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🔧 Update dependencies
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rootasjey committed Mar 10, 2019
1 parent 13e55e4 commit ace6cad
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3 changes: 3 additions & 0 deletions .vscode/settings.json
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{
"typescript.tsdk": "node_modules/typescript/lib"
}
41 changes: 20 additions & 21 deletions README.md
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# Cycles

[WIP] A turn-based game system built with [Phaser 3](http://phaser.io).
🚧 [WIP] A turn-based game system built with [Phaser 3](http://phaser.io).

<img src='./cycles-preview.gif' height='500' />

## Roadmap

[See the projects section](https://github.com/rootasjey/cycles-system/projects)
[See the projects section](https://github.com/rootasjey/cycles/projects)

## Development

- Install (if you don't have them):
- [Node.js](https://nodejs.org)
- Run:
- `npm run start` or `yarn run start` watches the project with continuous rebuild.
- Make:
- Write your code in [src](src).
- Put game assets in [assets](/assets).
### Start

## Specifications
You will need [Node.js](https://nodejs.org) to build the game.

* Clone the repo `git clone https://github.com/rootasjey/cycles.git`
* Navigate to you local repo `cd cycles`
* Install dependencies with `yarn` or `npm install`
* Run the game with `yarn run start` or `npm start`

## Game Specifications

### Goal

Reach one of the map objectives:

- Defeat all enemies
- Survive X days
- Defeat a specific enemy
- Rescue someone
* Defeat all enemies
* Survive X days
* Defeat a specific enemy
* Rescue someone

### A player turn

A typical player turn:

- Move units
- Make units attack or use items
- End turn
* Move units
* Make units attack or use items
* End turn

## Thanks

Thanks to these awesome tools and assets, I can have fun building a game:

- [Phaser 3](http://phaser.io)
- [Kenney assets](https://www.kenney.nl)
* [Phaser 3](http://phaser.io)
* [Kenney assets](https://www.kenney.nl)

## Licence

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24 changes: 12 additions & 12 deletions package.json
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{
"name": "cycles",
"version": "0.7.0",
"version": "0.8.0",
"author": "Jeremie CORPINOT",
"description": "A turn based game system built with Phaser",
"license": "MIT",
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"watch": "webpack --env dev --watch"
},
"dependencies": {
"copy-webpack-plugin": "4.6.0",
"copy-webpack-plugin": "5.0.0",
"pathfinding": "0.4.18",
"phaser": "3.16.1",
"typescript": "3.2.2",
"webpack": "4.28.4",
"webpack-cli": "3.2.1",
"webpack-dev-server": "3.1.14"
"phaser": "3.16.2",
"typescript": "3.3.3333",
"webpack": "4.29.6",
"webpack-cli": "3.2.3",
"webpack-dev-server": "3.2.1"
},
"devDependencies": {
"@types/node": "10.12.18",
"@types/node": "11.11.0",
"@types/pathfinding": "0.0.2",
"@types/webpack": "4.4.22",
"ava": "1.0.1",
"@types/webpack": "4.4.25",
"ava": "1.3.1",
"download-cli": "1.1.1",
"raw-loader": "1.0.0",
"ts-loader": "5.3.3",
"ts-node": "7.0.1",
"tslint": "5.12.1"
"ts-node": "8.0.3",
"tslint": "5.13.1"
},
"ava": {
"extensions": [
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4 changes: 2 additions & 2 deletions src/gameObjects/TileUnit.ts
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Expand Up @@ -128,11 +128,11 @@ export default class TileUnit extends Phaser.GameObjects.GameObject {
const weapons = this.unit.inventory.getWeapons();

return weapons
.filter((w, i) => {
.filter((...[, weaponIndex]) => {
this
.hideAttackRange()
.addSelfTileMove()
.findAtkRange(i)
.findAtkRange(weaponIndex)
.hideMovement();

return this.isCurrentAtkInRangeOfEnemy();
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