successfully implement all mechanics
This commit is contained in:
commit
ca8bf01c78
@ -2,7 +2,7 @@ Generated by: `find ./src -name '*.ts' | xargs wc -l`
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92 ./src/main.ts
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1 ./src/vite-env.d.ts
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17 ./src/classes/GameUIConstants.ts
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145 ./src/classes/gui/TowerTab.ts
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217 ./src/classes/gui/TowerTab.ts
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375 ./src/classes/gui/TowerPanel.ts
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52 ./src/classes/gui/TextInput.ts
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211 ./src/classes/gui/ModalDialog.ts
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@ -15,29 +15,30 @@ Generated by: `find ./src -name '*.ts' | xargs wc -l`
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59 ./src/classes/gui/GamePausedDialog.ts
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36 ./src/classes/gui/MessageBox.ts
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205 ./src/classes/gui/Tooltip.ts
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126 ./src/classes/Definitions.ts
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133 ./src/classes/Definitions.ts
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77 ./src/classes/game/WaveManager.ts
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260 ./src/classes/game/Grid.ts
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264 ./src/classes/game/Grid.ts
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51 ./src/classes/game/Gem.ts
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114 ./src/classes/game/TowerBehaviours.ts
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154 ./src/classes/game/Tower.ts
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324 ./src/classes/game/TowerBehaviours.ts
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192 ./src/classes/game/Tower.ts
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180 ./src/classes/game/MissionStats.ts
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100 ./src/classes/game/AnimationManager.ts
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177 ./src/classes/game/Creep.ts
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239 ./src/classes/game/Creep.ts
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47 ./src/classes/game/KeyboardManager.ts
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104 ./src/classes/game/Projectile.ts
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251 ./src/classes/game/Projectile.ts
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86 ./src/classes/game/NotificationManager.ts
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130 ./src/classes/game/TowerManager.ts
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40 ./src/classes/game/DebrisManager.ts
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135 ./src/classes/game/TowerManager.ts
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71 ./src/classes/game/HighScoreManager.ts
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76 ./src/classes/GuiObject.ts
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203 ./src/classes/Assets.ts
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209 ./src/classes/Assets.ts
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52 ./src/classes/GameObject.ts
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68 ./src/classes/Bastion.ts
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30 ./src/classes/Events.ts
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71 ./src/classes/Bastion.ts
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31 ./src/classes/Events.ts
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37 ./src/scenes/Scene.ts
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17 ./src/scenes/Settings.ts
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67 ./src/scenes/HowToPlay.ts
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59 ./src/scenes/Main.ts
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353 ./src/scenes/Game.ts
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352 ./src/scenes/Game.ts
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27 ./src/scenes/MissionPicker.ts
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`4536 total`
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`5130 total`
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@ -91,7 +91,7 @@
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"cost": 125,
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"range": 2.5,
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"timeToLive": 12,
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"pierce": 30
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"pierce": 1
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}
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},
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{
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@ -120,7 +120,7 @@
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"texture": null,
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"projectile": "stone",
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"projectileTextures": [],
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"projectileTexturesArrayLength": 2,
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"projectileTexturesArrayLength": 1,
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"description": "If you feel a little circular.",
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"stats": {
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"damage": 2,
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@ -128,8 +128,8 @@
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"gemSlotsAmount": 3,
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"cost": 125,
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"range": 2.5,
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"timeToLive": 12,
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"pierce": 30
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"timeToLive": 400,
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"pierce": 2
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}
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},
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{
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Before Width: | Height: | Size: 1.1 KiB After Width: | Height: | Size: 7.7 KiB |
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Before Width: | Height: | Size: 1.3 KiB |
@ -7,6 +7,7 @@ export enum WaveManagerEvents {
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export enum CreepEvents {
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Died = 'died',
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TakenDamage = 'takenDamage',
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GiveEffect = 'giveEffect',
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Escaped = 'escaped',
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Moved = 'moved',
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}
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@ -1,4 +1,3 @@
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import GameAssets from '../Assets';
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import Assets from '../Assets';
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import { Engine } from '../Bastion';
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import { CreepResistancesDefinition, CreepStatsDefinition, CreepType, PathDefinition } from '../Definitions';
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@ -6,6 +5,21 @@ import GameObject from '../GameObject';
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import * as PIXI from 'pixi.js';
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import { CreepEvents } from '../Events';
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export enum CreepEffects {
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MovingBackwards = 'MovingBackwards',
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DebuffTowerDebuff = 'DebuffTowerDebuff',
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}
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class Effect {
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public effectEnum: CreepEffects;
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public durationInMS: number;
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public ticks: number = 0;
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constructor(effectEnum: CreepEffects, durationInMS: number) {
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this.effectEnum = effectEnum;
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this.durationInMS = durationInMS;
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}
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}
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export default class Creep extends GameObject {
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public id: number;
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public creepType: CreepType;
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@ -17,6 +31,7 @@ export default class Creep extends GameObject {
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private direction: number = 1;
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private healthBarGraphics: PIXI.Graphics = new PIXI.Graphics();
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private healthBarWidth = 50;
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private effects: Effect[] = [];
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public health: number;
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public maxHealth: number;
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public escaped: boolean = false;
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@ -56,7 +71,10 @@ export default class Creep extends GameObject {
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CreepEvents.TakenDamage,
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(creepID, damage, gemResistanceModifications: CreepResistancesDefinition) => {
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if (creepID != this.id) return;
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if (this.effects.find((e) => e.effectEnum == CreepEffects.DebuffTowerDebuff)) {
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damage = damage * 1.5;
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console.log('multiplying damage, ' + damage);
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}
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// Apply resistances.
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this.health -= damage + damage * (gemResistanceModifications.physical - this.stats.resistance.physical);
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if (gemResistanceModifications.fire != 0)
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@ -76,23 +94,49 @@ export default class Creep extends GameObject {
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this.UpdateHealthbar();
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}
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);
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Engine.GameScene.events.on(
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CreepEvents.GiveEffect,
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(creepID: number, effect: CreepEffects, durationInMS: number) => {
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if (creepID != this.id) return;
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console.log(' I CAUGHT THE EVENT!');
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if (this.effects.find((e) => e.effectEnum == effect) == undefined)
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this.effects.push(new Effect(effect, durationInMS));
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}
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);
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Engine.Grid.container.addChild(this.container);
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this.container.addChild(this.healthBarGraphics);
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this.container.addChild(this.sprite);
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this.UpdateHealthbar();
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}
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// Used ChatGPT to make this easier to understand.
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private UpdateHealthbar() {
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this.healthBarGraphics.clear();
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const hp = this.health;
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const maxHp = this.maxHealth;
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const percent = hp / maxHp;
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const width = this.healthBarWidth * percent;
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// ! TODO: MAKE THIS BETTER! It works like this now, but I don't like how its implemented.
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this.healthBarGraphics.rect(-this.healthBarWidth / 2 + 3, -32, this.healthBarWidth + 4, 14);
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const percent = Math.max(0, hp / maxHp);
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const barWidth = this.healthBarWidth;
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const barHeight = 10; // Height of the health bar
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const borderPadding = 2; // Border thickness around the health bar
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const offsetX = -barWidth / 2; // Centering the bar
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const offsetY = -32; // Position above the entity
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// Border
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this.healthBarGraphics.rect(
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offsetX - borderPadding,
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offsetY - borderPadding,
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barWidth + borderPadding * 2,
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barHeight + borderPadding * 2
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);
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this.healthBarGraphics.fill({ color: 0x000000 });
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this.healthBarGraphics.rect(-this.healthBarWidth / 2 + 5, -30, width, 10);
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// Health
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const healthWidth = barWidth * percent;
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this.healthBarGraphics.rect(offsetX, offsetY, healthWidth, barHeight);
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this.healthBarGraphics.fill({ color: 0xff0000 });
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}
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public update(elapsedMS: number) {
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if (this.dead) return;
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if (this.health <= 0) {
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@ -110,14 +154,30 @@ export default class Creep extends GameObject {
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this.escaped = true;
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return;
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}
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const currentCell = this.path[this.pathIndex];
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const targetCell = this.path[this.pathIndex + 1];
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const previousCell = this.pathIndex - 1 != 0 ? this.path[this.pathIndex - 1] : this.path[0];
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let isMovingBackwards = false;
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for (let i = this.effects.length - 1; i >= 0; i--) {
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let effect = this.effects[i];
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effect.ticks += elapsedMS * Engine.GameScene.gameSpeedMultiplier;
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if (effect.ticks >= effect.durationInMS) this.effects.splice(i, 1);
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else if (effect.effectEnum == CreepEffects.MovingBackwards) return (isMovingBackwards = true);
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}
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// Added + 32 for centering.
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const targetX = targetCell[0] * Engine.GridCellSize + Engine.GridCellSize / 2;
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const targetY = targetCell[1] * Engine.GridCellSize + Engine.GridCellSize / 2;
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const directionX = targetCell[0] - currentCell[0];
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const directionY = targetCell[1] - currentCell[1];
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let targetX, targetY, directionX, directionY;
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if (!isMovingBackwards) {
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targetX = targetCell[0] * Engine.GridCellSize + Engine.GridCellSize / 2;
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targetY = targetCell[1] * Engine.GridCellSize + Engine.GridCellSize / 2;
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directionX = targetCell[0] - currentCell[0];
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directionY = targetCell[1] - currentCell[1];
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} else {
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targetX = previousCell[0] * Engine.GridCellSize + Engine.GridCellSize / 2;
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targetY = previousCell[1] * Engine.GridCellSize + Engine.GridCellSize / 2;
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directionX = currentCell[0] - previousCell[0];
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directionY = previousCell[1] - currentCell[1];
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}
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if (directionX > 0) {
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// Going right
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if (this.direction != 1) {
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@ -157,7 +217,9 @@ export default class Creep extends GameObject {
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}
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this.x += deltaX;
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this.y += deltaY;
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if (increaseIndex) this.pathIndex++;
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if (increaseIndex) {
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if (!isMovingBackwards) this.pathIndex++;
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}
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this.container.x = this.x;
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this.container.y = this.y;
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}
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@ -12,7 +12,6 @@ class Debris {
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this.debris.destroy();
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}
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public update(elapsedMS) {
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console.log(this.debris instanceof GameObject);
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if (this.debris instanceof GameObject) {
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this.debris.update(elapsedMS);
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}
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|
@ -204,6 +204,17 @@ export class Grid extends GameObject {
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if (d < range + Engine.GridCellSize / 2) return true;
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else return false;
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}
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public GetPathCellsInRange(row, col, range) {
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let result = [];
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this.cells.forEach((cell) => {
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if (cell.isPath) {
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if (this.IsCellInRangeOfOtherCell(row, col, range, cell)) {
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result.push(cell);
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}
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}
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});
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return result;
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}
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public toggleGrid(force?: 'hide' | 'show') {
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this.cells.forEach((cell) => {
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if (force) {
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|
@ -6,6 +6,7 @@ import { CreepEvents } from '../Events';
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import { distance, Tower } from './Tower';
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import { CreepResistancesDefinition } from '../Definitions';
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import GameAssets from '../Assets';
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import { RoundMode } from '../../scenes/Game';
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export function calculateAngleToPoint(x, y, targetX, targetY) {
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const dx = targetX - x;
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@ -64,7 +65,7 @@ export default class Projectile extends GameObject {
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public update(elapsedMS) {
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if (this.deleteMe) return;
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if (this.x > 2000 || this.x < 0 || this.y > 2000 || this.y < 0 || this.pierce <= 0 || this.timeToLive <= 0)
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if (this.x > 1720 || this.x < 0 || this.y > 2000 || this.y < 0 || this.pierce <= 0 || this.timeToLive <= 0)
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return this.destroy();
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this.timeToLive -= Engine.GameScene.gameSpeedMultiplier;
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Engine.Grid.creeps.forEach((creep) => {
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@ -105,6 +106,111 @@ export default class Projectile extends GameObject {
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}
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}
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export class RailProjectile extends Projectile {
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public visuals: PIXI.Sprite[] = [];
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public counter: number = 0;
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constructor(
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x,
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y,
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textures,
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angle,
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damage,
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tint,
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timeToLive,
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pierce,
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gemResistanceModifications: CreepResistancesDefinition
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) {
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super(x, y, textures, angle, damage, tint, timeToLive, pierce, gemResistanceModifications);
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this.pierce = 1000;
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this.timeToLive = 2000;
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}
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public destroy(): void {
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super.destroy();
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this.visuals.forEach((visual) => visual.destroy());
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this.visuals = [];
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}
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public update(elapsedMS) {
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super.update(elapsedMS);
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if (this.counter == 2) {
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this.counter = 0;
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let newVisual = new PIXI.Sprite({
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x: this.x,
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y: this.y,
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rotation: this.angle,
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texture: this.sprite.texture,
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scale: 0.25,
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});
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newVisual.anchor.set(0.5, 0.5);
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this.visuals.push(newVisual);
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this.visuals.forEach((visual) => {
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if (visual.scale == null) return visual.destroy();
|
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if (visual.width && visual.height && visual.alpha) {
|
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visual.width -= 4;
|
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visual.height -= 4;
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visual.alpha -= 0.1;
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if (visual.width <= 0 || visual.height <= 0 || visual.alpha <= 0) visual.destroy();
|
||||
}
|
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});
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Engine.GameScene.stage.addChild(newVisual);
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} else this.counter++;
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}
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||||
}
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||||
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export class TrapProjectile extends Projectile {
|
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public visuals: PIXI.Sprite[] = [];
|
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public counter: number = 0;
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private goalX: number;
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private goalY: number;
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constructor(
|
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x,
|
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y,
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textures,
|
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angle,
|
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goalX,
|
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goalY,
|
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damage,
|
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tint,
|
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timeToLive,
|
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pierce,
|
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gemResistanceModifications: CreepResistancesDefinition
|
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) {
|
||||
super(x, y, textures, angle, damage, tint, timeToLive, pierce, gemResistanceModifications);
|
||||
this.sprite.scale = 0.5;
|
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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;
|
||||
|
@ -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,
|
||||
@ -132,18 +132,34 @@ export class Tower extends GameObject {
|
||||
}
|
||||
combinedTint = color;
|
||||
}
|
||||
let proj = new Projectile(
|
||||
x,
|
||||
y,
|
||||
this.definition.projectileTextures,
|
||||
angle,
|
||||
this.computedDamageToDeal,
|
||||
combinedTint,
|
||||
this.computedTimeToLive,
|
||||
this.computedPierce,
|
||||
this.totalGemResistanceModifications
|
||||
);
|
||||
const time = new Date().toISOString();
|
||||
|
||||
let proj;
|
||||
if (this.behaviour == TowerBehaviours.RailTowerBehaviour) {
|
||||
proj = new RailProjectile(
|
||||
x,
|
||||
y,
|
||||
this.definition.projectileTextures,
|
||||
angle,
|
||||
this.computedDamageToDeal,
|
||||
combinedTint,
|
||||
this.computedTimeToLive,
|
||||
this.computedPierce,
|
||||
this.totalGemResistanceModifications
|
||||
);
|
||||
} 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;
|
||||
|
@ -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;
|
||||
let creepsInRange = tower.GetCreepsInRange();
|
||||
if (creepsInRange.length > 0) {
|
||||
let focus = creepsInRange[0];
|
||||
if (tower.millisecondsUntilNextShot <= 0) {
|
||||
else {
|
||||
let creepsInRange = tower.GetCreepsInRange();
|
||||
if (creepsInRange.length > 0) {
|
||||
let focus = creepsInRange[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;
|
||||
let creepsInRange = tower.GetCreepsInRange();
|
||||
if (creepsInRange.length > 0) {
|
||||
if (tower.millisecondsUntilNextShot <= 0) {
|
||||
else {
|
||||
let creepsInRange = tower.GetCreepsInRange();
|
||||
if (creepsInRange.length > 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();
|
||||
|
||||
let creepsInRange = tower.GetCreepsInRange();
|
||||
|
||||
if (creepsInRange.length > 0) {
|
||||
let focus = creepsInRange[0];
|
||||
if (tower.millisecondsUntilNextShot <= 0) {
|
||||
if (creepsInRange.length > 0) {
|
||||
let focus = creepsInRange[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;
|
||||
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,
|
||||
nCreep.id,
|
||||
Math.round(proj.damage / 2),
|
||||
proj.gemResistanceModifications
|
||||
);
|
||||
checkNearBy(nCreep);
|
||||
}
|
||||
}
|
||||
});
|
||||
nearByCreeps.forEach((nearCreep) => {
|
||||
if (!chainedCreepIds.find((crID) => crID == nearCreep.id)) chainedCreepIds.push(nearCreep.id);
|
||||
else return;
|
||||
checkNearBy(nearCreep);
|
||||
new VisualLightning(c, nearCreep);
|
||||
Engine.GameScene.events.emit(
|
||||
CreepEvents.TakenDamage,
|
||||
nearCreep.id,
|
||||
Math.round(proj.damage / 2),
|
||||
proj.gemResistanceModifications
|
||||
);
|
||||
});
|
||||
}
|
||||
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;
|
||||
let creepsInRange = tower.GetCreepsInRange();
|
||||
if (creepsInRange.length > 0) {
|
||||
let focus = creepsInRange[0];
|
||||
if (tower.millisecondsUntilNextShot <= 0) {
|
||||
else {
|
||||
let creepsInRange = tower.GetCreepsInRange();
|
||||
if (creepsInRange.length > 0) {
|
||||
let focus = creepsInRange[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;
|
||||
let creepsInRange = tower.GetCreepsInRange();
|
||||
if (creepsInRange.length > 0) {
|
||||
let focus = creepsInRange[0];
|
||||
if (tower.millisecondsUntilNextShot <= 0) {
|
||||
else {
|
||||
let creepsInRange = tower.GetCreepsInRange();
|
||||
if (creepsInRange.length > 0) {
|
||||
let focus = creepsInRange[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
|
||||
);
|
||||
};
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -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();
|
||||
}
|
||||
|
Loading…
x
Reference in New Issue
Block a user