Enemy lifetime

This commit is contained in:
Martin 2022-12-13 18:56:00 +01:00
parent 7e50e5c672
commit b3e9664351
9 changed files with 64 additions and 45 deletions

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@ -75,42 +75,60 @@
"moveType": "Follow",
"health": 3,
"damage": 1,
"speed": 60
"speed": 60,
"lifetime": -1,
"xpReward": 0,
"goldReward": 0
},
{
"id": "CircleEnemy",
"moveType": "Follow",
"health": 10,
"damage": 1,
"speed": 25
"speed": 25,
"lifetime": -1,
"xpReward": 0,
"goldReward": 0
},
{
"id": "WaveEnemy",
"moveType": "Launch",
"health": 1,
"damage": 2,
"speed": 390
"speed": 390,
"lifetime": -1,
"xpReward": 0,
"goldReward": 0
},
{
"id": "WaveEnemyArmor",
"moveType": "Launch",
"health": 7,
"damage": 3,
"speed": 70
"speed": 70,
"lifetime": -1,
"xpReward": 0,
"goldReward": 0
},
{
"id": "BasicBoss",
"moveType": "Follow",
"health": 12,
"damage": 2,
"speed": 65
"speed": 65,
"lifetime": -1,
"xpReward": 0,
"goldReward": 0
},
{
"id": "BasicCheetah",
"moveType": "PeriodicFollow",
"health": 5,
"damage": 2,
"speed": 140
"speed": 140,
"lifetime": -1,
"xpReward": 0,
"goldReward": 0
}
],
"individualEnemySpawners": [

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@ -76,7 +76,6 @@ export class GeneralEnemySpawnerSettings {
export class WaveEnemySpawnerSettings {
public common = new GeneralEnemySpawnerSettings();
public enemiesToSpawn = 0;
public waveLifetime = 0;
}
export class CircularEnemySpawnerSettings {
@ -94,4 +93,7 @@ export class EnemySettings {
public health = 0;
public damage = 0;
public speed = 0;
public lifetime = 0;
public xpReward = 0;
public goldReward = 0;
}

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@ -1,4 +1,5 @@
import { BoxCollider2D, Component, randomRange, Vec3, _decorator } from "cc";
import { time } from "console";
import { ISignal } from "../../../Services/EventSystem/ISignal";
import { Signal } from "../../../Services/EventSystem/Signal";
import { EnemySettings } from "../../Data/GameSettings";
@ -12,12 +13,17 @@ export class Enemy extends Component {
@property(BoxCollider2D) public collider: BoxCollider2D;
private deathEvent: Signal<Enemy> = new Signal<Enemy>();
private lifetimeEndedEvent: Signal<Enemy> = new Signal<Enemy>();
private movementType: EnemyMovementType;
private health: UnitHealth = new UnitHealth(1);
private health: UnitHealth;
private damage: number;
private speedX: number;
private speedY: number;
private lifetimeLeft: number;
private xpReward: number;
private goldReward: number;
public setup(position: Vec3, settings: EnemySettings): void {
this.movementType = <EnemyMovementType>settings.moveType;
@ -25,6 +31,10 @@ export class Enemy extends Component {
this.damage = settings.damage;
this.speedX = randomRange(settings.speed / 2, settings.speed);
this.speedY = randomRange(settings.speed / 2, settings.speed);
this.lifetimeLeft = settings.lifetime;
this.xpReward = settings.xpReward;
this.goldReward = settings.goldReward;
this.node.setWorldPosition(position);
this.node.active = true;
@ -50,6 +60,10 @@ export class Enemy extends Component {
return this.deathEvent;
}
public get LifetimeEndedEvent(): ISignal<Enemy> {
return this.lifetimeEndedEvent;
}
public dealDamage(points: number): void {
this.health.damage(points);
if (!this.health.IsAlive) {
@ -57,11 +71,18 @@ export class Enemy extends Component {
}
}
public moveBy(move: Vec3, deltaTime: number): void {
public gameTick(move: Vec3, deltaTime: number): void {
const newPosition: Vec3 = this.node.worldPosition;
newPosition.x += move.x * this.speedX * deltaTime;
newPosition.y += move.y * this.speedY * deltaTime;
this.node.setWorldPosition(newPosition);
if (0 < this.lifetimeLeft) {
this.lifetimeLeft -= deltaTime;
if (this.lifetimeLeft <= 0) {
this.lifetimeEndedEvent.trigger(this);
}
}
}
}

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@ -63,11 +63,19 @@ export class EnemyManager extends Component {
private onEnemyDied(enemy: Enemy): void {
enemy.DeathEvent.off(this.onEnemyDied);
enemy.LifetimeEndedEvent.off(this.onEnemyLifetimeEnded);
this.xpSpawner.spawnXp(enemy.node.worldPosition, 1);
}
private onEnemyLifetimeEnded(enemy: Enemy): void {
enemy.DeathEvent.off(this.onEnemyDied);
enemy.LifetimeEndedEvent.off(this.onEnemyLifetimeEnded);
}
private onEnemyAdded(enemy: Enemy): void {
enemy.DeathEvent.on(this.onEnemyDied, this);
enemy.LifetimeEndedEvent.on(this.onEnemyLifetimeEnded, this);
this.getEnemyMover(enemy).addEnemy(enemy);
}

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@ -6,7 +6,7 @@ export class FollowTargetEnemyMover extends EnemyMover {
this.enemies.forEach((enemy) => {
let direction: Vec3 = new Vec3();
direction = Vec3.subtract(direction, this.targetNode.worldPosition, enemy.node.worldPosition);
enemy.moveBy(direction.normalize(), deltaTime);
enemy.gameTick(direction.normalize(), deltaTime);
});
}
}

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@ -30,7 +30,7 @@ export class PeriodicFollowTargetEnemyMover extends EnemyMover {
if (this.enemyToFollowState.get(enemy) === EnemyFollowState.Follow) {
let direction: Vec3 = new Vec3();
direction = Vec3.subtract(direction, this.targetNode.worldPosition, enemy.node.worldPosition);
enemy.moveBy(direction.normalize(), deltaTime);
enemy.gameTick(direction.normalize(), deltaTime);
}
}
}

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@ -30,7 +30,7 @@ export class WaveEnemyMover extends EnemyMover {
public gameTick(deltaTime: number): void {
for (const enemyAndDirection of this.enemyToDirection) {
enemyAndDirection[0].moveBy(enemyAndDirection[1], deltaTime);
enemyAndDirection[0].gameTick(enemyAndDirection[1], deltaTime);
}
}
}

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@ -49,6 +49,7 @@ export class EnemySpawner extends Component {
enemy.setup(spawnPosition, this.idToSettings.get(id));
enemy.DeathEvent.on(this.returnEnemy, this);
enemy.LifetimeEndedEvent.on(this.returnEnemy, this);
this.enemyAddedEvent.trigger(enemy);
@ -57,6 +58,8 @@ export class EnemySpawner extends Component {
public returnEnemy(enemy: Enemy): void {
enemy.DeathEvent.off(this.returnEnemy);
enemy.LifetimeEndedEvent.off(this.returnEnemy);
this.enemyPool.return(enemy);
this.enemyRemovedEvent.trigger(enemy);

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@ -8,46 +8,20 @@ import { EnemySpawner } from "./EnemySpawner";
export class WaveEnemySpawner extends DelayedEnemySpawner {
private enemiesPerWave: number;
private waveLifetime: number;
private enemyId: string;
private spawnTimer: GameTimer;
private waves: EnemyWave[] = [];
public constructor(private enemySpawner: EnemySpawner, settings: WaveEnemySpawnerSettings) {
super(settings.common.startDelay, settings.common.stopDelay);
this.spawnTimer = new GameTimer(settings.common.cooldown);
this.enemiesPerWave = settings.enemiesToSpawn;
this.waveLifetime = settings.waveLifetime;
this.enemyId = settings.common.enemyId;
}
public delayedGameTick(deltaTime: number): void {
this.spawnTimer.gameTick(deltaTime);
this.tryRemoveExpiredEnemies(deltaTime);
this.trySpawnNewGroup();
}
private tryRemoveExpiredEnemies(deltaTime: number): void {
for (let i = this.waves.length - 1; 0 <= i; i--) {
const wave: EnemyWave = this.waves[i];
wave.lifeTimeLeft -= deltaTime;
if (wave.lifeTimeLeft <= 0) {
for (const enemy of wave.enemies) {
if (enemy.Health.IsAlive) {
this.enemySpawner.returnEnemy(enemy);
}
}
this.waves.splice(i, 1);
}
}
}
private trySpawnNewGroup(): void {
if (this.spawnTimer.tryFinishPeriod()) {
const defaultPosX: number = (500 + randomRange(0, 100)) * randomPositiveOrNegative();
const defaultPosY: number = randomRange(0, 500) * randomPositiveOrNegative();
@ -62,13 +36,6 @@ export class WaveEnemySpawner extends DelayedEnemySpawner {
const enemy = this.enemySpawner.spawnNewEnemy(posX, posY, this.enemyId);
enemies.push(enemy);
}
this.waves.push({ enemies, lifeTimeLeft: this.waveLifetime });
}
}
}
class EnemyWave {
public enemies: Enemy[];
public lifeTimeLeft: number;
}