[client] use LabelView for score in render
This commit is contained in:
@@ -40,41 +40,41 @@ class CollisionProcessor {
|
||||
|
||||
public function onCollision(entity:EntityType, with:EntityType):Void {
|
||||
switch [entity, with] {
|
||||
case [EntityType.TANK(tank), EntityType.TANK(other_tank)]:
|
||||
case [TANK(tank), TANK(other_tank)]:
|
||||
tank.rect.lean(other_tank.rect);
|
||||
case [EntityType.TANK(tank), EntityType.EAGLE(eagle)]:
|
||||
case [TANK(tank), EAGLE(eagle)]:
|
||||
tank.rect.lean(eagle.rect);
|
||||
case [EntityType.TANK(tank), EntityType.BONUS(bonus)]:
|
||||
case [TANK(tank), BONUS(bonus)]:
|
||||
engine.destroy(bonus, tank.playerId);
|
||||
case [EntityType.TANK(tank), EntityType.BULLET(bullet)] |
|
||||
[EntityType.BULLET(bullet), EntityType.TANK(tank)]:
|
||||
case [TANK(tank), BULLET(bullet)] |
|
||||
[BULLET(bullet), TANK(tank)]:
|
||||
if (bullet.tankId == tank.id || (!engine.config.game.friendlyFire && tank.playerId.team == bullet.playerId.team)) {
|
||||
// Nothing
|
||||
} else {
|
||||
if (!tank.protect.active) {
|
||||
if (tank.config.downgrade != null) {
|
||||
tank.config = engine.config.getTank(tank.config.downgrade);
|
||||
engine.change(tank, EntityChange.TYPE);
|
||||
engine.change(tank, TYPE);
|
||||
} else if (tank.hits > 0) {
|
||||
tank.hits--;
|
||||
engine.change(tank, EntityChange.HIT);
|
||||
engine.change(tank, HIT);
|
||||
} else {
|
||||
engine.destroy(tank, bullet.tank.playerId);
|
||||
}
|
||||
}
|
||||
engine.destroy(bullet);
|
||||
}
|
||||
case [EntityType.BULLET(bullet), EntityType.BULLET(other_bullet)]:
|
||||
case [BULLET(bullet), BULLET(other_bullet)]:
|
||||
engine.destroy(bullet);
|
||||
engine.destroy(other_bullet);
|
||||
case [EntityType.BULLET(bullet), EntityType.CELL(cell)]:
|
||||
case [BULLET(bullet), CELL(cell)]:
|
||||
engine.destroy(bullet);
|
||||
case [EntityType.BULLET(bullet), EntityType.EAGLE(eagle)]:
|
||||
case [BULLET(bullet), EAGLE(eagle)]:
|
||||
engine.destroy(bullet);
|
||||
if (!eagle.protect.active) {
|
||||
eagle.death = true;
|
||||
// ToDo: change
|
||||
engine.change(eagle, EntityChange.DEATH(bullet.playerId));
|
||||
engine.change(eagle, DEATH(bullet.playerId));
|
||||
}
|
||||
case _:
|
||||
}
|
||||
@@ -148,7 +148,7 @@ class Engine extends EngineDispatcher implements ControlHandler {
|
||||
if (entities.exists(entity.id)) {
|
||||
var type = EntityTypeResolver.of(entity);
|
||||
switch (type) {
|
||||
case EntityType.BULLET(bullet):
|
||||
case BULLET(bullet):
|
||||
var tank:Tank = cast entities.get(bullet.tankId);
|
||||
if (tank != null) tank.onDestroyBullet();
|
||||
case _:
|
||||
@@ -162,16 +162,16 @@ class Engine extends EngineDispatcher implements ControlHandler {
|
||||
if (!entities.exists(tankId)) return;
|
||||
var tank:Tank = cast entities.get(tankId);
|
||||
switch (action) {
|
||||
case TankAction.MOVE(direction):
|
||||
case MOVE(direction):
|
||||
tank.move(direction);
|
||||
case TankAction.UPGRADE:
|
||||
case UPGRADE:
|
||||
if (tank.config.upgrade != null) {
|
||||
tank.config = config.getTank(tank.config.upgrade);
|
||||
change(tank, EntityChange.TYPE);
|
||||
change(tank, TYPE);
|
||||
}
|
||||
case TankAction.STOP:
|
||||
case STOP:
|
||||
tank.stop();
|
||||
case TankAction.SHOT:
|
||||
case SHOT:
|
||||
var bullet = tank.shot();
|
||||
if (bullet != null) {
|
||||
spawn(bullet);
|
||||
|
||||
@@ -185,10 +185,10 @@ class Game extends GameDispatcher {
|
||||
}
|
||||
|
||||
public function onSpawn(entity:EntityType):Void {
|
||||
switch (entity) {
|
||||
case EntityType.TANK(tank):
|
||||
switch entity {
|
||||
case TANK(tank):
|
||||
getPlayer(tank.playerId).control.start();
|
||||
case EntityType.BULLET(bullet):
|
||||
case BULLET(bullet):
|
||||
getPlayer(bullet.playerId).state.shots++;
|
||||
case _:
|
||||
}
|
||||
@@ -196,18 +196,18 @@ class Game extends GameDispatcher {
|
||||
|
||||
public function onChange(entity:EntityType, change:EntityChange):Void {
|
||||
switch [entity, change] {
|
||||
case [EntityType.EAGLE(eagle), EntityChange.DEATH(playerId)]:
|
||||
case [EAGLE(eagle), DEATH(playerId)]:
|
||||
if (eagle.death) {
|
||||
getPlayer(playerId).state.score += eagle.score * (eagle.team == playerId.team ? 0 : 1);
|
||||
lose(eagle.team);
|
||||
onGameChange.emit(state);
|
||||
}
|
||||
case [EntityType.TANK(tank), EntityChange.HIT]:
|
||||
case [TANK(tank), HIT]:
|
||||
if (tank.bonus) {
|
||||
tank.bonus = false;
|
||||
spawnBonus();
|
||||
}
|
||||
case [EntityType.TANK(tank), EntityChange.TYPE]:
|
||||
case [TANK(tank), TYPE]:
|
||||
getPlayer(tank.playerId).state.tank = tank.config.type;
|
||||
case _:
|
||||
}
|
||||
@@ -221,9 +221,9 @@ class Game extends GameDispatcher {
|
||||
case _:
|
||||
}
|
||||
switch [entity, with] {
|
||||
case [EntityType.TANK(tank), EntityType.BONUS(bonus)]:
|
||||
case [TANK(tank), BONUS(bonus)]:
|
||||
applyBonus(tank, bonus);
|
||||
case [EntityType.BULLET(bullet), EntityType.TANK(tank)]:
|
||||
case [BULLET(bullet), TANK(tank)]:
|
||||
getPlayer(bullet.playerId).state.hits++;
|
||||
case _:
|
||||
}
|
||||
@@ -231,7 +231,7 @@ class Game extends GameDispatcher {
|
||||
|
||||
public function onDestroy(entity:EntityType, ?playerId:PlayerId):Void {
|
||||
switch (entity) {
|
||||
case EntityType.TANK(tank):
|
||||
case TANK(tank):
|
||||
var team = getTeam(tank.playerId.team);
|
||||
var player = getPlayer(tank.playerId);
|
||||
player.control.stop();
|
||||
@@ -252,7 +252,7 @@ class Game extends GameDispatcher {
|
||||
getPlayer(playerId).state.score += tank.config.score * (tank.playerId.team == playerId.team ? 0 : 1);
|
||||
}
|
||||
onGameChange.emit(state);
|
||||
case EntityType.BONUS(bonus):
|
||||
case BONUS(bonus):
|
||||
if (bonus.config.score > 0 && playerId != null) {
|
||||
getPlayer(playerId).state.score += bonus.config.score;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user