简单的PVP

This commit is contained in:
DESKTOP-5RP3AKU\Jisol
2023-11-21 01:57:40 +08:00
parent 1aa5900294
commit 074cfbd5bd
18 changed files with 3218 additions and 158 deletions

View File

@@ -5,12 +5,15 @@ import { JNFrameInfo } from "../../../extensions/ngame/assets/ngame/sync/frame/J
import { Node } from "cc";
import { Vec3 } from "cc";
import { Camera } from "cc";
import GBattleModeManager from "./GBattleModeManager";
export default class GBaseMode<T> extends GObject<T> {
export default class GBaseMode<T,DT> extends GObject<T> {
//场景相机
camera:Camera;
//模式数据
data:DT;
get scene():Node{
return this.node;
@@ -33,6 +36,11 @@ export default class GBaseMode<T> extends GObject<T> {
}
}
//结束场景
Close(){
GBattleModeManager.getIns().Close();
}
onSyncUpdate(dt: number,frame:JNFrameInfo, input?: T) {
//重置 场景中的层级

View File

@@ -46,6 +46,12 @@ export default class GBattleModeManager extends Singleton {
//默认模式
default:BattleMode = BattleMode.OnHook; //默认无限模式
//当前帧不切换模式
frameNoSwitch:boolean = false;
//模式数据
data:any;
//初始化管理器
async onInit(info:GBattleModeInfo){
@@ -62,10 +68,12 @@ export default class GBattleModeManager extends Singleton {
}
//打开指定模式
async Open(mode:BattleMode = null,isAuto:boolean = false){
async Open(mode:BattleMode = null,isAuto:boolean = false,data:any = this.data){
this.data = data;
if(!this.current && mode == null){
await this.Open(this.default,true);
await this.Open(this.default,true,data);
return;
}else if(mode == null){
return;
@@ -85,8 +93,7 @@ export default class GBattleModeManager extends Singleton {
//主动调用场景销毁
app.sync.onReset();
this.current = null;
await this.Open();
this.frameNoSwitch = true;
}
@@ -108,6 +115,7 @@ export default class GBattleModeManager extends Singleton {
if(!this.isInit || this.current == null) return;
let mode = instantiate(this.modes[this.current]);
mode.getComponent(GBaseMode).camera = this.camera;
mode.getComponent(GBaseMode).data = this.data;
this.root.addChild(mode)
}
@@ -124,6 +132,13 @@ export default class GBattleModeManager extends Singleton {
app.sync.update(dt);
//自动推帧
this.onAutoFrame(dt);
//如果当前模式是空则默认模式
if(this.current == null && !this.frameNoSwitch){
this.Open();
}
this.frameNoSwitch = false;
}
//自动推帧

View File

@@ -43,15 +43,13 @@ export enum GOnHookModePlayerEnum{
export interface GOnHookInfo{
//阵法
tactical: GTactical;
//宠物列表
roles: TB.TbGRole[];
}
/**
* 挂机模式 无限出现小怪 (不是联机模式 该模式支持使用本地数据 和 API)
*/
@ccclass('GOnHookMode')
export default class GOnHookMode extends GBaseMode<{}>{
export default class GOnHookMode extends GBaseMode<{},{}>{
@property(Prefab)
rolePrefab: Prefab = null;
@@ -139,8 +137,8 @@ export default class GOnHookMode extends GBaseMode<{}>{
this.map3.init(app.battleRes.maps[60001][2],1,app.battleRes.maps[60001][1].width * scale,1048 * scale);
this.onUpdateMap(0);
this.playerInfo = { tactical: GTactical.getTactical().setOffset(this.playerPos), roles: GRoleUtil.getGRoles([]) };
this.enemyInfo = { tactical: GTactical.getTactical(true).setOffset(this.enemyPos), roles: GRoleUtil.getGRoles([]) };
this.playerInfo = { tactical: GTactical.getTactical().setOffset(this.playerPos) };
this.enemyInfo = { tactical: GTactical.getTactical(true).setOffset(this.enemyPos) };
this.onUpdatePlayerPet();
@@ -379,8 +377,10 @@ export default class GOnHookMode extends GBaseMode<{}>{
//角色受击回调
onHitBack(role:GRoleDefault,hit:number){
if(!role.get()) return;
//添加受击显示
app.event.emit(ModeRenderEvent.HIT,role,hit);
app.event.emit(ModeRenderEvent.HIT,role.v2World.clone(),hit);
}

View File

@@ -8,6 +8,12 @@ import { GRoleUtil } from "../entity/GRole";
import GRoleDefault from "../base/role/GRoleDefault";
import { v3 } from "cc";
import { TB } from "../../../resources/config/data/schema";
import JNFrameTime from "../../../../extensions/ngame/assets/ngame/sync/frame/game/time/JNFrameTime";
import GBattleModeManager from "../GBattleModeManager";
import { app, TD } from "../../App";
import { ModeRenderEvent } from "../../ui/Consts/Game/ModeRender";
import { GPVPStart } from "../../action/PVPAction";
import { PlayerPetOV } from "../../consts/API";
const { ccclass, property } = _decorator;
//PVP 角色
@@ -28,7 +34,7 @@ export interface GPVPModePlayerInfo{
* PVP 模式
*/
@ccclass('GPVPMode')
export default class GPVPMode extends GBaseMode<{}>{
export default class GPVPMode extends GBaseMode<{},GPVPStart>{
@property(Prefab)
rolePrefab: Prefab = null;
@@ -51,11 +57,48 @@ export default class GPVPMode extends GBaseMode<{}>{
//敌方位置
enemyPos: Vec2 = new Vec2(400,0);
//是否结束游戏
isEndGame:boolean = false;
get scene():Node{
return this.objects;
}
onLoad(){
//整理GPVPStart数据
//宠物Id列表
let leftTactical:number[] = JSON.parse(this.data.leftTactical);
let rightTactical:number[] = JSON.parse(this.data.rightTactical);
//宠物列表
let leftTbs:TB.TbGRole[] = JSON.parse(this.data.leftTactical);
let rightTbs:TB.TbGRole[] = JSON.parse(this.data.rightTactical);
//玩家宠物信息
for (let index = 0; index < leftTactical.length; index++) {
const petId = leftTactical[index];
if(petId != 0){
let pet:PlayerPetOV = JSON.parse(this.data.leftPets[petId]);
leftTbs[index] = TD.TbGRole.get(pet.petTbId);
}else{
leftTbs[index] = null;
}
}
for (let index = 0; index < rightTactical.length; index++) {
const petId = rightTactical[index];
if(petId != 0){
let pet:PlayerPetOV = JSON.parse(this.data.leftPets[petId]);
rightTbs[index] = TD.TbGRole.get(pet.petTbId);
}else{
rightTbs[index] = null;
}
}
this.playerInfo = { tactical: GTactical.getTactical().setOffset(this.playerPos), roles: leftTbs };
this.enemyInfo = { tactical: GTactical.getTactical(true).setOffset(this.enemyPos), roles: rightTbs };
super.onLoad();
}
@@ -68,13 +111,10 @@ export default class GPVPMode extends GBaseMode<{}>{
//初始化战斗
console.log("GPVPMode 模式初始化");
this.playerInfo = { tactical: GTactical.getTactical().setOffset(this.playerPos), roles: GRoleUtil.getGRoles([10004,10001,10004,10002,10003,10003]) };
this.enemyInfo = { tactical: GTactical.getTactical(true).setOffset(this.enemyPos), roles: GRoleUtil.getGRoles([10002,10002,10001,10003,10004,10003]) };
//生成玩家
this.playerInfo.roles.forEach((info,index) => this.onGenRole(GPVPModePlayerEnum.PLAYER,index+1,info))
this.enemyInfo.roles.forEach((info,index) => this.onGenRole(GPVPModePlayerEnum.ENEMY,index+1,info))
//生成宠物
this.playerInfo.roles.forEach((info,index) => info && this.onGenRole(GPVPModePlayerEnum.PLAYER,index+1,info))
this.enemyInfo.roles.forEach((info,index) => info && this.onGenRole(GPVPModePlayerEnum.ENEMY,index+1,info))
}
@@ -94,6 +134,11 @@ export default class GPVPMode extends GBaseMode<{}>{
return this.getEnumy(entity,type);
}
//绑定受击回调
entity.addHitCallback(this.onHitBack.bind(this));
//绑定死亡回调
entity.addKillBackEvent(this.onRoleKillBack.bind(this))
this.addGObject(entity,tactical.getPosition(index));
this.getOnesRole(type).push(entity);
@@ -111,6 +156,12 @@ export default class GPVPMode extends GBaseMode<{}>{
if(type == GPVPModePlayerEnum.ENEMY) return this.enemyRoles;
}
//获取存活的宠物
getOnesRoleAlive(type: GPVPModePlayerEnum):GRoleDefault[]{
if(type == GPVPModePlayerEnum.PLAYER) return this.playerRoles.filter(role => !!role.get());
if(type == GPVPModePlayerEnum.ENEMY) return this.enemyRoles.filter(role => !!role.get());
}
//获取敌人
getEnumy(player:GRoleDefault,type:GPVPModePlayerEnum):GRoleDefault{
@@ -119,19 +170,65 @@ export default class GPVPMode extends GBaseMode<{}>{
if(type == GPVPModePlayerEnum.ENEMY) enumyOnes = GPVPModePlayerEnum.PLAYER
//获取敌人
let roles = this.getOnesRole(enumyOnes);
let roles = this.getOnesRoleAlive(enumyOnes);
//返回敌人
//获取我在第几排
let playerXY = player.tactical.getXY(player.tacticalIndex);
//通过排数获取最近的敌人
let sort = roles.filter(role => !!role.get()).sort((enumy1,enumy2) => {
let enumy1XY = enumy1.tactical.getXY(enumy1.tacticalIndex);
let enumy2XY = enumy2.tactical.getXY(enumy2.tacticalIndex);
return Math.abs((playerXY.y * 1000) - (enumy1XY.y * 1000)) + Math.abs((playerXY.x - enumy1XY.x)) -
Math.abs((playerXY.y * 1000) - (enumy2XY.y * 1000)) + Math.abs((playerXY.x - enumy2XY.x))
});
return sort[0]
//通过距离获取最近的敌人
if(roles[0]){
let len = Math.abs(Vec2.distance(player.v2World,roles[0].v2World));
let enumy = roles[0];
for (let index = 0; index < roles.length; index++) {
const role = roles[index];
let tLen;
if(tLen = Math.abs(Vec2.distance(player.v2World,role.v2World)) < len){
enumy = role;
len = tLen;
}
}
return enumy;
}else{
return null;
}
}
//角色死亡回调
onRoleKillBack(role:GRoleDefault){
//死亡销毁
JNFrameTime.getInstance().setTimeout(() => {
if(role.isValid)
role.node.destroy()
},3000)
this.onUpdateEndState();
}
//刷新结束状态
onUpdateEndState(){
//如果已经结束则返回
if(this.isEndGame) return;
//判断是否有队伍都死亡
if(this.getOnesRoleAlive(GPVPModePlayerEnum.PLAYER).length == 0 || this.getOnesRoleAlive(GPVPModePlayerEnum.ENEMY).length == 0){
this.isEndGame = true;
//结束游戏
JNFrameTime.getInstance().setTimeout(() => {
this.Close();
},3000)
}
}
//角色受击回调
onHitBack(role:GRoleDefault,hit:number){
if(!role.get()) return;
//添加受击显示
app.event.emit(ModeRenderEvent.HIT,role.v2World.clone(),hit);
}