successfully implement all mechanics

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Koneko 2025-02-22 15:12:58 +01:00 committed by GitHub
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12 changed files with 360 additions and 95 deletions

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@ -2,7 +2,7 @@ Generated by: `find ./src -name '*.ts' | xargs wc -l`
92 ./src/main.ts
1 ./src/vite-env.d.ts
17 ./src/classes/GameUIConstants.ts
145 ./src/classes/gui/TowerTab.ts
217 ./src/classes/gui/TowerTab.ts
375 ./src/classes/gui/TowerPanel.ts
52 ./src/classes/gui/TextInput.ts
211 ./src/classes/gui/ModalDialog.ts
@ -15,29 +15,30 @@ Generated by: `find ./src -name '*.ts' | xargs wc -l`
59 ./src/classes/gui/GamePausedDialog.ts
36 ./src/classes/gui/MessageBox.ts
205 ./src/classes/gui/Tooltip.ts
126 ./src/classes/Definitions.ts
133 ./src/classes/Definitions.ts
77 ./src/classes/game/WaveManager.ts
260 ./src/classes/game/Grid.ts
264 ./src/classes/game/Grid.ts
51 ./src/classes/game/Gem.ts
114 ./src/classes/game/TowerBehaviours.ts
154 ./src/classes/game/Tower.ts
324 ./src/classes/game/TowerBehaviours.ts
192 ./src/classes/game/Tower.ts
180 ./src/classes/game/MissionStats.ts
100 ./src/classes/game/AnimationManager.ts
177 ./src/classes/game/Creep.ts
239 ./src/classes/game/Creep.ts
47 ./src/classes/game/KeyboardManager.ts
104 ./src/classes/game/Projectile.ts
251 ./src/classes/game/Projectile.ts
86 ./src/classes/game/NotificationManager.ts
130 ./src/classes/game/TowerManager.ts
40 ./src/classes/game/DebrisManager.ts
135 ./src/classes/game/TowerManager.ts
71 ./src/classes/game/HighScoreManager.ts
76 ./src/classes/GuiObject.ts
203 ./src/classes/Assets.ts
209 ./src/classes/Assets.ts
52 ./src/classes/GameObject.ts
68 ./src/classes/Bastion.ts
30 ./src/classes/Events.ts
71 ./src/classes/Bastion.ts
31 ./src/classes/Events.ts
37 ./src/scenes/Scene.ts
17 ./src/scenes/Settings.ts
67 ./src/scenes/HowToPlay.ts
59 ./src/scenes/Main.ts
353 ./src/scenes/Game.ts
352 ./src/scenes/Game.ts
27 ./src/scenes/MissionPicker.ts
`4536 total`
`5130 total`

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@ -91,7 +91,7 @@
"cost": 125,
"range": 2.5,
"timeToLive": 12,
"pierce": 30
"pierce": 1
}
},
{
@ -120,7 +120,7 @@
"texture": null,
"projectile": "stone",
"projectileTextures": [],
"projectileTexturesArrayLength": 2,
"projectileTexturesArrayLength": 1,
"description": "If you feel a little circular.",
"stats": {
"damage": 2,
@ -128,8 +128,8 @@
"gemSlotsAmount": 3,
"cost": 125,
"range": 2.5,
"timeToLive": 12,
"pierce": 30
"timeToLive": 400,
"pierce": 2
}
},
{

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@ -7,6 +7,7 @@ export enum WaveManagerEvents {
export enum CreepEvents {
Died = 'died',
TakenDamage = 'takenDamage',
GiveEffect = 'giveEffect',
Escaped = 'escaped',
Moved = 'moved',
}

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@ -1,4 +1,3 @@
import GameAssets from '../Assets';
import Assets from '../Assets';
import { Engine } from '../Bastion';
import { CreepResistancesDefinition, CreepStatsDefinition, CreepType, PathDefinition } from '../Definitions';
@ -6,6 +5,21 @@ import GameObject from '../GameObject';
import * as PIXI from 'pixi.js';
import { CreepEvents } from '../Events';
export enum CreepEffects {
MovingBackwards = 'MovingBackwards',
DebuffTowerDebuff = 'DebuffTowerDebuff',
}
class Effect {
public effectEnum: CreepEffects;
public durationInMS: number;
public ticks: number = 0;
constructor(effectEnum: CreepEffects, durationInMS: number) {
this.effectEnum = effectEnum;
this.durationInMS = durationInMS;
}
}
export default class Creep extends GameObject {
public id: number;
public creepType: CreepType;
@ -17,6 +31,7 @@ export default class Creep extends GameObject {
private direction: number = 1;
private healthBarGraphics: PIXI.Graphics = new PIXI.Graphics();
private healthBarWidth = 50;
private effects: Effect[] = [];
public health: number;
public maxHealth: number;
public escaped: boolean = false;
@ -56,7 +71,10 @@ export default class Creep extends GameObject {
CreepEvents.TakenDamage,
(creepID, damage, gemResistanceModifications: CreepResistancesDefinition) => {
if (creepID != this.id) return;
if (this.effects.find((e) => e.effectEnum == CreepEffects.DebuffTowerDebuff)) {
damage = damage * 1.5;
console.log('multiplying damage, ' + damage);
}
// Apply resistances.
this.health -= damage + damage * (gemResistanceModifications.physical - this.stats.resistance.physical);
if (gemResistanceModifications.fire != 0)
@ -76,23 +94,49 @@ export default class Creep extends GameObject {
this.UpdateHealthbar();
}
);
Engine.GameScene.events.on(
CreepEvents.GiveEffect,
(creepID: number, effect: CreepEffects, durationInMS: number) => {
if (creepID != this.id) return;
console.log(' I CAUGHT THE EVENT!');
if (this.effects.find((e) => e.effectEnum == effect) == undefined)
this.effects.push(new Effect(effect, durationInMS));
}
);
Engine.Grid.container.addChild(this.container);
this.container.addChild(this.healthBarGraphics);
this.container.addChild(this.sprite);
this.UpdateHealthbar();
}
// Used ChatGPT to make this easier to understand.
private UpdateHealthbar() {
this.healthBarGraphics.clear();
const hp = this.health;
const maxHp = this.maxHealth;
const percent = hp / maxHp;
const width = this.healthBarWidth * percent;
// ! TODO: MAKE THIS BETTER! It works like this now, but I don't like how its implemented.
this.healthBarGraphics.rect(-this.healthBarWidth / 2 + 3, -32, this.healthBarWidth + 4, 14);
const percent = Math.max(0, hp / maxHp);
const barWidth = this.healthBarWidth;
const barHeight = 10; // Height of the health bar
const borderPadding = 2; // Border thickness around the health bar
const offsetX = -barWidth / 2; // Centering the bar
const offsetY = -32; // Position above the entity
// Border
this.healthBarGraphics.rect(
offsetX - borderPadding,
offsetY - borderPadding,
barWidth + borderPadding * 2,
barHeight + borderPadding * 2
);
this.healthBarGraphics.fill({ color: 0x000000 });
this.healthBarGraphics.rect(-this.healthBarWidth / 2 + 5, -30, width, 10);
// Health
const healthWidth = barWidth * percent;
this.healthBarGraphics.rect(offsetX, offsetY, healthWidth, barHeight);
this.healthBarGraphics.fill({ color: 0xff0000 });
}
public update(elapsedMS: number) {
if (this.dead) return;
if (this.health <= 0) {
@ -110,14 +154,30 @@ export default class Creep extends GameObject {
this.escaped = true;
return;
}
const currentCell = this.path[this.pathIndex];
const targetCell = this.path[this.pathIndex + 1];
const previousCell = this.pathIndex - 1 != 0 ? this.path[this.pathIndex - 1] : this.path[0];
let isMovingBackwards = false;
for (let i = this.effects.length - 1; i >= 0; i--) {
let effect = this.effects[i];
effect.ticks += elapsedMS * Engine.GameScene.gameSpeedMultiplier;
if (effect.ticks >= effect.durationInMS) this.effects.splice(i, 1);
else if (effect.effectEnum == CreepEffects.MovingBackwards) return (isMovingBackwards = true);
}
// Added + 32 for centering.
const targetX = targetCell[0] * Engine.GridCellSize + Engine.GridCellSize / 2;
const targetY = targetCell[1] * Engine.GridCellSize + Engine.GridCellSize / 2;
const directionX = targetCell[0] - currentCell[0];
const directionY = targetCell[1] - currentCell[1];
let targetX, targetY, directionX, directionY;
if (!isMovingBackwards) {
targetX = targetCell[0] * Engine.GridCellSize + Engine.GridCellSize / 2;
targetY = targetCell[1] * Engine.GridCellSize + Engine.GridCellSize / 2;
directionX = targetCell[0] - currentCell[0];
directionY = targetCell[1] - currentCell[1];
} else {
targetX = previousCell[0] * Engine.GridCellSize + Engine.GridCellSize / 2;
targetY = previousCell[1] * Engine.GridCellSize + Engine.GridCellSize / 2;
directionX = currentCell[0] - previousCell[0];
directionY = previousCell[1] - currentCell[1];
}
if (directionX > 0) {
// Going right
if (this.direction != 1) {
@ -157,7 +217,9 @@ export default class Creep extends GameObject {
}
this.x += deltaX;
this.y += deltaY;
if (increaseIndex) this.pathIndex++;
if (increaseIndex) {
if (!isMovingBackwards) this.pathIndex++;
}
this.container.x = this.x;
this.container.y = this.y;
}

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@ -12,7 +12,6 @@ class Debris {
this.debris.destroy();
}
public update(elapsedMS) {
console.log(this.debris instanceof GameObject);
if (this.debris instanceof GameObject) {
this.debris.update(elapsedMS);
}

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@ -204,6 +204,17 @@ export class Grid extends GameObject {
if (d < range + Engine.GridCellSize / 2) return true;
else return false;
}
public GetPathCellsInRange(row, col, range) {
let result = [];
this.cells.forEach((cell) => {
if (cell.isPath) {
if (this.IsCellInRangeOfOtherCell(row, col, range, cell)) {
result.push(cell);
}
}
});
return result;
}
public toggleGrid(force?: 'hide' | 'show') {
this.cells.forEach((cell) => {
if (force) {

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@ -6,6 +6,7 @@ import { CreepEvents } from '../Events';
import { distance, Tower } from './Tower';
import { CreepResistancesDefinition } from '../Definitions';
import GameAssets from '../Assets';
import { RoundMode } from '../../scenes/Game';
export function calculateAngleToPoint(x, y, targetX, targetY) {
const dx = targetX - x;
@ -64,7 +65,7 @@ export default class Projectile extends GameObject {
public update(elapsedMS) {
if (this.deleteMe) return;
if (this.x > 2000 || this.x < 0 || this.y > 2000 || this.y < 0 || this.pierce <= 0 || this.timeToLive <= 0)
if (this.x > 1720 || this.x < 0 || this.y > 2000 || this.y < 0 || this.pierce <= 0 || this.timeToLive <= 0)
return this.destroy();
this.timeToLive -= Engine.GameScene.gameSpeedMultiplier;
Engine.Grid.creeps.forEach((creep) => {
@ -105,6 +106,111 @@ export default class Projectile extends GameObject {
}
}
export class RailProjectile extends Projectile {
public visuals: PIXI.Sprite[] = [];
public counter: number = 0;
constructor(
x,
y,
textures,
angle,
damage,
tint,
timeToLive,
pierce,
gemResistanceModifications: CreepResistancesDefinition
) {
super(x, y, textures, angle, damage, tint, timeToLive, pierce, gemResistanceModifications);
this.pierce = 1000;
this.timeToLive = 2000;
}
public destroy(): void {
super.destroy();
this.visuals.forEach((visual) => visual.destroy());
this.visuals = [];
}
public update(elapsedMS) {
super.update(elapsedMS);
if (this.counter == 2) {
this.counter = 0;
let newVisual = new PIXI.Sprite({
x: this.x,
y: this.y,
rotation: this.angle,
texture: this.sprite.texture,
scale: 0.25,
});
newVisual.anchor.set(0.5, 0.5);
this.visuals.push(newVisual);
this.visuals.forEach((visual) => {
if (visual.scale == null) return visual.destroy();
if (visual.width && visual.height && visual.alpha) {
visual.width -= 4;
visual.height -= 4;
visual.alpha -= 0.1;
if (visual.width <= 0 || visual.height <= 0 || visual.alpha <= 0) visual.destroy();
}
});
Engine.GameScene.stage.addChild(newVisual);
} else this.counter++;
}
}
export class TrapProjectile extends Projectile {
public visuals: PIXI.Sprite[] = [];
public counter: number = 0;
private goalX: number;
private goalY: number;
constructor(
x,
y,
textures,
angle,
goalX,
goalY,
damage,
tint,
timeToLive,
pierce,
gemResistanceModifications: CreepResistancesDefinition
) {
super(x, y, textures, angle, damage, tint, timeToLive, pierce, gemResistanceModifications);
this.sprite.scale = 0.5;
this.goalX = goalX;
this.goalY = goalY;
}
public destroy(): void {
super.destroy();
this.visuals.forEach((visual) => visual.destroy());
this.visuals = [];
}
public update(elapsedMS) {
if (this.deleteMe) return;
if (this.x > 1720 || this.x < 0 || this.y > 2000 || this.y < 0 || this.pierce <= 0 || this.timeToLive <= 0)
return this.destroy();
if (distance(this.x, this.y, this.goalX, this.goalY) < 25) {
this.timeToLive -= Engine.GameScene.gameSpeedMultiplier;
Engine.Grid.creeps.forEach((creep) => {
if (this.pierce <= 0) return;
if (creep && creep.container && this.checkCollision(creep)) {
this.collidedCreepIDs.push(creep);
this.pierce--;
this.onCollide(creep, this);
return;
}
});
} else {
this.x += Math.cos(this.angle) * this.speed * elapsedMS * Engine.GameScene.gameSpeedMultiplier;
this.y += Math.sin(this.angle) * this.speed * elapsedMS * Engine.GameScene.gameSpeedMultiplier;
this.container.x = this.x;
this.container.y = this.y;
}
}
}
export class VisualLightning extends GameObject {
public deleteMe: boolean = false;
private c: Creep;

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@ -4,7 +4,7 @@ import GameObject from '../GameObject';
import { CreepResistancesDefinition, TowerDefinition } from '../Definitions';
import { Cell } from './Grid';
import { TowerBehaviours } from './TowerManager';
import Projectile from './Projectile';
import Projectile, { RailProjectile } from './Projectile';
import Gem from './Gem';
import {
DebuffTowerBehaviour,
@ -132,7 +132,10 @@ export class Tower extends GameObject {
}
combinedTint = color;
}
let proj = new Projectile(
let proj;
if (this.behaviour == TowerBehaviours.RailTowerBehaviour) {
proj = new RailProjectile(
x,
y,
this.definition.projectileTextures,
@ -143,7 +146,20 @@ export class Tower extends GameObject {
this.computedPierce,
this.totalGemResistanceModifications
);
const time = new Date().toISOString();
} else {
proj = new Projectile(
x,
y,
this.definition.projectileTextures,
angle,
this.computedDamageToDeal,
combinedTint,
this.computedTimeToLive,
this.computedPierce,
this.totalGemResistanceModifications
);
}
// const time = new Date().toISOString();
// console.log(`${time} ${this.definition.name} shot at ${angle} degrees`);
this.projectiles.push(proj);
return proj;

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@ -1,9 +1,10 @@
import { RoundMode } from '../../scenes/Game';
import GameAssets from '../Assets';
import { Engine } from '../Bastion';
import { TowerType } from '../Definitions';
import { CreepEvents } from '../Events';
import Creep from './Creep';
import Projectile, { calculateAngleToPoint, VisualLightning } from './Projectile';
import Creep, { CreepEffects } from './Creep';
import Projectile, { calculateAngleToPoint, TrapProjectile, VisualLightning } from './Projectile';
import { distance, Tower } from './Tower';
import * as PIXI from 'pixi.js';
@ -16,17 +17,21 @@ import * as PIXI from 'pixi.js';
* @param elapsedMS - The elapsed time in milliseconds since the last update.
*/
function projectileCheck(tower: Tower, elapsedMS: number) {
tower.projectiles.forEach((proj) => {
for (let i = tower.projectiles.length - 1; i >= 0; i--) {
let proj = tower.projectiles[i];
if (proj.deleteMe || tower.sold) {
proj.collidedCreepIDs.forEach(() => {
tower.damageDealt += tower.computedDamageToDeal;
});
proj.collidedCreepIDs = [];
tower.projectiles.splice(tower.projectiles.indexOf(proj), 1);
proj.destroy();
proj = null;
} else proj.update(elapsedMS);
});
tower.projectiles.splice(i, 1);
} else {
proj.update(elapsedMS);
}
}
}
/**
@ -74,10 +79,10 @@ export function computeGemImprovements(tower: Tower) {
if (tower.parent.isBuffedBy.length > 0 && tower.definition.name != GameAssets.Towers[TowerType.Buff].name) {
let buffedBy = tower.parent.isBuffedBy[0];
tower.computedDamageToDeal += Number((buffedBy.computedDamageToDeal / 2).toFixed(1));
tower.computedCooldown -= (buffedBy.computedCooldown * 100) / 5 / 100;
tower.computedCooldown -= Number((buffedBy.computedCooldown / 5).toFixed(1));
tower.computedRange += Number((buffedBy.computedRange / 10).toFixed(1));
tower.computedTimeToLive += (buffedBy.computedTimeToLive * 100) / 5 / 100;
tower.computedPierce += (buffedBy.computedPierce * 100) / 4 / 100;
tower.computedTimeToLive += Number((buffedBy.computedTimeToLive / 5).toFixed(1));
tower.computedPierce += Number((buffedBy.computedPierce / 4).toFixed(1));
tower.totalGemResistanceModifications.physical +=
(buffedBy.totalGemResistanceModifications.physical * 100) / 2 / 100;
@ -95,10 +100,10 @@ export function BasicTowerBehaviour(tower: Tower, elapsedMS: number) {
projectileCheck(tower, elapsedMS);
if (tower.millisecondsUntilNextShot > 0)
tower.millisecondsUntilNextShot -= elapsedMS * Engine.GameScene.gameSpeedMultiplier;
else {
let creepsInRange = tower.GetCreepsInRange();
if (creepsInRange.length > 0) {
let focus = creepsInRange[0];
if (tower.millisecondsUntilNextShot <= 0) {
let x = tower.column * Engine.GridCellSize + Engine.GridCellSize / 2;
let y = tower.row * Engine.GridCellSize + Engine.GridCellSize / 2;
tower.millisecondsUntilNextShot = tower.computedCooldown;
@ -112,9 +117,9 @@ export function CircleTowerBehaviour(tower: Tower, elapsedMS: number) {
projectileCheck(tower, elapsedMS);
if (tower.millisecondsUntilNextShot > 0)
tower.millisecondsUntilNextShot -= elapsedMS * Engine.GameScene.gameSpeedMultiplier;
else {
let creepsInRange = tower.GetCreepsInRange();
if (creepsInRange.length > 0) {
if (tower.millisecondsUntilNextShot <= 0) {
tower.millisecondsUntilNextShot = tower.computedCooldown;
let x = tower.column * Engine.GridCellSize + Engine.GridCellSize / 2;
let y = tower.row * Engine.GridCellSize + Engine.GridCellSize / 2;
@ -136,12 +141,11 @@ export function ElectricTowerBehaviour(tower: Tower, elapsedMS: number) {
if (tower.millisecondsUntilNextShot > 0)
tower.millisecondsUntilNextShot -= elapsedMS * Engine.GameScene.gameSpeedMultiplier;
else {
let creepsInRange = tower.GetCreepsInRange();
if (creepsInRange.length > 0) {
let focus = creepsInRange[0];
if (tower.millisecondsUntilNextShot <= 0) {
let x = tower.column * Engine.GridCellSize + Engine.GridCellSize / 2;
let y = tower.row * Engine.GridCellSize + Engine.GridCellSize / 2;
tower.millisecondsUntilNextShot = tower.computedCooldown;
@ -149,36 +153,47 @@ export function ElectricTowerBehaviour(tower: Tower, elapsedMS: number) {
proj.onCollide = (creep: Creep, proj: Projectile) => {
let chainedCreepIds = [];
proj.pierce = 0;
function checkNearBy(c) {
let nearByCreeps = Engine.Grid.creeps.filter((nCreep) => {
let recursionCount = 0;
function checkNearBy(c: Creep) {
if (recursionCount >= 50) {
Engine.GameScene.PauseGame();
Engine.NotificationManager.Notify(
'Electric Tower max recursion exceeded! Please tell koneko! (game paused)',
'danger'
);
return;
}
recursionCount++;
Engine.Grid.creeps.forEach((nCreep) => {
if (nCreep.id != creep.id) {
const x = nCreep.x;
const y = nCreep.y;
const radius = 1.5 * Engine.GridCellSize;
const d = distance(c.x, c.y, x, y);
return d < radius;
}
});
nearByCreeps.forEach((nearCreep) => {
if (!chainedCreepIds.find((crID) => crID == nearCreep.id)) chainedCreepIds.push(nearCreep.id);
else return;
checkNearBy(nearCreep);
new VisualLightning(c, nearCreep);
if (d < radius) {
if (chainedCreepIds.find((crID) => crID == nCreep.id) != undefined) return;
chainedCreepIds.push(nCreep.id);
new VisualLightning(c, nCreep);
Engine.GameScene.events.emit(
CreepEvents.TakenDamage,
nearCreep.id,
nCreep.id,
Math.round(proj.damage / 2),
proj.gemResistanceModifications
);
checkNearBy(nCreep);
}
}
});
}
checkNearBy(creep);
Engine.GameScene.events.emit(
CreepEvents.TakenDamage,
creep.id,
proj.damage,
proj.gemResistanceModifications
);
chainedCreepIds.push(creep.id);
checkNearBy(creep);
};
}
}
@ -197,14 +212,23 @@ export function StrongTowerBehaviour(tower: Tower, elapsedMS: number) {
if (tower.millisecondsUntilNextShot > 0)
tower.millisecondsUntilNextShot -= elapsedMS * Engine.GameScene.gameSpeedMultiplier;
else {
let creepsInRange = tower.GetCreepsInRange();
if (creepsInRange.length > 0) {
let focus = creepsInRange[0];
if (tower.millisecondsUntilNextShot <= 0) {
let x = tower.column * Engine.GridCellSize + Engine.GridCellSize / 2;
let y = tower.row * Engine.GridCellSize + Engine.GridCellSize / 2;
tower.millisecondsUntilNextShot = tower.computedCooldown;
tower.Shoot(calculateAngleToPoint(x, y, focus.x, focus.y));
let proj = tower.Shoot(calculateAngleToPoint(x, y, focus.x, focus.y));
proj.onCollide = (creep: Creep, proj: Projectile) => {
Engine.GameScene.events.emit(CreepEvents.GiveEffect, creep.id, CreepEffects.MovingBackwards, 750);
Engine.GameScene.events.emit(
CreepEvents.TakenDamage,
creep.id,
proj.damage / 2,
proj.gemResistanceModifications
);
};
}
}
}
@ -215,13 +239,14 @@ export function RailTowerBehaviour(tower: Tower, elapsedMS: number) {
if (tower.millisecondsUntilNextShot > 0)
tower.millisecondsUntilNextShot -= elapsedMS * Engine.GameScene.gameSpeedMultiplier;
else {
let creepsInRange = tower.GetCreepsInRange();
if (creepsInRange.length > 0) {
let focus = creepsInRange[0];
if (tower.millisecondsUntilNextShot <= 0) {
let x = tower.column * Engine.GridCellSize + Engine.GridCellSize / 2;
let y = tower.row * Engine.GridCellSize + Engine.GridCellSize / 2;
tower.millisecondsUntilNextShot = tower.computedCooldown;
// Custom logic handled via tower.Shoot
tower.Shoot(calculateAngleToPoint(x, y, focus.x, focus.y));
}
}
@ -233,6 +258,42 @@ export function TrapperTowerBehaviour(tower: Tower, elapsedMS: number) {
if (tower.millisecondsUntilNextShot > 0)
tower.millisecondsUntilNextShot -= elapsedMS * Engine.GameScene.gameSpeedMultiplier;
else {
if (Engine.GameScene.roundMode != RoundMode.Combat) return;
let x = tower.column * Engine.GridCellSize + Engine.GridCellSize / 2;
let y = tower.row * Engine.GridCellSize + Engine.GridCellSize / 2;
let cells = Engine.Grid.GetPathCellsInRange(tower.row, tower.column, tower.computedRange);
if (cells.length > 0) {
let idx = Math.floor(Math.random() * cells.length);
let cell = cells[idx];
let cellx = cell.column * Engine.GridCellSize + Engine.GridCellSize / 2;
let celly = cell.row * Engine.GridCellSize + Engine.GridCellSize / 2;
let combinedTint = new PIXI.Color('white');
if (tower.slottedGems.length > 0) {
let color = new PIXI.Color(tower.slottedGems[0].definition.color);
for (let i = 1; i < tower.slottedGems.length; i++) {
const element = tower.slottedGems[i];
color.multiply(element.definition.color);
}
combinedTint = color;
}
let proj = new TrapProjectile(
x,
y,
tower.definition.projectileTextures,
calculateAngleToPoint(x, y, cellx, celly),
cellx,
celly,
tower.computedDamageToDeal,
combinedTint,
tower.computedTimeToLive,
tower.computedPierce,
tower.totalGemResistanceModifications
);
tower.projectiles.push(proj);
tower.millisecondsUntilNextShot = tower.computedCooldown;
}
}
}
export function DebuffTowerBehaviour(tower: Tower, elapsedMS: number) {
@ -248,7 +309,16 @@ export function DebuffTowerBehaviour(tower: Tower, elapsedMS: number) {
let x = tower.column * Engine.GridCellSize + Engine.GridCellSize / 2;
let y = tower.row * Engine.GridCellSize + Engine.GridCellSize / 2;
tower.millisecondsUntilNextShot = tower.computedCooldown;
tower.Shoot(calculateAngleToPoint(x, y, focus.x, focus.y));
let proj = tower.Shoot(calculateAngleToPoint(x, y, focus.x, focus.y));
proj.onCollide = (creep: Creep, proj: Projectile) => {
Engine.GameScene.events.emit(CreepEvents.GiveEffect, creep.id, CreepEffects.DebuffTowerDebuff, 5000);
Engine.GameScene.events.emit(
CreepEvents.TakenDamage,
creep.id,
proj.damage / 1.5,
proj.gemResistanceModifications
);
};
}
}
}

View File

@ -20,7 +20,7 @@ import EndGameDialog from '../classes/gui/EndGameDialog';
import HighScoreDialog, { HighScoreDialogButtons } from '../classes/gui/HighScoreDialog';
import GamePausedDialog from '../classes/gui/GamePausedDialog';
enum RoundMode {
export enum RoundMode {
Purchase = 0,
Combat = 1,
Misc = 2,
@ -167,7 +167,6 @@ export class GameScene extends Scene {
this.ticker.add(() => {
if (this.update) this.update(this.ticker.elapsedMS);
// if (this.isFastForwarded) this.update(this.ticker.elapsedMS);
});
this.ticker.start();
}