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https://github.com/MartinKral/Slash-The-Hordes
synced 2025-09-24 04:39:05 +00:00
Enemy type refactoring
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@@ -1,17 +1,12 @@
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import { GameTimer } from "../../../../Services/GameTimer";
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import { roundToOneDecimal } from "../../../../Services/Utils/MathUtils";
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import { EnemyMovementType } from "../EnemyMovementType";
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import { EnemyType } from "../EnemyType";
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import { EnemySpawner } from "./EnemySpawner";
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export class CircularEnemySpawner {
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private spawnTimer: GameTimer = new GameTimer(10);
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public constructor(
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private enemySpawner: EnemySpawner,
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private enemiesToSpawn: number,
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private movementType: EnemyMovementType,
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private enemyType: EnemyType
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) {}
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public constructor(private enemySpawner: EnemySpawner, private enemiesToSpawn: number, private enemyId: string) {}
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public gameTick(deltaTime: number): void {
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this.spawnTimer.gameTick(deltaTime);
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@@ -21,7 +16,7 @@ export class CircularEnemySpawner {
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for (let i = 0; i < this.enemiesToSpawn; i++) {
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const posX: number = roundToOneDecimal(Math.sin(angle * i)) * 500;
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const posY: number = roundToOneDecimal(Math.cos(angle * i)) * 500;
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this.enemySpawner.spawnNewEnemy(posX, posY, this.movementType);
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this.enemySpawner.spawnNewEnemy(posX, posY, this.enemyId);
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}
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}
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}
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@@ -2,6 +2,7 @@ import { _decorator, Component, Prefab, Vec3, Node } from "cc";
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import { ISignal } from "../../../../Services/EventSystem/ISignal";
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import { Signal } from "../../../../Services/EventSystem/Signal";
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import { ObjectPool } from "../../../../Services/ObjectPool";
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import { EnemySettings } from "../../../Data/GameSettings";
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import { Enemy } from "../Enemy";
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import { EnemyMovementType } from "../EnemyMovementType";
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@@ -18,9 +19,15 @@ export class EnemySpawner extends Component {
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private targetNode: Node;
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public init(targetNode: Node): void {
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private idToSettings = new Map<string, EnemySettings>();
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public init(targetNode: Node, enemiesSettings: EnemySettings[]): void {
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this.targetNode = targetNode;
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this.enemyPool = new ObjectPool(this.enemies[0], this.node, 50, "Enemy");
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for (const enemySettings of enemiesSettings) {
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this.idToSettings.set(enemySettings.id, enemySettings);
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}
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}
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public get EnemyAddedEvent(): ISignal<Enemy> {
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@@ -31,12 +38,16 @@ export class EnemySpawner extends Component {
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return this.enemyRemovedEvent;
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}
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public spawnNewEnemy(positionX: number, positionY: number, movementType: EnemyMovementType): Enemy {
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public spawnNewEnemy(positionX: number, positionY: number, id: string): Enemy {
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if (!this.idToSettings.has(id)) {
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throw new Error("Does not have setting for enemy " + id);
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}
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const enemy = this.enemyPool.borrow();
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const spawnPosition = new Vec3();
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spawnPosition.x = this.targetNode.worldPosition.x + positionX;
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spawnPosition.y = this.targetNode.worldPosition.y + positionY;
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enemy.setup(spawnPosition, movementType);
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enemy.setup(spawnPosition, this.idToSettings.get(id));
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enemy.DeathEvent.on(this.returnEnemy, this);
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@@ -1,21 +1,19 @@
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import { randomRange } from "cc";
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import { GameTimer } from "../../../../Services/GameTimer";
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import { randomPositiveOrNegative } from "../../../../Services/Utils/MathUtils";
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import { EnemyMovementType } from "../EnemyMovementType";
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import { EnemyType } from "../EnemyType";
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import { EnemySpawner } from "./EnemySpawner";
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export class IndividualEnemySpawner {
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private spawnTimer: GameTimer = new GameTimer(1);
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public constructor(private enemySpawner: EnemySpawner, private movementType: EnemyMovementType, private enemyType: EnemyType) {}
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public constructor(private enemySpawner: EnemySpawner, private enemyId: string) {}
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public gameTick(deltaTime: number): void {
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this.spawnTimer.gameTick(deltaTime);
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if (this.spawnTimer.tryFinishPeriod()) {
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const posX: number = randomRange(300, 600) * randomPositiveOrNegative();
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const posY: number = randomRange(300, 600) * randomPositiveOrNegative();
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this.enemySpawner.spawnNewEnemy(posX, posY, this.movementType);
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this.enemySpawner.spawnNewEnemy(posX, posY, this.enemyId);
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}
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}
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}
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@@ -3,15 +3,12 @@ import { GameTimer } from "../../../../Services/GameTimer";
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import { randomPositiveOrNegative } from "../../../../Services/Utils/MathUtils";
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import { WaveEnemySpawnerSettings } from "../../../Data/GameSettings";
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import { Enemy } from "../Enemy";
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import { EnemyMovementType } from "../EnemyMovementType";
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import { EnemyType } from "../EnemyType";
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import { EnemySpawner } from "./EnemySpawner";
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export class WaveEnemySpawner {
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private enemiesPerWave: number;
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private waveLifetime: number;
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private moveType: EnemyMovementType;
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private enemyType: EnemyType;
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private enemyId: string;
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private spawnTimer: GameTimer;
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private waves: EnemyWave[] = [];
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@@ -20,8 +17,7 @@ export class WaveEnemySpawner {
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this.spawnTimer = new GameTimer(settings.cooldown);
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this.enemiesPerWave = settings.enemiesPerWave;
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this.waveLifetime = settings.waveLifetime;
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this.moveType = <EnemyMovementType>settings.enemyMoveType;
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this.enemyType = <EnemyType>settings.enemyType;
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this.enemyId = settings.enemyId;
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}
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public gameTick(deltaTime: number): void {
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@@ -60,7 +56,7 @@ export class WaveEnemySpawner {
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const randomOffsetY: number = randomRange(-20, 20);
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const posX: number = defaultPosX + randomOffsetX + 50 * (i % side);
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const posY: number = defaultPosY + randomOffsetY + 50 * Math.floor(i / side);
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const enemy = this.enemySpawner.spawnNewEnemy(posX, posY, this.moveType);
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const enemy = this.enemySpawner.spawnNewEnemy(posX, posY, this.enemyId);
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enemies.push(enemy);
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}
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