mirror of
https://github.com/Melon-Bread/Pet.GB
synced 2024-11-24 20:58:19 -05:00
289 lines
5.4 KiB
Haxe
289 lines
5.4 KiB
Haxe
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 Intellect:Int = 1; // had to be somewhat smart to get out of the egg
|
|
public var Age:Int = 0;
|
|
|
|
// Mood Modifiers
|
|
public var Happiness:Int = 50;
|
|
public var Discipline:Int = 50;
|
|
public var Fullness = 50;
|
|
public var Sleepiness = 0;
|
|
public var Waste = 0;
|
|
|
|
//private var _inEgg:Bool = true;
|
|
public var _isHungry:Bool = false;
|
|
public var _wasteReady:Bool = false;
|
|
public var _madeWaste:Bool = false;
|
|
public var _isTired:Bool = false;
|
|
public var _isAsleep:Bool = false;
|
|
|
|
// Mood/Needs
|
|
public var CurrentMood:Mood = NEUTRAL;
|
|
public var CurrentNeed:Need = NONE;
|
|
|
|
//
|
|
public var Wait:Bool = false;
|
|
|
|
// Gels internal clock
|
|
private var _clock:Clock;
|
|
|
|
public function new(?X:Float=0, ?Y:Float=0)
|
|
{
|
|
super(X, Y);
|
|
|
|
loadGraphic(AssetPaths.Player__png, true, 64, 64);
|
|
animation.add("neutral", [0, 1, 2, 3, 4, 5, 4, 3, 2, 1], 2, true);
|
|
animation.add("happy", [6, 7, 8, 9, 10, 11, 10, 9, 8, 7], 2, true);
|
|
animation.add("angry", [12, 13, 14, 13], 2, true);
|
|
animation.add("sleeping", [15, 16, 17, 16], 2, true);
|
|
animation.add("excited", [18, 19, 20, 19], 3, false);
|
|
animation.add("ashamed", [21, 22, 23, 22], 3, false);
|
|
|
|
_clock = new Clock();
|
|
|
|
// DEBUG
|
|
FlxG.watch.add(this, "Age");
|
|
FlxG.watch.add(this, "CurrentMood");
|
|
FlxG.watch.add(this, "CurrentNeed");
|
|
FlxG.watch.add(this, "Wait");
|
|
FlxG.watch.add(this, "Happiness");
|
|
FlxG.watch.add(this, "Discipline");
|
|
FlxG.watch.add(this, "Fullness");
|
|
FlxG.watch.add(this, "_isHungry");
|
|
FlxG.watch.add(this, "Waste");
|
|
FlxG.watch.add(this, "_wasteReady");
|
|
FlxG.watch.add(this, "_madeWaste");
|
|
FlxG.watch.add(this, "Sleepiness");
|
|
FlxG.watch.add(this, "_isTired");
|
|
FlxG.watch.add(this, "_isAsleep");
|
|
}
|
|
|
|
override function update(elapsed:Float):Void
|
|
{
|
|
super.update(elapsed);
|
|
|
|
_clock.update();
|
|
if (_clock.HourPassed)
|
|
newHour();
|
|
if (_clock.DayPassed)
|
|
newDay();
|
|
|
|
checkMood();
|
|
checkNeed();
|
|
checkRange();
|
|
}
|
|
|
|
private function checkMood():Void
|
|
{
|
|
if (Happiness >= 61)
|
|
CurrentMood = HAPPY;
|
|
else if (Happiness >= 40 && Happiness <= 60)
|
|
CurrentMood = NEUTRAL;
|
|
else if (Happiness <= 39)
|
|
CurrentMood = ANGRY;
|
|
}
|
|
|
|
private function checkNeed():Void
|
|
{
|
|
// TODO: Add need stat triggers
|
|
|
|
// Fullness Checks
|
|
if(Fullness < 50)
|
|
_isHungry = true;
|
|
else
|
|
_isHungry = false;
|
|
|
|
// Waste Check
|
|
if(Waste > 75 && Waste < 100)
|
|
_wasteReady = true;
|
|
else if (Waste >= 100)
|
|
makeWaste();
|
|
else
|
|
_wasteReady = false;
|
|
|
|
|
|
if (_isHungry)
|
|
CurrentNeed = HUNGRY;
|
|
else if (_wasteReady)
|
|
CurrentNeed = POOPY;
|
|
else if (_isTired)
|
|
CurrentNeed = SLEEPY;
|
|
else
|
|
CurrentNeed = NONE;
|
|
}
|
|
|
|
|
|
public function EatFood():Void
|
|
{
|
|
Wait = true;
|
|
// Stat changes
|
|
|
|
if ((Fullness + 25) > 100)
|
|
{
|
|
Happiness -= 5; // Unhappy from over feeding
|
|
// TODO: Play ashamed animationx
|
|
// TODO: Add another penelty
|
|
}
|
|
else
|
|
{
|
|
Fullness += 25;
|
|
Happiness += 10;
|
|
Discipline -=5;
|
|
Waste +=5;
|
|
}
|
|
}
|
|
|
|
public function Praise():Void
|
|
{
|
|
Wait = true;
|
|
|
|
// Can't Prasie if you have no Happiness to give
|
|
if (Discipline < 10)
|
|
return;
|
|
|
|
Happiness += 10;
|
|
Discipline -= 10;
|
|
// TODO: Play excited animation
|
|
}
|
|
|
|
public function Scold():Void
|
|
{
|
|
Wait = true;
|
|
|
|
// Can't Scold if you have no Discipline to give
|
|
if (Discipline < 10)
|
|
return;
|
|
|
|
Happiness -= 10;
|
|
Discipline += 10;
|
|
// TODO: Play ashamed animation
|
|
}
|
|
|
|
public function Wipe():Void
|
|
{
|
|
Wait = true;
|
|
// TODO: Lock Wipe down for the rest of hour
|
|
|
|
// Early Wipe
|
|
if (!_wasteReady)
|
|
{
|
|
Happiness -=5;
|
|
// TODO: Pay ashamed animation to show bad wipe
|
|
return;
|
|
}
|
|
|
|
// Good Wipe
|
|
if (!_madeWaste)
|
|
{
|
|
Happiness += 10;
|
|
Discipline += 10;
|
|
// TODO: Play excited animation to show good wipe
|
|
}
|
|
|
|
// Late Wipe
|
|
else
|
|
{
|
|
Happiness -= 10;
|
|
Discipline -= 10;
|
|
_madeWaste = false;
|
|
}
|
|
Waste = 0;
|
|
}
|
|
|
|
private function makeWaste():Void
|
|
{
|
|
Waste = 0;
|
|
_madeWaste = true;
|
|
_wasteReady = false;
|
|
}
|
|
private function newHour():Void
|
|
{
|
|
Fullness -= 10;
|
|
Sleepiness += 5;
|
|
if (!_madeWaste)
|
|
Waste += (FlxG.random.int(2, 5) * 5);
|
|
|
|
// TODO: Add other stat changing conditions
|
|
if (_isHungry)
|
|
Happiness -= 10;
|
|
if (_isTired)
|
|
{
|
|
Happiness -= 10;
|
|
Discipline -= 5;
|
|
}
|
|
if (_madeWaste)
|
|
{
|
|
Happiness -=10;
|
|
Discipline -=10;
|
|
}
|
|
|
|
|
|
// TODO: Unlock Wipe
|
|
_clock.HourPassed = false;
|
|
}
|
|
|
|
private function newDay():Void
|
|
{
|
|
Age++;
|
|
// TODO: Add END_GAME checks here
|
|
_clock.DayPassed = false;
|
|
}
|
|
|
|
private function checkRange():Void
|
|
{
|
|
// TODO: clean this up, make a for loop to loop array ints
|
|
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;
|
|
|
|
if (Fullness > MAX_LEVEL)
|
|
Fullness = MAX_LEVEL;
|
|
else if (Fullness < MIN_LEVEL)
|
|
Fullness = MIN_LEVEL;
|
|
|
|
if (Sleepiness > MAX_LEVEL)
|
|
Sleepiness = MAX_LEVEL;
|
|
else if (Sleepiness < MIN_LEVEL)
|
|
Sleepiness = MIN_LEVEL;
|
|
|
|
if (Waste > MAX_LEVEL)
|
|
Waste = MAX_LEVEL;
|
|
else if (Waste < MIN_LEVEL)
|
|
Waste = MIN_LEVEL;
|
|
}
|
|
}
|
|
|
|
enum Mood
|
|
{
|
|
NEUTRAL;
|
|
HAPPY;
|
|
ANGRY;
|
|
SLEEPING;
|
|
|
|
ENCOURAGED;
|
|
SAD;
|
|
}
|
|
|
|
enum Need
|
|
{
|
|
NONE;
|
|
HUNGRY;
|
|
SLEEPY;
|
|
POOPY;
|
|
} |