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https://github.com/MartinKral/Slash-The-Hordes
synced 2024-12-26 03:38:58 +00:00
Added regeneration
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parent
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commit
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@ -13,16 +13,18 @@
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20,
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20
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],
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"regenerationDelay": 5,
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"collisionDelay": 0.5
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},
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"weapon": {
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"strikeDelay": 2
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"strikeDelay": 2,
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"damage": 1
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},
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"upgrades": {
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"maxWeaponLengthUpgrades": 5,
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"maxWeaponDamageUpgrades": 5,
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"maxHorizontalProjectileUpgrades": 0,
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"maxVerticalProjectileUpgrades": 0,
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"maxRegenerationUpgrades": 0
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"maxRegenerationUpgrades": 5
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}
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}
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@ -7,6 +7,7 @@ export class GameSettings {
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export class PlayerSettings {
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public defaultHP = 0;
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public requiredXP: number[] = [];
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public regenerationDelay = 0;
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public collisionDelay = 0;
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}
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@ -39,7 +39,7 @@ export class GameBootstrapper extends Component {
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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, settings.player.defaultHP, settings.player.requiredXP);
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this.player.init(dualInput, this.weapon, settings.player);
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this.playerCollisionSystem = new PlayerCollisionSystem(this.player, settings.player.collisionDelay);
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new WeaponCollisionSystem(this.weapon);
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@ -1,7 +1,9 @@
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import { BoxCollider2D, Collider2D, Component, Vec2, Vec3, _decorator } from "cc";
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import { PlayerSettings } from "../../Data/GameSettings";
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import { IInput } from "../../Input/IInput";
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import { UnitHealth } from "../UnitHealth";
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import { UnitLevel } from "../UnitLevel";
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import { PlayerRegeneration } from "./PlayerRegeneration";
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import { PlayerUI } from "./PlayerUI/PlayerUI";
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import { Weapon } from "./Weapon/Weapon";
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@ -17,12 +19,14 @@ export class Player extends Component {
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private weapon: Weapon;
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private health: UnitHealth;
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private level: UnitLevel;
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private regeneration: PlayerRegeneration;
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public init(input: IInput, weapon: Weapon, maxHp: number, requiredLevelXps: number[]): void {
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public init(input: IInput, weapon: Weapon, settings: PlayerSettings): void {
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this.input = input;
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this.weapon = weapon;
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this.health = new UnitHealth(maxHp);
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this.level = new UnitLevel(requiredLevelXps);
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this.health = new UnitHealth(settings.defaultHP);
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this.level = new UnitLevel(settings.requiredXP);
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this.regeneration = new PlayerRegeneration(this.health, settings.regenerationDelay);
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this.weapon.node.parent = this.node;
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this.weapon.node.setPosition(new Vec3());
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@ -42,6 +46,10 @@ export class Player extends Component {
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return this.weapon;
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}
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public get Regeneration(): PlayerRegeneration {
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return this.regeneration;
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}
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public get Collider(): Collider2D {
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return this.collider;
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}
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@ -58,5 +66,6 @@ export class Player extends Component {
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this.node.setWorldPosition(newPosition);
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this.weapon.gameTick(deltaTime);
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this.regeneration.gameTick(deltaTime);
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}
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}
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28
assets/Scripts/Game/Unit/Player/PlayerRegeneration.ts
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28
assets/Scripts/Game/Unit/Player/PlayerRegeneration.ts
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@ -0,0 +1,28 @@
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import { GameTimer } from "../../../Services/GameTimer";
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import { UnitHealth } from "../UnitHealth";
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export class PlayerRegeneration {
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private currentRegenerationAmount = 0;
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private regenerationDelay: number;
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private regenerationTimer: GameTimer = new GameTimer(0);
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private health: UnitHealth;
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public constructor(health: UnitHealth, regenerationDelay: number) {
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this.health = health;
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this.regenerationDelay = regenerationDelay;
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}
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public upgrade(): void {
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this.currentRegenerationAmount++;
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this.regenerationTimer = new GameTimer(this.regenerationDelay / this.currentRegenerationAmount);
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}
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public gameTick(deltaTime: number): void {
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if (this.currentRegenerationAmount <= 0) return;
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this.regenerationTimer.gameTick(deltaTime);
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if (this.regenerationTimer.tryFinishPeriod()) {
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this.health.heal(1);
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}
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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": "d7c2f178-5239-4c80-b3f5-6b6a797bb71f",
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"files": [],
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"subMetas": {},
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"userData": {}
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}
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@ -12,7 +12,8 @@ export class Upgrader {
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this.player = player;
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this.setTypeMaps(UpgradeType.WeaponLength, this.upgradeWeaponLength.bind(this), settings.maxWeaponLengthUpgrades);
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this.setTypeMaps(UpgradeType.WeaponDamage, this.upgradeWeaponDamage, settings.maxWeaponDamageUpgrades);
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this.setTypeMaps(UpgradeType.WeaponDamage, this.upgradeWeaponDamage.bind(this), settings.maxWeaponDamageUpgrades);
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this.setTypeMaps(UpgradeType.Regeneration, this.upgradeRegeneration.bind(this), settings.maxRegenerationUpgrades);
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}
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public upgradeSkill(type: UpgradeType): void {
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@ -49,6 +50,10 @@ export class Upgrader {
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this.player.Weapon.upgradeWeaponDamage();
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}
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private upgradeRegeneration(): void {
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this.player.Regeneration.upgrade();
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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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