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in dungeons, players have the options of searching for traps and bosses, and the size of map area to be explored. for enemies that are not targeted, players have the option of attacking, blocking or evading. when evading, the monsters will follow after the player and can move at a speed similar to the player. if a monster catches up to the player, players can choose to attack or to give a quick evade. the "z" button in the controller's menu bar is used to make attacks and to confirm items in the inventory. when in the inventory, there are six buttons in the left edge of the screen:
if an npc notices a player, that npc will either follow the player or attack the player depending on the settings. in towns, the players can talk to the npcs or interact with shops. in shops, players can buy consumables such as healing items and food, and can also sell things for profit. when players talk to npcs, their choices of conversation conversation options can be seen on the left side of the screen.
the home menu is in the top left corner of the screen. when logging in, the users name and password are automatically entered into the settings menu by the system. items will automatically drop in the players inventory after defeating a monster. once the player finds a map with monsters on it, the player has the option of searching for the boss, or else, just exploring the area. the dungeon entrance will have a button showing the boss's current status: red, yellow, or green. the boss' status also has an impact on monster behavior. once a boss is defeated, it will drop items to the left side of the screen. the items are distributed based on the percentage of the boss's health that remains. the player can only keep one weapon in the inventory at any time, and weapons' durability will drop with use. the items are automatically given to the player by the system.
after we setup our health bar, text, and collision, we want to set our player object to the bottom of the render loop. setting the render loop to begin on the first frame of the game means that we are guaranteed that the rendering will start when all other game logic is completed, which is the most important time to do it. this allows us to be sure that all the code required to draw the scene will occur at the same time. once again, our gameplay logic will be taking the most of the time, so the game will always start on a frame where the player is fully ready to play. notice that we cache our players position and their health in these properties. when we add a player to the room, we will need to update these properties. we have to cache these values because when the player dies, all of the player instances for that player will be deleted, as well as any walls that the player will be occupying. we could get around this by updating these properties in a settimeout loop for the life of the game, but why add extra boilerplate logic when we can do it in a consistent manner such that we always cache these properties when a player is added to the room. now that we have all our objects set up, we are just going to display them to the player and then wait for the player to click the play button. once the player clicks it, all the room instances will be placed in the world and they will all stay in place. the player will automatically start standing over a random wall instance and then the user will get to play. a really fun part of this game is the added depth of customization that the player can make on their characters. instead of only just having a 2d portrait and 2d look, you can give your character more customization. it's actually a really fun way of playing the game as well as the support for custom animation in lol. 5ec8ef588b
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