game runner

This commit is contained in:
Martin
2022-12-07 10:47:46 +01:00
parent 669ed8cd81
commit 9884bc4090
24 changed files with 292 additions and 37 deletions

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@@ -0,0 +1,17 @@
export class UserData {
public soundVolume = 0;
public musicVolume = 0;
public game = new GameData();
}
export class GameData {
public goldCoins = 0;
public metaUpgrades = new MetaUpgradesData();
}
export class MetaUpgradesData {
public maxHpLevel = 0;
public overallDamageLevel = 0;
public projectilePiercingLevel = 0;
public movementSpeedLevel = 0;
}

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@@ -0,0 +1,9 @@
{
"ver": "4.0.23",
"importer": "typescript",
"imported": true,
"uuid": "7431ff7c-480c-4474-9434-654eda0a1a08",
"files": [],
"subMetas": {},
"userData": {}
}

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@@ -1,5 +1,6 @@
import { Camera, Component, JsonAsset, KeyCode, Vec2, _decorator } from "cc";
import { ModalWindowManager } from "../Services/ModalWindowSystem/ModalWindowManager";
import { delay } from "../Services/Utils/AsyncUtils";
import { PlayerCollisionSystem } from "./Collision/PlayerCollisionSystem";
import { PlayerProjectileCollisionSystem } from "./Collision/PlayerProjectileCollisionSystem";
import { WeaponCollisionSystem } from "./Collision/WeaponCollisionSystem";
@@ -19,8 +20,8 @@ import { Upgrader } from "./Upgrades/Upgrader";
const { ccclass, property } = _decorator;
@ccclass("GameBootstrapper")
export class GameBootstrapper extends Component {
@ccclass("Game")
export class Game extends Component {
@property(VirtualJoystic) private virtualJoystic: VirtualJoystic;
@property(Player) private player: Player;
@property(ProjectileLauncher) private haloProjectileLauncherComponent: ProjectileLauncher;
@@ -39,15 +40,26 @@ export class GameBootstrapper extends Component {
private gamePauser: Pauser = new Pauser();
private static instance: Game;
public static get Instance(): Game {
return this.instance;
}
public start(): void {
Game.instance = this;
this.gamePauser.pause();
}
public async playGame(): Promise<number> {
const settings: GameSettings = <GameSettings>this.settingsAsset.json;
this.virtualJoystic.init();
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, settings.player);
const multiInput: MultiInput = new MultiInput([this.virtualJoystic, wasd, arrowKeys]);
this.player.init(multiInput, settings.player);
this.playerCollisionSystem = new PlayerCollisionSystem(this.player, settings.player.collisionDelay);
new WeaponCollisionSystem(this.player.Weapon);
@@ -80,6 +92,12 @@ export class GameBootstrapper extends Component {
new GameModalLauncher(this.modalWindowManager, this.player, this.gamePauser, upgrader);
this.gameUI.init(this.player);
this.gamePauser.resume();
await delay(10000);
this.gamePauser.pause();
Game.instance = null;
return 1;
}
public update(deltaTime: number): void {

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@@ -13,12 +13,14 @@ export class Enemy extends Component {
private movementType: EnemyMovementType;
private health: UnitHealth = new UnitHealth(1);
private deathEvent: Signal<Enemy> = new Signal<Enemy>();
private speed: number;
private speedX: number;
private speedY: number;
public setup(position: Vec3, movementType: EnemyMovementType): void {
this.movementType = movementType;
this.health = new UnitHealth(1);
this.speed = randomRange(40, 90);
this.speedX = randomRange(40, 90);
this.speedY = randomRange(40, 90);
this.node.setWorldPosition(position);
this.node.active = true;
}
@@ -52,8 +54,8 @@ export class Enemy extends Component {
public moveBy(move: Vec3, deltaTime: number): void {
const newPosition: Vec3 = this.node.worldPosition;
newPosition.x += move.x * this.speed * deltaTime;
newPosition.y += move.y * this.speed * deltaTime;
newPosition.x += move.x * this.speedX * deltaTime;
newPosition.y += move.y * this.speedY * deltaTime;
this.node.setWorldPosition(newPosition);
}

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@@ -11,7 +11,7 @@ export class WaveEnemyMover extends EnemyMover {
let direction: Vec3 = new Vec3();
// if the enemy is added soon enough, move as a single group towards one direction
if (Vec3.distance(this.lastTargetPosition, this.targetNode.worldPosition) < 10) {
if (Vec3.equals(this.lastTargetPosition, this.targetNode.worldPosition)) {
direction = this.lastDirection;
} else {
direction = Vec3.subtract(direction, this.targetNode.worldPosition, enemy.node.worldPosition);

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@@ -15,7 +15,7 @@ export class IndividualEnemySpawner {
if (this.spawnTimer.tryFinishPeriod()) {
const posX: number = randomRange(300, 600) * randomPositiveOrNegative();
const posY: number = randomRange(300, 600) * randomPositiveOrNegative();
this.enemySpawner.spawnNewEnemy(posX, posY, EnemyMovementType.Launch);
this.enemySpawner.spawnNewEnemy(posX, posY, EnemyMovementType.Follow);
}
}
}

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@@ -48,8 +48,8 @@ export class WaveEnemySpawner {
private trySpawnNewGroup(): void {
if (this.spawnTimer.tryFinishPeriod()) {
const defaultPosX: number = 200 * randomPositiveOrNegative();
const defaultPosY: number = 200 * randomPositiveOrNegative();
const defaultPosX: number = (500 + randomRange(0, 100)) * randomPositiveOrNegative();
const defaultPosY: number = randomRange(0, 500) * randomPositiveOrNegative();
const enemies: Enemy[] = [];
const side: number = Math.ceil(Math.sqrt(this.enemiesPerWave));

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@@ -9,5 +9,6 @@ export enum UpgradeType {
export enum MetaUpgradeType {
MaxHp,
OverallDamage,
ProjectilePiercing
ProjectilePiercing,
MovementSpeed
}