Battle.ts
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import { SaveDataManager } from "../../component/SaveDataManager";
import { tMgr, WindowName } from "../../Global";
import Ball from "../../prefabs/Ball";
import { UIManager } from "../../ui/UIManager";
import { UITitleData } from "../../ui/uiView/UITitleData";
import GlobalNode from "../GlobalNode";
import { PhysicsControl } from "../physics/PhysicsControl";
import { GamePlayTable, TableName } from "../table/TableDefine";
import { BattleEvent, getGlobalNode, UserSkill } from "./BattleConst";
import { BattleManager } from "./BattleManager";
import { BattleProfit } from "./BattleProfit";
import { IUpdate } from "./inter/IUpdate";
import { MapData } from "./map/MapData";
import { MapManager } from "./map/MapManager";
import { MapUtil } from "./map/MapUtil";
import { MapView } from "./map/MapView";
import { ObjData } from "./map/ObjData";
import { UserSkillBomb } from "./userSkill/UserSkillBomb";
import { UserSkillDoubleShoot } from "./userSkill/UserSkillDoubleShoot";
import { UserSkillShield } from "./userSkill/UserSkillShield";
import { UserSkillShuriken } from "./userSkill/UserSkillShuriken";
/**单局战斗数据模型 */
export class Battle {
private _mapView: MapView;
get mapView(): MapView { return this._mapView; }
private _mapData: MapData;
get mapData(): MapData { return this._mapData; }
private _callBack: Function;
private _callBackThisObj: any;
private _marblesBornPos: cc.Vec2;
get marblesBornPos(): cc.Vec2 { return this._marblesBornPos; }
private _marblesBornPosNextRound: cc.Vec2 = cc.v2();
get marblesBornPosNextRound(): cc.Vec2 { return this._marblesBornPosNextRound; }
private _round: number = 0;
/**回合数,开始射击时 +1 */
get round(): number { return this._round; }
private _roundRunning: boolean = false;
get roundRunning(): boolean { return this._roundRunning; }
private _roundLastTime: number = 0;
private _marblesNum: number = 50;
get marblesNum(): number { return this._marblesNum; }
private _marblesToShoot: number = 0;
/**已发射的弹球 */
private _marblesCount = 0;
private _marblesCollectCount: number = 0;
/**已收集的弹球 */
get marblesCollectCount(): number { return this._marblesCollectCount; }
private _shootVec: cc.Vec2 = cc.v2();
private _shootInterval: number = 0;
private _shootIntervalCount: number = 0;
private _profit: BattleProfit;
/**战斗收益 */
get profit(): BattleProfit { return this._profit; }
private _marblesPool: cc.Node[] = [];
private _prefabCollection: cc.Node;
get prefabCollection(): cc.Node { return this._prefabCollection; }
private _roundClearList: ObjData[] = [];
/**彩虹护盾次数 */
shieldCount: number = 0;
/**地图缩放值 */
scale: number = 1;
doubleShoot: boolean = false;
private _levelId: number = 0;
get levelId(): number { return this._levelId; }
private _speedUp: boolean = false;
get speedUp(): boolean { return this._speedUp; }
/**复活次数 */
reviveCount: number = 0;
bigBombTriggered: boolean = false;
private _collecting: boolean = false;
private _updateObj: IUpdate[] = [];
private _updateObjToRemoved: IUpdate[] = [];
//#region public method
init(levelId: number, callBack: Function, thisObj: any, prefab: cc.Prefab) {
/**
* Project Marbles
* Date: 2022.4
*
* Programme made by Sean
* Art by Qin Wu, Yan Fan, Weirui Yu
*
* Some other morons are included, these morons do not care about quailty of game, we paid lots of works, and they did not make any progress, totally useless crap.
*/
this._levelId = levelId;
this._profit = new BattleProfit(this);
this._callBack = callBack;
this._callBackThisObj = thisObj;
// this._blockPrefab = blockPrefab;
// this._ballPrefab = ballPrefab;
this._prefabCollection = cc.instantiate(prefab);
let config = tMgr.getConfig(TableName.GAME_PLAY, 2) as GamePlayTable; //发射弹球频率
this._shootInterval = config.Value;
config = tMgr.getConfig(TableName.GAME_PLAY, levelId == 1 ? 7 : 8) as GamePlayTable;//弹球数量
this._marblesNum = config.Value + (UITitleData.isBattleBonus ? 10 : 0);
if (this._levelId == 0) {
MapManager.ins.loadMap('test1', this.onMapLoadFinish, this);
}
else {
MapManager.ins.loadMap('map-' + levelId.toString(), this.onMapLoadFinish, this);
}
}
update(dt: number) {
if (this._roundRunning) {
this._roundLastTime += dt;
//加速控制
if (this._roundLastTime > (tMgr.getConfig(TableName.GAME_PLAY, 4) as GamePlayTable).Value &&
PhysicsControl.TIME_SCALE != (tMgr.getConfig(TableName.GAME_PLAY, 5) as GamePlayTable).Value) {
this._speedUp = true;
PhysicsControl.ins.setTimeScale((tMgr.getConfig(TableName.GAME_PLAY, 5) as GamePlayTable).Value);
}
}
if (this._marblesToShoot > 0) {
this._shootIntervalCount += dt;
if (this._shootIntervalCount >= this._shootInterval) {
// this._shootIntervalCount -= this._shootInterval;
this._shootIntervalCount = 0; //直接重置为0,使小球间隔更均匀,但是时间上不够准确
this.shootMarbles();
}
}
if (this._updateObjToRemoved.length > 0) {
for (let i = 0; i < this._updateObjToRemoved.length; ++i) {
let index = this._updateObj.indexOf(this._updateObjToRemoved[i]);
if (index > -1) {
this._updateObj.splice(index, 1);
}
}
}
this._updateObjToRemoved.length = 0;
if (this._updateObj.length > 0) {
for (let i = 0; i < this._updateObj.length; ++i) {
this._updateObj[i].onUpdate(dt);
}
}
PhysicsControl.ins.update(dt);
}
regUpdateObj(obj: IUpdate) {
if (!this._updateObj.includes(obj)) {
this._updateObj.push(obj);
}
}
unregUpdateObj(obj: IUpdate) {
if (!this._updateObjToRemoved.includes(obj)) {
this._updateObjToRemoved.push(obj);
}
}
destroy() {
this._updateObj.length = 0;
this._updateObjToRemoved.length = 0;
PhysicsControl.ins.setPhysicsEnable(false);
}
shoot(dir: cc.Vec2) {
if (!this._roundRunning) {
BattleManager.ins.shootTouchEnable = false;
this._shootIntervalCount = 0;
PhysicsControl.ins.setPhysicsEnable(true);
PhysicsControl.ins.setTimeScale(1);
this._marblesToShoot = this._marblesNum * (this.doubleShoot ? 2 : 1);
this._shootVec.set(dir);
this._shootVec.normalizeSelf();
let speed = this.getPhysiceBallSpeed();
this._shootVec.multiplyScalar(speed);
this._doubleShootVec.set(this._shootVec);
this._doubleShootVec.x = -this._doubleShootVec.x;
this.onRoundStart();
}
}
private _ballTargetCache: cc.Vec3 = cc.v3();
marblesCollected(collisonWorldPoint: cc.Vec2, ballNode: cc.Node) {
if (this.shieldCount > 0) {
this.shieldCount--;
if (this.shieldCount == 0) {
BattleManager.ins.eventNode.emit(BattleEvent.SKILL_END, UserSkill.SHIELD);
}
return;
}
if (this._marblesCollectCount == 0) {
++this._marblesCollectCount;
this._mapView.convertToNodeSpaceAR(collisonWorldPoint, this._marblesBornPosNextRound);
// this._marblesBornPosNextRound.y += 15;
this._marblesBornPosNextRound.y = -this._mapView.height / 2 + 15;
this._ballTargetCache.x = this._marblesBornPosNextRound.x;
this._ballTargetCache.y = this._marblesBornPosNextRound.y;
BattleManager.ins.eventNode.emit(BattleEvent.BORN_POS_CHANGE);
ballNode.active = false;
}
else {
this.doCollect(ballNode);
}
}
collectAll() {
if (!this._collecting && this.roundRunning) {
this._collecting = true;
this._marblesToShoot = 0;
let count: number = 0;
for (let i = 0; i < this._marblesPool.length; ++i) {
if (this._marblesPool[i].active && !this._marblesPool[i].getComponent(Ball).collecting) {
this.doCollect(this._marblesPool[i]);
count++;
}
}
// console.log('collected', count);
// if (count == 0) {
if (count == 0 && this._marblesCollectCount == this._marblesCount) {
//球都收完了
// console.log('收完了');
this.onRoundFinish();
}
}
// roundFinish && this.roundFinish();
}
/**结算战斗 */
finishBattle(win: boolean, delay: boolean = true) {
this._marblesToShoot = 0;
win && (this._profit.star = MapUtil.getStarRate(this._mapData));
if (win && this._levelId > SaveDataManager.ins.runtimeData.curLevel) {
SaveDataManager.ins.runtimeData.curLevel = this._levelId;
SaveDataManager.ins.saveData();
}
if (delay) {
getGlobalNode().getComponent(GlobalNode).scheduleOnce(() => {
UIManager.ins.openWindow(win ? WindowName.BATTLE_RESULT_PRE_ANI : WindowName.BATTLE_RESULT, win);
}, 1);
}
else {
UIManager.ins.openWindow(win ? WindowName.BATTLE_RESULT_PRE_ANI : WindowName.BATTLE_RESULT, win);
}
}
addMarbles(num: number) {
this._marblesNum += num;
}
addToRoundClear(target: ObjData): void {
if (this._roundClearList.indexOf(target) == -1) {
this._roundClearList.push(target);
}
}
useSkill(skillId: UserSkill, free: boolean = false) {
if (skillId == UserSkill.BOMB) {
new UserSkillBomb(this, skillId).start(free);
}
else if (skillId == UserSkill.SHURIKEN) {
new UserSkillShuriken(this).start(free);
}
else if (skillId == UserSkill.SHIELD) {
new UserSkillShield(this, skillId).start(free);
}
else if (skillId == UserSkill.DOUBLE_SHOOT) {
new UserSkillDoubleShoot(this, skillId).start(free);
}
}
/**获取小球在物理引擎中的速度,将地图的缩放计算在内 */
getPhysiceBallSpeed(): number {
return (tMgr.getConfig(TableName.GAME_PLAY, 3) as GamePlayTable).Value * this.scale;
}
//#endregion
//#region event
onBlockDead(combo: number) {
BattleManager.ins.eventNode.emit(BattleEvent.BLOCK_COMBO, combo);
if (this._mapData.blockData.size == 0) {
// this.finishBattle(true);
if (this.bigBombTriggered) {
this.onRoundFinish();
}
else {
if (this.roundRunning) {
this.collectAll();
}
else {
//非回合中,使用道具消除了砖块
this.onRoundFinish();
}
}
}
}
onObjDead() {
}
private onMarblesCollectedFinish() {
++this._marblesCollectCount;
if (!this.bigBombTriggered) {
// if (this.doubleShoot) {
// if (this._marblesCollectCount == this._marblesNum * 2) {
// this.onRoundFinish();
// }
// }
// else {
// if (this._marblesCollectCount == this._marblesNum) {
// this.onRoundFinish();
// }
// }
if (this._marblesCollectCount == this._marblesCount) {
// console.log('自己收完了');
this.onRoundFinish();
}
}
}
private onRoundStart() {
this._roundRunning = true;
this._roundLastTime = 0;
this._marblesCount = 0;
this._marblesCollectCount = 0;
BattleManager.ins.eventNode.emit(BattleEvent.ROUND_START);
}
private onRoundFinish() {
this._round++;
this._roundRunning = false;
this._speedUp = false;
this._collecting = false;
this._mapData.roundFinish();
this.doubleShoot && (this.doubleShoot = false);
for (let i = 0; i < this._roundClearList.length; ++i) {
this._roundClearList[i].dead();
}
this._roundClearList.length = 0;
this._profit.roundFinish();
this._marblesBornPos.set(this._marblesBornPosNextRound);
PhysicsControl.ins.setTimeScale(1);
PhysicsControl.ins.setPhysicsEnable(false);
let lose = this._mapData.slideDown();
BattleManager.ins.eventNode.emit(BattleEvent.ROUND_END);
if (lose) {
// this.finishBattle(false);
UIManager.ins.openWindow(WindowName.REVIVE);
}
else {
if (this._mapData.blockData.size == 0) {
this.finishBattle(true);
// this.collectAll(true);
}
else {
BattleManager.ins.shootTouchEnable = true;
}
}
}
//#endregion
//#region private method
private onMapLoadFinish(data: MapData) {
this._mapData = data;
this._mapData.battle = this;
this._mapView = MapManager.ins.renderMap(data, this._prefabCollection);
//弹球出生点
this._marblesBornPos = cc.v2(0, -this._mapView.height / 2 + 15);
this._marblesBornPosNextRound.set(this._marblesBornPos);
this._ballTargetCache.x = this._marblesBornPos.x;
this._ballTargetCache.y = this._marblesBornPos.y;
for (let i = 0; i < this._marblesNum; ++i) {
this._marblesPool.push(this.makeMarbleNode());
}
this._mapData.battleStart();
this._callBack.call(this._callBackThisObj);
}
private _doubleShootVec: cc.Vec2 = cc.v2();
private shootMarbles() {
if (this._marblesToShoot > 0) {
let marbles: cc.Node;
if (this._marblesCount < this._marblesPool.length) {
marbles = this._marblesPool[this._marblesCount];
}
else {
marbles = this.makeMarbleNode();
this._marblesPool.push(marbles);
}
marbles.setPosition(this.marblesBornPos);
if (this.doubleShoot) {
if (this._marblesCount % 2 == 0) {
marbles.getComponent(cc.RigidBody).linearVelocity = this._shootVec;
}
else {
marbles.getComponent(cc.RigidBody).linearVelocity = this._doubleShootVec;
}
}
else {
marbles.getComponent(cc.RigidBody).linearVelocity = this._shootVec;
}
!marbles.parent && this._mapView.ballLayer.addChild(marbles);
marbles.active = true;
this._marblesCount++;
this._marblesToShoot--;
}
}
private makeMarbleNode(): cc.Node {
let ball = cc.instantiate(this._prefabCollection.getChildByName('ball'));
ball.setPosition(this.marblesBornPos);
ball.getComponent(cc.RigidBody).linearVelocity.x = 0;
ball.getComponent(cc.RigidBody).linearVelocity.y = 0;
ball.active = false;
return ball
}
private doCollect(ballNode: cc.Node) {
ballNode.getComponent(Ball).collecting = true;
ballNode.getComponent(cc.PhysicsCollider).enabled = false;
ballNode.getComponent(cc.RigidBody).linearVelocity = cc.Vec2.ZERO;
let dis = cc.Vec3.distance(ballNode.position, this._ballTargetCache);
let time = dis / (tMgr.getConfig(TableName.GAME_PLAY, 3) as GamePlayTable).Value;
if (time <= 0.02) {
this.finishCollect(ballNode);
}
else {
// PhysicsControl.ins.setTimeScale((tMgr.getConfig(TableName.GAME_PLAY, 5) as GamePlayTable).Value);
this._speedUp && (time = time / (tMgr.getConfig(TableName.GAME_PLAY, 5) as GamePlayTable).Value);
cc.tween(ballNode).to(time, { position: this._ballTargetCache }).call(this.finishCollect.bind(this)).start();
}
}
private finishCollect(ballNode: cc.Node) {
ballNode.active = false;
ballNode.getComponent(cc.PhysicsCollider).enabled = true;
// ballNode.getComponent(cc.RigidBody).enabled = true;
ballNode.getComponent(Ball).collecting = false;
BattleManager.ins.curBattle.onMarblesCollectedFinish();
}
//#endregion
}