Add temp nightfall; adjust action priority

This commit is contained in:
Ketchetwahmeegwun T. Southall 2022-01-29 20:02:31 -08:00
parent cc7a736ae9
commit f760065792

View File

@ -31,7 +31,12 @@ export interface Layer {
}
export function GameState(ctx: ContextI): StateI {
disableSound()
//disableSound()
let isNight = false
let modeTimer = 0
let nightTime = 10 * 60
let dayTime = 10 * 60
let world: planck.World = planck.World({
gravity: planck.Vec2(0, 0),
})
@ -124,6 +129,14 @@ export function GameState(ctx: ContextI): StateI {
let elapsed: number = 0
let update = (delta: number) => {
elapsed += delta
modeTimer += delta
if (isNight && modeTimer >= nightTime) {
modeTimer = 0
nightfall(false)
} else if (!isNight && modeTimer >= dayTime) {
modeTimer = 0
nightfall(true)
}
// Run world sim.
while (elapsed >= 1/60) {
world.step(1/60)
@ -217,7 +230,7 @@ export function GameState(ctx: ContextI): StateI {
priority: v,
})
} else {
action.priority += v
action.priority = v
if (action.priority <= 0) {
desiredActions = desiredActions.filter(v=>v!==action)
}
@ -225,13 +238,13 @@ export function GameState(ctx: ContextI): StateI {
}
let keyup = (e: KeyboardEvent) => {
if (e.key === 'ArrowLeft') {
adjustAction('west', -1)
adjustAction('west', 0)
} else if (e.key === 'ArrowRight') {
adjustAction('east', -1)
adjustAction('east', 0)
} else if (e.key === 'ArrowUp') {
adjustAction('north', -1)
adjustAction('north', 0)
} else if (e.key === 'ArrowDown') {
adjustAction('south', -1)
adjustAction('south', 0)
}
}
let keydown = (e: KeyboardEvent) => {
@ -255,8 +268,14 @@ export function GameState(ctx: ContextI): StateI {
window.removeEventListener('keydown', keydown)
}
let hookGamepad = () => {
}
let unhookGamepad = () => {
}
let nightfall = (b: boolean) => {
if (b) {
playSong('GGJ-ScaryMusic')
for (let l of layers) {
//l.colorMatrix.brightness(0.25, false)
l.colorMatrix.night(0.2, true)
@ -273,6 +292,7 @@ export function GameState(ctx: ContextI): StateI {
for (let e of entities) {
}
}
isNight = b
}
nightfall(false)