Slash-The-Hordes/assets/Scripts/Game/Game.ts

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import { Camera, Component, JsonAsset, KeyCode, Vec2, _decorator } from "cc";
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import { runInThisContext } from "vm";
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import { ModalWindowManager } from "../Services/ModalWindowSystem/ModalWindowManager";
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import { delay } from "../Services/Utils/AsyncUtils";
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import { GameAudioAdapter } from "./Audio/GameAudioAdapter";
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import { Background } from "./Background/Background";
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import { PlayerCollisionSystem } from "./Collision/PlayerCollisionSystem";
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import { PlayerProjectileCollisionSystem } from "./Collision/PlayerProjectileCollisionSystem";
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import { WeaponCollisionSystem } from "./Collision/WeaponCollisionSystem";
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import { GameSettings, PlayerSettings } from "./Data/GameSettings";
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import { TranslationData } from "./Data/TranslationData";
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import { UserData } from "./Data/UserData";
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import { KeyboardInput } from "./Input/KeyboardInput";
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import { MultiInput } from "./Input/MultiInput";
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import { VirtualJoystic } from "./Input/VirtualJoystic";
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import { GameModalLauncher } from "./ModalWIndows/GameModalLauncher";
import { Pauser } from "./Pauser";
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import { TestValues } from "./TestGameRunner";
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import { GameUI } from "./UI/GameUI";
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import { EnemyManager } from "./Unit/Enemy/EnemyManager";
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import { MetaUpgrades } from "./Unit/MetaUpgrades/MetaUpgrades";
import { Player, PlayerData } from "./Unit/Player/Player";
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import { HaloProjectileLauncher } from "./Unit/Player/ProjectileLauncher/HaloProjectileLauncher";
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import { ProjectileData, ProjectileLauncher } from "./Unit/Player/ProjectileLauncher/ProjectileLauncher";
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import { WaveProjectileLauncher } from "./Unit/Player/ProjectileLauncher/WaveProjectileLauncher";
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import { Upgrader } from "./Upgrades/Upgrader";
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import { MetaUpgradeType } from "./Upgrades/UpgradeType";
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const { ccclass, property } = _decorator;
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@ccclass("Game")
export class Game extends Component {
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@property(VirtualJoystic) private virtualJoystic: VirtualJoystic;
@property(Player) private player: Player;
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@property(ProjectileLauncher) private haloProjectileLauncherComponent: ProjectileLauncher;
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@property(ProjectileLauncher) private horizontalProjectileLauncherComponent: ProjectileLauncher;
@property(ProjectileLauncher) private diagonalProjectileLauncherComponent: ProjectileLauncher;
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@property(EnemyManager) private enemyManager: EnemyManager;
@property(Camera) private camera: Camera;
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@property(GameUI) private gameUI: GameUI;
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@property(Background) private background: Background;
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@property(ModalWindowManager) private modalWindowManager: ModalWindowManager;
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@property(GameAudioAdapter) private gameAudioAdapter: GameAudioAdapter;
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private playerCollisionSystem: PlayerCollisionSystem;
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private haloProjectileLauncher: HaloProjectileLauncher;
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private horizontalProjectileLauncher: WaveProjectileLauncher;
private diagonalProjectileLauncher: WaveProjectileLauncher;
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private gamePauser: Pauser = new Pauser();
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private static instance: Game;
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private timeAlive = 0;
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public static get Instance(): Game {
return this.instance;
}
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public start(): void {
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Game.instance = this;
this.gamePauser.pause();
}
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public async playGame(
userData: UserData,
settings: GameSettings,
translationData: TranslationData,
testValues?: TestValues
): Promise<GameResult> {
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const gameResult = new GameResult();
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const metaUpgrades = new MetaUpgrades(userData.game.metaUpgrades, settings.metaUpgrades);
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this.virtualJoystic.init();
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const wasd = new KeyboardInput(KeyCode.KEY_W, KeyCode.KEY_S, KeyCode.KEY_A, KeyCode.KEY_D);
const arrowKeys = new KeyboardInput(KeyCode.ARROW_UP, KeyCode.ARROW_DOWN, KeyCode.ARROW_LEFT, KeyCode.ARROW_RIGHT);
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const multiInput: MultiInput = new MultiInput([this.virtualJoystic, wasd, arrowKeys]);
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this.player.init(multiInput, this.createPlayerData(settings.player, metaUpgrades));
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this.playerCollisionSystem = new PlayerCollisionSystem(this.player, settings.player.collisionDelay, gameResult);
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new WeaponCollisionSystem(this.player.Weapon);
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this.enemyManager.init(this.player.node, settings.enemyManager);
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const projectileData = new ProjectileData();
projectileData.damage = 1 + metaUpgrades.getUpgradeValue(MetaUpgradeType.OverallDamage);
projectileData.pierces = 1 + metaUpgrades.getUpgradeValue(MetaUpgradeType.ProjectilePiercing);
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this.haloProjectileLauncher = new HaloProjectileLauncher(
this.haloProjectileLauncherComponent,
this.player.node,
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settings.player.haloLauncher,
projectileData
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);
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this.horizontalProjectileLauncher = new WaveProjectileLauncher(
this.horizontalProjectileLauncherComponent,
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this.player.node,
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[new Vec2(-1, 0), new Vec2(1, 0)],
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settings.player.horizontalLauncher,
projectileData
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);
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this.diagonalProjectileLauncher = new WaveProjectileLauncher(
this.diagonalProjectileLauncherComponent,
this.player.node,
[new Vec2(-0.5, -0.5), new Vec2(0.5, -0.5)],
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settings.player.diagonalLauncher,
projectileData
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);
new PlayerProjectileCollisionSystem([this.haloProjectileLauncher, this.horizontalProjectileLauncher, this.diagonalProjectileLauncher]);
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const upgrader = new Upgrader(
this.player,
this.horizontalProjectileLauncher,
this.haloProjectileLauncher,
this.diagonalProjectileLauncher,
settings.upgrades
);
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new GameModalLauncher(this.modalWindowManager, this.player, this.gamePauser, upgrader, translationData);
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this.gameUI.init(this.player);
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this.background.init(this.player.node);
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if (testValues) {
this.timeAlive += testValues.startTime;
this.player.Level.addXp(testValues.startXP);
}
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this.gameAudioAdapter.init(this.enemyManager);
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this.gamePauser.resume();
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while (this.player.Health.IsAlive) await delay(100);
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this.gamePauser.pause();
Game.instance = null;
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gameResult.score = this.timeAlive;
return gameResult;
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}
public update(deltaTime: number): void {
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if (this.gamePauser.IsPaused) return;
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this.player.gameTick(deltaTime);
this.playerCollisionSystem.gameTick(deltaTime);
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this.enemyManager.gameTick(deltaTime);
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this.haloProjectileLauncher.gameTick(deltaTime);
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this.horizontalProjectileLauncher.gameTick(deltaTime);
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this.diagonalProjectileLauncher.gameTick(deltaTime);
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this.background.gameTick();
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this.timeAlive += deltaTime;
this.gameUI.updateTimeAlive(this.timeAlive);
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this.camera.node.worldPosition = this.player.node.worldPosition;
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}
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private createPlayerData(settings: PlayerSettings, metaUpgrades: MetaUpgrades): PlayerData {
const playerData: PlayerData = Object.assign(new PlayerData(), settings);
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playerData.maxHp = metaUpgrades.getUpgradeValue(MetaUpgradeType.Health) + settings.defaultHP;
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playerData.requiredXP = settings.requiredXP;
playerData.speed = metaUpgrades.getUpgradeValue(MetaUpgradeType.MovementSpeed) + settings.speed;
playerData.regenerationDelay = settings.regenerationDelay;
playerData.xpMultiplier = metaUpgrades.getUpgradeValue(MetaUpgradeType.XPGatherer) + 1;
playerData.goldMultiplier = metaUpgrades.getUpgradeValue(MetaUpgradeType.GoldGatherer) + 1;
playerData.damage = metaUpgrades.getUpgradeValue(MetaUpgradeType.OverallDamage) + settings.weapon.damage;
playerData.strikeDelay = settings.weapon.strikeDelay;
return playerData;
}
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}
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export class GameResult {
public goldCoins = 0;
public score = 0;
}