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https://github.com/MartinKral/Slash-The-Hordes
synced 2024-12-25 11:18:54 +00:00
Projectile launcher
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parent
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commit
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@ -20,10 +20,14 @@
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"damage": 1
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},
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"haloLauncher": {
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"projectileLifetime": 2,
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"projectileSpeed": 150,
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"projectilesToSpawn": 24,
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"cooldown": 10
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"launcher": {
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"projectileLifetime": 5,
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"projectileSpeed": 150,
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"wavesToShoot": 1,
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"wavesDelayMs": 0,
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"cooldown": 10
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}
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}
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},
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"upgrades": {
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File diff suppressed because it is too large
Load Diff
@ -18,9 +18,15 @@ export class WeaponSettings {
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}
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export class HaloLauncherSettings {
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public projectilesToSpawn = 0;
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public launcher = new ProjectileLauncherSettings();
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}
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export class ProjectileLauncherSettings {
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public projectileLifetime = 0;
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public projectileSpeed = 0;
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public projectilesToSpawn = 0;
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public wavesToShoot = 0;
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public wavesDelayMs = 0;
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public cooldown = 0;
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}
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@ -1,4 +1,4 @@
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import { Camera, Component, JsonAsset, KeyCode, _decorator } from "cc";
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import { Camera, Component, JsonAsset, KeyCode, Vec2, _decorator } from "cc";
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import { ModalWindowManager } from "../Services/ModalWindowSystem/ModalWindowManager";
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import { PlayerCollisionSystem } from "./Collision/PlayerCollisionSystem";
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import { PlayerProjectileCollisionSystem } from "./Collision/PlayerProjectileCollisionSystem";
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@ -13,6 +13,7 @@ import { GameUI } from "./UI/GameUI";
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import { EnemyManager } from "./Unit/Enemy/EnemyManager";
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import { Player } from "./Unit/Player/Player";
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import { HaloProjectileLauncher } from "./Unit/Player/ProjectileLauncher/Halo/HaloProjectileLauncher";
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import { ProjectileLauncher } from "./Unit/Player/ProjectileLauncher/ProjectileLauncher";
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import { Upgrader } from "./Upgrades/Upgrader";
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const { ccclass, property } = _decorator;
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@ -22,6 +23,7 @@ export class GameBootstrapper extends Component {
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@property(VirtualJoystic) private virtualJoystic: VirtualJoystic;
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@property(Player) private player: Player;
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@property(HaloProjectileLauncher) private haloProjectiles: HaloProjectileLauncher;
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@property(ProjectileLauncher) private verticalProjectileLauncher: ProjectileLauncher;
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@property(EnemyManager) private enemyManager: EnemyManager;
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@property(Camera) private camera: Camera;
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@property(GameUI) private gameUI: GameUI;
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@ -53,6 +55,9 @@ export class GameBootstrapper extends Component {
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this.haloProjectiles.init(this.player.node, settings.player.haloLauncher);
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this.haloProjectiles.upgrade();
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this.verticalProjectileLauncher.init(this.player.node, [new Vec2(-1, 0)]);
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this.verticalProjectileLauncher.upgrade();
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new PlayerProjectileCollisionSystem(this.haloProjectiles);
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this.gameUI.init(this.player);
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@ -65,6 +70,7 @@ export class GameBootstrapper extends Component {
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this.playerCollisionSystem.gameTick(deltaTime);
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this.enemyManager.gameTick(deltaTime);
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this.haloProjectiles.gameTick(deltaTime);
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this.verticalProjectileLauncher.gameTick(deltaTime);
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this.camera.node.worldPosition = this.player.node.worldPosition;
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}
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@ -33,11 +33,11 @@ export class HaloProjectileLauncher extends Component {
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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, "PlayerProjectile");
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this.projectilePool = new ObjectPool<Projectile>(this.projectilePrefab, this.node, this.projectilesToSpawn, "Projectile");
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this.speed = settings.projectileSpeed;
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this.defaultCooldown = settings.cooldown;
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this.lifetimeTimer = new GameTimer(settings.projectileLifetime);
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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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@ -0,0 +1,92 @@
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import { _decorator, Component, Node, Prefab, Vec2, Vec3 } from "cc";
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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 { Projectile } from "../../../Projectile/Projectile";
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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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@property(Prefab) private projectilePrefab: Prefab;
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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 fireDirections: Vec2[];
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private projectiles: Projectile[] = [];
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private directions: Vec2[] = [];
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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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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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}
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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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this.fireProjectiles();
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}
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this.tryRemoveExpiredProjectiles();
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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 (const direction of this.fireDirections) {
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this.fireProjectile(direction);
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}
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}
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}
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private fireProjectile(direction: Vec2): void {
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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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this.projectiles.push(projectile);
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this.directions.push(direction);
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this.expireTimes.push(this.currentTime + this.projectileLifetime);
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}
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private tryRemoveExpiredProjectiles(): void {
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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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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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i--; // Check the same index
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}
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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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}
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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": "e3d06e80-f1ec-4505-a596-9f6831e1ce23",
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"files": [],
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"subMetas": {},
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"userData": {}
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}
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