Enemy type refactoring

This commit is contained in:
Martin
2022-12-12 12:46:17 +01:00
parent 6cced4ecfc
commit 07996fdd6a
10 changed files with 70 additions and 51 deletions

View File

@@ -1,17 +1,12 @@
import { GameTimer } from "../../../../Services/GameTimer";
import { roundToOneDecimal } from "../../../../Services/Utils/MathUtils";
import { EnemyMovementType } from "../EnemyMovementType";
import { EnemyType } from "../EnemyType";
import { EnemySpawner } from "./EnemySpawner";
export class CircularEnemySpawner {
private spawnTimer: GameTimer = new GameTimer(10);
public constructor(
private enemySpawner: EnemySpawner,
private enemiesToSpawn: number,
private movementType: EnemyMovementType,
private enemyType: EnemyType
) {}
public constructor(private enemySpawner: EnemySpawner, private enemiesToSpawn: number, private enemyId: string) {}
public gameTick(deltaTime: number): void {
this.spawnTimer.gameTick(deltaTime);
@@ -21,7 +16,7 @@ export class CircularEnemySpawner {
for (let i = 0; i < this.enemiesToSpawn; i++) {
const posX: number = roundToOneDecimal(Math.sin(angle * i)) * 500;
const posY: number = roundToOneDecimal(Math.cos(angle * i)) * 500;
this.enemySpawner.spawnNewEnemy(posX, posY, this.movementType);
this.enemySpawner.spawnNewEnemy(posX, posY, this.enemyId);
}
}
}

View File

@@ -2,6 +2,7 @@ import { _decorator, Component, Prefab, Vec3, Node } from "cc";
import { ISignal } from "../../../../Services/EventSystem/ISignal";
import { Signal } from "../../../../Services/EventSystem/Signal";
import { ObjectPool } from "../../../../Services/ObjectPool";
import { EnemySettings } from "../../../Data/GameSettings";
import { Enemy } from "../Enemy";
import { EnemyMovementType } from "../EnemyMovementType";
@@ -18,9 +19,15 @@ export class EnemySpawner extends Component {
private targetNode: Node;
public init(targetNode: Node): void {
private idToSettings = new Map<string, EnemySettings>();
public init(targetNode: Node, enemiesSettings: EnemySettings[]): void {
this.targetNode = targetNode;
this.enemyPool = new ObjectPool(this.enemies[0], this.node, 50, "Enemy");
for (const enemySettings of enemiesSettings) {
this.idToSettings.set(enemySettings.id, enemySettings);
}
}
public get EnemyAddedEvent(): ISignal<Enemy> {
@@ -31,12 +38,16 @@ export class EnemySpawner extends Component {
return this.enemyRemovedEvent;
}
public spawnNewEnemy(positionX: number, positionY: number, movementType: EnemyMovementType): Enemy {
public spawnNewEnemy(positionX: number, positionY: number, id: string): Enemy {
if (!this.idToSettings.has(id)) {
throw new Error("Does not have setting for enemy " + id);
}
const enemy = this.enemyPool.borrow();
const spawnPosition = new Vec3();
spawnPosition.x = this.targetNode.worldPosition.x + positionX;
spawnPosition.y = this.targetNode.worldPosition.y + positionY;
enemy.setup(spawnPosition, movementType);
enemy.setup(spawnPosition, this.idToSettings.get(id));
enemy.DeathEvent.on(this.returnEnemy, this);

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@@ -1,21 +1,19 @@
import { randomRange } from "cc";
import { GameTimer } from "../../../../Services/GameTimer";
import { randomPositiveOrNegative } from "../../../../Services/Utils/MathUtils";
import { EnemyMovementType } from "../EnemyMovementType";
import { EnemyType } from "../EnemyType";
import { EnemySpawner } from "./EnemySpawner";
export class IndividualEnemySpawner {
private spawnTimer: GameTimer = new GameTimer(1);
public constructor(private enemySpawner: EnemySpawner, private movementType: EnemyMovementType, private enemyType: EnemyType) {}
public constructor(private enemySpawner: EnemySpawner, private enemyId: string) {}
public gameTick(deltaTime: number): void {
this.spawnTimer.gameTick(deltaTime);
if (this.spawnTimer.tryFinishPeriod()) {
const posX: number = randomRange(300, 600) * randomPositiveOrNegative();
const posY: number = randomRange(300, 600) * randomPositiveOrNegative();
this.enemySpawner.spawnNewEnemy(posX, posY, this.movementType);
this.enemySpawner.spawnNewEnemy(posX, posY, this.enemyId);
}
}
}

View File

@@ -3,15 +3,12 @@ import { GameTimer } from "../../../../Services/GameTimer";
import { randomPositiveOrNegative } from "../../../../Services/Utils/MathUtils";
import { WaveEnemySpawnerSettings } from "../../../Data/GameSettings";
import { Enemy } from "../Enemy";
import { EnemyMovementType } from "../EnemyMovementType";
import { EnemyType } from "../EnemyType";
import { EnemySpawner } from "./EnemySpawner";
export class WaveEnemySpawner {
private enemiesPerWave: number;
private waveLifetime: number;
private moveType: EnemyMovementType;
private enemyType: EnemyType;
private enemyId: string;
private spawnTimer: GameTimer;
private waves: EnemyWave[] = [];
@@ -20,8 +17,7 @@ export class WaveEnemySpawner {
this.spawnTimer = new GameTimer(settings.cooldown);
this.enemiesPerWave = settings.enemiesPerWave;
this.waveLifetime = settings.waveLifetime;
this.moveType = <EnemyMovementType>settings.enemyMoveType;
this.enemyType = <EnemyType>settings.enemyType;
this.enemyId = settings.enemyId;
}
public gameTick(deltaTime: number): void {
@@ -60,7 +56,7 @@ export class WaveEnemySpawner {
const randomOffsetY: number = randomRange(-20, 20);
const posX: number = defaultPosX + randomOffsetX + 50 * (i % side);
const posY: number = defaultPosY + randomOffsetY + 50 * Math.floor(i / side);
const enemy = this.enemySpawner.spawnNewEnemy(posX, posY, this.moveType);
const enemy = this.enemySpawner.spawnNewEnemy(posX, posY, this.enemyId);
enemies.push(enemy);
}