Projectile launcher

This commit is contained in:
Martin
2022-11-30 09:37:09 +01:00
parent 7e20e41482
commit ac9b67503d
7 changed files with 465 additions and 284 deletions

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@@ -33,11 +33,11 @@ export class HaloProjectileLauncher extends Component {
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, "PlayerProjectile");
this.projectilePool = new ObjectPool<Projectile>(this.projectilePrefab, this.node, this.projectilesToSpawn, "Projectile");
this.speed = settings.projectileSpeed;
this.defaultCooldown = settings.cooldown;
this.lifetimeTimer = new GameTimer(settings.projectileLifetime);
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;

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@@ -0,0 +1,92 @@
import { _decorator, Component, Node, Prefab, Vec2, Vec3 } from "cc";
import { GameTimer } from "../../../../Services/GameTimer";
import { ObjectPool } from "../../../../Services/ObjectPool";
import { delay } from "../../../../Services/Utils/AsyncUtils";
import { Projectile } from "../../../Projectile/Projectile";
const { ccclass, property } = _decorator;
@ccclass("ProjectileLauncher")
export class ProjectileLauncher extends Component {
@property(Prefab) private projectilePrefab: Prefab;
private projectilePool: ObjectPool<Projectile>;
private fireTimer: GameTimer;
private projectileLifetime = 5;
private speed = 300;
private fireDirections: Vec2[];
private projectiles: Projectile[] = [];
private directions: Vec2[] = [];
private expireTimes: number[] = [];
private currentTime = 0;
private currentUpgrade = 0;
private playerNode: Node;
public init(playerNode: Node, fireDirections: Vec2[]): void {
this.playerNode = playerNode;
this.fireDirections = fireDirections;
this.projectilePool = new ObjectPool<Projectile>(this.projectilePrefab, this.node, 6, "Projectile");
this.fireTimer = new GameTimer(2);
}
public gameTick(deltaTime: number): void {
if (this.currentUpgrade == 0) return;
this.currentTime += deltaTime;
this.fireTimer.gameTick(deltaTime);
if (this.fireTimer.tryFinishPeriod()) {
this.fireProjectiles();
}
this.tryRemoveExpiredProjectiles();
this.moveAllProjectiles(deltaTime);
}
public upgrade(): void {
this.currentUpgrade++;
}
private async fireProjectiles(): Promise<void> {
for (let i = 0; i < this.currentUpgrade; i++) {
await delay(100);
for (const direction of this.fireDirections) {
this.fireProjectile(direction);
}
}
}
private fireProjectile(direction: Vec2): void {
const projectile: Projectile = this.projectilePool.borrow();
projectile.tryInit();
projectile.node.setWorldPosition(this.playerNode.worldPosition);
projectile.node.active = true;
this.projectiles.push(projectile);
this.directions.push(direction);
this.expireTimes.push(this.currentTime + this.projectileLifetime);
}
private tryRemoveExpiredProjectiles(): void {
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
this.projectilePool.return(this.projectiles[i]);
this.projectiles.splice(i, 1);
this.directions.splice(i, 1);
this.expireTimes.splice(i, 1);
i--; // Check the same index
}
}
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);
}
}
}

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@@ -0,0 +1,9 @@
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"imported": true,
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}