mirror of
https://github.com/MartinKral/Slash-The-Hordes
synced 2024-12-26 03:38:58 +00:00
Movement improvements
This commit is contained in:
parent
f7b345ef93
commit
2077c2e1c8
@ -56,5 +56,6 @@ export class WaveEnemySpawnerSettings {
|
|||||||
public cooldown = 0;
|
public cooldown = 0;
|
||||||
public enemiesPerWave = 0;
|
public enemiesPerWave = 0;
|
||||||
public waveLifetime = 0;
|
public waveLifetime = 0;
|
||||||
|
public moveType = "";
|
||||||
public enemyType = "";
|
public enemyType = "";
|
||||||
}
|
}
|
||||||
|
@ -94,7 +94,8 @@ export class Game extends Component {
|
|||||||
this.gameUI.init(this.player);
|
this.gameUI.init(this.player);
|
||||||
this.gamePauser.resume();
|
this.gamePauser.resume();
|
||||||
|
|
||||||
await delay(10000);
|
// while not dead
|
||||||
|
await delay(100000);
|
||||||
this.gamePauser.pause();
|
this.gamePauser.pause();
|
||||||
Game.instance = null;
|
Game.instance = null;
|
||||||
return 1;
|
return 1;
|
||||||
|
@ -5,6 +5,7 @@ import { Enemy } from "./Enemy";
|
|||||||
import { EnemyMovementType } from "./EnemyMovementType";
|
import { EnemyMovementType } from "./EnemyMovementType";
|
||||||
import { EnemyMover } from "./EnemyMover/EnemyMover";
|
import { EnemyMover } from "./EnemyMover/EnemyMover";
|
||||||
import { FollowTargetEnemyMover } from "./EnemyMover/FollowTargetEnemyMover";
|
import { FollowTargetEnemyMover } from "./EnemyMover/FollowTargetEnemyMover";
|
||||||
|
import { PeriodicFollowTargetEnemyMover } from "./EnemyMover/PeriodicFollowTargetEnemyMover";
|
||||||
import { WaveEnemyMover } from "./EnemyMover/WaveEnemyMover";
|
import { WaveEnemyMover } from "./EnemyMover/WaveEnemyMover";
|
||||||
import { CircularEnemySpawner } from "./EnemySpawner/CircularEnemySpawner";
|
import { CircularEnemySpawner } from "./EnemySpawner/CircularEnemySpawner";
|
||||||
import { EnemySpawner } from "./EnemySpawner/EnemySpawner";
|
import { EnemySpawner } from "./EnemySpawner/EnemySpawner";
|
||||||
@ -30,12 +31,13 @@ export class EnemyManager extends Component {
|
|||||||
this.enemySpawner.EnemyAddedEvent.on(this.onEnemyAdded, this);
|
this.enemySpawner.EnemyAddedEvent.on(this.onEnemyAdded, this);
|
||||||
this.enemySpawner.enemyRemovedEvent.on(this.onRemoveEnemy, this);
|
this.enemySpawner.enemyRemovedEvent.on(this.onRemoveEnemy, this);
|
||||||
|
|
||||||
this.individualEnemySpawner = new IndividualEnemySpawner(this.enemySpawner, EnemyType.Basic);
|
this.individualEnemySpawner = new IndividualEnemySpawner(this.enemySpawner, EnemyMovementType.Follow, EnemyType.Basic);
|
||||||
this.circularEnemySpawner = new CircularEnemySpawner(this.enemySpawner, 30, EnemyType.Basic);
|
this.circularEnemySpawner = new CircularEnemySpawner(this.enemySpawner, 30, EnemyMovementType.Follow, EnemyType.Basic);
|
||||||
this.waveEnemySpawner = new WaveEnemySpawner(this.enemySpawner, settings.waveEnemySpawner);
|
this.waveEnemySpawner = new WaveEnemySpawner(this.enemySpawner, settings.waveEnemySpawner);
|
||||||
|
|
||||||
this.movementTypeToMover.set(EnemyMovementType.Follow, new FollowTargetEnemyMover(targetNode));
|
this.movementTypeToMover.set(EnemyMovementType.Follow, new FollowTargetEnemyMover(targetNode));
|
||||||
this.movementTypeToMover.set(EnemyMovementType.Launch, new WaveEnemyMover(targetNode));
|
this.movementTypeToMover.set(EnemyMovementType.Launch, new WaveEnemyMover(targetNode));
|
||||||
|
this.movementTypeToMover.set(EnemyMovementType.PeriodicFollow, new PeriodicFollowTargetEnemyMover(targetNode, 5, 5));
|
||||||
|
|
||||||
this.xpSpawner.init();
|
this.xpSpawner.init();
|
||||||
}
|
}
|
||||||
@ -50,16 +52,16 @@ export class EnemyManager extends Component {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
private onEnemyAdded(enemy: Enemy): void {
|
|
||||||
enemy.DeathEvent.on(this.onEnemyDied, this);
|
|
||||||
this.getEnemyMover(enemy).addEnemy(enemy);
|
|
||||||
}
|
|
||||||
|
|
||||||
private onEnemyDied(enemy: Enemy): void {
|
private onEnemyDied(enemy: Enemy): void {
|
||||||
enemy.DeathEvent.off(this.onEnemyDied);
|
enemy.DeathEvent.off(this.onEnemyDied);
|
||||||
this.xpSpawner.spawnXp(enemy.node.worldPosition, 1);
|
this.xpSpawner.spawnXp(enemy.node.worldPosition, 1);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
private onEnemyAdded(enemy: Enemy): void {
|
||||||
|
enemy.DeathEvent.on(this.onEnemyDied, this);
|
||||||
|
this.getEnemyMover(enemy).addEnemy(enemy);
|
||||||
|
}
|
||||||
|
|
||||||
private onRemoveEnemy(enemy: Enemy): void {
|
private onRemoveEnemy(enemy: Enemy): void {
|
||||||
this.getEnemyMover(enemy).removeEnemy(enemy);
|
this.getEnemyMover(enemy).removeEnemy(enemy);
|
||||||
}
|
}
|
||||||
|
@ -1,4 +1,5 @@
|
|||||||
export enum EnemyMovementType {
|
export enum EnemyMovementType {
|
||||||
Follow,
|
Follow = "Follow",
|
||||||
Launch
|
PeriodicFollow = "PeriodicFollow",
|
||||||
|
Launch = "Launch"
|
||||||
}
|
}
|
||||||
|
@ -0,0 +1,57 @@
|
|||||||
|
import { Node, Vec3 } from "cc";
|
||||||
|
import { Enemy } from "../Enemy";
|
||||||
|
import { EnemyMover } from "./EnemyMover";
|
||||||
|
|
||||||
|
export class PeriodicFollowTargetEnemyMover extends EnemyMover {
|
||||||
|
private enemyToFollowState: Map<Enemy, EnemyFollowState> = new Map<Enemy, EnemyFollowState>();
|
||||||
|
private enemyToStateTimeLeft: Map<Enemy, number> = new Map<Enemy, number>();
|
||||||
|
|
||||||
|
public constructor(targetNode: Node, private followTime: number, private waitTime: number) {
|
||||||
|
super(targetNode);
|
||||||
|
}
|
||||||
|
|
||||||
|
public addEnemy(enemy: Enemy): void {
|
||||||
|
this.setEnemyFollowState(enemy, EnemyFollowState.Follow, this.followTime);
|
||||||
|
super.addEnemy(enemy);
|
||||||
|
}
|
||||||
|
|
||||||
|
public removeEnemy(enemy: Enemy): void {
|
||||||
|
super.removeEnemy(enemy);
|
||||||
|
}
|
||||||
|
|
||||||
|
public gameTick(deltaTime: number): void {
|
||||||
|
for (const enemy of this.enemies) {
|
||||||
|
const stateTimeLeft: number = this.enemyToStateTimeLeft.get(enemy) - deltaTime;
|
||||||
|
if (stateTimeLeft <= 0) {
|
||||||
|
this.switchEnemyFollowState(enemy);
|
||||||
|
} else {
|
||||||
|
this.enemyToStateTimeLeft.set(enemy, stateTimeLeft);
|
||||||
|
|
||||||
|
if (this.enemyToFollowState.get(enemy) === EnemyFollowState.Follow) {
|
||||||
|
let direction: Vec3 = new Vec3();
|
||||||
|
direction = Vec3.subtract(direction, this.targetNode.worldPosition, enemy.node.worldPosition);
|
||||||
|
enemy.moveBy(direction.normalize(), deltaTime);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private switchEnemyFollowState(enemy: Enemy): void {
|
||||||
|
const followState: EnemyFollowState = this.enemyToFollowState.get(enemy);
|
||||||
|
if (followState === EnemyFollowState.Follow) {
|
||||||
|
this.setEnemyFollowState(enemy, EnemyFollowState.Wait, this.waitTime);
|
||||||
|
} else if (followState === EnemyFollowState.Wait) {
|
||||||
|
this.setEnemyFollowState(enemy, EnemyFollowState.Follow, this.followTime);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private setEnemyFollowState(enemy: Enemy, followState: EnemyFollowState, stateTimeLeft: number): void {
|
||||||
|
this.enemyToFollowState.set(enemy, followState);
|
||||||
|
this.enemyToStateTimeLeft.set(enemy, stateTimeLeft);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
export enum EnemyFollowState {
|
||||||
|
Follow,
|
||||||
|
Wait
|
||||||
|
}
|
@ -0,0 +1,9 @@
|
|||||||
|
{
|
||||||
|
"ver": "4.0.23",
|
||||||
|
"importer": "typescript",
|
||||||
|
"imported": true,
|
||||||
|
"uuid": "02c4b3ec-3f77-485d-a539-32564ed5d63b",
|
||||||
|
"files": [],
|
||||||
|
"subMetas": {},
|
||||||
|
"userData": {}
|
||||||
|
}
|
@ -6,7 +6,12 @@ import { EnemySpawner } from "./EnemySpawner";
|
|||||||
|
|
||||||
export class CircularEnemySpawner {
|
export class CircularEnemySpawner {
|
||||||
private spawnTimer: GameTimer = new GameTimer(10);
|
private spawnTimer: GameTimer = new GameTimer(10);
|
||||||
public constructor(private enemySpawner: EnemySpawner, private enemiesToSpawn: number, private enemyType: EnemyType) {}
|
public constructor(
|
||||||
|
private enemySpawner: EnemySpawner,
|
||||||
|
private enemiesToSpawn: number,
|
||||||
|
private movementType: EnemyMovementType,
|
||||||
|
private enemyType: EnemyType
|
||||||
|
) {}
|
||||||
public gameTick(deltaTime: number): void {
|
public gameTick(deltaTime: number): void {
|
||||||
this.spawnTimer.gameTick(deltaTime);
|
this.spawnTimer.gameTick(deltaTime);
|
||||||
|
|
||||||
@ -16,7 +21,7 @@ export class CircularEnemySpawner {
|
|||||||
for (let i = 0; i < this.enemiesToSpawn; i++) {
|
for (let i = 0; i < this.enemiesToSpawn; i++) {
|
||||||
const posX: number = roundToOneDecimal(Math.sin(angle * i)) * 500;
|
const posX: number = roundToOneDecimal(Math.sin(angle * i)) * 500;
|
||||||
const posY: number = roundToOneDecimal(Math.cos(angle * i)) * 500;
|
const posY: number = roundToOneDecimal(Math.cos(angle * i)) * 500;
|
||||||
this.enemySpawner.spawnNewEnemy(posX, posY, EnemyMovementType.Follow);
|
this.enemySpawner.spawnNewEnemy(posX, posY, this.movementType);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -8,14 +8,14 @@ import { EnemySpawner } from "./EnemySpawner";
|
|||||||
export class IndividualEnemySpawner {
|
export class IndividualEnemySpawner {
|
||||||
private spawnTimer: GameTimer = new GameTimer(1);
|
private spawnTimer: GameTimer = new GameTimer(1);
|
||||||
|
|
||||||
public constructor(private enemySpawner: EnemySpawner, private enemyType: EnemyType) {}
|
public constructor(private enemySpawner: EnemySpawner, private movementType: EnemyMovementType, private enemyType: EnemyType) {}
|
||||||
|
|
||||||
public gameTick(deltaTime: number): void {
|
public gameTick(deltaTime: number): void {
|
||||||
this.spawnTimer.gameTick(deltaTime);
|
this.spawnTimer.gameTick(deltaTime);
|
||||||
if (this.spawnTimer.tryFinishPeriod()) {
|
if (this.spawnTimer.tryFinishPeriod()) {
|
||||||
const posX: number = randomRange(300, 600) * randomPositiveOrNegative();
|
const posX: number = randomRange(300, 600) * randomPositiveOrNegative();
|
||||||
const posY: number = randomRange(300, 600) * randomPositiveOrNegative();
|
const posY: number = randomRange(300, 600) * randomPositiveOrNegative();
|
||||||
this.enemySpawner.spawnNewEnemy(posX, posY, EnemyMovementType.Follow);
|
this.enemySpawner.spawnNewEnemy(posX, posY, this.movementType);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -10,6 +10,7 @@ import { EnemySpawner } from "./EnemySpawner";
|
|||||||
export class WaveEnemySpawner {
|
export class WaveEnemySpawner {
|
||||||
private enemiesPerWave: number;
|
private enemiesPerWave: number;
|
||||||
private waveLifetime: number;
|
private waveLifetime: number;
|
||||||
|
private moveType: EnemyMovementType;
|
||||||
private enemyType: EnemyType;
|
private enemyType: EnemyType;
|
||||||
|
|
||||||
private spawnTimer: GameTimer;
|
private spawnTimer: GameTimer;
|
||||||
@ -19,6 +20,7 @@ export class WaveEnemySpawner {
|
|||||||
this.spawnTimer = new GameTimer(settings.cooldown);
|
this.spawnTimer = new GameTimer(settings.cooldown);
|
||||||
this.enemiesPerWave = settings.enemiesPerWave;
|
this.enemiesPerWave = settings.enemiesPerWave;
|
||||||
this.waveLifetime = settings.waveLifetime;
|
this.waveLifetime = settings.waveLifetime;
|
||||||
|
this.moveType = <EnemyMovementType>settings.moveType;
|
||||||
this.enemyType = <EnemyType>settings.enemyType;
|
this.enemyType = <EnemyType>settings.enemyType;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
Loading…
Reference in New Issue
Block a user