mirror of
https://github.com/MartinKral/Slash-The-Hordes
synced 2025-10-09 00:26:04 +00:00
Vertical launcher
This commit is contained in:
@@ -1,12 +0,0 @@
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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": "b89dc5a7-3450-47e4-bc36-ae5d08f4bc89",
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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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@@ -1,114 +0,0 @@
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import { Component, Node, Prefab, Vec2, Vec3, _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 { GameTimer } from "../../../../../Services/GameTimer";
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import { ObjectPool } from "../../../../../Services/ObjectPool";
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import { roundToOneDecimal } from "../../../../../Services/Utils/MathUtils";
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import { HaloLauncherSettings } from "../../../../Data/GameSettings";
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import { Projectile } from "../../../../Projectile/Projectile";
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import { ProjectileCollision } from "../../../../Projectile/ProjectileCollision";
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const { ccclass, property } = _decorator;
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@ccclass("HaloProjectileLauncher")
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export class HaloProjectileLauncher extends Component {
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@property(Prefab) private projectilePrefab: Prefab;
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private fireTimer: GameTimer;
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private lifetimeTimer: GameTimer;
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private projectilesToSpawn: number;
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private defaultCooldown: number;
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private speed: number;
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private currentLevel = 0;
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private isFiring = false;
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private projectilePool: ObjectPool<Projectile>;
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private projectiles: Projectile[] = [];
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private directions: Vec2[] = [];
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private playerNode: Node;
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private projectileCollisionEvent: Signal<ProjectileCollision> = new Signal<ProjectileCollision>();
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public init(playerNode: Node, settings: HaloLauncherSettings): void {
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this.playerNode = playerNode;
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this.projectilesToSpawn = settings.projectilesToSpawn;
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this.projectilePool = new ObjectPool<Projectile>(this.projectilePrefab, this.node, this.projectilesToSpawn, "Projectile");
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this.speed = settings.launcher.projectileSpeed;
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this.defaultCooldown = settings.launcher.cooldown;
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this.lifetimeTimer = new GameTimer(settings.launcher.projectileLifetime);
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this.fireTimer = new GameTimer(this.defaultCooldown);
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const angle: number = (2 * Math.PI) / this.projectilesToSpawn;
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for (let i = 0; i < this.projectilesToSpawn; i++) {
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const x: number = roundToOneDecimal(Math.sin(angle * i));
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const y: number = roundToOneDecimal(Math.cos(angle * i));
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this.directions.push(new Vec2(x, y).normalize());
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}
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}
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public get ProjectileCollisionEvent(): ISignal<ProjectileCollision> {
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return this.projectileCollisionEvent;
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}
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public upgrade(): void {
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this.currentLevel++;
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this.fireTimer = new GameTimer(this.defaultCooldown - this.currentLevel);
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}
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public gameTick(deltaTime: number): void {
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if (this.currentLevel == 0) return;
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this.fireTimer.gameTick(deltaTime);
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if (this.isFiring) {
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this.moveAllProjectiles(deltaTime);
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this.tryRemoveAllProjectiles(deltaTime);
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} else {
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if (this.fireTimer.tryFinishPeriod()) {
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this.fireProjectiles();
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}
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}
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}
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private fireProjectiles(): void {
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for (let index = 0; index < this.projectilesToSpawn; index++) {
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const projectile: Projectile = this.projectilePool.borrow();
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projectile.tryInit();
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projectile.node.setWorldPosition(this.playerNode.worldPosition);
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projectile.node.active = true;
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projectile.ContactBeginEvent.on(this.onProjectileCollision, this);
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this.projectiles.push(projectile);
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}
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this.isFiring = true;
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}
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private moveAllProjectiles(deltaTime: number): void {
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for (let i = 0; i < this.projectiles.length; i++) {
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const newPosition: Vec3 = this.projectiles[i].node.worldPosition;
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newPosition.x += this.directions[i].x * deltaTime * this.speed;
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newPosition.y += this.directions[i].y * deltaTime * this.speed;
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this.projectiles[i].node.setWorldPosition(newPosition);
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}
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}
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private tryRemoveAllProjectiles(deltaTime: number): void {
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this.lifetimeTimer.gameTick(deltaTime);
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if (this.lifetimeTimer.tryFinishPeriod()) {
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for (const projectile of this.projectiles) {
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projectile.ContactBeginEvent.off(this.onProjectileCollision);
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this.projectilePool.return(projectile);
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}
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this.projectiles = [];
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this.isFiring = false;
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}
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}
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private onProjectileCollision(projectileCollision: ProjectileCollision): void {
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this.projectileCollisionEvent.trigger(projectileCollision);
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}
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}
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@@ -0,0 +1,44 @@
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import { Vec2, Node } from "cc";
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import { ISignal } from "../../../../Services/EventSystem/ISignal";
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import { roundToOneDecimal } from "../../../../Services/Utils/MathUtils";
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import { HaloLauncherSettings } from "../../../Data/GameSettings";
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import { ProjectileCollision } from "../../../Projectile/ProjectileCollision";
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import { IProjectileCollisionSignaler } from "../../../Projectile/IProjectileCollisionSignaler";
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import { ProjectileLauncher } from "./ProjectileLauncher";
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export class HaloProjectileLauncher implements IProjectileCollisionSignaler {
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private currentUpgrade = 0;
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private defaultCooldown = 0;
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private cooldownDivisorPerUpgrade = 0;
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public constructor(private launcher: ProjectileLauncher, playerNode: Node, settings: HaloLauncherSettings) {
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this.defaultCooldown = settings.launcher.cooldown;
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this.cooldownDivisorPerUpgrade = settings.cooldownDivisorPerUpgrade;
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const directions: Vec2[] = [];
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const angle: number = (2 * Math.PI) / settings.projectilesToSpawn;
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for (let i = 0; i < settings.projectilesToSpawn; i++) {
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const x: number = roundToOneDecimal(Math.sin(angle * i));
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const y: number = roundToOneDecimal(Math.cos(angle * i));
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directions.push(new Vec2(x, y).normalize());
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}
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launcher.init(playerNode, directions, settings.launcher);
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}
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public get ProjectileCollisionEvent(): ISignal<ProjectileCollision> {
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return this.launcher.ProjectileCollisionEvent;
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}
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public gameTick(deltaTime: number): void {
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if (this.currentUpgrade == 0) return;
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this.launcher.gameTick(deltaTime);
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}
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public upgrade(): void {
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this.currentUpgrade++;
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this.launcher.Cooldown = (this.defaultCooldown / this.cooldownDivisorPerUpgrade) * this.currentUpgrade;
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}
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}
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@@ -1,17 +1,27 @@
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import { _decorator, Component, Node, Prefab, Vec2, Vec3 } 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 { GameTimer } from "../../../../Services/GameTimer";
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import { ObjectPool } from "../../../../Services/ObjectPool";
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import { delay } from "../../../../Services/Utils/AsyncUtils";
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import { ProjectileLauncherSettings } from "../../../Data/GameSettings";
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import { IProjectileCollisionSignaler } from "../../../Projectile/IProjectileCollisionSignaler";
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import { Projectile } from "../../../Projectile/Projectile";
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import { ProjectileCollision } from "../../../Projectile/ProjectileCollision";
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const { ccclass, property } = _decorator;
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@ccclass("ProjectileLauncher")
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export class ProjectileLauncher extends Component {
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export class ProjectileLauncher extends Component implements IProjectileCollisionSignaler {
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@property(Prefab) private projectilePrefab: Prefab;
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private projectileCollisionEvent: Signal<ProjectileCollision> = new Signal<ProjectileCollision>();
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private projectilePool: ObjectPool<Projectile>;
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private fireTimer: GameTimer;
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private projectileLifetime = 5;
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private speed = 300;
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private projectileLifetime: number;
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private speed: number;
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private wavesToShoot: number;
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private wavesDelayMs: number;
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private cooldown: number;
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private fireDirections: Vec2[];
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@@ -20,20 +30,43 @@ export class ProjectileLauncher extends Component {
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private expireTimes: number[] = [];
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private currentTime = 0;
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private currentUpgrade = 0;
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private playerNode: Node;
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public init(playerNode: Node, fireDirections: Vec2[]): void {
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public get WavesToShoot(): number {
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return this.wavesToShoot;
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}
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public set WavesToShoot(value: number) {
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this.wavesToShoot = value;
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}
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public get Cooldown(): number {
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return this.cooldown;
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}
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public set Cooldown(value: number) {
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this.cooldown = value;
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this.fireTimer = new GameTimer(this.cooldown);
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}
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public get ProjectileCollisionEvent(): ISignal<ProjectileCollision> {
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return this.projectileCollisionEvent;
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}
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public init(playerNode: Node, fireDirections: Vec2[], settings: ProjectileLauncherSettings): void {
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this.projectileLifetime = settings.projectileLifetime;
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this.speed = settings.projectileSpeed;
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this.wavesToShoot = settings.wavesToShoot;
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this.wavesDelayMs = settings.wavesDelayMs;
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this.cooldown = settings.cooldown;
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this.playerNode = playerNode;
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this.fireDirections = fireDirections;
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this.projectilePool = new ObjectPool<Projectile>(this.projectilePrefab, this.node, 6, "Projectile");
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this.fireTimer = new GameTimer(2);
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this.fireTimer = new GameTimer(this.cooldown);
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}
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public gameTick(deltaTime: number): void {
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if (this.currentUpgrade == 0) return;
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this.currentTime += deltaTime;
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this.fireTimer.gameTick(deltaTime);
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if (this.fireTimer.tryFinishPeriod()) {
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@@ -44,16 +77,13 @@ export class ProjectileLauncher extends Component {
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this.moveAllProjectiles(deltaTime);
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}
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public upgrade(): void {
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this.currentUpgrade++;
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}
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private async fireProjectiles(): Promise<void> {
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for (let i = 0; i < this.currentUpgrade; i++) {
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await delay(100);
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for (let i = 0; i < this.wavesToShoot; i++) {
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for (const direction of this.fireDirections) {
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this.fireProjectile(direction);
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}
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await delay(this.wavesDelayMs);
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}
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}
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@@ -62,6 +92,7 @@ export class ProjectileLauncher extends Component {
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projectile.tryInit();
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projectile.node.setWorldPosition(this.playerNode.worldPosition);
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projectile.node.active = true;
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projectile.ContactBeginEvent.on(this.onProjectileCollision, this);
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this.projectiles.push(projectile);
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this.directions.push(direction);
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@@ -72,7 +103,10 @@ export class ProjectileLauncher extends Component {
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for (let i = 0; i < this.projectiles.length; i++) {
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if (this.currentTime < this.expireTimes[i]) break; // the oldest particles are at the start of the array
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this.projectilePool.return(this.projectiles[i]);
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const projectile: Projectile = this.projectiles[i];
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projectile.ContactBeginEvent.off(this.onProjectileCollision);
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this.projectilePool.return(projectile);
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this.projectiles.splice(i, 1);
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this.directions.splice(i, 1);
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this.expireTimes.splice(i, 1);
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@@ -89,4 +123,8 @@ export class ProjectileLauncher extends Component {
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this.projectiles[i].node.setWorldPosition(newPosition);
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}
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}
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private onProjectileCollision(projectlieCollision: ProjectileCollision): void {
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this.projectileCollisionEvent.trigger(projectlieCollision);
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}
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}
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@@ -0,0 +1,31 @@
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import { Node, Vec2 } from "cc";
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import { ISignal } from "../../../../Services/EventSystem/ISignal";
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import { WaveLauncherSettings } from "../../../Data/GameSettings";
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import { IProjectileCollisionSignaler } from "../../../Projectile/IProjectileCollisionSignaler";
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import { ProjectileCollision } from "../../../Projectile/ProjectileCollision";
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import { ProjectileLauncher } from "./ProjectileLauncher";
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export class VerticalProjectileLauncher implements IProjectileCollisionSignaler {
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private currentUpgrade = 0;
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private wavesToShootPerUpgrade = 0;
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public constructor(private launcher: ProjectileLauncher, playerNode: Node, settings: WaveLauncherSettings) {
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this.wavesToShootPerUpgrade = settings.wavesToShootPerUpgrade;
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launcher.init(playerNode, [new Vec2(-1, 0), new Vec2(1, 0)], settings.launcher);
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}
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public get ProjectileCollisionEvent(): ISignal<ProjectileCollision> {
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return this.launcher.ProjectileCollisionEvent;
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}
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public gameTick(deltaTime: number): void {
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if (this.currentUpgrade == 0) return;
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this.launcher.gameTick(deltaTime);
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}
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public upgrade(): void {
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this.currentUpgrade++;
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this.launcher.WavesToShoot += this.wavesToShootPerUpgrade;
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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": "1e160c96-efda-4b1a-8e21-8c1b525bc7ef",
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"files": [],
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"subMetas": {},
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"userData": {}
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}
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