new upgrades, restrucutre

This commit is contained in:
Martin 2022-11-28 11:49:16 +01:00
parent 4ca44647d6
commit 2a3ce76c4b
28 changed files with 1072 additions and 272 deletions

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@ -1,5 +1,5 @@
{
"playerSettings": {
"player": {
"defaultHP": 50,
"requiredXP": [
5,
@ -13,12 +13,16 @@
20,
20
],
"collisionDelay": 0.5,
"testSettings": {
"test": 0
}
"collisionDelay": 0.5
},
"weaponSettings": {
"weapon": {
"strikeDelay": 2
},
"upgrades": {
"maxWeaponLengthUpgrades": 5,
"maxWeaponDamageUpgrades": 5,
"maxHorizontalProjectileUpgrades": 0,
"maxVerticalProjectileUpgrades": 0,
"maxRegenerationUpgrades": 0
}
}

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@ -169,7 +169,7 @@
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@ -186,7 +186,7 @@
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@ -1,6 +1,6 @@
import { Collider2D, Contact2DType } from "cc";
import { GroupType } from "../GroupType";
import { Player } from "../Player/Player";
import { Player } from "../Unit/Player/Player";
import { GameTimer } from "../../Services/GameTimer";
import { Enemy } from "../Enemy/Enemy";
import { XP } from "../XP/XP";

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@ -1,15 +1,15 @@
import { Collider2D, Contact2DType } from "cc";
import { Collider2D } from "cc";
import { Enemy } from "../Enemy/Enemy";
import { Weapon } from "../Weapon";
import { Weapon } from "../Unit/Player/Weapon/Weapon";
export class WeaponCollisionSystem {
private weapon: Weapon;
public constructor(weapon: Weapon) {
this.weapon = weapon;
weapon.Collider.on(Contact2DType.BEGIN_CONTACT, this.onWeaponContactBegin, this);
weapon.Collider.ContactBeginEvent.on(this.onWeaponContactBegin, this);
}
private onWeaponContactBegin(_selfCollider: Collider2D, otherCollider: Collider2D): void {
private onWeaponContactBegin(otherCollider: Collider2D): void {
otherCollider.getComponent(Enemy).dealDamage(this.weapon.Damage);
}
}

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@ -1,6 +1,7 @@
export class GameSettings {
public playerSettings: PlayerSettings = new PlayerSettings();
public weaponSettings: WeaponSettings = new WeaponSettings();
public player: PlayerSettings = new PlayerSettings();
public weapon: WeaponSettings = new WeaponSettings();
public upgrades: UpgradeSettings = new UpgradeSettings();
}
export class PlayerSettings {
@ -11,4 +12,13 @@ export class PlayerSettings {
export class WeaponSettings {
public strikeDelay = 0;
public damage = 0;
}
export class UpgradeSettings {
public maxWeaponLengthUpgrades = 0;
public maxWeaponDamageUpgrades = 0;
public maxHorizontalProjectileUpgrades = 0;
public maxVerticalProjectileUpgrades = 0;
public maxRegenerationUpgrades = 0;
}

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@ -2,7 +2,7 @@
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@ -1,4 +1,4 @@
import { Camera, CCFloat, CCInteger, Component, director, JsonAsset, KeyCode, _decorator } from "cc";
import { Camera, Component, JsonAsset, KeyCode, _decorator } from "cc";
import { ModalWindowManager } from "../Services/ModalWindowSystem/ModalWindowManager";
import { PlayerCollisionSystem } from "./Collision/PlayerCollisionSystem";
import { WeaponCollisionSystem } from "./Collision/WeaponCollisionSystem";
@ -10,10 +10,10 @@ import { VirtualJoystic } from "./Input/VirtualJoystic";
import { GameModalLauncher } from "./ModalWIndows/GameModalLauncher";
import { Pauser } from "./Pauser";
import { Player } from "./Player/Player";
import { Weapon } from "./Player/Weapon/Weapon";
import { GameUI } from "./UI/GameUI";
import { Upgrader } from "./Upgrades/Upgrader";
import { UpgradeType } from "./Upgrades/UpgradeType";
import { Weapon } from "./Weapon";
const { ccclass, property } = _decorator;
@ccclass("GameBootstrapper")
@ -32,19 +32,19 @@ export class GameBootstrapper extends Component {
private gamePauser: Pauser = new Pauser();
public start(): void {
const gameSettings: GameSettings = <GameSettings>this.settingsAsset.json;
const settings: GameSettings = <GameSettings>this.settingsAsset.json;
this.virtualJoystic.init();
this.weapon.init(gameSettings.weaponSettings.strikeDelay);
this.weapon.init(settings.weapon);
const wasd = new KeyboardInput(KeyCode.KEY_W, KeyCode.KEY_S, KeyCode.KEY_A, KeyCode.KEY_D);
const arrowKeys = new KeyboardInput(KeyCode.ARROW_UP, KeyCode.ARROW_DOWN, KeyCode.ARROW_LEFT, KeyCode.ARROW_RIGHT);
const dualInput: MultiInput = new MultiInput([this.virtualJoystic, wasd, arrowKeys]);
this.player.init(dualInput, this.weapon, gameSettings.playerSettings.defaultHP, gameSettings.playerSettings.requiredXP);
this.player.init(dualInput, this.weapon, settings.player.defaultHP, settings.player.requiredXP);
this.playerCollisionSystem = new PlayerCollisionSystem(this.player, gameSettings.playerSettings.collisionDelay);
this.playerCollisionSystem = new PlayerCollisionSystem(this.player, settings.player.collisionDelay);
new WeaponCollisionSystem(this.weapon);
const upgrader = new Upgrader(this.player);
const upgrader = new Upgrader(this.player, settings.upgrades);
new GameModalLauncher(this.modalWindowManager, this.player, this.gamePauser, upgrader);
this.enemyManager.init(this.player.node);

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@ -1,6 +1,6 @@
import { ModalWindowManager } from "../../Services/ModalWindowSystem/ModalWindowManager";
import { Pauser } from "../Pauser";
import { Player } from "../Player/Player";
import { Player } from "../Unit/Player/Player";
import { Upgrader } from "../Upgrades/Upgrader";
import { UpgradeType } from "../Upgrades/UpgradeType";
import { GameModalWindowTypes } from "./GameModalWindowTypes";

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@ -2,7 +2,7 @@
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@ -0,0 +1,43 @@
import { BoxCollider2D, Collider2D, Component, Contact2DType, _decorator } from "cc";
import { ISignal } from "../../../Services/EventSystem/ISignal";
import { Signal } from "../../../Services/EventSystem/Signal";
const { ccclass, property } = _decorator;
@ccclass("UpgradableCollider")
export class UpgradableCollider extends Component {
@property(BoxCollider2D) private colliders: BoxCollider2D[] = [];
private contactBeginEvent: Signal<Collider2D> = new Signal<Collider2D>();
private currentUpgradeLevel = 0;
public init(): void {
this.setUpgradeLevel();
for (const collider of this.colliders) {
collider.on(Contact2DType.BEGIN_CONTACT, this.onColliderContactBegin, this);
}
}
public get ContactBeginEvent(): ISignal<Collider2D> {
return this.contactBeginEvent;
}
public upgrade(): void {
if (this.currentUpgradeLevel == this.colliders.length - 1) throw new Error("Already at max upgrade! " + this.currentUpgradeLevel);
this.currentUpgradeLevel++;
this.setUpgradeLevel();
}
private setUpgradeLevel(): void {
for (const collider of this.colliders) {
collider.node.active = false;
}
this.colliders[this.currentUpgradeLevel].node.active = true;
}
private onColliderContactBegin(thisCollider: Collider2D, otherCollider: Collider2D): void {
this.contactBeginEvent.trigger(otherCollider);
}
}

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@ -1,22 +1,29 @@
import { Animation, AnimationState, BoxCollider2D, Collider2D, Component, _decorator } from "cc";
import { GameTimer } from "../Services/GameTimer";
import { Animation, AnimationState, Component, _decorator } from "cc";
import { GameTimer } from "../../../Services/GameTimer";
import { WeaponSettings } from "../../Data/GameSettings";
import { UpgradableCollider } from "./UpgradableCollider";
const { ccclass, property } = _decorator;
@ccclass("Weapon")
export class Weapon extends Component {
@property(Animation) private weaponAnimation: Animation;
@property(BoxCollider2D) private collider: BoxCollider2D;
@property(UpgradableCollider) private upgradableCollider: UpgradableCollider;
private strikeTimer: GameTimer;
private strikeState: AnimationState;
private damage: number;
public init(strikeDelay: number): void {
this.strikeTimer = new GameTimer(strikeDelay);
public init(settings: WeaponSettings): void {
this.strikeTimer = new GameTimer(settings.strikeDelay);
this.damage = settings.damage;
this.node.active = false;
this.weaponAnimation.on(Animation.EventType.FINISHED, this.endStrike, this);
this.strikeState = this.weaponAnimation.getState(this.weaponAnimation.clips[0].name);
this.strikeState.speed = 1;
this.upgradableCollider.init();
}
public gameTick(deltaTime: number): void {
@ -26,16 +33,20 @@ export class Weapon extends Component {
}
}
public get Collider(): Collider2D {
return this.collider;
public get Collider(): UpgradableCollider {
return this.upgradableCollider;
}
public get Damage(): number {
return 5;
return this.damage;
}
public upgradeWeaponDamage(): void {}
public upgradeWeaponLength(): void {}
public upgradeWeaponDamage(): void {
this.damage++;
}
public upgradeWeaponLength(): void {
this.upgradableCollider.upgrade();
}
private strike(): void {
this.node.active = true;

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@ -1,6 +1,6 @@
import { Component, ProgressBar, _decorator } from "cc";
import { Player } from "../Player/Player";
import { UnitLevel } from "../Player/UnitLevel";
import { Player } from "../Unit/Player/Player";
import { UnitLevel } from "../Unit/Player/UnitLevel";
const { ccclass, property } = _decorator;
@ccclass("GameUI")

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@ -31,7 +31,7 @@ export class LevelUpModalWindow extends ModalWindow<UpgradeType[], UpgradeType>
}
}
private chooseSkill(skill: LevelUpSkill): void {
this.dismiss(UpgradeType.WeaponDamage);
private chooseSkill(upgradeType: UpgradeType): void {
this.dismiss(upgradeType);
}
}

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@ -7,17 +7,20 @@ const { ccclass, property } = _decorator;
@ccclass("LevelUpSkill")
export class LevelUpSkill extends Component {
@property(Label) private skillTitle: Label;
private chooseSkillEvent: Signal<LevelUpSkill> = new Signal<LevelUpSkill>();
private chooseSkillEvent: Signal<UpgradeType> = new Signal<UpgradeType>();
private skillType: UpgradeType;
public init(skillType: UpgradeType): void {
this.skillType = skillType;
this.skillTitle.string = `Skill ${skillType}`;
this.node.on(NodeEventType.MOUSE_DOWN, this.chooseSkill, this);
}
public get ChooseSkillEvent(): ISignal<LevelUpSkill> {
public get ChooseSkillEvent(): ISignal<UpgradeType> {
return this.chooseSkillEvent;
}
private chooseSkill(): void {
this.chooseSkillEvent.trigger(this);
this.chooseSkillEvent.trigger(this.skillType);
}
}

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@ -1,4 +1,5 @@
import { Player } from "../Player/Player";
import { UpgradeSettings } from "../Data/GameSettings";
import { Player } from "../Unit/Player/Player";
import { UpgradeType } from "./UpgradeType";
export class Upgrader {
@ -7,18 +8,20 @@ export class Upgrader {
private typeToLevel: Map<UpgradeType, number> = new Map<UpgradeType, number>();
private typeToMaxLevel: Map<UpgradeType, number> = new Map<UpgradeType, number>();
public constructor(player: Player) {
public constructor(player: Player, settings: UpgradeSettings) {
this.player = player;
this.setTypeMaps(UpgradeType.WeaponLength, this.upgradeWeaponLength, 5);
this.setTypeMaps(UpgradeType.WeaponDamage, this.upgradeWeaponDamage, 5);
this.setTypeMaps(UpgradeType.WeaponLength, this.upgradeWeaponLength.bind(this), settings.maxWeaponLengthUpgrades);
this.setTypeMaps(UpgradeType.WeaponDamage, this.upgradeWeaponDamage, settings.maxWeaponDamageUpgrades);
}
public upgradeSkill(type: UpgradeType): void {
if (!this.typeToAction.has(type)) throw new Error("Upgrade does not have " + type);
if (this.isMaxLevel(type)) throw new Error("Upgrade is already at max level" + type);
if (this.isMaxLevel(type)) throw new Error("Upgrade is already at max level " + type);
this.typeToAction.get(type)();
const level: number = this.typeToLevel.get(type);
this.typeToLevel.set(type, level + 1);
}
public getAvailableUpgrades(): Set<UpgradeType> {