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https://github.com/MartinKral/Slash-The-Hordes
synced 2024-12-25 19:28:53 +00:00
Projectile launcher refactoring
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370e960f95
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2708c119f3
@ -1,5 +1,30 @@
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import { Vec3, Node, Vec2 } from "cc";
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import { GameTimer } from "../../../../Services/GameTimer";
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import { ProjectileLauncher } from "../../Player/ProjectileLauncher/ProjectileLauncher";
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import { Enemy } from "../Enemy";
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import { EnemyManager } from "../EnemyManager";
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export class EnemyProjectileLauncher {
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public constructor(private projectileLauncher: ProjectileLauncher) {}
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private enemies: Enemy[] = [];
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private shootTimer: GameTimer = new GameTimer(3);
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public constructor(private playerNode: Node, private projectileLauncher: ProjectileLauncher, enemyManager: EnemyManager) {
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enemyManager.EnemyAddedEvent.on(this.tryAddEnemy, this);
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enemyManager.EnemyRemovedEvent.on(this.tryRemoveEnemy, this);
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}
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private tryAddEnemy(enemy: Enemy): void {
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if (enemy.Id == "BasicEnemy") {
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this.enemies.push();
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}
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}
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private tryRemoveEnemy(enemy: Enemy): void {
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if (enemy.Id == "BasicEnemy") {
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const index = this.enemies.indexOf(enemy);
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this.enemies.splice(index, 1);
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}
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}
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public gameTick(deltaTime: number): void {}
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}
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@ -5,12 +5,14 @@ import { HaloLauncherSettings } from "../../../Data/GameSettings";
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import { ProjectileCollision } from "../../../Projectile/ProjectileCollision";
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import { IProjectileCollisionSignaler } from "../../../Projectile/IProjectileCollisionSignaler";
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import { ProjectileData, ProjectileLauncher } from "./ProjectileLauncher";
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import { GameTimer } from "../../../../Services/GameTimer";
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export class HaloProjectileLauncher implements IProjectileCollisionSignaler {
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private currentUpgrade = 0;
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private defaultCooldown = 0;
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private cooldownDivisorPerUpgrade = 0;
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private directions: Vec2[] = [];
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private fireTimer = new GameTimer(0);
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public constructor(
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private launcher: ProjectileLauncher,
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@ -29,7 +31,7 @@ export class HaloProjectileLauncher implements IProjectileCollisionSignaler {
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this.directions.push(new Vec2(x, y).normalize());
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}
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launcher.init(settings.launcher, projectileData);
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launcher.init(settings.launcher.projectileLifetime, settings.launcher.projectileSpeed, projectileData.damage, projectileData.pierces);
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}
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public get ProjectileCollisionEvent(): ISignal<ProjectileCollision> {
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@ -39,11 +41,16 @@ export class HaloProjectileLauncher implements IProjectileCollisionSignaler {
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public gameTick(deltaTime: number): void {
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if (this.currentUpgrade == 0) return;
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this.launcher.gameTick(deltaTime, this.playerNode.worldPosition, this.directions);
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this.launcher.gameTick(deltaTime);
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this.fireTimer.gameTick(deltaTime);
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if (this.fireTimer.tryFinishPeriod()) {
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this.launcher.fireProjectiles(this.playerNode.worldPosition, this.directions);
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}
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}
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public upgrade(): void {
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this.currentUpgrade++;
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this.launcher.Cooldown = this.defaultCooldown / (this.cooldownDivisorPerUpgrade * this.currentUpgrade);
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this.fireTimer = new GameTimer(this.defaultCooldown / (this.cooldownDivisorPerUpgrade * this.currentUpgrade));
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}
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}
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@ -1,11 +1,8 @@
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import { _decorator, Component, Node, Prefab, Vec2, Vec3 } from "cc";
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import { _decorator, Component, Prefab, Vec2, Vec3 } 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 { GameTimer } from "../../../../Services/GameTimer";
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import { ObjectPool } from "../../../../Services/ObjectPool";
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import { delay } from "../../../../Services/Utils/AsyncUtils";
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import { getDegreeAngleFromDirection } from "../../../../Services/Utils/MathUtils";
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import { ProjectileLauncherSettings } from "../../../Data/GameSettings";
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import { IProjectileCollisionSignaler } from "../../../Projectile/IProjectileCollisionSignaler";
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import { Projectile } from "../../../Projectile/Projectile";
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import { ProjectileCollision } from "../../../Projectile/ProjectileCollision";
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@ -15,77 +12,47 @@ const { ccclass, property } = _decorator;
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export class ProjectileLauncher extends Component implements IProjectileCollisionSignaler {
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@property(Prefab) private projectilePrefab: Prefab;
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private projectileCollisionEvent: Signal<ProjectileCollision> = new Signal<ProjectileCollision>();
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private projectileData: ProjectileData;
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private projectilePool: ObjectPool<Projectile>;
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private fireTimer: GameTimer;
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private projectileDamage: number;
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private projectilePierces: number;
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private projectileLifetime: number;
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private speed: number;
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private wavesToShoot: number;
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private wavesDelayMs: number;
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private cooldown: number;
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private projectileSpeed: number;
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private projectilePool: ObjectPool<Projectile>;
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private projectiles: Projectile[] = [];
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private directions: Vec2[] = [];
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private expireTimes: number[] = [];
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private currentTime = 0;
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public get WavesToShoot(): number {
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return this.wavesToShoot;
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}
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public set WavesToShoot(value: number) {
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this.wavesToShoot = value;
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}
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public get Cooldown(): number {
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return this.cooldown;
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}
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public set Cooldown(value: number) {
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this.cooldown = value;
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this.fireTimer = new GameTimer(this.cooldown);
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}
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public get ProjectileCollisionEvent(): ISignal<ProjectileCollision> {
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return this.projectileCollisionEvent;
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}
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public init(settings: ProjectileLauncherSettings, projectileData: ProjectileData): void {
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this.projectileData = projectileData;
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this.projectileLifetime = settings.projectileLifetime;
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this.speed = settings.projectileSpeed;
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this.wavesToShoot = settings.wavesToShoot;
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this.wavesDelayMs = settings.wavesDelayMs;
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this.cooldown = settings.cooldown;
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public init(projectileLifetime: number, projectileSpeed: number, projectileDamage: number, projectilePierces: number): void {
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this.projectileLifetime = projectileLifetime;
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this.projectileSpeed = projectileSpeed;
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this.projectileDamage = projectileDamage;
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this.projectilePierces = projectilePierces;
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this.projectilePool = new ObjectPool<Projectile>(this.projectilePrefab, this.node, 6, "Projectile");
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this.fireTimer = new GameTimer(this.cooldown);
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}
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public gameTick(deltaTime: number, startPosition: Vec3, fireDirections: Vec2[]): void {
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public gameTick(deltaTime: number): void {
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this.currentTime += deltaTime;
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this.fireTimer.gameTick(deltaTime);
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if (this.fireTimer.tryFinishPeriod()) {
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this.fireProjectiles(startPosition, fireDirections);
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}
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this.tryRemoveExpiredProjectiles();
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this.moveAllProjectiles(deltaTime);
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}
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private async fireProjectiles(startPosition: Vec3, fireDirections: Vec2[]): Promise<void> {
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for (let i = 0; i < this.wavesToShoot; i++) {
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public fireProjectiles(startPosition: Vec3, fireDirections: Vec2[]): void {
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for (const direction of fireDirections) {
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this.fireProjectile(startPosition, direction);
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}
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await delay(this.wavesDelayMs);
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}
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}
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private fireProjectile(startPosition: Vec3, direction: Vec2): void {
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const projectile: Projectile = this.projectilePool.borrow();
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projectile.init(this.projectileData.damage, this.projectileData.pierces, getDegreeAngleFromDirection(direction.x, direction.y));
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projectile.init(this.projectileDamage, this.projectilePierces, getDegreeAngleFromDirection(direction.x, direction.y));
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projectile.node.setWorldPosition(startPosition);
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projectile.node.active = true;
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projectile.ContactBeginEvent.on(this.onProjectileCollision, this);
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@ -129,8 +96,8 @@ export class ProjectileLauncher extends Component implements IProjectileCollisio
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private moveAllProjectiles(deltaTime: number): void {
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for (let i = 0; i < this.projectiles.length; i++) {
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const newPosition: Vec3 = this.projectiles[i].node.worldPosition;
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newPosition.x += this.directions[i].x * deltaTime * this.speed;
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newPosition.y += this.directions[i].y * deltaTime * this.speed;
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newPosition.x += this.directions[i].x * deltaTime * this.projectileSpeed;
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newPosition.y += this.directions[i].y * deltaTime * this.projectileSpeed;
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this.projectiles[i].node.setWorldPosition(newPosition);
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}
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@ -1,5 +1,7 @@
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import { Node, Vec2 } from "cc";
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import { ISignal } from "../../../../Services/EventSystem/ISignal";
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import { GameTimer } from "../../../../Services/GameTimer";
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import { delay } from "../../../../Services/Utils/AsyncUtils";
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import { WaveLauncherSettings } from "../../../Data/GameSettings";
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import { IProjectileCollisionSignaler } from "../../../Projectile/IProjectileCollisionSignaler";
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import { ProjectileCollision } from "../../../Projectile/ProjectileCollision";
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@ -8,6 +10,9 @@ import { ProjectileData, ProjectileLauncher } from "./ProjectileLauncher";
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export class WaveProjectileLauncher implements IProjectileCollisionSignaler {
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private currentUpgrade = 0;
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private wavesToShootPerUpgrade = 0;
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private fireTimer: GameTimer;
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private wavesToShoot: number;
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private wavesDelayMs: number;
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public constructor(
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private launcher: ProjectileLauncher,
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@ -17,7 +22,12 @@ export class WaveProjectileLauncher implements IProjectileCollisionSignaler {
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projectileData: ProjectileData
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) {
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this.wavesToShootPerUpgrade = settings.wavesToShootPerUpgrade;
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launcher.init(settings.launcher, projectileData);
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this.fireTimer = new GameTimer(settings.launcher.cooldown);
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this.wavesToShoot = settings.launcher.wavesToShoot;
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this.wavesDelayMs = settings.launcher.wavesDelayMs;
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launcher.init(settings.launcher.projectileLifetime, settings.launcher.projectileSpeed, projectileData.damage, projectileData.pierces);
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}
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public get ProjectileCollisionEvent(): ISignal<ProjectileCollision> {
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@ -27,11 +37,24 @@ export class WaveProjectileLauncher implements IProjectileCollisionSignaler {
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public gameTick(deltaTime: number): void {
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if (this.currentUpgrade == 0) return;
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this.launcher.gameTick(deltaTime, this.playerNode.worldPosition, this.directions);
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this.launcher.gameTick(deltaTime);
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this.fireTimer.gameTick(deltaTime);
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if (this.fireTimer.tryFinishPeriod()) {
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this.fireProjectiles();
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}
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}
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public upgrade(): void {
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this.currentUpgrade++;
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this.launcher.WavesToShoot += this.wavesToShootPerUpgrade;
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this.wavesToShoot += this.wavesToShootPerUpgrade;
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}
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private async fireProjectiles(): Promise<void> {
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for (let i = 0; i < this.wavesToShoot; i++) {
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this.launcher.fireProjectiles(this.playerNode.worldPosition, this.directions);
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await delay(this.wavesDelayMs);
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}
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}
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}
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