mirror of
https://github.com/MartinKral/Slash-The-Hordes
synced 2025-10-09 08:36:14 +00:00
Pauser, game modal launcher
This commit is contained in:
@@ -7,13 +7,8 @@ export class PlayerSettings {
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public defaultHP = 0;
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public requiredXP: number[] = [];
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public collisionDelay = 0;
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public testSettings = new TestSettings();
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}
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export class WeaponSettings {
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public strikeDelay = 0;
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}
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export class TestSettings {
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public test = 0;
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}
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@@ -7,6 +7,8 @@ import { EnemyManager } from "./Enemy/EnemyManager";
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import { KeyboardInput } from "./Input/KeyboardInput";
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import { MultiInput } from "./Input/MultiInput";
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import { VirtualJoystic } from "./Input/VirtualJoystic";
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import { GameModalLauncher } from "./ModalWIndows/GameModalLauncher";
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import { Pauser } from "./Pauser";
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import { Player } from "./Player/Player";
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import { GameUI } from "./UI/GameUI";
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import { Upgrader } from "./Upgrades/Upgrader";
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@@ -20,48 +22,38 @@ export class GameBootstrapper extends Component {
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@property(Player) private player: Player;
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@property(Weapon) private weapon: Weapon;
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@property(EnemyManager) private enemyManager: EnemyManager;
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@property(CCFloat) private strikeDelay = 0;
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@property(CCFloat) private collisionDelay = 0;
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@property(Camera) private camera: Camera;
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@property(GameUI) private gameUI: GameUI;
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@property(Number) private requiredLevelXps: number[] = [];
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@property(ModalWindowManager) private modalWindowManager: ModalWindowManager;
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@property(JsonAsset) private settingsAsset: JsonAsset;
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@property(GameSettings) private settingsPref: GameSettings = new GameSettings();
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private playerCollisionSystem: PlayerCollisionSystem;
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private upgrader: Upgrader;
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private isPaused = false;
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private gamePauser: Pauser = new Pauser();
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public start(): void {
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const gameSettings: GameSettings = <GameSettings>this.settingsAsset.json;
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console.log("Collision delay: " + gameSettings.playerSettings.collisionDelay);
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console.log(JSON.stringify(new GameSettings()));
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this.virtualJoystic.init();
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this.weapon.init(this.strikeDelay);
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this.weapon.init(gameSettings.weaponSettings.strikeDelay);
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const wasd = new KeyboardInput(KeyCode.KEY_W, KeyCode.KEY_S, KeyCode.KEY_A, KeyCode.KEY_D);
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const arrowKeys = new KeyboardInput(KeyCode.ARROW_UP, KeyCode.ARROW_DOWN, KeyCode.ARROW_LEFT, KeyCode.ARROW_RIGHT);
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const dualInput: MultiInput = new MultiInput([this.virtualJoystic, wasd, arrowKeys]);
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this.player.init(dualInput, this.weapon, 50, this.requiredLevelXps);
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this.player.init(dualInput, this.weapon, gameSettings.playerSettings.defaultHP, gameSettings.playerSettings.requiredXP);
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this.playerCollisionSystem = new PlayerCollisionSystem(this.player, this.collisionDelay);
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this.playerCollisionSystem = new PlayerCollisionSystem(this.player, gameSettings.playerSettings.collisionDelay);
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new WeaponCollisionSystem(this.weapon);
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this.upgrader = new Upgrader(this.player);
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const upgrader = new Upgrader(this.player);
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new GameModalLauncher(this.modalWindowManager, this.player, this.gamePauser, upgrader);
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this.enemyManager.init(this.player.node);
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this.gameUI.init(this.player);
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this.showModal();
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//console.log("DEfault hp: " + gameSettings.playerSettings.defaultHP);
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}
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public update(deltaTime: number): void {
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if (this.isPaused) return;
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if (this.gamePauser.IsPaused) return;
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this.player.gameTick(deltaTime);
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this.playerCollisionSystem.gameTick(deltaTime);
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@@ -69,11 +61,4 @@ export class GameBootstrapper extends Component {
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this.camera.node.worldPosition = this.player.node.worldPosition;
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}
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private async showModal(): Promise<void> {
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this.isPaused = true;
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const result: UpgradeType = await this.modalWindowManager.showModal<string, UpgradeType>("LevelUpModalWindow", "test params");
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this.isPaused = false;
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console.log("Result: " + result);
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}
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}
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12
assets/Scripts/Game/ModalWIndows.meta
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12
assets/Scripts/Game/ModalWIndows.meta
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@@ -0,0 +1,12 @@
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{
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"ver": "1.1.0",
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"importer": "directory",
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"imported": true,
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"uuid": "00b7fdba-e250-4a79-be07-e87bdfc07929",
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"files": [],
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"subMetas": {},
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"userData": {
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"compressionType": {},
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"isRemoteBundle": {}
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}
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}
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27
assets/Scripts/Game/ModalWIndows/GameModalLauncher.ts
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27
assets/Scripts/Game/ModalWIndows/GameModalLauncher.ts
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@@ -0,0 +1,27 @@
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import { ModalWindowManager } from "../../Services/ModalWindowSystem/ModalWindowManager";
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import { Pauser } from "../Pauser";
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import { Player } from "../Player/Player";
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import { Upgrader } from "../Upgrades/Upgrader";
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import { UpgradeType } from "../Upgrades/UpgradeType";
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import { GameModalWindowTypes } from "./GameModalWindowTypes";
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export class GameModalLauncher {
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public constructor(
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private modalWindowManager: ModalWindowManager,
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private player: Player,
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private gamePauser: Pauser,
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private upgrader: Upgrader
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) {
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this.player.Level.LevelUpEvent.on(this.showLevelUpModal, this);
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}
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private async showLevelUpModal(): Promise<void> {
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this.gamePauser.pause();
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const skillToUpgrade: UpgradeType = await this.modalWindowManager.showModal<UpgradeType[], UpgradeType>(
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GameModalWindowTypes.LevelUpModal,
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Array.from(this.upgrader.getAvailableUpgrades())
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);
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this.gamePauser.resume();
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this.upgrader.upgradeSkill(skillToUpgrade);
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}
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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": "19da79a2-30b2-4d73-83fb-b3ef17bde4d7",
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"files": [],
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"subMetas": {},
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"userData": {}
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}
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3
assets/Scripts/Game/ModalWIndows/GameModalWindowTypes.ts
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3
assets/Scripts/Game/ModalWIndows/GameModalWindowTypes.ts
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@@ -0,0 +1,3 @@
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export enum GameModalWindowTypes {
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LevelUpModal = "LevelUpModalWindow"
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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": "72fb4349-7b73-41e1-ad7a-4d50abcfc1fa",
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"files": [],
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"subMetas": {},
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"userData": {}
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}
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15
assets/Scripts/Game/Pauser.ts
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15
assets/Scripts/Game/Pauser.ts
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@@ -0,0 +1,15 @@
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export class Pauser {
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private isPaused = false;
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public get IsPaused(): boolean {
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return this.isPaused;
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}
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public pause(): void {
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this.isPaused = true;
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}
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public resume(): void {
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this.isPaused = false;
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}
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}
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9
assets/Scripts/Game/Pauser.ts.meta
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9
assets/Scripts/Game/Pauser.ts.meta
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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": "d20eb678-aaf9-47e6-bd12-43fa37d3c9ba",
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"files": [],
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"subMetas": {},
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"userData": {}
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}
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@@ -1,5 +1,6 @@
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import { instantiate, Node, Prefab, Vec3, _decorator } from "cc";
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import { ModalWindow } from "../../../Services/ModalWindowSystem/ModalWindow";
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import { shuffle } from "../../../Services/Utils/ArrayUtils";
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import { delay } from "../../../Services/Utils/AsyncUtils";
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import { UpgradeType } from "../../Upgrades/UpgradeType";
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import { LevelUpSkill } from "./LevelUpSkill";
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@@ -7,19 +8,25 @@ import { LevelUpSkill } from "./LevelUpSkill";
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const { ccclass, property } = _decorator;
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@ccclass("LevelUpModalWindow")
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export class LevelUpModalWindow extends ModalWindow<string, UpgradeType> {
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export class LevelUpModalWindow extends ModalWindow<UpgradeType[], UpgradeType> {
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@property(Prefab) private skillPrefab: Prefab;
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@property(Node) private skillParent: Node;
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protected async setup(params: string): Promise<void> {
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private maxUpgradesToPick = 3;
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protected async setup(availableUpgrades: UpgradeType[]): Promise<void> {
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const shuffledAvailableUpgrades = shuffle(availableUpgrades);
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if (this.maxUpgradesToPick < shuffledAvailableUpgrades.length) {
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shuffledAvailableUpgrades.length = this.maxUpgradesToPick;
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}
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const xPositions: number[] = [-180, 0, 180];
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await delay(300);
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for (let i = 0; i < 3; i++) {
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for (let i = 0; i < shuffledAvailableUpgrades.length; i++) {
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await delay(500);
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const skill: LevelUpSkill = instantiate(this.skillPrefab).getComponent(LevelUpSkill);
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skill.node.setParent(this.skillParent);
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skill.node.setPosition(new Vec3(xPositions[i]));
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skill.init(params);
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skill.init(shuffledAvailableUpgrades[i]);
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skill.ChooseSkillEvent.on(this.chooseSkill, this);
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}
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}
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@@ -1,14 +1,15 @@
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import { Component, Label, NodeEventType, _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 { UpgradeType } from "../../Upgrades/UpgradeType";
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const { ccclass, property } = _decorator;
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@ccclass("LevelUpSkill")
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export class LevelUpSkill extends Component {
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@property(Label) private skillTitle: Label;
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private chooseSkillEvent: Signal<LevelUpSkill> = new Signal<LevelUpSkill>();
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public init(skillTitle: string): void {
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this.skillTitle.string = skillTitle;
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public init(skillType: UpgradeType): void {
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this.skillTitle.string = `Skill ${skillType}`;
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this.node.on(NodeEventType.MOUSE_DOWN, this.chooseSkill, this);
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}
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@@ -16,9 +16,22 @@ export class Upgrader {
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public upgradeSkill(type: UpgradeType): void {
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if (!this.typeToAction.has(type)) throw new Error("Upgrade does not have " + type);
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if (this.isMaxLevel(type)) throw new Error("Upgrade is already at max level" + type);
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this.typeToAction.get(type)();
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}
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public getAvailableUpgrades(): Set<UpgradeType> {
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const availableUpgrades: Set<UpgradeType> = new Set<UpgradeType>();
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for (const key of this.typeToAction.keys()) {
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if (!this.isMaxLevel(key)) {
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availableUpgrades.add(key);
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}
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}
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return availableUpgrades;
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}
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private setTypeMaps(upgradeType: UpgradeType, action: () => void, maxLevel: number): void {
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this.typeToAction.set(upgradeType, action);
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this.typeToLevel.set(upgradeType, 0);
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@@ -32,4 +45,8 @@ export class Upgrader {
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private upgradeWeaponDamage(): void {
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this.player.Weapon.upgradeWeaponDamage();
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}
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private isMaxLevel(type: UpgradeType): boolean {
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return this.typeToMaxLevel.get(type) <= this.typeToLevel.get(type);
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}
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}
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10
assets/Scripts/Services/Utils/ArrayUtils.ts
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10
assets/Scripts/Services/Utils/ArrayUtils.ts
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@@ -0,0 +1,10 @@
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export function shuffle<T>(array: T[]): T[] {
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const shuffledArray: T[] = [...array];
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for (let i = shuffledArray.length - 1; i > 0; i--) {
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const j = Math.floor(Math.random() * (i + 1));
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[shuffledArray[i], shuffledArray[j]] = [shuffledArray[j], shuffledArray[i]];
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}
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return shuffledArray;
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}
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9
assets/Scripts/Services/Utils/ArrayUtils.ts.meta
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9
assets/Scripts/Services/Utils/ArrayUtils.ts.meta
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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": "4cd531d9-5419-440d-880c-36ce0fe32955",
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"files": [],
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"subMetas": {},
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"userData": {}
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}
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