NONE;
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//
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public var Wait:Bool = false;
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// Gels internal clock
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private var _clock:Clock;
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public function new(?X:Float=0, ?Y:Float=0)
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{
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super(X, Y);
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loadGraphic(AssetPaths.Player__png, true, 64, 64);
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animation.add("neutral", [0, 1, 2, 3, 4, 5, 4, 3, 2, 1], 2, true);
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animation.add("happy", [6, 7, 8, 9, 10, 11, 10, 9, 8, 7], 2, true);
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animation.add("angry", [12, 13, 14, 13], 2, true);
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animation.add("sleeping", [15, 16, 17, 16], 2, true);
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animation.add("excited", [18, 19, 20, 19], 3, false);
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animation.add("ashamed", [21, 22, 23, 22], 3, false);
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_clock = new Clock();
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// DEBUG
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FlxG.watch.add(this, "Age");
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FlxG.watch.add(this, "CurrentMood");
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FlxG.watch.add(this, "CurrentNeed");
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FlxG.watch.add(this, "Wait");
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FlxG.watch.add(this, "Happiness");
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FlxG.watch.add(this, "Discipline");
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FlxG.watch.add(this, "Fullness");
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FlxG.watch.add(this, "_isHungry");
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FlxG.watch.add(this, "Waste");
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FlxG.watch.add(this, "_wasteReady");
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FlxG.watch.add(this, "_madeWaste");
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FlxG.watch.add(this, "Sleepiness");
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FlxG.watch.add(this, "_isTired");
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FlxG.watch.add(this, "_isAsleep");
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}
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override function update(elapsed:Float):Void
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{
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super.update(elapsed);
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_clock.update();
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if (_clock.HourPassed)
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newHour();
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if (_clock.DayPassed)
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newDay();
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checkMood();
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checkNeed();
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checkRange();
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}
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private function checkMood():Void
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{
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if (Happiness >= 61)
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CurrentMood = HAPPY;
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else if (Happiness >= 40 && Happiness <= 60)
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CurrentMood = NEUTRAL;
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else if (Happiness <= 39)
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CurrentMood = ANGRY;
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}
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private function checkNeed():Void
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{
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// TODO: Add need stat triggers
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// Fullness Checks
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if(Fullness < 50)
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_isHungry = true;
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else
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_isHungry = false;
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// Waste Check
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if(Waste > 75 && Waste < 100)
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_wasteReady = true;
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else if (Waste >= 100)
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makeWaste();
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else
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_wasteReady = false;
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if (_isHungry)
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CurrentNeed = HUNGRY;
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else if (_wasteReady)
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CurrentNeed = POOPY;
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else if (_isTired)
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CurrentNeed = SLEEPY;
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else
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CurrentNeed = NONE;
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}
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public function EatFood():Void
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{
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Wait = true;
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// Stat changes
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if ((Fullness + 25) > 100)
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{
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Happiness -= 5; // Unhappy from over feeding
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// TODO: Play ashamed animationx
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// TODO: Add another penelty
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}
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else
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{
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Fullness += 25;
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Happiness += 10;
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Discipline -=5;
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Waste +=5;
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}
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}x
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public function Praise():Void
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{
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Wait = true;
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// Can't Prasie if you have no Happiness to give
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if (Discipline < 10)
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return;
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Happiness += 10;
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Discipline -= 10;
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// TODO: Play excited animation
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}
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public function Scold():Void
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{
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Wait = true;
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// Can't Scold if you have no Discipline to give
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if (Discipline < 10)
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return;
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Happiness -= 10;
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Discipline += 10;
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// TODO: Play ashamed animation
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}
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public function Wipe():Void
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{
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Wait = true;
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// TODO: Lock Wipe down for the rest of hour
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// Early Wipe
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if (!_wasteReady)
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{
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Happiness -=5;
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// TODO: Pay ashamed animation to show bad wipe
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return;
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}
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// Good Wipe
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if (!_madeWaste)
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{
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Happiness += 10;
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Discipline += 10;
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// TODO: Play excited animation to show good wipe
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}
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// Late Wipe
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else
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{
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Happiness -= 10;
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Discipline -= 10;
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_madeWaste = false;
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}
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Waste = 0;
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}
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private function makeWaste():Void
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{
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Waste = 0;
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_madeWaste = true;
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_wasteReady = false;
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}
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private function newHour():Void
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{
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Fullness -= 10;
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Sleepiness += 5;
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if (!_madeWaste)
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Waste += (FlxG.random.int(2, 5) * 5);
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// TODO: Add other stat changing conditions
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if (_isHungry)
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Happiness -= 10;
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if (_isTired)
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{
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Happiness -= 10;
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Discipline -= 5;
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}
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if (_madeWaste)
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{
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Happiness -=10;
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Discipline -=10;
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}
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// TODO: Unlock Wipe
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_clock.HourPassed = false;
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}
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private function newDay():Void
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{
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Age++;
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// TODO: Add END_GAME checks here
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_clock.DayPassed = false;
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}
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private function checkRange():Void
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{
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// TODO: clean this up, make a for loop to loop array ints
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if (Happiness > MAX_LEVEL)
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Happiness = MAX_LEVEL;
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else if (Happiness < MIN_LEVEL)
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Happiness = MIN_LEVEL;
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if (Discipline > MAX_LEVEL)
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Discipline = MAX_LEVEL;
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else if (Discipline < MIN_LEVEL)
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Discipline = MIN_LEVEL;
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if (Fullness > MAX_LEVEL)
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Fullness = MAX_LEVEL;
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else if (Fullness < MIN_LEVEL)
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Fullness = MIN_LEVEL;
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if (Sleepiness > MAX_LEVEL)
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Sleepiness = MAX_LEVEL;
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else if (Sleepiness < MIN_LEVEL)
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Sleepiness = MIN_LEVEL;
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if (Waste > MAX_LEVEL)
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Waste = MAX_LEVEL;
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else if (Waste < MIN_LEVEL)
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Waste = MIN_LEVEL;
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}
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}
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enum Mood
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{
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NEUTRAL;
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HAPPY;
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ANGRY;
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SLEEPING;
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ENCOURAGED;
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SAD;
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}
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enum Need
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{
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NONE;
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HUNGRY;
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SLEEPY;
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POOPY;
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} |