There was a topic Sword powerUp() ability question with the original name
Sword powerUp() ability compromized
The proper use of it is:
if (!hero.hasEffect("power-up") && hero.isReady("power-up"))
hero.powerUp();
else hero.attack(enemy); // test without else - I think you will receive more damage
I think your code doesn’t work because hero.punch(enemy) and hero.powerUp() don’t work when used one after the other. So the function will be:
function attackEnemy(enemy) {
if (enemy && enemy.health > 0) {
if (hero.isReady("jump") && hero.distanceTo(enemy) > 5)
hero.jumpTo(enemy);
else if (!hero.hasEffect("power-up") && hero.isReady("power-up"))
hero.powerUp();
else if (enemy && enemy.health > 0)
hero.attack(enemy);
}
}
You’ll complete the level a bit quicker without the powerUp , the damage you’ll receive is a toss and situational.
Tested first PoweUp and then Punch, it works somehow
function attackEnemy(enemy) {
if (enemy && enemy.health > 0) {
if (hero.isReady("jump") && hero.distanceTo(enemy) > 5)
hero.jumpTo(enemy);
else if (!hero.hasEffect("power-up") && hero.isReady("power-up"))
hero.powerUp();
else if (hero.isReady("punch"))
hero.punch(enemy);
else if (enemy && enemy.health > 0)
hero.attack(enemy);
}
}
but the hero dies.
I’m curious if we replace Punch with Chain Lightning but didn’t test it