[common] bonuses implemented
This commit is contained in:
@@ -59,6 +59,7 @@ typedef TankSpawn = {
|
||||
var type:TankType;
|
||||
var rate:Float;
|
||||
@:optional var bonus:Float;
|
||||
@:optional var protect:Float;
|
||||
}
|
||||
|
||||
typedef PlayerConfig = {
|
||||
|
||||
@@ -25,4 +25,19 @@ class EntityTypeResolver {
|
||||
case x: null;
|
||||
}
|
||||
}
|
||||
|
||||
public static function as<T>(entity:Entity, type:Class<T>):Null<T> {
|
||||
if (Std.is(entity, type)) {
|
||||
return cast entity;
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
public static function asCall<T, R>(entity:Entity, type:Class<T>, fun:T->R, ?defaultResult:R):R {
|
||||
var e:T = as(entity, type);
|
||||
if (e != null) {
|
||||
return fun(e);
|
||||
}
|
||||
return defaultResult;
|
||||
}
|
||||
}
|
||||
27
src/common/haxe/ru/m/tankz/core/Modificator.hx
Normal file
27
src/common/haxe/ru/m/tankz/core/Modificator.hx
Normal file
@@ -0,0 +1,27 @@
|
||||
package ru.m.tankz.core;
|
||||
|
||||
import haxe.Timer;
|
||||
|
||||
class Modificator {
|
||||
|
||||
public var active(default, default):Bool;
|
||||
private var timer:Timer;
|
||||
|
||||
public function new() {
|
||||
active = false;
|
||||
}
|
||||
|
||||
public function on(seconds:Float):Void {
|
||||
off();
|
||||
active = true;
|
||||
timer = Timer.delay(off, Std.int(seconds * 1000));
|
||||
}
|
||||
|
||||
public function off():Void {
|
||||
if (timer != null) {
|
||||
timer.stop();
|
||||
timer = null;
|
||||
}
|
||||
active = false;
|
||||
}
|
||||
}
|
||||
@@ -15,11 +15,15 @@ class Tank extends MobileEntity {
|
||||
public var color(default, default):Color;
|
||||
public var hits(default, default):Int;
|
||||
public var bonus(default, default):Bool;
|
||||
public var protect(default, null):Modificator;
|
||||
public var freezing(default, null):Modificator;
|
||||
|
||||
private var bulletsCounter:Int = 0;
|
||||
|
||||
public function new(playerId:PlayerId, config:TankConfig) {
|
||||
super(new Rectangle(0, 0, config.width, config.height), config.speed, Direction.RIGHT);
|
||||
this.protect = new Modificator();
|
||||
this.freezing = new Modificator();
|
||||
this.playerId = playerId;
|
||||
this.config = config;
|
||||
this.hits = config.hits;
|
||||
@@ -35,7 +39,14 @@ class Tank extends MobileEntity {
|
||||
return value;
|
||||
}
|
||||
|
||||
override public function move(direction:Direction):Void {
|
||||
if (!freezing.active) {
|
||||
super.move(direction);
|
||||
}
|
||||
}
|
||||
|
||||
public function shot():Null<Bullet> {
|
||||
if (freezing.active) return null;
|
||||
if (bulletsCounter >= config.bullets) return null;
|
||||
var bullet = new Bullet(this);
|
||||
bullet.rect.center = rect.center.add(new Point(rect.width / 4 * rect.direction.x, rect.height / 4 * rect.direction.y));
|
||||
|
||||
@@ -28,19 +28,6 @@ class CollisionProcessor implements EngineListener {
|
||||
|
||||
public function onSpawn(entity:EntityType):Void {}
|
||||
|
||||
private function checkTankBullet(tank:Tank, bullet:Bullet):Bool {
|
||||
if (bullet.tankId == tank.id) return false;
|
||||
return engine.config.game.friendlyFire || tank.playerId.team != bullet.playerId.team;
|
||||
}
|
||||
|
||||
private function hitTank(tank:Tank):Void {
|
||||
if (tank.hits > 0) {
|
||||
tank.hits--;
|
||||
} else {
|
||||
engine.destroy(tank);
|
||||
}
|
||||
}
|
||||
|
||||
public function onCollision(entity:EntityType, with:EntityType):Void {
|
||||
switch [entity, with] {
|
||||
case [EntityType.TANK(tank), EntityType.TANK(other_tank)]:
|
||||
@@ -51,8 +38,16 @@ class CollisionProcessor implements EngineListener {
|
||||
engine.destroy(bonus);
|
||||
case [EntityType.TANK(tank), EntityType.BULLET(bullet)] |
|
||||
[EntityType.BULLET(bullet), EntityType.TANK(tank)]:
|
||||
if (checkTankBullet(tank, bullet)) {
|
||||
hitTank(tank);
|
||||
if (bullet.tankId == tank.id || (!engine.config.game.friendlyFire && tank.playerId.team == bullet.playerId.team)) {
|
||||
// Nothing
|
||||
} else {
|
||||
if (!tank.protect.active) {
|
||||
if (tank.hits > 0) {
|
||||
tank.hits--;
|
||||
} else {
|
||||
engine.destroy(tank);
|
||||
}
|
||||
}
|
||||
engine.destroy(bullet);
|
||||
}
|
||||
case [EntityType.BULLET(bullet), EntityType.BULLET(other_bullet)]:
|
||||
@@ -70,6 +65,7 @@ class CollisionProcessor implements EngineListener {
|
||||
public function onDestroy(entity:EntityType):Void { }
|
||||
}
|
||||
|
||||
@:yield
|
||||
class Engine implements ControlHandler {
|
||||
|
||||
public var config(default, default):Config;
|
||||
@@ -132,8 +128,6 @@ class Engine implements ControlHandler {
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
public function update():Void {
|
||||
var newTime:Float = Date.now().getTime();
|
||||
var d:Float = newTime - time;
|
||||
@@ -153,6 +147,15 @@ class Engine implements ControlHandler {
|
||||
}*/
|
||||
|
||||
if (entity.mx != 0 || entity.my != 0) {
|
||||
var asTank:Tank = EntityTypeResolver.as(entity, Tank);
|
||||
var asBullet:Bullet = EntityTypeResolver.as(entity, Bullet);
|
||||
|
||||
if (asTank != null) {
|
||||
if (asTank.freezing.active) {
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
var side:Line = entity.rect.getSide(entity.rect.direction.reverse());
|
||||
var step:Point = new Point(entity.rect.direction.x * map.cellWidth / 4, entity.rect.direction.y * map.cellHeight / 4);
|
||||
var end:Point = side.center.add(new Point(entity.mx * (d / 30), entity.my * (d / 30)));
|
||||
@@ -186,15 +189,14 @@ class Engine implements ControlHandler {
|
||||
}
|
||||
}
|
||||
|
||||
if (Std.is(entity, Bullet)) {
|
||||
var bullet:Bullet = cast ent;
|
||||
if (asBullet != null) {
|
||||
if (collision) {
|
||||
cells = map.grid.getCells(side.setLength(map.grid.cellWidth * 3));
|
||||
for (cell in cells) {
|
||||
if (cell.armor > 0) {
|
||||
if (cell.armor == bullet.config.piercing) {
|
||||
if (cell.armor == asBullet.config.piercing) {
|
||||
cell.destroyed = true;
|
||||
} else if (cell.armor < bullet.config.piercing) {
|
||||
} else if (cell.armor < asBullet.config.piercing) {
|
||||
var brick = map.getBrick(cell);
|
||||
brick.destroyed = true;
|
||||
}
|
||||
@@ -218,4 +220,12 @@ class Engine implements ControlHandler {
|
||||
listeners = [];
|
||||
entities = new Map();
|
||||
}
|
||||
|
||||
public function iterTanks(filter:Tank->Bool):Iterator<Tank> {
|
||||
for (entity in entities) {
|
||||
if (Std.is(entity, Tank) && filter(entity)) {
|
||||
@yield return entity;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -62,6 +62,9 @@ class Game implements EngineListener {
|
||||
tank.color = player.config.color.zero ? teams[playerId.team].config.color : player.config.color;
|
||||
tank.bonus = Math.random() < spawn.bonus;
|
||||
applyPoint(tank, point);
|
||||
if (spawn.protect > 0) {
|
||||
tank.protect.on(spawn.protect);
|
||||
}
|
||||
return tank;
|
||||
}
|
||||
|
||||
@@ -126,7 +129,7 @@ class Game implements EngineListener {
|
||||
if (getTeam(task.playerId.team).trySpawn(task.playerId, true)) {
|
||||
var tank = buildTank(task.playerId, task.point);
|
||||
player.tankId = tank.id;
|
||||
Timer.delay(function() engine.spawn(tank), 1500);
|
||||
engine.spawn(tank);
|
||||
} else if (!team.isAlive) {
|
||||
lose(team.id);
|
||||
}
|
||||
@@ -155,10 +158,13 @@ class Game implements EngineListener {
|
||||
}
|
||||
|
||||
public function onCollision(entity:EntityType, with:EntityType):Void {
|
||||
switch [entity, with] {
|
||||
case [EntityType.TANK(tank), _]:
|
||||
switch entity {
|
||||
case EntityType.TANK(tank):
|
||||
var control = getPlayer(tank.playerId).control;
|
||||
if (control != null) control.onCollision(with);
|
||||
case _:
|
||||
}
|
||||
switch [entity, with] {
|
||||
case [EntityType.TANK(tank), EntityType.BONUS(bonus)]:
|
||||
applyBonus(tank, bonus);
|
||||
case [EntityType.BULLET(_), EntityType.EAGLE(eagle)]:
|
||||
@@ -208,17 +214,20 @@ class Game implements EngineListener {
|
||||
engine.dispose();
|
||||
}
|
||||
|
||||
|
||||
private function spawnBonus():Void {
|
||||
var bonusConfig = config.bonuses[Math.floor(Math.random() * config.bonuses.length)];
|
||||
L.d(TAG, 'Spawn Bonus(${bonusConfig}');
|
||||
private function spawnBonus(?type:BonusType):Void {
|
||||
var bonusConfig:BonusConfig = type != null ? config.getBonus(type) : config.bonuses[Math.floor(Math.random() * config.bonuses.length)];
|
||||
var bonus = new Bonus(bonusConfig.type);
|
||||
bonus.rect.x = Math.random() * engine.map.width;
|
||||
bonus.rect.y = Math.random() * engine.map.height;
|
||||
engine.spawn(bonus);
|
||||
}
|
||||
|
||||
inline private function alienTank(team:TeamId):Tank->Bool {
|
||||
return function(tank:Tank):Bool return team != tank.playerId.team;
|
||||
}
|
||||
|
||||
private function applyBonus(tank:Tank, bonus:Bonus):Void {
|
||||
L.e('XXX', 'applyBonus: ${bonus.bonusType}');
|
||||
switch (bonus.bonusType) {
|
||||
case 'life':
|
||||
getPlayer(tank.playerId).life++;
|
||||
@@ -229,19 +238,18 @@ class Game implements EngineListener {
|
||||
tank.hits++;
|
||||
}
|
||||
case 'grenade':
|
||||
for (entity in engine.entities.iterator()) {
|
||||
switch (EntityTypeResolver.of(entity)) {
|
||||
case EntityType.TANK(t):
|
||||
if (t.playerId.team != tank.playerId.team) {
|
||||
engine.destroy(t);
|
||||
}
|
||||
case x:
|
||||
}
|
||||
for (t in engine.iterTanks(alienTank(tank.playerId.team))) {
|
||||
engine.destroy(t);
|
||||
}
|
||||
case 'helmet':
|
||||
tank.protect.on(20);
|
||||
case 'clock':
|
||||
for (t in engine.iterTanks(alienTank(tank.playerId.team))) {
|
||||
t.freezing.on(10);
|
||||
}
|
||||
case 'shovel':
|
||||
case x:
|
||||
// ToDo: protect eagle/area
|
||||
case _:
|
||||
engine.destroy(tank); // :-D
|
||||
}
|
||||
}
|
||||
|
||||
@@ -12,6 +12,7 @@ class Player {
|
||||
public var tankId(default, set):Int;
|
||||
public var control(default, set):Control;
|
||||
public var life(default, default):Int;
|
||||
public var isAlive(get, null):Bool;
|
||||
|
||||
public function new(teamId:TeamId, config:PlayerConfig) {
|
||||
this.config = config;
|
||||
@@ -20,7 +21,7 @@ class Player {
|
||||
this.life = config.life;
|
||||
}
|
||||
|
||||
public function set_tankId(value:Int):Int {
|
||||
private function set_tankId(value:Int):Int {
|
||||
tankId = value;
|
||||
if (control != null) {
|
||||
control.tankId = tankId;
|
||||
@@ -28,7 +29,7 @@ class Player {
|
||||
return tankId;
|
||||
}
|
||||
|
||||
public function set_control(value:Control):Control {
|
||||
private function set_control(value:Control):Control {
|
||||
if (control != null) control.dispose();
|
||||
control = value;
|
||||
if (control != null) {
|
||||
@@ -36,4 +37,8 @@ class Player {
|
||||
}
|
||||
return control;
|
||||
}
|
||||
|
||||
private function get_isAlive():Bool {
|
||||
return tankId > 0 || life > 0;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -43,16 +43,14 @@ class Team {
|
||||
|
||||
// ToDo: eagle state?
|
||||
private function get_isAlive():Bool {
|
||||
var life:Int = Lambda.fold(players, function(p:Player, t:Int) return t + p.life, life);
|
||||
if (life > 0) {
|
||||
return true;
|
||||
} else {
|
||||
for (player in players) {
|
||||
if (player.tankId > 0) {
|
||||
return true;
|
||||
}
|
||||
}
|
||||
if (spawner.active) {
|
||||
}
|
||||
if (spawner.active) {
|
||||
return true;
|
||||
}
|
||||
for (player in players) {
|
||||
if (player.isAlive) {
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user