mirror of
https://github.com/MartinKral/Slash-The-Hordes
synced 2025-10-09 16:46:00 +00:00
enemy projectile
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@@ -7,6 +7,7 @@ import { Gold } from "../Items/Gold/Gold";
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import { HealthPotion } from "../Items/HealthPotion/HealthPotion";
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import { ItemManager } from "../Items/ItemManager";
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import { XP } from "../Items/XP/XP";
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import { Projectile } from "../Projectile/Projectile";
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import { Enemy } from "../Unit/Enemy/Enemy";
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import { Player } from "../Unit/Player/Player";
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@@ -27,6 +28,7 @@ export class PlayerCollisionSystem {
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this.collisionTimer = new GameTimer(collisionDelay);
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this.groupToResolver.set(GroupType.ENEMY, this.resolveEnemyContact.bind(this));
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this.groupToResolver.set(GroupType.ENEMY_PROJECTILE, this.resolveEnemyProjectileContact.bind(this));
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this.groupToResolver.set(GroupType.XP, this.resolveXpContact.bind(this));
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this.groupToResolver.set(GroupType.GOLD, this.resolveGoldContact.bind(this));
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this.groupToResolver.set(GroupType.HEALTH_POTION, this.resolveHealthPotionContact.bind(this));
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@@ -75,6 +77,15 @@ export class PlayerCollisionSystem {
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this.player.Health.damage(damage);
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}
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private resolveEnemyProjectileContact(enemyCollider: Collider2D): void {
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const projectile = enemyCollider.node.getComponent(Projectile);
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const damage: number = projectile.Damage;
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projectile.pierce();
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console.log("Collided with enemy projectile: Damage: " + damage);
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this.player.Health.damage(damage);
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}
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private resolveXpContact(xpCollider: Collider2D): void {
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console.log("Collided with XP");
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this.itemManager.pickupXP(xpCollider.node.getComponent(XP));
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@@ -1,3 +1,5 @@
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import { EnemyProjectileLauncher } from "../Unit/Enemy/ProjectileLauncher.cs/EnemyProjectileLauncher";
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export class GameSettings {
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public player: PlayerSettings = new PlayerSettings();
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public upgrades: UpgradeSettings = new UpgradeSettings();
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@@ -34,6 +36,14 @@ export class HaloLauncherSettings {
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public launcher = new ProjectileLauncherSettings();
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}
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export class EnemyLauncherSettings {
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public enemyIds: string[] = [];
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public projectileLifetime = 0;
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public projectileSpeed = 0;
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public projectileDamage = 0;
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public cooldown = 0;
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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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@@ -66,6 +76,7 @@ export class MetaUpgradeSettings {
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}
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export class EnemyManagerSettings {
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public projectileLauncher1 = new EnemyLauncherSettings();
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public enemies: EnemySettings[] = [new EnemySettings()];
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public periodicFollowMovers: PeriodicFollowMoverSettings[] = [new PeriodicFollowMoverSettings()];
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public individualEnemySpawners: IndividualEnemySpawnerSettings[] = [new IndividualEnemySpawnerSettings()];
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@@ -26,6 +26,7 @@ import { ProjectileData } from "./Unit/Player/ProjectileLauncher/ProjectileData"
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import { WaveProjectileLauncher } from "./Unit/Player/ProjectileLauncher/WaveProjectileLauncher";
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import { Upgrader } from "./Upgrades/Upgrader";
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import { MetaUpgradeType } from "./Upgrades/UpgradeType";
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import { EnemyProjectileLauncher } from "./Unit/Enemy/ProjectileLauncher.cs/EnemyProjectileLauncher";
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const { ccclass, property } = _decorator;
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@@ -36,6 +37,7 @@ export class Game extends Component {
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@property(ProjectileLauncher) private haloProjectileLauncherComponent: ProjectileLauncher;
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@property(ProjectileLauncher) private horizontalProjectileLauncherComponent: ProjectileLauncher;
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@property(ProjectileLauncher) private diagonalProjectileLauncherComponent: ProjectileLauncher;
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@property(ProjectileLauncher) private enemyProjectileLauncherComponent: ProjectileLauncher;
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@property(EnemyManager) private enemyManager: EnemyManager;
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@property(ItemManager) private itemManager: ItemManager;
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@property(Camera) private camera: Camera;
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@@ -49,6 +51,8 @@ export class Game extends Component {
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private horizontalProjectileLauncher: WaveProjectileLauncher;
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private diagonalProjectileLauncher: WaveProjectileLauncher;
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private enemyProjectileLauncher: EnemyProjectileLauncher;
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private gamePauser: Pauser = new Pauser();
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private static instance: Game;
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@@ -112,6 +116,13 @@ export class Game extends Component {
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projectileData
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);
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this.enemyProjectileLauncher = new EnemyProjectileLauncher(
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this.enemyProjectileLauncherComponent,
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this.player.node,
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this.enemyManager,
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settings.enemyManager.projectileLauncher1
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);
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new PlayerProjectileCollisionSystem([this.haloProjectileLauncher, this.horizontalProjectileLauncher, this.diagonalProjectileLauncher]);
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const upgrader = new Upgrader(
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@@ -150,6 +161,7 @@ export class Game extends Component {
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this.haloProjectileLauncher.gameTick(deltaTime);
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this.horizontalProjectileLauncher.gameTick(deltaTime);
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this.diagonalProjectileLauncher.gameTick(deltaTime);
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this.enemyProjectileLauncher.gameTick(deltaTime);
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this.background.gameTick();
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this.timeAlive += deltaTime;
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@@ -1,30 +1,54 @@
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import { Vec3, Node, Vec2 } from "cc";
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import { GameTimer } from "../../../../Services/GameTimer";
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import { EnemyLauncherSettings } from "../../../Data/GameSettings";
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import { ProjectileLauncher } from "../../Player/ProjectileLauncher/ProjectileLauncher";
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import { Enemy } from "../Enemy";
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import { EnemyManager } from "../EnemyManager";
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export class EnemyProjectileLauncher {
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private enemies: Enemy[] = [];
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private shootTimer: GameTimer = new GameTimer(3);
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private enemyToTimer = new Map<Enemy, GameTimer>();
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private cooldown: number;
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private enemyIds: string[];
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public constructor(private playerNode: Node, private projectileLauncher: ProjectileLauncher, enemyManager: EnemyManager) {
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public constructor(
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private projectileLauncher: ProjectileLauncher,
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private playerNode: Node,
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enemyManager: EnemyManager,
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settings: EnemyLauncherSettings
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) {
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enemyManager.EnemyAddedEvent.on(this.tryAddEnemy, this);
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enemyManager.EnemyRemovedEvent.on(this.tryRemoveEnemy, this);
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this.cooldown = settings.cooldown;
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this.enemyIds = settings.enemyIds;
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projectileLauncher.init(settings.projectileLifetime, settings.projectileSpeed, settings.projectileDamage, 1);
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}
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private tryAddEnemy(enemy: Enemy): void {
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if (enemy.Id == "BasicEnemy") {
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this.enemies.push();
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if (this.enemyIds.includes(enemy.Id)) {
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this.enemyToTimer.set(enemy, new GameTimer(this.cooldown));
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}
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}
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private tryRemoveEnemy(enemy: Enemy): void {
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if (enemy.Id == "BasicEnemy") {
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const index = this.enemies.indexOf(enemy);
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this.enemies.splice(index, 1);
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}
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if (!this.enemyToTimer.has(enemy)) return;
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this.enemyToTimer.delete(enemy);
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}
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public gameTick(deltaTime: number): void {}
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public gameTick(deltaTime: number): void {
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this.projectileLauncher.gameTick(deltaTime);
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for (const enemyAndTimerPair of this.enemyToTimer) {
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const enemyWorldPosition: Vec3 = enemyAndTimerPair[0].node.worldPosition;
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const shootTimer: GameTimer = enemyAndTimerPair[1];
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shootTimer.gameTick(deltaTime);
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if (shootTimer.tryFinishPeriod()) {
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let direction: Vec3 = new Vec3();
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direction = Vec3.subtract(direction, this.playerNode.worldPosition, enemyWorldPosition);
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this.projectileLauncher.fireProjectiles(enemyWorldPosition, [new Vec2(direction.x, direction.y)]);
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}
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}
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}
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}
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@@ -51,6 +51,7 @@ export class ProjectileLauncher extends Component implements IProjectileCollisio
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}
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private fireProjectile(startPosition: Vec3, direction: Vec2): void {
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direction = direction.normalize();
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const projectile: Projectile = this.projectilePool.borrow();
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projectile.init(this.projectileDamage, this.projectilePierces, getDegreeAngleFromDirection(direction.x, direction.y));
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projectile.node.setWorldPosition(startPosition);
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