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https://github.com/MartinKral/Slash-The-Hordes
synced 2024-12-26 03:38:58 +00:00
Enemy type refactoring
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6cced4ecfc
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07996fdd6a
@ -60,12 +60,30 @@
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"maxRegenerationUpgrades": 5
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},
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"enemyManager": {
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"enemies": [
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{
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"id": "Basic",
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"moveType": "Follow",
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"health": 1,
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"damage": 1,
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"speed": 50
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}
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],
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"waveEnemySpawner": {
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"cooldown": 5,
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"enemiesPerWave": 30,
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"waveLifetime": 20,
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"enemyMoveType": "Launch",
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"enemyType": "Basic"
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"enemyId": "Basic"
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},
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"waveEnemySpawners": [
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{
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"cooldown": 0,
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"enemiesPerWave": 0,
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"waveLifetime": 0,
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"enemyName": "",
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"enemyMoveType": "",
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"enemyType": ""
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}
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]
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}
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}
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@ -49,13 +49,22 @@ export class UpgradeSettings {
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}
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export class EnemyManagerSettings {
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public enemies: EnemySettings[] = [new EnemySettings()];
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public waveEnemySpawner = new WaveEnemySpawnerSettings();
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public waveEnemySpawners: WaveEnemySpawnerSettings[] = [new WaveEnemySpawnerSettings()];
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}
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export class WaveEnemySpawnerSettings {
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public cooldown = 0;
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public enemiesPerWave = 0;
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public waveLifetime = 0;
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public enemyMoveType = "";
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public enemyType = "";
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public enemyId = "";
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}
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export class EnemySettings {
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public id = "";
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public moveType = "";
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public health = 0;
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public damage = 0;
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public speed = 0;
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}
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@ -1,6 +1,7 @@
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import { BoxCollider2D, Component, randomRange, Vec3, _decorator } 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 { EnemySettings } from "../../Data/GameSettings";
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import { UnitHealth } from "../UnitHealth";
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import { EnemyMovementType } from "./EnemyMovementType";
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@ -10,17 +11,21 @@ const { ccclass, property } = _decorator;
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export class Enemy extends Component {
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@property(BoxCollider2D) public collider: BoxCollider2D;
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private deathEvent: Signal<Enemy> = new Signal<Enemy>();
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private movementType: EnemyMovementType;
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private health: UnitHealth = new UnitHealth(1);
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private deathEvent: Signal<Enemy> = new Signal<Enemy>();
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private damage: number;
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private speedX: number;
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private speedY: number;
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public setup(position: Vec3, movementType: EnemyMovementType): void {
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this.movementType = movementType;
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this.health = new UnitHealth(1);
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this.speedX = randomRange(40, 90);
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this.speedY = randomRange(40, 90);
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public setup(position: Vec3, settings: EnemySettings): void {
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this.movementType = <EnemyMovementType>settings.moveType;
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this.health = new UnitHealth(settings.health);
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this.damage = settings.damage;
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this.speedX = randomRange(settings.speed / 2, settings.speed);
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this.speedY = randomRange(settings.speed / 2, settings.speed);
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this.node.setWorldPosition(position);
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this.node.active = true;
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}
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@ -34,7 +39,7 @@ export class Enemy extends Component {
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}
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public get Damage(): number {
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return 3;
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return this.damage;
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}
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public get Health(): UnitHealth {
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@ -11,7 +11,6 @@ import { CircularEnemySpawner } from "./EnemySpawner/CircularEnemySpawner";
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import { EnemySpawner } from "./EnemySpawner/EnemySpawner";
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import { IndividualEnemySpawner } from "./EnemySpawner/IndividualEnemySpawner";
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import { WaveEnemySpawner } from "./EnemySpawner/WaveEnemySpawner";
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import { EnemyType } from "./EnemyType";
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const { ccclass, property } = _decorator;
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@ -27,12 +26,12 @@ export class EnemyManager extends Component {
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private waveEnemySpawner: WaveEnemySpawner;
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public init(targetNode: Node, settings: EnemyManagerSettings): void {
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this.enemySpawner.init(targetNode);
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this.enemySpawner.init(targetNode, settings.enemies);
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this.enemySpawner.EnemyAddedEvent.on(this.onEnemyAdded, this);
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this.enemySpawner.enemyRemovedEvent.on(this.onRemoveEnemy, this);
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this.individualEnemySpawner = new IndividualEnemySpawner(this.enemySpawner, EnemyMovementType.Follow, EnemyType.Basic);
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this.circularEnemySpawner = new CircularEnemySpawner(this.enemySpawner, 30, EnemyMovementType.Follow, EnemyType.Basic);
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this.individualEnemySpawner = new IndividualEnemySpawner(this.enemySpawner, "Basic");
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this.circularEnemySpawner = new CircularEnemySpawner(this.enemySpawner, 30, "Basic");
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this.waveEnemySpawner = new WaveEnemySpawner(this.enemySpawner, settings.waveEnemySpawner);
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this.movementTypeToMover.set(EnemyMovementType.Follow, new FollowTargetEnemyMover(targetNode));
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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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@ -1,3 +0,0 @@
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export enum EnemyType {
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Basic = "Basic"
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}
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@ -1,9 +0,0 @@
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{
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"ver": "4.0.23",
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"importer": "typescript",
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"imported": true,
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"uuid": "8db8a72b-543d-4566-8900-7701372634e3",
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"files": [],
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"subMetas": {},
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"userData": {}
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}
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