Merge branch 'master' into Enemies-Players-Animations

This commit is contained in:
Martin 2022-12-20 11:42:23 +01:00
commit a82f0a6360
26 changed files with 526 additions and 208 deletions

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@ -28,10 +28,13 @@
},
{
"__id__": 6
},
{
"__id__": 8
}
],
"_prefab": {
"__id__": 8
"__id__": 10
},
"_lpos": {
"__type__": "cc.Vec3",
@ -160,6 +163,26 @@
"__type__": "cc.CompPrefabInfo",
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},
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"_name": "",
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"node": {
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},
"_enabled": true,
"__prefab": {
"__id__": 9
},
"animation": {
"__id__": 6
},
"_id": ""
},
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{
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"root": {

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@ -2928,6 +2928,9 @@
"animation": {
"__id__": 7
},
"sprite": {
"__id__": 5
},
"_id": ""
},
{

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@ -1,11 +1,13 @@
import { Collider2D, Contact2DType } from "cc";
import { GroupType } from "../GroupType";
import { Player } from "../Unit/Player/Player";
import { Collider2D, Contact2DType, Node } from "cc";
import { ISignal } from "../../Services/EventSystem/ISignal";
import { Signal } from "../../Services/EventSystem/Signal";
import { GameTimer } from "../../Services/GameTimer";
import { XP } from "../XP/XP";
import { GroupType } from "../GroupType";
import { Gold } from "../Items/Gold/Gold";
import { ItemManager } from "../Items/ItemManager";
import { XP } from "../Items/XP/XP";
import { Enemy } from "../Unit/Enemy/Enemy";
import { Gold } from "../Gold/Gold";
import { GameResult } from "../Game";
import { Player } from "../Unit/Player/Player";
export class PlayerCollisionSystem {
private playerContacts: Collider2D[] = [];
@ -13,7 +15,9 @@ export class PlayerCollisionSystem {
private groupToResolver: Map<number, (collider: Collider2D) => void> = new Map<number, (collider: Collider2D) => void>();
public constructor(private player: Player, collisionDelay: number, private gameResult: GameResult) {
private itemPickedUpEvent = new Signal<Node>();
public constructor(private player: Player, collisionDelay: number, private itemManager: ItemManager) {
this.player = player;
player.Collider.on(Contact2DType.BEGIN_CONTACT, this.onPlayerContactBegin, this);
@ -33,6 +37,10 @@ export class PlayerCollisionSystem {
}
}
public get ItemPickedUpEvent(): ISignal<Node> {
return this.itemPickedUpEvent;
}
private onPlayerContactBegin(_selfCollider: Collider2D, otherCollider: Collider2D): void {
this.playerContacts.push(otherCollider);
this.resolveContact(otherCollider);
@ -66,18 +74,11 @@ export class PlayerCollisionSystem {
}
private resolveXpContact(xpCollider: Collider2D): void {
const xp: XP = xpCollider.node.getComponent(XP);
this.player.Level.addXp(xp.Value);
xp.pickup();
console.log("Collided with xp: " + xp);
console.log("Collided with XP");
this.itemManager.pickupXP(xpCollider.node.getComponent(XP));
}
private resolveGoldContact(goldCollider: Collider2D): void {
const gold: Gold = goldCollider.node.getComponent(Gold);
gold.pickup();
this.gameResult.goldCoins++;
console.log("Collided with gold " + gold);
this.itemManager.pickupGold(goldCollider.node.getComponent(Gold));
}
}

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@ -1,5 +1,4 @@
import { Camera, Component, JsonAsset, KeyCode, Vec2, _decorator } from "cc";
import { runInThisContext } from "vm";
import { Camera, Component, KeyCode, Vec2, _decorator } from "cc";
import { ModalWindowManager } from "../Services/ModalWindowSystem/ModalWindowManager";
import { delay } from "../Services/Utils/AsyncUtils";
import { GameAudioAdapter } from "./Audio/GameAudioAdapter";
@ -13,6 +12,7 @@ import { UserData } from "./Data/UserData";
import { KeyboardInput } from "./Input/KeyboardInput";
import { MultiInput } from "./Input/MultiInput";
import { VirtualJoystic } from "./Input/VirtualJoystic";
import { ItemManager } from "./Items/ItemManager";
import { GameModalLauncher } from "./ModalWIndows/GameModalLauncher";
import { Pauser } from "./Pauser";
import { TestValues } from "./TestGameRunner";
@ -36,6 +36,7 @@ export class Game extends Component {
@property(ProjectileLauncher) private horizontalProjectileLauncherComponent: ProjectileLauncher;
@property(ProjectileLauncher) private diagonalProjectileLauncherComponent: ProjectileLauncher;
@property(EnemyManager) private enemyManager: EnemyManager;
@property(ItemManager) private itemManager: ItemManager;
@property(Camera) private camera: Camera;
@property(GameUI) private gameUI: GameUI;
@property(Background) private background: Background;
@ -77,11 +78,11 @@ export class Game extends Component {
const multiInput: MultiInput = new MultiInput([this.virtualJoystic, wasd, arrowKeys]);
this.player.init(multiInput, this.createPlayerData(settings.player, metaUpgrades));
this.playerCollisionSystem = new PlayerCollisionSystem(this.player, settings.player.collisionDelay, gameResult);
new WeaponCollisionSystem(this.player.Weapon);
this.enemyManager.init(this.player.node, settings.enemyManager);
this.itemManager.init(this.enemyManager, this.player, gameResult);
this.playerCollisionSystem = new PlayerCollisionSystem(this.player, settings.player.collisionDelay, this.itemManager);
new WeaponCollisionSystem(this.player.Weapon);
const projectileData = new ProjectileData();
projectileData.damage = 1 + metaUpgrades.getUpgradeValue(MetaUpgradeType.OverallDamage);

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@ -0,0 +1,12 @@
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"importer": "directory",
"imported": true,
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}

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@ -1,6 +1,7 @@
import { Component, Vec3, _decorator } from "cc";
import { ISignal } from "../../Services/EventSystem/ISignal";
import { Signal } from "../../Services/EventSystem/Signal";
import { ISignal } from "../../../Services/EventSystem/ISignal";
import { Signal } from "../../../Services/EventSystem/Signal";
const { ccclass, property } = _decorator;
@ccclass("Gold")

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@ -1,5 +1,5 @@
import { Component, Prefab, Vec3, _decorator } from "cc";
import { ObjectPool } from "../../Services/ObjectPool";
import { ObjectPool } from "../../../Services/ObjectPool";
import { Gold } from "./Gold";
const { ccclass, property } = _decorator;

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@ -0,0 +1,88 @@
import { Component, random, randomRange, Vec3, _decorator } from "cc";
import { GameResult } from "../Game";
import { Enemy } from "../Unit/Enemy/Enemy";
import { EnemyManager } from "../Unit/Enemy/EnemyManager";
import { Player } from "../Unit/Player/Player";
import { Gold } from "./Gold/Gold";
import { GoldSpawner } from "./Gold/GoldSpawner";
import { PickupEffectManager } from "./PickupEffect/PickupEffectManager";
import { XP } from "./XP/XP";
import { XPSpawner } from "./XP/XPSpawner";
const { ccclass, property } = _decorator;
@ccclass("ItemManager")
export class ItemManager extends Component {
@property(XPSpawner) private xpSpawner: XPSpawner;
@property(GoldSpawner) private goldSpawner: GoldSpawner;
@property(PickupEffectManager) private pickupEffectManager: PickupEffectManager;
private player: Player;
private gameResult: GameResult;
public init(enemyManager: EnemyManager, player: Player, gameResult: GameResult): void {
this.player = player;
this.gameResult = gameResult;
enemyManager.EnemyAddedEvent.on(this.addEnemyListeners, this);
enemyManager.EnemyRemovedEvent.on(this.removeEnemyListeners, this);
this.xpSpawner.init();
this.goldSpawner.init();
this.pickupEffectManager.init();
}
public pickupXP(xp: XP): void {
this.pickupEffectManager.showEffect(xp.node.worldPosition);
this.player.Level.addXp(xp.Value);
xp.pickup();
}
public pickupGold(gold: Gold): void {
this.pickupEffectManager.showEffect(gold.node.worldPosition);
gold.pickup();
this.gameResult.goldCoins++;
}
private addEnemyListeners(enemy: Enemy): void {
enemy.DeathEvent.on(this.trySpawnItems, this);
}
private removeEnemyListeners(enemy: Enemy): void {
enemy.DeathEvent.off(this.trySpawnItems);
}
private trySpawnItems(enemy: Enemy): void {
this.trySpawnXP(enemy);
this.trySpawnGold(enemy);
}
private trySpawnXP(enemy: Enemy): void {
for (let index = 0; index < enemy.XPReward; index++) {
this.xpSpawner.spawnXp(this.getRandomPosition(enemy), 1);
}
}
private trySpawnGold(enemy: Enemy): void {
if (enemy.GoldReward <= 0) return;
if (enemy.GoldReward < 1) {
if (random() < enemy.GoldReward) {
this.goldSpawner.spawn(enemy.node.worldPosition);
}
} else {
for (let i = 0; i < enemy.GoldReward; i++) {
this.goldSpawner.spawn(this.getRandomPosition(enemy));
}
}
}
private getRandomPosition(enemy: Enemy): Vec3 {
const position: Vec3 = enemy.node.worldPosition;
position.x += randomRange(-10, 10);
position.y += randomRange(-10, 10);
return position;
}
}

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@ -0,0 +1,9 @@
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}

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@ -0,0 +1,12 @@
{
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"files": [],
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}

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@ -0,0 +1,10 @@
import { Animation, Component, _decorator } from "cc";
const { ccclass, property } = _decorator;
@ccclass("PickupEffect")
export class PickupEffect extends Component {
@property(Animation) private animation: Animation;
public init(): void {
this.animation.play("PickBonus");
}
}

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@ -0,0 +1,9 @@
{
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"importer": "typescript",
"imported": true,
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@ -0,0 +1,26 @@
import { _decorator, Component, Node, Prefab, Vec3 } from "cc";
import { ObjectPool } from "../../../Services/ObjectPool";
import { delay } from "../../../Services/Utils/AsyncUtils";
import { PickupEffect } from "./PickupEffect";
const { ccclass, property } = _decorator;
@ccclass("PickupEffectManager")
export class PickupEffectManager extends Component {
@property(Prefab) private pickupEffect: Prefab;
private effectPool: ObjectPool<PickupEffect>;
public init(): void {
this.effectPool = new ObjectPool(this.pickupEffect, this.node, 5, "PickupEffect");
}
public async showEffect(position: Vec3): Promise<void> {
const effect = this.effectPool.borrow();
effect.node.setWorldPosition(position);
effect.node.active = true;
await delay(450);
this.effectPool.return(effect);
}
}

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@ -0,0 +1,9 @@
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@ -1,6 +1,7 @@
import { Animation, Component, Vec3, _decorator } from "cc";
import { ISignal } from "../../Services/EventSystem/ISignal";
import { Signal } from "../../Services/EventSystem/Signal";
import { ISignal } from "../../../Services/EventSystem/ISignal";
import { Signal } from "../../../Services/EventSystem/Signal";
const { ccclass, property } = _decorator;
@ccclass("XP")

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@ -1,5 +1,6 @@
import { Component, Prefab, Vec3, _decorator } from "cc";
import { ObjectPool } from "../../Services/ObjectPool";
import { ObjectPool } from "../../../Services/ObjectPool";
import { XP } from "./XP";
const { ccclass, property } = _decorator;

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@ -0,0 +1,12 @@
{
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"userData": {
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}

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@ -1,8 +1,6 @@
import { Component, Node, random, randomRange, Vec3, _decorator } from "cc";
import { Component, Node, _decorator } from "cc";
import { ISignal } from "../../../Services/EventSystem/ISignal";
import { EnemyManagerSettings } from "../../Data/GameSettings";
import { GoldSpawner } from "../../Gold/GoldSpawner";
import { XPSpawner } from "../../XP/XPSpawner";
import { Enemy } from "./Enemy";
import { EnemyMovementType } from "./EnemyMovementType";
import { EnemyMover } from "./EnemyMover/EnemyMover";
@ -20,8 +18,6 @@ const { ccclass, property } = _decorator;
@ccclass("EnemyManager")
export class EnemyManager extends Component {
@property(EnemySpawner) private enemySpawner: EnemySpawner;
@property(XPSpawner) private xpSpawner: XPSpawner;
@property(GoldSpawner) private goldSpawner: GoldSpawner;
private movementTypeToMover: Map<EnemyMovementType, EnemyMover> = new Map<EnemyMovementType, EnemyMover>();
@ -50,9 +46,6 @@ export class EnemyManager extends Component {
this.movementTypeToMover.set(EnemyMovementType.Follow, new FollowTargetEnemyMover(targetNode));
this.movementTypeToMover.set(EnemyMovementType.Launch, new WaveEnemyMover(targetNode));
this.movementTypeToMover.set(EnemyMovementType.PeriodicFollow, new PeriodicFollowTargetEnemyMover(targetNode, 5, 5));
this.xpSpawner.init();
this.goldSpawner.init();
}
public gameTick(deltaTime: number): void {
@ -74,39 +67,13 @@ export class EnemyManager extends Component {
}
private onEnemyAdded(enemy: Enemy): void {
enemy.DeathEvent.on(this.onEnemyDied, this);
this.getEnemyMover(enemy).addEnemy(enemy);
}
private onEnemyRemoved(enemy: Enemy): void {
enemy.DeathEvent.off(this.onEnemyDied);
this.getEnemyMover(enemy).removeEnemy(enemy);
}
private onEnemyDied(enemy: Enemy): void {
for (let index = 0; index < enemy.XPReward; index++) {
const position: Vec3 = enemy.node.worldPosition;
position.x += randomRange(-10, 10);
position.y += randomRange(-10, 10);
this.xpSpawner.spawnXp(position, 1);
}
if (0 < enemy.GoldReward) {
if (enemy.GoldReward < 1) {
if (random() < enemy.GoldReward) {
this.goldSpawner.spawn(enemy.node.worldPosition);
}
} else {
for (let i = 0; i < enemy.GoldReward; i++) {
const position: Vec3 = enemy.node.worldPosition;
position.x += randomRange(-10, 10);
position.y += randomRange(-10, 10);
this.goldSpawner.spawn(position);
}
}
}
}
private getEnemyMover(enemy: Enemy): EnemyMover {
if (this.movementTypeToMover.has(enemy.MovementType)) {
return this.movementTypeToMover.get(enemy.MovementType);

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@ -1,4 +1,5 @@
import { Animation, Node, BoxCollider2D, Collider2D, Component, Vec2, Vec3, _decorator, Details } from "cc";
import { Animation, Node, BoxCollider2D, Collider2D, Component, Vec2, Vec3, _decorator, Details, Sprite, Color } from "cc";
import { delay } from "../../../Services/Utils/AsyncUtils";
import { IInput } from "../../Input/IInput";
import { UnitHealth } from "../UnitHealth";
import { UnitLevel } from "../UnitLevel";
@ -15,6 +16,7 @@ export class Player extends Component {
@property(Weapon) private weapon: Weapon;
@property(Node) private playerGraphics: Node;
@property(Animation) private animation: Animation;
@property(Sprite) private sprite: Sprite;
private input: IInput;
private health: UnitHealth;
@ -32,7 +34,7 @@ export class Player extends Component {
this.speed = data.speed;
this.weapon.init(data.strikeDelay, data.damage);
this.health.HealthPointsChangeEvent.on(this.animateHurt, this);
this.playerUI.init(this.health);
}
@ -91,6 +93,12 @@ export class Player extends Component {
}
}
}
private async animateHurt(): Promise<void> {
this.sprite.color = Color.RED;
await delay(100);
this.sprite.color = Color.WHITE;
}
}
export class PlayerData {