GameController.ts 19 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586
  1. import { AnimationComponent, CameraComponent, director, find, GraphicsComponent, instantiate, loader, Node, Prefab, Vec3, _decorator } from 'cc';
  2. import { EventDispatcher } from '../../../engines/events/EventDispatcher';
  3. import { GUIManager } from '../../../engines/gui/GUIManager';
  4. import { CameraUtils } from '../../../engines/utils/CameraUtils';
  5. import GameConfigManager from '../../models/GameConfigManager';
  6. import { GameModel } from '../../models/GameModel';
  7. import { FightingScene } from '../../scenes/FightingScene';
  8. import { UIConst } from '../UIConst';
  9. import { FenceBase } from './fences/FenceBase';
  10. import { FightingMediator } from './FightingMediator';
  11. import { MonsterBase } from './monsters/MonsterBase';
  12. import { MonsterHPUIPool } from './monsters/MonsterHPUIPool';
  13. import { SkillBase } from './skills/SkillBase';
  14. import SkillManager from './skills/SkillManager';
  15. import AutomaticFifleWeapon from './weapons/AutomaticFifleWeapon';
  16. import { SingleShotWeapon } from './weapons/SingleShotWeapon';
  17. import { WeaponBase } from './weapons/WeaponBase';
  18. const { ccclass, property } = _decorator;
  19. export class GameController extends EventDispatcher{
  20. public weapon:WeaponBase;
  21. public fence:FenceBase;
  22. public camera:CameraComponent;
  23. public leftEndNode:Node;
  24. public middleEndNode:Node;
  25. public rightEndNode:Node;
  26. public leftStartNode:Node;
  27. public middleStartNode:Node;
  28. public rightStartNode:Node;
  29. /**
  30. * 当前正在运行的技能
  31. */
  32. public currentSkill:SkillBase;
  33. /**
  34. * 游戏结束
  35. */
  36. public GameOver:boolean=true;
  37. public leftMonsterList:MonsterBase[];
  38. public middleMonsterList:MonsterBase[];
  39. public rightMonsterList:MonsterBase[];
  40. /**
  41. * 怪物弹痕预制体
  42. */
  43. public monsterZhouDanPrefab:Prefab;
  44. /**
  45. * 怪物血条层
  46. */
  47. public monsterHPUILayer:Node;
  48. /**
  49. * 关卡配置
  50. */
  51. public levelConfig:any;
  52. private monstersConfig:any[];
  53. /**
  54. * 这一关怪物数量
  55. */
  56. public monsterTotalCount:number;
  57. /**
  58. * 本局游戏时间
  59. */
  60. private runTime:number=0;
  61. private fightingMediator:FightingMediator;
  62. constructor()
  63. {
  64. super();
  65. this.leftMonsterList=[];
  66. this.middleMonsterList=[];
  67. this.rightMonsterList=[];
  68. }
  69. /**
  70. * 初始化
  71. * @param leftHand
  72. * @param rightHand
  73. */
  74. Init(uiMediator:FightingMediator):void{
  75. this.fightingMediator=uiMediator;
  76. let sceneNode:Node=find("FightingScene");
  77. if(sceneNode==null){
  78. throw new Error("找不到战斗场景节点!");
  79. }
  80. let sceneScript:FightingScene=sceneNode.getComponent(FightingScene);
  81. if(sceneNode==null){
  82. throw new Error("战斗场景上没有挂载FightingScene脚本!");
  83. }
  84. this.camera=sceneScript.camrea;
  85. this.leftStartNode=sceneScript.LeftStartPos;
  86. this.middleStartNode=sceneScript.MiddleStartPos;
  87. this.rightStartNode=sceneScript.RightStartPos;
  88. this.leftEndNode=sceneScript.LeftEndPos;
  89. this.middleEndNode=sceneScript.MiddleEndPos;
  90. this.rightEndNode=sceneScript.RightEndPos;
  91. this.monsterZhouDanPrefab=sceneScript.monsterZhouDanPrefab;
  92. this.weapon=this.CreateWeapon(sceneScript.leftHand,sceneScript.rightHand);
  93. this.StartGame();
  94. }
  95. /**
  96. * 初始化栅栏
  97. */
  98. private InitFence():void{
  99. //如果老的存在,先清理
  100. if(this.fence&&this.fence.node!=null){
  101. this.fence.node.destroy();
  102. this.fence=null;
  103. }
  104. let config:any=GameConfigManager.GetFenceConfig(GameModel.single.fenceId);
  105. let prefab:Prefab=loader.getRes(config.prefab);
  106. if(prefab==null){
  107. throw new Error("栅栏资源未加载!");
  108. }
  109. let fenceNode:Node=instantiate(prefab);
  110. this.fence=fenceNode.getComponent(FenceBase);
  111. this.fence.config=config;
  112. this.fence.node.setPosition(new Vec3(0,0,-2));
  113. this.scene.addChild(fenceNode);
  114. }
  115. /**
  116. * 开始游戏
  117. */
  118. StartGame():void{
  119. GameModel.single.killCount=0;
  120. GameModel.single.angerCount=0;
  121. GameModel.single.integral=0;
  122. //重置技能
  123. this.SkillReset();
  124. this.levelConfig=GameConfigManager.GetLevelConfig(GameModel.single.currentLevel);
  125. this.runTime=0;
  126. //复制一份配置
  127. this.monstersConfig=GameConfigManager.CreateMonsterByList(this.levelConfig.monsters,this.runTime);
  128. this.monsterTotalCount=this.monstersConfig.length;
  129. //直接重置子弹数量
  130. this.weapon.bulletCount=GameConfigManager.GetWeaponConfig(GameModel.single.currentWeaponId).clip;
  131. //初始化栅栏
  132. this.InitFence();
  133. this.GameOver=false;
  134. this.paused=false;
  135. }
  136. /**
  137. * 游戏结束
  138. * @param state 0 胜利 1 失败 2正常退出
  139. */
  140. OnGameOver(state:number):void{
  141. //清理怪物
  142. this.ClearMonsters();
  143. //清理武器
  144. this.weapon.Destroy();
  145. //销毁栅栏
  146. if(this.fence.node){
  147. this.fence.node.destroy();
  148. }
  149. if(state==0){
  150. GUIManager.single.Show(UIConst.GAME_OVER_UI,true);
  151. }else if(state==1)
  152. {
  153. GUIManager.single.Show(UIConst.GAME_OVER_UI,false);
  154. }
  155. GUIManager.single.Hide(UIConst.FIGHTING_UI);
  156. this.GameOver=true;
  157. }
  158. paused:boolean;
  159. /**
  160. * 暂停游戏
  161. */
  162. PauseGame():void{
  163. this.paused=true;
  164. }
  165. /**
  166. * 继续游戏
  167. */
  168. PlayGame():void{
  169. this.paused=false;
  170. }
  171. /**
  172. * 重玩
  173. */
  174. Replay():void{
  175. this.StartGame();
  176. GUIManager.single.Show(UIConst.FIGHTING_UI);
  177. }
  178. /**
  179. * 开始下一关
  180. */
  181. PlayNextLevel():void{
  182. //清空试用栅栏
  183. GameModel.single.trialFenceId=-1;
  184. console.log(GameModel.single.currentLevel);
  185. this.StartGame();
  186. GUIManager.single.Show(UIConst.FIGHTING_UI);
  187. }
  188. /**
  189. * 清理怪物
  190. */
  191. ClearMonsters():void{
  192. this.clearMonsterList(this.leftMonsterList);
  193. this.clearMonsterList(this.middleMonsterList);
  194. this.clearMonsterList(this.rightMonsterList);
  195. }
  196. private clearMonsterList(list:MonsterBase[]):void{
  197. if(list.length>0){
  198. list.forEach(element => {
  199. if(element.node!=null&&element.node.isValid){
  200. element.node.destroy();
  201. }
  202. });
  203. }
  204. list.length=0;
  205. }
  206. TryFire(fireKey:number):void{
  207. if(this.currentSkill!=null&&this.currentSkill.unController){
  208. return;
  209. }
  210. if(fireKey==0){
  211. this.weapon.StopFire();
  212. }else{
  213. this.weapon.StartFire(fireKey);
  214. }
  215. }
  216. /**
  217. * 使用技能
  218. */
  219. UseSkill():void{
  220. if(this.currentSkill!=null){
  221. return;
  222. }
  223. //重置子弹数量
  224. this.weapon.bulletCount=this.weapon.maxBulletCount;
  225. this.currentSkill=SkillManager.single.Create(this.weapon.weaponConfig.skill);
  226. this.currentSkill.config=GameConfigManager.GetSkillConfig(this.weapon.weaponConfig.skill);
  227. this.currentSkill.AddEvent(SkillBase.SKILL_COMPLETE,this,this.SkillReset,0);
  228. this.currentSkill.UseSkill(this.weapon,this);
  229. GameModel.single.angerCount=0;
  230. }
  231. /**
  232. * 清除技能
  233. */
  234. private SkillReset():void{
  235. if(this.currentSkill!=null){
  236. this.currentSkill.RemoveEvent(SkillBase.SKILL_COMPLETE,this,this.SkillReset);
  237. this.currentSkill.Dispose();
  238. this.currentSkill=null;
  239. }
  240. }
  241. Update(dt:number):void{
  242. if(this.paused){
  243. return;
  244. }
  245. if(this.GameOver){
  246. return;
  247. }
  248. if(this.currentSkill!=null){
  249. this.currentSkill.Update(dt);
  250. }
  251. this.runTime+=dt*1000;
  252. this.weapon.Update(dt);
  253. this.CheckMonster();
  254. }
  255. get drawingBoard():GraphicsComponent{
  256. return this.fightingMediator.DrawingBoard;
  257. }
  258. /**
  259. * 检测怪物
  260. */
  261. CheckMonster():void{
  262. if(this.monstersConfig.length>0){
  263. let config:any;
  264. let monster:Node;
  265. for (let index = 0; index < this.monstersConfig.length; index++) {
  266. config = this.monstersConfig[index];
  267. if(this.runTime>=config.createTime){
  268. //根据配置创建怪物
  269. monster=this.CreateMonster(config);
  270. this.scene.addChild(monster);
  271. this.monstersConfig.splice(index,1);
  272. index--;
  273. }
  274. }
  275. }
  276. if(this.monstersConfig.length==0&&this.leftMonsterList.length==0&&this.middleMonsterList.length==0&&this.rightMonsterList.length==0){
  277. //全部怪物死亡
  278. console.log("通关");
  279. GameModel.single.currentLevel++;
  280. if(GameModel.single.currentLevel>=GameConfigManager.MaxLevel){
  281. GameModel.single.currentLevel=GameConfigManager.MaxLevel;
  282. }
  283. this.OnGameOver(0);
  284. }
  285. }
  286. /**
  287. * 怪物攻击
  288. * @param damage 伤害
  289. */
  290. MonsterAttack(attackType:number,damage:number):void{
  291. if(this.GameOver){
  292. return;
  293. }
  294. if(attackType==0){
  295. if(this.fence.IsDie==false){
  296. this.fence.Damage(damage);
  297. let cameraUtils:CameraUtils=this.camera.getComponent(CameraUtils);
  298. if(cameraUtils!=null){
  299. cameraUtils.shake(500,new Vec3(-0.01,-0.01,0),new Vec3(0.01,0.01,0));
  300. }
  301. }
  302. }else{
  303. this.OnGameOver(1);
  304. }
  305. }
  306. /**
  307. * 是否有怪物可攻击 -1没有可攻击怪 0 左边 1中间 2右边
  308. */
  309. public get FindAttackMonsterPosType():number{
  310. let leftDis:number=this.NearestDistance(this.leftMonsterList);
  311. let middleDis:number=this.NearestDistance(this.middleMonsterList);
  312. let rightDis:number=this.NearestDistance(this.rightMonsterList);
  313. if(leftDis<middleDis&&leftDis<rightDis){
  314. return 0;
  315. }
  316. if(middleDis<leftDis&&middleDis<rightDis){
  317. return 1;
  318. }
  319. if(rightDis<leftDis&&rightDis<middleDis){
  320. return 2;
  321. }
  322. return -1;
  323. }
  324. /**
  325. * 就算这一路中可攻击怪的最近距离
  326. * @param monsterList
  327. */
  328. private NearestDistance(monsterList:MonsterBase[]):number{
  329. let monster:MonsterBase;
  330. let endNode:Node;
  331. let minDis:number=Number.MAX_VALUE;
  332. let dis:number;
  333. for (let index = 0; index < monsterList.length; index++) {
  334. monster = monsterList[index];
  335. if(monster.config.startPos==0){
  336. endNode=this.leftEndNode;
  337. }else if(monster.config.startPos==1){
  338. endNode=this.middleEndNode;
  339. }else{
  340. endNode=this.rightEndNode;
  341. }
  342. dis=Vec3.distance(monster.node.worldPosition,endNode.worldPosition);
  343. if(dis<=this.weapon.weaponConfig.attackDistance){
  344. if(dis<minDis){
  345. minDis=dis;
  346. }
  347. }
  348. }
  349. return minDis;
  350. }
  351. /**
  352. * 武器攻击
  353. */
  354. WeaponAttack():void{
  355. //只要开了第一枪就不算新玩家了
  356. GameModel.single.isNewPlayer=false;
  357. let monsterList:MonsterBase[];
  358. let monsterLists:Array<Array<MonsterBase>>=[];
  359. //攻击1条路
  360. if(this.weapon.weaponConfig.attackRange==1){
  361. if(this.weapon.fireKey==1){
  362. monsterList=this.leftMonsterList;
  363. }else if(this.weapon.fireKey==2){
  364. monsterList=this.middleMonsterList;
  365. }else{
  366. monsterList=this.rightMonsterList;
  367. }
  368. if(monsterList.length==0){
  369. return;
  370. }
  371. monsterList.sort(this.monsterSortFunc);
  372. monsterLists.push(monsterList);
  373. }else if(this.weapon.weaponConfig.attackRange==2){//攻击2条路
  374. //左
  375. if(this.weapon.fireKey==1){
  376. if(this.leftMonsterList.length>0){
  377. this.leftMonsterList.sort(this.monsterSortFunc);
  378. monsterLists.push(this.leftMonsterList);
  379. }
  380. if(this.middleMonsterList.length>0){
  381. this.middleMonsterList.sort(this.monsterSortFunc);
  382. monsterLists.push(this.middleMonsterList);
  383. }
  384. }else if(this.weapon.fireKey==2){//中
  385. if(this.middleMonsterList.length>0){
  386. this.middleMonsterList.sort(this.monsterSortFunc);
  387. monsterLists.push(this.middleMonsterList);
  388. }
  389. //随机左边/右边
  390. let random:number=Math.random();
  391. if(random>0.5){
  392. if(this.rightMonsterList.length>0){
  393. this.rightMonsterList.sort(this.monsterSortFunc);
  394. monsterLists.push(this.rightMonsterList);
  395. }
  396. }else{
  397. if(this.leftMonsterList.length>0){
  398. this.leftMonsterList.sort(this.monsterSortFunc);
  399. monsterLists.push(this.leftMonsterList);
  400. }
  401. }
  402. }else{//右
  403. if(this.rightMonsterList.length>0){
  404. this.rightMonsterList.sort(this.monsterSortFunc);
  405. monsterLists.push(this.rightMonsterList);
  406. }
  407. if(this.middleMonsterList.length>0){
  408. this.middleMonsterList.sort(this.monsterSortFunc);
  409. monsterLists.push(this.middleMonsterList);
  410. }
  411. }
  412. }else{//攻击3条路
  413. if(this.leftMonsterList.length>0){
  414. this.leftMonsterList.sort(this.monsterSortFunc);
  415. monsterLists.push(this.leftMonsterList);
  416. }
  417. if(this.middleMonsterList.length>0){
  418. this.middleMonsterList.sort(this.monsterSortFunc);
  419. monsterLists.push(this.middleMonsterList);
  420. }
  421. if(this.middleMonsterList.length>0){
  422. this.middleMonsterList.sort(this.monsterSortFunc);
  423. monsterLists.push(this.middleMonsterList);
  424. }
  425. }
  426. //没有任何怪物可以攻击
  427. if(monsterLists.length==0){
  428. return;
  429. }
  430. //攻击怪物
  431. let monster:MonsterBase;
  432. let endNode:Node;
  433. let index:number=0;
  434. let total:number=0;
  435. let dis:number=0;
  436. monsterLists.forEach(monsterList => {
  437. //攻击怪物
  438. index=0;
  439. total=Math.min(this.weapon.weaponConfig.attackCount,monsterList.length);
  440. while(index<total){
  441. monster=monsterList[index];
  442. if(monster.config.startPos==0){
  443. endNode=this.leftEndNode;
  444. }else if(monster.config.startPos==1){
  445. endNode=this.middleEndNode;
  446. }else{
  447. endNode=this.rightEndNode;
  448. }
  449. if(Vec3.distance(monster.node.worldPosition,endNode.worldPosition)<=this.weapon.weaponConfig.attackDistance){
  450. if(this.currentSkill!=null){
  451. monster.Damage(this.weapon.weaponConfig.damage*this.currentSkill.damage);
  452. }else{
  453. monster.Damage(this.weapon.weaponConfig.damage);
  454. }
  455. }else{
  456. console.log("超出枪械攻击距离Miss");
  457. }
  458. index++;
  459. total=Math.min(this.weapon.weaponConfig.attackCount,monsterList.length);
  460. }
  461. for (let index = 0; index < monsterList.length; index++) {
  462. monster = monsterList[index];
  463. //怪物死亡
  464. if(monster.isDie){
  465. //增加怒气
  466. GameModel.single.angerCount+=monster.config.anger;
  467. //增加击杀量
  468. GameModel.single.killCount++;
  469. //增加积分
  470. if(monster.config.integral>0){
  471. GameModel.single.integral+=monster.config.integral;
  472. }
  473. //从列表中删除
  474. monsterList.splice(index,1);
  475. index--;
  476. }
  477. }
  478. });
  479. }
  480. private monsterSortFunc(a:MonsterBase,b:MonsterBase):number{
  481. if(a.node.position.z>b.node.position.z){
  482. return -1;
  483. }else if(a.node.position.z<b.node.position.z){
  484. return 1;
  485. }
  486. return 0;
  487. }
  488. /**
  489. * 根据配置生成怪物
  490. * @param config
  491. */
  492. private CreateMonster(config:any):Node{
  493. let monsterConfig:any=GameConfigManager.GetMonsterConfig(config.monsterId);
  494. if(monsterConfig==null){
  495. throw new Error("找不到怪物配置:"+config.monsterId);
  496. }
  497. let prefab:Prefab=loader.getRes(monsterConfig.prefab);
  498. let monster:Node=instantiate(prefab);
  499. monster.name="Monster"+config.mId;
  500. let monsterScript=monster.addComponent(MonsterBase);
  501. monsterScript.config=config;
  502. //左
  503. if(config.startPos==0){
  504. monster.setPosition(this.leftStartNode.worldPosition);
  505. this.leftMonsterList.push(monsterScript);
  506. }else if(config.startPos==1){//中
  507. monster.setPosition(this.middleStartNode.worldPosition);
  508. this.middleMonsterList.push(monsterScript);
  509. }else{//右
  510. monster.setPosition(this.rightStartNode.worldPosition);
  511. this.rightMonsterList.push(monsterScript);
  512. }
  513. //创建血条
  514. monsterScript.hpView=MonsterHPUIPool.Create();
  515. monsterScript.hpView.monster=monsterScript;
  516. return monster;
  517. }
  518. private CreateWeapon(leftHand:AnimationComponent,rightHand:AnimationComponent):any{
  519. let config:any=GameConfigManager.GetWeaponConfig(GameModel.single.currentWeaponId);
  520. if(config.fireType==0){
  521. return new SingleShotWeapon(leftHand,rightHand);
  522. }else if(config.fireType==1){
  523. return new AutomaticFifleWeapon(leftHand,rightHand);
  524. }
  525. return new SingleShotWeapon(leftHand,rightHand);;
  526. }
  527. get scene(){
  528. return director.getScene();
  529. }
  530. private static instance:GameController;
  531. public static get single(){
  532. if(this.instance==null){
  533. this.instance=new GameController();
  534. }
  535. return this.instance;
  536. }
  537. }