import { Camera, Component, JsonAsset, KeyCode, Vec2, _decorator } from "cc"; import { ModalWindowManager } from "../Services/ModalWindowSystem/ModalWindowManager"; import { delay } from "../Services/Utils/AsyncUtils"; import { Background } from "./Background/Background"; import { PlayerCollisionSystem } from "./Collision/PlayerCollisionSystem"; import { PlayerProjectileCollisionSystem } from "./Collision/PlayerProjectileCollisionSystem"; import { WeaponCollisionSystem } from "./Collision/WeaponCollisionSystem"; import { GameSettings, PlayerSettings } from "./Data/GameSettings"; import { UserData } from "./Data/UserData"; import { KeyboardInput } from "./Input/KeyboardInput"; import { MultiInput } from "./Input/MultiInput"; import { VirtualJoystic } from "./Input/VirtualJoystic"; import { GameModalLauncher } from "./ModalWIndows/GameModalLauncher"; import { Pauser } from "./Pauser"; import { GameUI } from "./UI/GameUI"; import { EnemyManager } from "./Unit/Enemy/EnemyManager"; import { MetaUpgrades } from "./Unit/MetaUpgrades/MetaUpgrades"; import { Player, PlayerData } from "./Unit/Player/Player"; import { HaloProjectileLauncher } from "./Unit/Player/ProjectileLauncher/HaloProjectileLauncher"; import { ProjectileData, ProjectileLauncher } from "./Unit/Player/ProjectileLauncher/ProjectileLauncher"; import { WaveProjectileLauncher } from "./Unit/Player/ProjectileLauncher/WaveProjectileLauncher"; import { Upgrader } from "./Upgrades/Upgrader"; import { MetaUpgradeType } from "./Upgrades/UpgradeType"; const { ccclass, property } = _decorator; @ccclass("Game") export class Game extends Component { @property(VirtualJoystic) private virtualJoystic: VirtualJoystic; @property(Player) private player: Player; @property(ProjectileLauncher) private haloProjectileLauncherComponent: ProjectileLauncher; @property(ProjectileLauncher) private horizontalProjectileLauncherComponent: ProjectileLauncher; @property(ProjectileLauncher) private diagonalProjectileLauncherComponent: ProjectileLauncher; @property(EnemyManager) private enemyManager: EnemyManager; @property(Camera) private camera: Camera; @property(GameUI) private gameUI: GameUI; @property(Background) private background: Background; @property(ModalWindowManager) private modalWindowManager: ModalWindowManager; @property(JsonAsset) private settingsAsset: JsonAsset; private playerCollisionSystem: PlayerCollisionSystem; private haloProjectileLauncher: HaloProjectileLauncher; private horizontalProjectileLauncher: WaveProjectileLauncher; private diagonalProjectileLauncher: WaveProjectileLauncher; private gamePauser: Pauser = new Pauser(); private static instance: Game; public static get Instance(): Game { return this.instance; } public start(): void { Game.instance = this; this.gamePauser.pause(); } public async playGame(userData: UserData): Promise { const settings: GameSettings = this.settingsAsset.json; const metaUpgrades = new MetaUpgrades(userData.game.metaUpgrades, settings.metaUpgrades); this.virtualJoystic.init(); const wasd = new KeyboardInput(KeyCode.KEY_W, KeyCode.KEY_S, KeyCode.KEY_A, KeyCode.KEY_D); const arrowKeys = new KeyboardInput(KeyCode.ARROW_UP, KeyCode.ARROW_DOWN, KeyCode.ARROW_LEFT, KeyCode.ARROW_RIGHT); const multiInput: MultiInput = new MultiInput([this.virtualJoystic, wasd, arrowKeys]); this.player.init(multiInput, this.createPlayerData(settings.player, metaUpgrades)); this.playerCollisionSystem = new PlayerCollisionSystem(this.player, settings.player.collisionDelay); new WeaponCollisionSystem(this.player.Weapon); this.enemyManager.init(this.player.node, settings.enemyManager); const projectileData = new ProjectileData(); projectileData.damage = 1 + metaUpgrades.getUpgradeValue(MetaUpgradeType.OverallDamage); projectileData.pierces = 1 + metaUpgrades.getUpgradeValue(MetaUpgradeType.ProjectilePiercing); this.haloProjectileLauncher = new HaloProjectileLauncher( this.haloProjectileLauncherComponent, this.player.node, settings.player.haloLauncher, projectileData ); this.horizontalProjectileLauncher = new WaveProjectileLauncher( this.horizontalProjectileLauncherComponent, this.player.node, [new Vec2(-1, 0), new Vec2(1, 0)], settings.player.horizontalLauncher, projectileData ); this.diagonalProjectileLauncher = new WaveProjectileLauncher( this.diagonalProjectileLauncherComponent, this.player.node, [new Vec2(-0.5, -0.5), new Vec2(0.5, -0.5)], settings.player.diagonalLauncher, projectileData ); new PlayerProjectileCollisionSystem([this.haloProjectileLauncher, this.horizontalProjectileLauncher, this.diagonalProjectileLauncher]); const upgrader = new Upgrader( this.player, this.horizontalProjectileLauncher, this.haloProjectileLauncher, this.diagonalProjectileLauncher, settings.upgrades ); new GameModalLauncher(this.modalWindowManager, this.player, this.gamePauser, upgrader); this.gameUI.init(this.player); this.background.init(this.player.node); this.gamePauser.resume(); // while not dead await delay(1000000); this.gamePauser.pause(); Game.instance = null; return 1; } public update(deltaTime: number): void { if (this.gamePauser.IsPaused) return; this.player.gameTick(deltaTime); this.playerCollisionSystem.gameTick(deltaTime); this.enemyManager.gameTick(deltaTime); this.haloProjectileLauncher.gameTick(deltaTime); this.horizontalProjectileLauncher.gameTick(deltaTime); this.diagonalProjectileLauncher.gameTick(deltaTime); this.background.gameTick(); this.camera.node.worldPosition = this.player.node.worldPosition; } private createPlayerData(settings: PlayerSettings, metaUpgrades: MetaUpgrades): PlayerData { const playerData: PlayerData = Object.assign(new PlayerData(), settings); playerData.maxHp = metaUpgrades.getUpgradeValue(MetaUpgradeType.MaxHp) + settings.defaultHP; playerData.requiredXP = settings.requiredXP; playerData.speed = metaUpgrades.getUpgradeValue(MetaUpgradeType.MovementSpeed) + settings.speed; playerData.regenerationDelay = settings.regenerationDelay; playerData.xpMultiplier = metaUpgrades.getUpgradeValue(MetaUpgradeType.XPGatherer) + 1; playerData.goldMultiplier = metaUpgrades.getUpgradeValue(MetaUpgradeType.GoldGatherer) + 1; playerData.damage = metaUpgrades.getUpgradeValue(MetaUpgradeType.OverallDamage) + settings.weapon.damage; playerData.strikeDelay = settings.weapon.strikeDelay; return playerData; } }