Vertical launcher

This commit is contained in:
Martin 2022-11-30 11:44:20 +01:00
parent ac9b67503d
commit ab39355a5c
16 changed files with 221 additions and 163 deletions

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@ -21,13 +21,24 @@
}, },
"haloLauncher": { "haloLauncher": {
"projectilesToSpawn": 24, "projectilesToSpawn": 24,
"cooldownDivisorPerUpgrade": 1,
"launcher": { "launcher": {
"projectileLifetime": 5, "projectileLifetime": 2,
"projectileSpeed": 150, "projectileSpeed": 150,
"wavesToShoot": 1, "wavesToShoot": 1,
"wavesDelayMs": 0, "wavesDelayMs": 0,
"cooldown": 10 "cooldown": 10
} }
},
"xyLaunchers": {
"wavesToShootPerUpgrade": 1,
"launcher": {
"projectileLifetime": 20,
"projectileSpeed": 300,
"wavesToShoot": 0,
"wavesDelayMs": 100,
"cooldown": 4
}
} }
}, },
"upgrades": { "upgrades": {

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@ -141,7 +141,7 @@
"_id": "61KOckV1dET5kaFFrJFLGb" "_id": "61KOckV1dET5kaFFrJFLGb"
}, },
{ {
"__type__": "422b4bsPhVDfZf8f0Sid8O+", "__type__": "e3d066A8exFBaWWn2gx4c4j",
"_name": "", "_name": "",
"_objFlags": 0, "_objFlags": 0,
"node": { "node": {
@ -153,7 +153,7 @@
"__uuid__": "ff0be112-7028-424c-87b8-fc54a106015a", "__uuid__": "ff0be112-7028-424c-87b8-fc54a106015a",
"__expectedType__": "cc.Prefab" "__expectedType__": "cc.Prefab"
}, },
"_id": "02VMV6hX5L5pm3W9sOTjZt" "_id": "59iUbnanhI5rTJrAOksLEe"
}, },
{ {
"__type__": "cc.Node", "__type__": "cc.Node",
@ -3656,10 +3656,10 @@
"player": { "player": {
"__id__": 55 "__id__": 55
}, },
"haloProjectiles": { "haloProjectileLauncherComponent": {
"__id__": 4 "__id__": 4
}, },
"verticalProjectileLauncher": { "verticalProjectileLauncherComponent": {
"__id__": 6 "__id__": 6
}, },
"enemyManager": { "enemyManager": {

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@ -1,10 +1,12 @@
import { IProjectileCollisionSignaler } from "../Projectile/IProjectileCollisionSignaler";
import { ProjectileCollision } from "../Projectile/ProjectileCollision"; import { ProjectileCollision } from "../Projectile/ProjectileCollision";
import { Enemy } from "../Unit/Enemy/Enemy"; import { Enemy } from "../Unit/Enemy/Enemy";
import { HaloProjectileLauncher } from "../Unit/Player/ProjectileLauncher/Halo/HaloProjectileLauncher";
export class PlayerProjectileCollisionSystem { export class PlayerProjectileCollisionSystem {
public constructor(haloLauncher: HaloProjectileLauncher) { public constructor(collisionSignalers: IProjectileCollisionSignaler[]) {
haloLauncher.ProjectileCollisionEvent.on(this.onProjectileCollision, this); for (const collisionSignaler of collisionSignalers) {
collisionSignaler.ProjectileCollisionEvent.on(this.onProjectileCollision, this);
}
} }
private onProjectileCollision(projectileCollision: ProjectileCollision): void { private onProjectileCollision(projectileCollision: ProjectileCollision): void {

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@ -10,6 +10,7 @@ export class PlayerSettings {
public collisionDelay = 0; public collisionDelay = 0;
public weapon: WeaponSettings = new WeaponSettings(); public weapon: WeaponSettings = new WeaponSettings();
public haloLauncher: HaloLauncherSettings = new HaloLauncherSettings(); public haloLauncher: HaloLauncherSettings = new HaloLauncherSettings();
public xyLaunchers: WaveLauncherSettings = new WaveLauncherSettings();
} }
export class WeaponSettings { export class WeaponSettings {
@ -17,8 +18,14 @@ export class WeaponSettings {
public damage = 0; public damage = 0;
} }
export class WaveLauncherSettings {
public wavesToShootPerUpgrade = 0;
public launcher = new ProjectileLauncherSettings();
}
export class HaloLauncherSettings { export class HaloLauncherSettings {
public projectilesToSpawn = 0; public projectilesToSpawn = 0;
public cooldownDivisorPerUpgrade = 0;
public launcher = new ProjectileLauncherSettings(); public launcher = new ProjectileLauncherSettings();
} }

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@ -12,8 +12,9 @@ import { Pauser } from "./Pauser";
import { GameUI } from "./UI/GameUI"; import { GameUI } from "./UI/GameUI";
import { EnemyManager } from "./Unit/Enemy/EnemyManager"; import { EnemyManager } from "./Unit/Enemy/EnemyManager";
import { Player } from "./Unit/Player/Player"; import { Player } from "./Unit/Player/Player";
import { HaloProjectileLauncher } from "./Unit/Player/ProjectileLauncher/Halo/HaloProjectileLauncher"; import { HaloProjectileLauncher } from "./Unit/Player/ProjectileLauncher/HaloProjectileLauncher";
import { ProjectileLauncher } from "./Unit/Player/ProjectileLauncher/ProjectileLauncher"; import { ProjectileLauncher } from "./Unit/Player/ProjectileLauncher/ProjectileLauncher";
import { VerticalProjectileLauncher } from "./Unit/Player/ProjectileLauncher/VerticalProjectileLauncher";
import { Upgrader } from "./Upgrades/Upgrader"; import { Upgrader } from "./Upgrades/Upgrader";
const { ccclass, property } = _decorator; const { ccclass, property } = _decorator;
@ -22,8 +23,8 @@ const { ccclass, property } = _decorator;
export class GameBootstrapper extends Component { export class GameBootstrapper extends Component {
@property(VirtualJoystic) private virtualJoystic: VirtualJoystic; @property(VirtualJoystic) private virtualJoystic: VirtualJoystic;
@property(Player) private player: Player; @property(Player) private player: Player;
@property(HaloProjectileLauncher) private haloProjectiles: HaloProjectileLauncher; @property(ProjectileLauncher) private haloProjectileLauncherComponent: ProjectileLauncher;
@property(ProjectileLauncher) private verticalProjectileLauncher: ProjectileLauncher; @property(ProjectileLauncher) private verticalProjectileLauncherComponent: ProjectileLauncher;
@property(EnemyManager) private enemyManager: EnemyManager; @property(EnemyManager) private enemyManager: EnemyManager;
@property(Camera) private camera: Camera; @property(Camera) private camera: Camera;
@property(GameUI) private gameUI: GameUI; @property(GameUI) private gameUI: GameUI;
@ -31,6 +32,8 @@ export class GameBootstrapper extends Component {
@property(JsonAsset) private settingsAsset: JsonAsset; @property(JsonAsset) private settingsAsset: JsonAsset;
private playerCollisionSystem: PlayerCollisionSystem; private playerCollisionSystem: PlayerCollisionSystem;
private haloProjectileLauncher: HaloProjectileLauncher;
private verticalProjectileLauncher: VerticalProjectileLauncher;
private gamePauser: Pauser = new Pauser(); private gamePauser: Pauser = new Pauser();
@ -52,13 +55,21 @@ export class GameBootstrapper extends Component {
this.enemyManager.init(this.player.node); this.enemyManager.init(this.player.node);
this.haloProjectiles.init(this.player.node, settings.player.haloLauncher); this.haloProjectileLauncher = new HaloProjectileLauncher(
this.haloProjectiles.upgrade(); this.haloProjectileLauncherComponent,
this.player.node,
settings.player.haloLauncher
);
this.haloProjectileLauncher.upgrade();
this.verticalProjectileLauncher.init(this.player.node, [new Vec2(-1, 0)]); this.verticalProjectileLauncher = new VerticalProjectileLauncher(
this.verticalProjectileLauncherComponent,
this.player.node,
settings.player.xyLaunchers
);
this.verticalProjectileLauncher.upgrade(); this.verticalProjectileLauncher.upgrade();
new PlayerProjectileCollisionSystem(this.haloProjectiles); new PlayerProjectileCollisionSystem([this.haloProjectileLauncher, this.verticalProjectileLauncher]);
this.gameUI.init(this.player); this.gameUI.init(this.player);
} }
@ -69,7 +80,7 @@ export class GameBootstrapper extends Component {
this.player.gameTick(deltaTime); this.player.gameTick(deltaTime);
this.playerCollisionSystem.gameTick(deltaTime); this.playerCollisionSystem.gameTick(deltaTime);
this.enemyManager.gameTick(deltaTime); this.enemyManager.gameTick(deltaTime);
this.haloProjectiles.gameTick(deltaTime); this.haloProjectileLauncher.gameTick(deltaTime);
this.verticalProjectileLauncher.gameTick(deltaTime); this.verticalProjectileLauncher.gameTick(deltaTime);
this.camera.node.worldPosition = this.player.node.worldPosition; this.camera.node.worldPosition = this.player.node.worldPosition;

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@ -0,0 +1,6 @@
import { ISignal } from "../../Services/EventSystem/ISignal";
import { ProjectileCollision } from "./ProjectileCollision";
export interface IProjectileCollisionSignaler {
get ProjectileCollisionEvent(): ISignal<ProjectileCollision>;
}

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@ -0,0 +1,9 @@
{
"ver": "4.0.23",
"importer": "typescript",
"imported": true,
"uuid": "1932c90e-393a-44d7-9f23-c52221a89286",
"files": [],
"subMetas": {},
"userData": {}
}

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@ -1,12 +0,0 @@
{
"ver": "1.1.0",
"importer": "directory",
"imported": true,
"uuid": "b89dc5a7-3450-47e4-bc36-ae5d08f4bc89",
"files": [],
"subMetas": {},
"userData": {
"compressionType": {},
"isRemoteBundle": {}
}
}

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@ -1,114 +0,0 @@
import { Component, Node, Prefab, Vec2, Vec3, _decorator } from "cc";
import { ISignal } from "../../../../../Services/EventSystem/ISignal";
import { Signal } from "../../../../../Services/EventSystem/Signal";
import { GameTimer } from "../../../../../Services/GameTimer";
import { ObjectPool } from "../../../../../Services/ObjectPool";
import { roundToOneDecimal } from "../../../../../Services/Utils/MathUtils";
import { HaloLauncherSettings } from "../../../../Data/GameSettings";
import { Projectile } from "../../../../Projectile/Projectile";
import { ProjectileCollision } from "../../../../Projectile/ProjectileCollision";
const { ccclass, property } = _decorator;
@ccclass("HaloProjectileLauncher")
export class HaloProjectileLauncher extends Component {
@property(Prefab) private projectilePrefab: Prefab;
private fireTimer: GameTimer;
private lifetimeTimer: GameTimer;
private projectilesToSpawn: number;
private defaultCooldown: number;
private speed: number;
private currentLevel = 0;
private isFiring = false;
private projectilePool: ObjectPool<Projectile>;
private projectiles: Projectile[] = [];
private directions: Vec2[] = [];
private playerNode: Node;
private projectileCollisionEvent: Signal<ProjectileCollision> = new Signal<ProjectileCollision>();
public init(playerNode: Node, settings: HaloLauncherSettings): void {
this.playerNode = playerNode;
this.projectilesToSpawn = settings.projectilesToSpawn;
this.projectilePool = new ObjectPool<Projectile>(this.projectilePrefab, this.node, this.projectilesToSpawn, "Projectile");
this.speed = settings.launcher.projectileSpeed;
this.defaultCooldown = settings.launcher.cooldown;
this.lifetimeTimer = new GameTimer(settings.launcher.projectileLifetime);
this.fireTimer = new GameTimer(this.defaultCooldown);
const angle: number = (2 * Math.PI) / this.projectilesToSpawn;
for (let i = 0; i < this.projectilesToSpawn; i++) {
const x: number = roundToOneDecimal(Math.sin(angle * i));
const y: number = roundToOneDecimal(Math.cos(angle * i));
this.directions.push(new Vec2(x, y).normalize());
}
}
public get ProjectileCollisionEvent(): ISignal<ProjectileCollision> {
return this.projectileCollisionEvent;
}
public upgrade(): void {
this.currentLevel++;
this.fireTimer = new GameTimer(this.defaultCooldown - this.currentLevel);
}
public gameTick(deltaTime: number): void {
if (this.currentLevel == 0) return;
this.fireTimer.gameTick(deltaTime);
if (this.isFiring) {
this.moveAllProjectiles(deltaTime);
this.tryRemoveAllProjectiles(deltaTime);
} else {
if (this.fireTimer.tryFinishPeriod()) {
this.fireProjectiles();
}
}
}
private fireProjectiles(): void {
for (let index = 0; index < this.projectilesToSpawn; index++) {
const projectile: Projectile = this.projectilePool.borrow();
projectile.tryInit();
projectile.node.setWorldPosition(this.playerNode.worldPosition);
projectile.node.active = true;
projectile.ContactBeginEvent.on(this.onProjectileCollision, this);
this.projectiles.push(projectile);
}
this.isFiring = true;
}
private moveAllProjectiles(deltaTime: number): void {
for (let i = 0; i < this.projectiles.length; i++) {
const newPosition: Vec3 = this.projectiles[i].node.worldPosition;
newPosition.x += this.directions[i].x * deltaTime * this.speed;
newPosition.y += this.directions[i].y * deltaTime * this.speed;
this.projectiles[i].node.setWorldPosition(newPosition);
}
}
private tryRemoveAllProjectiles(deltaTime: number): void {
this.lifetimeTimer.gameTick(deltaTime);
if (this.lifetimeTimer.tryFinishPeriod()) {
for (const projectile of this.projectiles) {
projectile.ContactBeginEvent.off(this.onProjectileCollision);
this.projectilePool.return(projectile);
}
this.projectiles = [];
this.isFiring = false;
}
}
private onProjectileCollision(projectileCollision: ProjectileCollision): void {
this.projectileCollisionEvent.trigger(projectileCollision);
}
}

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@ -0,0 +1,44 @@
import { Vec2, Node } from "cc";
import { ISignal } from "../../../../Services/EventSystem/ISignal";
import { roundToOneDecimal } from "../../../../Services/Utils/MathUtils";
import { HaloLauncherSettings } from "../../../Data/GameSettings";
import { ProjectileCollision } from "../../../Projectile/ProjectileCollision";
import { IProjectileCollisionSignaler } from "../../../Projectile/IProjectileCollisionSignaler";
import { ProjectileLauncher } from "./ProjectileLauncher";
export class HaloProjectileLauncher implements IProjectileCollisionSignaler {
private currentUpgrade = 0;
private defaultCooldown = 0;
private cooldownDivisorPerUpgrade = 0;
public constructor(private launcher: ProjectileLauncher, playerNode: Node, settings: HaloLauncherSettings) {
this.defaultCooldown = settings.launcher.cooldown;
this.cooldownDivisorPerUpgrade = settings.cooldownDivisorPerUpgrade;
const directions: Vec2[] = [];
const angle: number = (2 * Math.PI) / settings.projectilesToSpawn;
for (let i = 0; i < settings.projectilesToSpawn; i++) {
const x: number = roundToOneDecimal(Math.sin(angle * i));
const y: number = roundToOneDecimal(Math.cos(angle * i));
directions.push(new Vec2(x, y).normalize());
}
launcher.init(playerNode, directions, settings.launcher);
}
public get ProjectileCollisionEvent(): ISignal<ProjectileCollision> {
return this.launcher.ProjectileCollisionEvent;
}
public gameTick(deltaTime: number): void {
if (this.currentUpgrade == 0) return;
this.launcher.gameTick(deltaTime);
}
public upgrade(): void {
this.currentUpgrade++;
this.launcher.Cooldown = (this.defaultCooldown / this.cooldownDivisorPerUpgrade) * this.currentUpgrade;
}
}

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@ -1,17 +1,27 @@
import { _decorator, Component, Node, Prefab, Vec2, Vec3 } from "cc"; import { _decorator, Component, Node, Prefab, Vec2, Vec3 } from "cc";
import { ISignal } from "../../../../Services/EventSystem/ISignal";
import { Signal } from "../../../../Services/EventSystem/Signal";
import { GameTimer } from "../../../../Services/GameTimer"; import { GameTimer } from "../../../../Services/GameTimer";
import { ObjectPool } from "../../../../Services/ObjectPool"; import { ObjectPool } from "../../../../Services/ObjectPool";
import { delay } from "../../../../Services/Utils/AsyncUtils"; import { delay } from "../../../../Services/Utils/AsyncUtils";
import { ProjectileLauncherSettings } from "../../../Data/GameSettings";
import { IProjectileCollisionSignaler } from "../../../Projectile/IProjectileCollisionSignaler";
import { Projectile } from "../../../Projectile/Projectile"; import { Projectile } from "../../../Projectile/Projectile";
import { ProjectileCollision } from "../../../Projectile/ProjectileCollision";
const { ccclass, property } = _decorator; const { ccclass, property } = _decorator;
@ccclass("ProjectileLauncher") @ccclass("ProjectileLauncher")
export class ProjectileLauncher extends Component { export class ProjectileLauncher extends Component implements IProjectileCollisionSignaler {
@property(Prefab) private projectilePrefab: Prefab; @property(Prefab) private projectilePrefab: Prefab;
private projectileCollisionEvent: Signal<ProjectileCollision> = new Signal<ProjectileCollision>();
private projectilePool: ObjectPool<Projectile>; private projectilePool: ObjectPool<Projectile>;
private fireTimer: GameTimer; private fireTimer: GameTimer;
private projectileLifetime = 5; private projectileLifetime: number;
private speed = 300; private speed: number;
private wavesToShoot: number;
private wavesDelayMs: number;
private cooldown: number;
private fireDirections: Vec2[]; private fireDirections: Vec2[];
@ -20,20 +30,43 @@ export class ProjectileLauncher extends Component {
private expireTimes: number[] = []; private expireTimes: number[] = [];
private currentTime = 0; private currentTime = 0;
private currentUpgrade = 0;
private playerNode: Node; private playerNode: Node;
public init(playerNode: Node, fireDirections: Vec2[]): void { public get WavesToShoot(): number {
return this.wavesToShoot;
}
public set WavesToShoot(value: number) {
this.wavesToShoot = value;
}
public get Cooldown(): number {
return this.cooldown;
}
public set Cooldown(value: number) {
this.cooldown = value;
this.fireTimer = new GameTimer(this.cooldown);
}
public get ProjectileCollisionEvent(): ISignal<ProjectileCollision> {
return this.projectileCollisionEvent;
}
public init(playerNode: Node, fireDirections: Vec2[], settings: ProjectileLauncherSettings): void {
this.projectileLifetime = settings.projectileLifetime;
this.speed = settings.projectileSpeed;
this.wavesToShoot = settings.wavesToShoot;
this.wavesDelayMs = settings.wavesDelayMs;
this.cooldown = settings.cooldown;
this.playerNode = playerNode; this.playerNode = playerNode;
this.fireDirections = fireDirections; this.fireDirections = fireDirections;
this.projectilePool = new ObjectPool<Projectile>(this.projectilePrefab, this.node, 6, "Projectile"); this.projectilePool = new ObjectPool<Projectile>(this.projectilePrefab, this.node, 6, "Projectile");
this.fireTimer = new GameTimer(2); this.fireTimer = new GameTimer(this.cooldown);
} }
public gameTick(deltaTime: number): void { public gameTick(deltaTime: number): void {
if (this.currentUpgrade == 0) return;
this.currentTime += deltaTime; this.currentTime += deltaTime;
this.fireTimer.gameTick(deltaTime); this.fireTimer.gameTick(deltaTime);
if (this.fireTimer.tryFinishPeriod()) { if (this.fireTimer.tryFinishPeriod()) {
@ -44,16 +77,13 @@ export class ProjectileLauncher extends Component {
this.moveAllProjectiles(deltaTime); this.moveAllProjectiles(deltaTime);
} }
public upgrade(): void {
this.currentUpgrade++;
}
private async fireProjectiles(): Promise<void> { private async fireProjectiles(): Promise<void> {
for (let i = 0; i < this.currentUpgrade; i++) { for (let i = 0; i < this.wavesToShoot; i++) {
await delay(100);
for (const direction of this.fireDirections) { for (const direction of this.fireDirections) {
this.fireProjectile(direction); this.fireProjectile(direction);
} }
await delay(this.wavesDelayMs);
} }
} }
@ -62,6 +92,7 @@ export class ProjectileLauncher extends Component {
projectile.tryInit(); projectile.tryInit();
projectile.node.setWorldPosition(this.playerNode.worldPosition); projectile.node.setWorldPosition(this.playerNode.worldPosition);
projectile.node.active = true; projectile.node.active = true;
projectile.ContactBeginEvent.on(this.onProjectileCollision, this);
this.projectiles.push(projectile); this.projectiles.push(projectile);
this.directions.push(direction); this.directions.push(direction);
@ -72,7 +103,10 @@ export class ProjectileLauncher extends Component {
for (let i = 0; i < this.projectiles.length; i++) { for (let i = 0; i < this.projectiles.length; i++) {
if (this.currentTime < this.expireTimes[i]) break; // the oldest particles are at the start of the array if (this.currentTime < this.expireTimes[i]) break; // the oldest particles are at the start of the array
this.projectilePool.return(this.projectiles[i]); const projectile: Projectile = this.projectiles[i];
projectile.ContactBeginEvent.off(this.onProjectileCollision);
this.projectilePool.return(projectile);
this.projectiles.splice(i, 1); this.projectiles.splice(i, 1);
this.directions.splice(i, 1); this.directions.splice(i, 1);
this.expireTimes.splice(i, 1); this.expireTimes.splice(i, 1);
@ -89,4 +123,8 @@ export class ProjectileLauncher extends Component {
this.projectiles[i].node.setWorldPosition(newPosition); this.projectiles[i].node.setWorldPosition(newPosition);
} }
} }
private onProjectileCollision(projectlieCollision: ProjectileCollision): void {
this.projectileCollisionEvent.trigger(projectlieCollision);
}
} }

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@ -0,0 +1,31 @@
import { Node, Vec2 } from "cc";
import { ISignal } from "../../../../Services/EventSystem/ISignal";
import { WaveLauncherSettings } from "../../../Data/GameSettings";
import { IProjectileCollisionSignaler } from "../../../Projectile/IProjectileCollisionSignaler";
import { ProjectileCollision } from "../../../Projectile/ProjectileCollision";
import { ProjectileLauncher } from "./ProjectileLauncher";
export class VerticalProjectileLauncher implements IProjectileCollisionSignaler {
private currentUpgrade = 0;
private wavesToShootPerUpgrade = 0;
public constructor(private launcher: ProjectileLauncher, playerNode: Node, settings: WaveLauncherSettings) {
this.wavesToShootPerUpgrade = settings.wavesToShootPerUpgrade;
launcher.init(playerNode, [new Vec2(-1, 0), new Vec2(1, 0)], settings.launcher);
}
public get ProjectileCollisionEvent(): ISignal<ProjectileCollision> {
return this.launcher.ProjectileCollisionEvent;
}
public gameTick(deltaTime: number): void {
if (this.currentUpgrade == 0) return;
this.launcher.gameTick(deltaTime);
}
public upgrade(): void {
this.currentUpgrade++;
this.launcher.WavesToShoot += this.wavesToShootPerUpgrade;
}
}

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@ -0,0 +1,9 @@
{
"ver": "4.0.23",
"importer": "typescript",
"imported": true,
"uuid": "1e160c96-efda-4b1a-8e21-8c1b525bc7ef",
"files": [],
"subMetas": {},
"userData": {}
}

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@ -3,10 +3,12 @@ export enum UpgradeType {
WeaponDamage, WeaponDamage,
HorizontalProjectile, HorizontalProjectile,
VerticalProjectile, VerticalProjectile,
HaloProjectlie,
Regeneration Regeneration
} }
export enum MetaUpgradeType { export enum MetaUpgradeType {
MaxHp, MaxHp,
OverallDamage OverallDamage,
ProjectilePiercing
} }

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@ -1,18 +1,24 @@
import { UpgradeSettings } from "../Data/GameSettings"; import { UpgradeSettings } from "../Data/GameSettings";
import { Player } from "../Unit/Player/Player"; import { Player } from "../Unit/Player/Player";
import { HaloProjectileLauncher } from "../Unit/Player/ProjectileLauncher/HaloProjectileLauncher";
import { VerticalProjectileLauncher } from "../Unit/Player/ProjectileLauncher/VerticalProjectileLauncher";
import { UpgradeType } from "./UpgradeType"; import { UpgradeType } from "./UpgradeType";
export class Upgrader { export class Upgrader {
private player: Player;
private typeToAction: Map<UpgradeType, () => void> = new Map<UpgradeType, () => void>(); private typeToAction: Map<UpgradeType, () => void> = new Map<UpgradeType, () => void>();
private typeToLevel: Map<UpgradeType, number> = new Map<UpgradeType, number>(); private typeToLevel: Map<UpgradeType, number> = new Map<UpgradeType, number>();
private typeToMaxLevel: Map<UpgradeType, number> = new Map<UpgradeType, number>(); private typeToMaxLevel: Map<UpgradeType, number> = new Map<UpgradeType, number>();
public constructor(player: Player, settings: UpgradeSettings) { public constructor(
this.player = player; private player: Player,
private verticalProjectileLauncher: VerticalProjectileLauncher,
private haloProjectileLauncher: HaloProjectileLauncher,
settings: UpgradeSettings
) {
this.setTypeMaps(UpgradeType.WeaponLength, this.upgradeWeaponLength.bind(this), settings.maxWeaponLengthUpgrades); this.setTypeMaps(UpgradeType.WeaponLength, this.upgradeWeaponLength.bind(this), settings.maxWeaponLengthUpgrades);
this.setTypeMaps(UpgradeType.WeaponDamage, this.upgradeWeaponDamage.bind(this), settings.maxWeaponDamageUpgrades); this.setTypeMaps(UpgradeType.WeaponDamage, this.upgradeWeaponDamage.bind(this), settings.maxWeaponDamageUpgrades);
this.setTypeMaps(UpgradeType.VerticalProjectile, this.upgradeVerticalProjectileLauncher.bind(this), settings.maxVerticalProjectileUpgrades);
this.setTypeMaps(UpgradeType.HaloProjectlie, this.upgradeHaloProjectileLauncher.bind(this), settings.maxHaloProjectileUpgrades);
this.setTypeMaps(UpgradeType.Regeneration, this.upgradeRegeneration.bind(this), settings.maxRegenerationUpgrades); this.setTypeMaps(UpgradeType.Regeneration, this.upgradeRegeneration.bind(this), settings.maxRegenerationUpgrades);
} }
@ -50,6 +56,14 @@ export class Upgrader {
this.player.Weapon.upgradeWeaponDamage(); this.player.Weapon.upgradeWeaponDamage();
} }
private upgradeVerticalProjectileLauncher(): void {
this.verticalProjectileLauncher.upgrade();
}
private upgradeHaloProjectileLauncher(): void {
this.haloProjectileLauncher.upgrade();
}
private upgradeRegeneration(): void { private upgradeRegeneration(): void {
this.player.Regeneration.upgrade(); this.player.Regeneration.upgrade();
} }