survivors: adding spear (kinda)

changed range calculation for melee weapons
This commit is contained in:
Sheldan
2025-09-07 19:12:54 +02:00
parent 27862e19df
commit c9c063b477
3 changed files with 151 additions and 12 deletions

View File

@@ -1,7 +1,7 @@
import type {ChanceEntry, Item} from "./interfaces.ts";
import {Player} from "./Player.ts";
import {randomItem} from "./utils.ts";
import {ChainBall, HomingPistol, Pistol, SpreadWeapon} from "./weapons.ts";
import {ChainBall, HomingPistol, Pistol, Spear, SpreadWeapon} from "./weapons.ts";
import type {World} from "./World.ts";
export enum Rarity {
@@ -42,6 +42,7 @@ export class ItemManagement {
this.ITEMS.push(new SpreadWeaponItem())
this.ITEMS.push(new ChainBallWeaponItem())
this.ITEMS.push(new PullRangeUp())
this.ITEMS.push(new SpearWeaponItem())
}
}
@@ -187,4 +188,20 @@ export class ChainBallWeaponItem extends BaseItem {
}
}
export class SpearWeaponItem extends BaseItem {
pickup(player: Player, world: World) {
player.addWeapon(Spear.createSpear(world))
super.pickup(player, world)
}
name() {
return 'spear'
}
getRarity(): Rarity {
return Rarity.EPIC;
}
}

View File

@@ -12,7 +12,7 @@ import {
toRad
} from "./utils.ts";
import {InstanceOfUtils} from "./instance.ts";
import {MeleeWeapon} from "./weapons.ts";
import {ChainBall, MeleeWeapon} from "./weapons.ts";
import type {Enemy} from "./Enemies.ts";
export abstract class Projectile implements Acting, Placeable {
@@ -129,13 +129,13 @@ export class StraightProjectile extends Projectile {
}
}
export class WeaponProjectile extends Projectile {
private weapon: MeleeWeapon;
export class ChainBallProjectile extends Projectile {
private weapon: ChainBall;
private movingBack: boolean = false;
private target: Vector;
private lastHit: Enemy[] = []
constructor(position: Vector, speedVec: Vector, stats: ProjectileStats, world: World, parent: any, weapon: MeleeWeapon, target: Vector) {
constructor(position: Vector, speedVec: Vector, stats: ProjectileStats, world: World, parent: any, weapon: ChainBall, target: Vector) {
super(position, speedVec, stats, world, parent);
this.weapon = weapon;
this.target = target.clone()
@@ -177,9 +177,71 @@ export class WeaponProjectile extends Projectile {
}
}
static createWeaponProjectile(world: World, start: Vector, targetPosition: Vector, parent: any, stats: ProjectileStats, weapon: MeleeWeapon, color?: string) {
static createChainBallProjectile(world: World, start: Vector, targetPosition: Vector, parent: any, stats: ProjectileStats, weapon: MeleeWeapon, color?: string) {
let dirVector = Vector.createVector(targetPosition, start).normalize().multiply(stats.speed);
let projectile = new WeaponProjectile(start, dirVector, stats, world, parent, weapon, targetPosition)
let projectile = new ChainBallProjectile(start, dirVector, stats, world, parent, weapon, targetPosition)
projectile.color = color === undefined ? 'red' : color!;
world.addProjectile(projectile)
return projectile;
}
}
export class StraightMeleeWeaponProjectile extends Projectile {
private weapon: MeleeWeapon;
private movingBack: boolean = false;
private target: Vector;
private lastHit: Enemy[] = []
constructor(position: Vector, speedVec: Vector, stats: ProjectileStats, world: World, parent: any, weapon: ChainBall, target: Vector) {
super(position, speedVec, stats, world, parent);
this.weapon = weapon;
this.target = target.clone()
}
draw(ctx: CanvasRenderingContext2D) {
let position = this.getRealPosition();
drawDot(position, this.stats.size, 'brown', ctx) // todo render the weapon instead
}
getRealPosition(): Vector {
return this.world.player.getPosition().add(this.position)
}
act() {
this.move()
let hitEnemies = this.world.getAllInRange(this.getRealPosition(), this.stats.size * 2);
hitEnemies.forEach(value => {
if(this.lastHit.indexOf(value) !== -1) {
if(InstanceOfUtils.instanceOfHealthy(value)) {
let healthy = value as Healthy;
healthy.takeDamage(this.stats.damage)
}
}
})
this.lastHit = hitEnemies;
}
move() {
super.move()
if(!this.movingBack) {
this.position = straightMove(this.position, this.speedVec)
if(this.position.distanceTo(this.target) < this.stats.size) {
this.movingBack = true;
this.speedVec = this.speedVec.multiply(3)
}
} else {
this.position = moveInDirectionOf(this.position, new Vector(0, 0), this.speedVec.vecLength())
}
if(this.movingBack && this.position.distanceTo(new Vector(0, 0)) < (this.stats.size + this.world.player.stats.size)) {
this.weapon.reset();
this.die()
}
}
static createStraightMeleeProjectile(world: World, start: Vector, targetPosition: Vector, parent: any, stats: ProjectileStats, weapon: MeleeWeapon, color?: string) {
let dirVector = Vector.createVector(targetPosition, start).normalize().multiply(stats.speed);
let projectile = new StraightMeleeWeaponProjectile(start, dirVector, stats, world, parent, weapon, targetPosition)
projectile.color = color === undefined ? 'red' : color!;
world.addProjectile(projectile)
return projectile;

View File

@@ -1,7 +1,14 @@
import type {Weapon} from "./interfaces.ts";
import {drawDot, toRad} from "./utils.ts";
import {Player} from "./Player.ts";
import {HomingProjectile, Projectile, ProjectileStats, StraightProjectile, WeaponProjectile} from "./projectile.ts";
import {
HomingProjectile,
Projectile,
ProjectileStats,
StraightProjectile,
ChainBallProjectile,
StraightMeleeWeaponProjectile
} from "./projectile.ts";
import {World} from "./World.ts";
import {Vector} from "./base.ts";
@@ -84,15 +91,67 @@ export abstract class MeleeWeapon extends RangeWeapon {
act() {
if(this.shootCooldown <= 0) {
if(this.createProjectile()) {
this.launched = true;
this.shootCooldown = 1;
}
}
if(!this.launched) {
this.shootCooldown -= 1;
}
}
reset() {
this.shootCooldown = 0
this.shootCooldown = this.stats.shootInterval
this.launched = false;
}
calculateRange(): number {
return this.stats.effectiveWeaponRange;
}
}
export class Spear extends MeleeWeapon {
protected launched: boolean;
createProjectile(): boolean {
let range = this.calculateRange()
let closestTargetTo = this.world.getFarthestTargetButWithin(this.world.player.position, range);
if(closestTargetTo !== undefined && closestTargetTo[1] !== undefined) {
let stats = new ProjectileStats()
.withPiercings(1000)
.withSize(3)
.withDamage(this.stats.damage)
.withSpeed(this.stats.projectileSpeed);
let offsetVector = Vector.createVector(closestTargetTo[1]!.getPosition(), this.player.position).multiply(1.1);
if(offsetVector.vecLength() < 15) {
offsetVector = offsetVector.normalize().multiply(40)
}
let projectile = StraightMeleeWeaponProjectile.createStraightMeleeProjectile(this.world, new Vector(0, 0), offsetVector, this.player, stats, this)
this.projectiles.push(projectile)
return true
} else {
return false;
}
}
static createSpear(world: World, offset?: Vector) {
if(!offset) {
offset = new Vector(5, 5)
}
let stats = new WeaponStats()
.withProjectileSpeed(5)
.withDamage(15)
.withWeaponRange(150)
.withShootInterval(50)
let pistol = new Spear(world, stats)
pistol.offset = offset;
pistol.size = 7;
pistol.color = 'brown';
return pistol;
}
}
export class ChainBall extends MeleeWeapon {
createProjectile(): boolean {
@@ -104,7 +163,7 @@ export class ChainBall extends MeleeWeapon {
.withSize(3)
.withDamage(this.stats.damage)
.withSpeed(this.stats.projectileSpeed);
let projectile = WeaponProjectile.createWeaponProjectile(this.world, this.getPosition(), closestTargetTo[1]!.getPosition(), this.player, stats, this)
let projectile = ChainBallProjectile.createChainBallProjectile(this.world, this.getPosition(), closestTargetTo[1]!.getPosition(), this.player, stats, this)
this.projectiles.push(projectile)
return true
} else {
@@ -119,7 +178,8 @@ export class ChainBall extends MeleeWeapon {
let stats = new WeaponStats()
.withProjectileSpeed(3)
.withDamage(15)
.withShootInterval(50)
.withWeaponRange(150)
.withShootInterval(20)
let pistol = new ChainBall(world, stats)
pistol.offset = offset;
pistol.size = 4;
@@ -267,7 +327,7 @@ export class WeaponStats {
constructor() {
this._weaponRangeFactor = 1
this._weaponRange = 0
this._weaponRange = 50
this._projectilePiercings = 0
this._projectileSpeed = 100
this._damage = 1