mirror of
https://github.com/MartinKral/Slash-The-Hordes
synced 2024-12-26 11:48:54 +00:00
70 lines
2.6 KiB
TypeScript
70 lines
2.6 KiB
TypeScript
import { Node, Vec2 } from "cc";
|
|
import { ISignal } from "../../../Services/EventSystem/ISignal";
|
|
import { Signal } from "../../../Services/EventSystem/Signal";
|
|
import { GameTimer } from "../../../Services/GameTimer";
|
|
import { roundToOneDecimal } from "../../../Services/Utils/MathUtils";
|
|
import { HaloLauncherSettings } from "../../Data/GameSettings";
|
|
import { IProjectileLauncherSignaler } from "../IProjectileLauncherSignaler";
|
|
import { ProjectileCollision } from "../ProjectileCollision";
|
|
import { ProjectileData } from "./ProjectileData";
|
|
import { ProjectileLauncher } from "./ProjectileLauncher";
|
|
|
|
export class HaloProjectileLauncher implements IProjectileLauncherSignaler {
|
|
private currentUpgrade = 0;
|
|
private defaultCooldown = 0;
|
|
private cooldownDivisorPerUpgrade = 0;
|
|
private directions: Vec2[] = [];
|
|
private fireTimer = new GameTimer(0);
|
|
|
|
private projectilesLaunchedEvent = new Signal();
|
|
|
|
public constructor(
|
|
private launcher: ProjectileLauncher,
|
|
private playerNode: Node,
|
|
settings: HaloLauncherSettings,
|
|
projectileData: ProjectileData
|
|
) {
|
|
this.defaultCooldown = settings.launcher.cooldown;
|
|
this.cooldownDivisorPerUpgrade = settings.cooldownDivisorPerUpgrade;
|
|
|
|
const angle: number = (2 * Math.PI) / settings.projectilesToSpawn;
|
|
|
|
for (let i = 0; i < settings.projectilesToSpawn; i++) {
|
|
const x: number = roundToOneDecimal(Math.sin(angle * i));
|
|
const y: number = roundToOneDecimal(Math.cos(angle * i));
|
|
this.directions.push(new Vec2(x, y).normalize());
|
|
}
|
|
|
|
launcher.init(settings.launcher.projectileLifetime, settings.launcher.projectileSpeed, projectileData.damage, projectileData.pierces);
|
|
}
|
|
|
|
public get ProjectileCollisionEvent(): ISignal<ProjectileCollision> {
|
|
return this.launcher.ProjectileCollisionEvent;
|
|
}
|
|
|
|
public get ProjectileLaunchedEvent(): ISignal {
|
|
return this.launcher.ProjectileLaunchedEvent;
|
|
}
|
|
|
|
public get ProjectilesLaunchedEvent(): ISignal {
|
|
return this.projectilesLaunchedEvent;
|
|
}
|
|
|
|
public gameTick(deltaTime: number): void {
|
|
if (this.currentUpgrade == 0) return;
|
|
|
|
this.launcher.gameTick(deltaTime);
|
|
this.fireTimer.gameTick(deltaTime);
|
|
|
|
if (this.fireTimer.tryFinishPeriod()) {
|
|
this.launcher.fireProjectiles(this.playerNode.worldPosition, this.directions);
|
|
this.projectilesLaunchedEvent.trigger();
|
|
}
|
|
}
|
|
|
|
public upgrade(): void {
|
|
this.currentUpgrade++;
|
|
this.fireTimer = new GameTimer(this.defaultCooldown / (this.cooldownDivisorPerUpgrade * this.currentUpgrade));
|
|
}
|
|
}
|