survivors: giving different weapons different projectile speed

This commit is contained in:
Sheldan
2025-08-22 13:09:33 +02:00
parent e99b8b6bf8
commit dff1a6a760

View File

@@ -75,7 +75,7 @@ export class HomingPistol extends RangeWeapon {
let range = this.calculateRange() let range = this.calculateRange()
let closestTargetTo = this.world.getClosestTargetTo(this.world.player.position, range); let closestTargetTo = this.world.getClosestTargetTo(this.world.player.position, range);
if(closestTargetTo !== undefined && closestTargetTo[1] !== undefined) { if(closestTargetTo !== undefined && closestTargetTo[1] !== undefined) {
let stats = new ProjectileStats(5, 1, 5, 5) let stats = new ProjectileStats(5, 1, 5, this.stats.projectileSpeed)
let projectile = HomingProjectile.createHomingProjectile(this.world, this.getPosition(), this.player, closestTargetTo[1]!, stats, 'yellow') let projectile = HomingProjectile.createHomingProjectile(this.world, this.getPosition(), this.player, closestTargetTo[1]!, stats, 'yellow')
this.projectiles.push(projectile) this.projectiles.push(projectile)
return true return true
@@ -88,7 +88,7 @@ export class HomingPistol extends RangeWeapon {
if(!offset) { if(!offset) {
offset = new Vector(5, 5) offset = new Vector(5, 5)
} }
let stats = new WeaponStats(0, 1) let stats = new WeaponStats(0, 1, 3)
let pistol = new HomingPistol(world, stats) let pistol = new HomingPistol(world, stats)
pistol.offset = offset; pistol.offset = offset;
pistol.size = 5; pistol.size = 5;
@@ -122,7 +122,7 @@ export class Pistol extends RangeWeapon {
let range = this.calculateRange() let range = this.calculateRange()
let closestTargetTo = this.world.getClosestTargetTo(this.world.player.position, range); let closestTargetTo = this.world.getClosestTargetTo(this.world.player.position, range);
if(closestTargetTo !== undefined && closestTargetTo[1] !== undefined) { if(closestTargetTo !== undefined && closestTargetTo[1] !== undefined) {
let stats = new ProjectileStats(2, 1, 5, 5) let stats = new ProjectileStats(2, 1, 5, this.stats.projectileSpeed)
let projectile = StraightProjectile.createStraightProjectile(this.world, this.getPosition(), closestTargetTo[1]!.getPosition(), this.player, stats, 'pink') let projectile = StraightProjectile.createStraightProjectile(this.world, this.getPosition(), closestTargetTo[1]!.getPosition(), this.player, stats, 'pink')
this.projectiles.push(projectile) this.projectiles.push(projectile)
return true return true
@@ -135,7 +135,7 @@ export class Pistol extends RangeWeapon {
if(!offset) { if(!offset) {
offset = new Vector(5, 5) offset = new Vector(5, 5)
} }
let stats = new WeaponStats(0, 1) let stats = new WeaponStats(0, 1, 5)
let pistol = new Pistol(world, stats) let pistol = new Pistol(world, stats)
pistol.offset = offset; pistol.offset = offset;
pistol.size = 5; pistol.size = 5;
@@ -148,7 +148,8 @@ export class Pistol extends RangeWeapon {
export class WeaponStats { export class WeaponStats {
constructor(private _weaponRange: number, constructor(private _weaponRange: number,
private _weaponRangeFactor: number) { private _weaponRangeFactor: number,
private _projectileSpeed: number) {
} }
@@ -160,6 +161,11 @@ export class WeaponStats {
return this._weaponRangeFactor return this._weaponRangeFactor
} }
get projectileSpeed(): number {
return this._projectileSpeed;
}
get effectiveWeaponRange(): number { get effectiveWeaponRange(): number {
return this._weaponRange * this._weaponRangeFactor return this._weaponRange * this._weaponRangeFactor
} }