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https://github.com/MartinKral/Slash-The-Hordes
synced 2024-12-25 19:28:53 +00:00
Enemy lifetime
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@ -75,42 +75,60 @@
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"moveType": "Follow",
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"health": 3,
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"damage": 1,
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"speed": 60
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"speed": 60,
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"lifetime": -1,
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"xpReward": 0,
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"goldReward": 0
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},
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{
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"id": "CircleEnemy",
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"moveType": "Follow",
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"health": 10,
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"damage": 1,
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"speed": 25
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"speed": 25,
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"lifetime": -1,
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"xpReward": 0,
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"goldReward": 0
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},
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{
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"id": "WaveEnemy",
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"moveType": "Launch",
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"health": 1,
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"damage": 2,
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"speed": 390
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"speed": 390,
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"lifetime": -1,
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"xpReward": 0,
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"goldReward": 0
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},
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{
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"id": "WaveEnemyArmor",
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"moveType": "Launch",
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"health": 7,
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"damage": 3,
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"speed": 70
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"speed": 70,
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"lifetime": -1,
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"xpReward": 0,
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"goldReward": 0
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},
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{
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"id": "BasicBoss",
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"moveType": "Follow",
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"health": 12,
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"damage": 2,
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"speed": 65
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"speed": 65,
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"lifetime": -1,
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"xpReward": 0,
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"goldReward": 0
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},
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{
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"id": "BasicCheetah",
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"moveType": "PeriodicFollow",
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"health": 5,
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"damage": 2,
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"speed": 140
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"speed": 140,
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"lifetime": -1,
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"xpReward": 0,
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"goldReward": 0
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}
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],
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"individualEnemySpawners": [
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@ -76,7 +76,6 @@ export class GeneralEnemySpawnerSettings {
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export class WaveEnemySpawnerSettings {
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public common = new GeneralEnemySpawnerSettings();
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public enemiesToSpawn = 0;
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public waveLifetime = 0;
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}
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export class CircularEnemySpawnerSettings {
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@ -94,4 +93,7 @@ export class EnemySettings {
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public health = 0;
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public damage = 0;
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public speed = 0;
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public lifetime = 0;
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public xpReward = 0;
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public goldReward = 0;
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}
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@ -1,4 +1,5 @@
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import { BoxCollider2D, Component, randomRange, Vec3, _decorator } from "cc";
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import { time } from "console";
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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 { EnemySettings } from "../../Data/GameSettings";
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@ -12,12 +13,17 @@ export class Enemy extends Component {
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@property(BoxCollider2D) public collider: BoxCollider2D;
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private deathEvent: Signal<Enemy> = new Signal<Enemy>();
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private lifetimeEndedEvent: Signal<Enemy> = new Signal<Enemy>();
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private movementType: EnemyMovementType;
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private health: UnitHealth = new UnitHealth(1);
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private health: UnitHealth;
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private damage: number;
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private speedX: number;
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private speedY: number;
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private lifetimeLeft: number;
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private xpReward: number;
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private goldReward: number;
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public setup(position: Vec3, settings: EnemySettings): void {
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this.movementType = <EnemyMovementType>settings.moveType;
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@ -25,6 +31,10 @@ export class Enemy extends Component {
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this.damage = settings.damage;
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this.speedX = randomRange(settings.speed / 2, settings.speed);
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this.speedY = randomRange(settings.speed / 2, settings.speed);
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this.lifetimeLeft = settings.lifetime;
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this.xpReward = settings.xpReward;
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this.goldReward = settings.goldReward;
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this.node.setWorldPosition(position);
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this.node.active = true;
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@ -50,6 +60,10 @@ export class Enemy extends Component {
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return this.deathEvent;
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}
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public get LifetimeEndedEvent(): ISignal<Enemy> {
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return this.lifetimeEndedEvent;
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}
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public dealDamage(points: number): void {
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this.health.damage(points);
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if (!this.health.IsAlive) {
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@ -57,11 +71,18 @@ export class Enemy extends Component {
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}
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}
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public moveBy(move: Vec3, deltaTime: number): void {
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public gameTick(move: Vec3, deltaTime: number): void {
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const newPosition: Vec3 = this.node.worldPosition;
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newPosition.x += move.x * this.speedX * deltaTime;
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newPosition.y += move.y * this.speedY * deltaTime;
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this.node.setWorldPosition(newPosition);
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if (0 < this.lifetimeLeft) {
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this.lifetimeLeft -= deltaTime;
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if (this.lifetimeLeft <= 0) {
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this.lifetimeEndedEvent.trigger(this);
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}
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}
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}
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}
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@ -63,11 +63,19 @@ export class EnemyManager extends Component {
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private onEnemyDied(enemy: Enemy): void {
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enemy.DeathEvent.off(this.onEnemyDied);
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enemy.LifetimeEndedEvent.off(this.onEnemyLifetimeEnded);
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this.xpSpawner.spawnXp(enemy.node.worldPosition, 1);
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}
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private onEnemyLifetimeEnded(enemy: Enemy): void {
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enemy.DeathEvent.off(this.onEnemyDied);
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enemy.LifetimeEndedEvent.off(this.onEnemyLifetimeEnded);
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}
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private onEnemyAdded(enemy: Enemy): void {
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enemy.DeathEvent.on(this.onEnemyDied, this);
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enemy.LifetimeEndedEvent.on(this.onEnemyLifetimeEnded, this);
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this.getEnemyMover(enemy).addEnemy(enemy);
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}
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@ -6,7 +6,7 @@ export class FollowTargetEnemyMover extends EnemyMover {
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this.enemies.forEach((enemy) => {
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let direction: Vec3 = new Vec3();
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direction = Vec3.subtract(direction, this.targetNode.worldPosition, enemy.node.worldPosition);
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enemy.moveBy(direction.normalize(), deltaTime);
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enemy.gameTick(direction.normalize(), deltaTime);
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});
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}
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}
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@ -30,7 +30,7 @@ export class PeriodicFollowTargetEnemyMover extends EnemyMover {
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if (this.enemyToFollowState.get(enemy) === EnemyFollowState.Follow) {
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let direction: Vec3 = new Vec3();
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direction = Vec3.subtract(direction, this.targetNode.worldPosition, enemy.node.worldPosition);
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enemy.moveBy(direction.normalize(), deltaTime);
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enemy.gameTick(direction.normalize(), deltaTime);
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}
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}
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}
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@ -30,7 +30,7 @@ export class WaveEnemyMover extends EnemyMover {
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public gameTick(deltaTime: number): void {
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for (const enemyAndDirection of this.enemyToDirection) {
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enemyAndDirection[0].moveBy(enemyAndDirection[1], deltaTime);
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enemyAndDirection[0].gameTick(enemyAndDirection[1], deltaTime);
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}
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}
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}
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@ -49,6 +49,7 @@ export class EnemySpawner extends Component {
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enemy.setup(spawnPosition, this.idToSettings.get(id));
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enemy.DeathEvent.on(this.returnEnemy, this);
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enemy.LifetimeEndedEvent.on(this.returnEnemy, this);
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this.enemyAddedEvent.trigger(enemy);
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@ -57,6 +58,8 @@ export class EnemySpawner extends Component {
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public returnEnemy(enemy: Enemy): void {
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enemy.DeathEvent.off(this.returnEnemy);
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enemy.LifetimeEndedEvent.off(this.returnEnemy);
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this.enemyPool.return(enemy);
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this.enemyRemovedEvent.trigger(enemy);
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@ -8,46 +8,20 @@ import { EnemySpawner } from "./EnemySpawner";
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export class WaveEnemySpawner extends DelayedEnemySpawner {
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private enemiesPerWave: number;
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private waveLifetime: number;
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private enemyId: string;
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private spawnTimer: GameTimer;
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private waves: EnemyWave[] = [];
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public constructor(private enemySpawner: EnemySpawner, settings: WaveEnemySpawnerSettings) {
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super(settings.common.startDelay, settings.common.stopDelay);
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this.spawnTimer = new GameTimer(settings.common.cooldown);
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this.enemiesPerWave = settings.enemiesToSpawn;
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this.waveLifetime = settings.waveLifetime;
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this.enemyId = settings.common.enemyId;
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}
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public delayedGameTick(deltaTime: number): void {
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this.spawnTimer.gameTick(deltaTime);
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this.tryRemoveExpiredEnemies(deltaTime);
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this.trySpawnNewGroup();
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}
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private tryRemoveExpiredEnemies(deltaTime: number): void {
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for (let i = this.waves.length - 1; 0 <= i; i--) {
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const wave: EnemyWave = this.waves[i];
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wave.lifeTimeLeft -= deltaTime;
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if (wave.lifeTimeLeft <= 0) {
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for (const enemy of wave.enemies) {
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if (enemy.Health.IsAlive) {
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this.enemySpawner.returnEnemy(enemy);
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}
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}
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this.waves.splice(i, 1);
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}
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}
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}
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private trySpawnNewGroup(): void {
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if (this.spawnTimer.tryFinishPeriod()) {
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const defaultPosX: number = (500 + randomRange(0, 100)) * randomPositiveOrNegative();
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const defaultPosY: number = randomRange(0, 500) * randomPositiveOrNegative();
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@ -62,13 +36,6 @@ export class WaveEnemySpawner extends DelayedEnemySpawner {
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const enemy = this.enemySpawner.spawnNewEnemy(posX, posY, this.enemyId);
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enemies.push(enemy);
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}
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this.waves.push({ enemies, lifeTimeLeft: this.waveLifetime });
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}
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}
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}
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class EnemyWave {
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public enemies: Enemy[];
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public lifeTimeLeft: number;
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}
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