Slash-The-Hordes/assets/Scripts/Game/Unit/Player/Player.ts
2023-01-02 11:14:44 +01:00

138 lines
4.0 KiB
TypeScript

import { Animation, Node, BoxCollider2D, Collider2D, Component, Vec2, Vec3, _decorator, Details, Sprite, Color } from "cc";
import { delay } from "../../../Services/Utils/AsyncUtils";
import { IInput } from "../../Input/IInput";
import { UnitHealth } from "../UnitHealth";
import { UnitLevel } from "../UnitLevel";
import { Magnet } from "./Magnet";
import { PlayerRegeneration } from "./PlayerRegeneration";
import { PlayerUI } from "./PlayerUI/PlayerUI";
import { Weapon } from "./Weapon/Weapon";
const { ccclass, property } = _decorator;
@ccclass("Player")
export class Player extends Component {
@property(BoxCollider2D) private collider: BoxCollider2D;
@property(PlayerUI) private playerUI: PlayerUI;
@property(Weapon) private weapon: Weapon;
@property(Magnet) private magnet: Magnet;
@property(Node) private playerGraphics: Node;
@property(Animation) private animation: Animation;
@property(Sprite) private sprite: Sprite;
private input: IInput;
private health: UnitHealth;
private level: UnitLevel;
private regeneration: PlayerRegeneration;
private speed: number;
private isMoveAnimationPlaying = false;
public init(input: IInput, data: PlayerData): void {
this.input = input;
this.health = new UnitHealth(data.maxHp);
this.level = new UnitLevel(data.requiredXP, data.xpMultiplier);
this.regeneration = new PlayerRegeneration(this.health, data.regenerationDelay);
this.speed = data.speed;
this.weapon.init(data.strikeDelay, data.damage);
this.magnet.init(data.magnetDuration);
this.health.HealthPointsChangeEvent.on(this.animateHpChange, this);
this.playerUI.init(this.health);
}
public get Health(): UnitHealth {
return this.health;
}
public get Level(): UnitLevel {
return this.level;
}
public get Weapon(): Weapon {
return this.weapon;
}
public get Magnet(): Magnet {
return this.magnet;
}
public get Regeneration(): PlayerRegeneration {
return this.regeneration;
}
public get Collider(): Collider2D {
return this.collider;
}
public gameTick(deltaTime: number): void {
this.move(deltaTime);
this.weapon.gameTick(deltaTime);
this.magnet.gameTick(deltaTime);
this.regeneration.gameTick(deltaTime);
}
private move(deltaTime: number): void {
if (!this.health.IsAlive) return;
const movement: Vec2 = this.input.getAxis();
if (!movement.equals(Vec2.ZERO)) {
movement.x *= deltaTime * this.speed;
movement.y *= deltaTime * this.speed;
const newPosition: Vec3 = this.node.worldPosition;
newPosition.x += movement.x;
newPosition.y += movement.y;
this.node.setWorldPosition(newPosition);
if (!this.isMoveAnimationPlaying) {
this.isMoveAnimationPlaying = true;
this.animation.play("Move");
}
if (movement.x <= 0) {
this.playerGraphics.setScale(new Vec3(1, 1, 1));
} else {
this.playerGraphics.setScale(new Vec3(-1, 1, 1));
}
} else {
if (this.isMoveAnimationPlaying) {
this.isMoveAnimationPlaying = false;
this.animation.play("Idle");
}
}
}
private async animateHpChange(hpChange: number): Promise<void> {
if (hpChange < 0) {
this.sprite.color = Color.RED;
} else {
this.sprite.color = Color.GREEN;
}
await delay(100);
this.sprite.color = Color.WHITE;
if (!this.health.IsAlive) {
this.animation.play("Die");
}
}
}
export class PlayerData {
public requiredXP: number[] = [];
public speed = 0;
public maxHp = 0;
public regenerationDelay = 0;
public xpMultiplier = 0;
public goldMultiplier = 0;
// Weapon
public strikeDelay = 0;
public damage = 0;
// Magnet
public magnetDuration = 0;
}