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https://github.com/MartinKral/Slash-The-Hordes
synced 2024-12-25 03:08:55 +00:00
Movement improvements
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f7b345ef93
commit
2077c2e1c8
@ -56,5 +56,6 @@ 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 moveType = "";
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public enemyType = "";
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}
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@ -94,7 +94,8 @@ export class Game extends Component {
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this.gameUI.init(this.player);
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this.gamePauser.resume();
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await delay(10000);
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// while not dead
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await delay(100000);
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this.gamePauser.pause();
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Game.instance = null;
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return 1;
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@ -5,6 +5,7 @@ import { Enemy } from "./Enemy";
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import { EnemyMovementType } from "./EnemyMovementType";
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import { EnemyMover } from "./EnemyMover/EnemyMover";
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import { FollowTargetEnemyMover } from "./EnemyMover/FollowTargetEnemyMover";
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import { PeriodicFollowTargetEnemyMover } from "./EnemyMover/PeriodicFollowTargetEnemyMover";
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import { WaveEnemyMover } from "./EnemyMover/WaveEnemyMover";
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import { CircularEnemySpawner } from "./EnemySpawner/CircularEnemySpawner";
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import { EnemySpawner } from "./EnemySpawner/EnemySpawner";
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@ -30,12 +31,13 @@ export class EnemyManager extends Component {
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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, EnemyType.Basic);
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this.circularEnemySpawner = new CircularEnemySpawner(this.enemySpawner, 30, EnemyType.Basic);
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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.waveEnemySpawner = new WaveEnemySpawner(this.enemySpawner, settings.waveEnemySpawner);
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this.movementTypeToMover.set(EnemyMovementType.Follow, new FollowTargetEnemyMover(targetNode));
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this.movementTypeToMover.set(EnemyMovementType.Launch, new WaveEnemyMover(targetNode));
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this.movementTypeToMover.set(EnemyMovementType.PeriodicFollow, new PeriodicFollowTargetEnemyMover(targetNode, 5, 5));
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this.xpSpawner.init();
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}
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@ -50,16 +52,16 @@ export class EnemyManager extends Component {
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}
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}
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private onEnemyAdded(enemy: Enemy): void {
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enemy.DeathEvent.on(this.onEnemyDied, this);
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this.getEnemyMover(enemy).addEnemy(enemy);
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}
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private onEnemyDied(enemy: Enemy): void {
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enemy.DeathEvent.off(this.onEnemyDied);
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this.xpSpawner.spawnXp(enemy.node.worldPosition, 1);
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}
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private onEnemyAdded(enemy: Enemy): void {
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enemy.DeathEvent.on(this.onEnemyDied, this);
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this.getEnemyMover(enemy).addEnemy(enemy);
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}
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private onRemoveEnemy(enemy: Enemy): void {
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this.getEnemyMover(enemy).removeEnemy(enemy);
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}
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@ -1,4 +1,5 @@
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export enum EnemyMovementType {
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Follow,
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Launch
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Follow = "Follow",
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PeriodicFollow = "PeriodicFollow",
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Launch = "Launch"
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}
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@ -0,0 +1,57 @@
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import { Node, Vec3 } from "cc";
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import { Enemy } from "../Enemy";
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import { EnemyMover } from "./EnemyMover";
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export class PeriodicFollowTargetEnemyMover extends EnemyMover {
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private enemyToFollowState: Map<Enemy, EnemyFollowState> = new Map<Enemy, EnemyFollowState>();
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private enemyToStateTimeLeft: Map<Enemy, number> = new Map<Enemy, number>();
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public constructor(targetNode: Node, private followTime: number, private waitTime: number) {
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super(targetNode);
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}
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public addEnemy(enemy: Enemy): void {
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this.setEnemyFollowState(enemy, EnemyFollowState.Follow, this.followTime);
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super.addEnemy(enemy);
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}
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public removeEnemy(enemy: Enemy): void {
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super.removeEnemy(enemy);
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}
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public gameTick(deltaTime: number): void {
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for (const enemy of this.enemies) {
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const stateTimeLeft: number = this.enemyToStateTimeLeft.get(enemy) - deltaTime;
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if (stateTimeLeft <= 0) {
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this.switchEnemyFollowState(enemy);
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} else {
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this.enemyToStateTimeLeft.set(enemy, stateTimeLeft);
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if (this.enemyToFollowState.get(enemy) === EnemyFollowState.Follow) {
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let direction: Vec3 = new Vec3();
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direction = Vec3.subtract(direction, this.targetNode.worldPosition, enemy.node.worldPosition);
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enemy.moveBy(direction.normalize(), deltaTime);
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}
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}
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}
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}
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private switchEnemyFollowState(enemy: Enemy): void {
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const followState: EnemyFollowState = this.enemyToFollowState.get(enemy);
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if (followState === EnemyFollowState.Follow) {
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this.setEnemyFollowState(enemy, EnemyFollowState.Wait, this.waitTime);
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} else if (followState === EnemyFollowState.Wait) {
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this.setEnemyFollowState(enemy, EnemyFollowState.Follow, this.followTime);
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}
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}
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private setEnemyFollowState(enemy: Enemy, followState: EnemyFollowState, stateTimeLeft: number): void {
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this.enemyToFollowState.set(enemy, followState);
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this.enemyToStateTimeLeft.set(enemy, stateTimeLeft);
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}
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}
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export enum EnemyFollowState {
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Follow,
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Wait
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}
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@ -0,0 +1,9 @@
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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": "02c4b3ec-3f77-485d-a539-32564ed5d63b",
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"files": [],
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"subMetas": {},
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"userData": {}
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}
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@ -6,7 +6,12 @@ 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(private enemySpawner: EnemySpawner, private enemiesToSpawn: number, private enemyType: EnemyType) {}
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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 gameTick(deltaTime: number): void {
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this.spawnTimer.gameTick(deltaTime);
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@ -16,7 +21,7 @@ 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, EnemyMovementType.Follow);
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this.enemySpawner.spawnNewEnemy(posX, posY, this.movementType);
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}
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}
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}
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@ -8,14 +8,14 @@ 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 enemyType: EnemyType) {}
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public constructor(private enemySpawner: EnemySpawner, private movementType: EnemyMovementType, private enemyType: EnemyType) {}
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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, EnemyMovementType.Follow);
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this.enemySpawner.spawnNewEnemy(posX, posY, this.movementType);
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}
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}
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}
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@ -10,6 +10,7 @@ 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 spawnTimer: GameTimer;
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@ -19,6 +20,7 @@ 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.moveType;
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this.enemyType = <EnemyType>settings.enemyType;
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}
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