survivors: adding weapon stats and range weapon stat

This commit is contained in:
Sheldan
2025-08-22 13:00:24 +02:00
parent e91368d380
commit e99b8b6bf8
3 changed files with 63 additions and 27 deletions

View File

@@ -4,7 +4,7 @@ import {drawDot} from "./utils.ts";
export class Player implements Drawable, Acting, Healthy {
private _position: Vector;
private _stats: Stats;
private _stats: PlayerStats;
private _color: string;
private _status: PlayerStatus;
private _weapons: [Weapon] = []
@@ -28,7 +28,7 @@ export class Player implements Drawable, Acting, Healthy {
}
let player = new Player(position);
player._color = 'blue';
player._stats = Stats.defaultPlayerStats();
player._stats = PlayerStats.defaultPlayerStats();
player._speed = new Vector(0, 0)
player._status = new PlayerStatus(10, 0);
return player;
@@ -76,7 +76,7 @@ export class Player implements Drawable, Acting, Healthy {
return this._color;
}
get stats(): Stats {
get stats(): PlayerStats {
return this._stats;
}
@@ -133,29 +133,23 @@ export class PlayerStatus {
}
}
export class Stats {
export class PlayerStats {
constructor(private _speed: number,
private _size: number,
private _health: number,
private _pullRange: number) {
private _pullRange: number,
private _weaponRange: number,
private _weaponRangeFactor: number) {
}
get speed(): number {
return this._speed;
}
set speed(value: number) {
this._speed = value;
}
get size(): number {
return this._size;
}
set size(value: number) {
this._size = value;
}
get pullRange(): number {
return this._pullRange;
}
@@ -164,7 +158,15 @@ export class Stats {
return this._health;
}
public static defaultPlayerStats(): Stats {
return new Stats(3, 5, 10, 150);
get weaponRange(): number {
return this._weaponRange
}
get effectiveWeaponRange(): number {
return this._weaponRange * this._weaponRangeFactor;
}
public static defaultPlayerStats(): PlayerStats {
return new PlayerStats(3, 5, 10, 150, 250, 1);
}
}

View File

@@ -82,15 +82,15 @@ export class World {
return new Vector(this.size.x * Math.random(), this.size.y * Math.random())
}
getClosestTargetTo(point: Vector): [number, Placeable | undefined] | undefined {
return this.getClosestTargetToButNot(point)
getClosestTargetTo(point: Vector, range?: number): [number, Placeable | undefined] | undefined {
return this.getClosestTargetToButNot(point, undefined, range)
}
getClosestTargetToButNot(point: Vector, placeable?: Placeable): [number, Placeable | undefined] | undefined {
return this.getClosestTargetToButNotArray(point, [placeable])
getClosestTargetToButNot(point: Vector, placeable?: Placeable, range?: number): [number, Placeable | undefined] | undefined {
return this.getClosestTargetToButNotArray(point, [placeable], range)
}
getClosestTargetToButNotArray(point: Vector, placeAbles?: [Placeable | undefined]): [number, Placeable | undefined] | undefined {
getClosestTargetToButNotArray(point: Vector, placeAbles?: [Placeable | undefined], range?: number): [number, Placeable | undefined] | undefined {
let currentTarget;
let currentDistance = Number.MAX_SAFE_INTEGER;
this._enemies.forEach(enemy => {
@@ -98,6 +98,9 @@ export class World {
return;
}
let distance = point.distanceTo(enemy.getPosition());
if(range && distance > range) {
return;
}
if(distance < currentDistance) {
currentDistance = distance;
currentTarget = enemy

View File

@@ -11,10 +11,12 @@ export abstract class BasicWeapon implements Weapon {
protected readonly world: World;
protected color: string;
protected size: number;
protected stats: WeaponStats;
constructor(world: World) {
constructor(world: World, stats: WeaponStats) {
this.player = world.player;
this.world = world;
this.stats = stats;
}
act() {
@@ -43,7 +45,13 @@ export abstract class BasicWeapon implements Weapon {
}
}
export class HomingPistol extends BasicWeapon {
export class RangeWeapon extends BasicWeapon {
calculateRange(): number {
return this.world.player.stats.effectiveWeaponRange + this.stats.effectiveWeaponRange;
}
}
export class HomingPistol extends RangeWeapon {
private shootInterval: number;
private shootCooldown: number = 0;
@@ -64,7 +72,8 @@ export class HomingPistol extends BasicWeapon {
}
private createProjectile(): boolean {
let closestTargetTo = this.world.getClosestTargetTo(this.world.player.position);
let range = this.calculateRange()
let closestTargetTo = this.world.getClosestTargetTo(this.world.player.position, range);
if(closestTargetTo !== undefined && closestTargetTo[1] !== undefined) {
let stats = new ProjectileStats(5, 1, 5, 5)
let projectile = HomingProjectile.createHomingProjectile(this.world, this.getPosition(), this.player, closestTargetTo[1]!, stats, 'yellow')
@@ -79,7 +88,8 @@ export class HomingPistol extends BasicWeapon {
if(!offset) {
offset = new Vector(5, 5)
}
let pistol = new HomingPistol(world)
let stats = new WeaponStats(0, 1)
let pistol = new HomingPistol(world, stats)
pistol.offset = offset;
pistol.size = 5;
pistol.color = 'yellow';
@@ -88,7 +98,7 @@ export class HomingPistol extends BasicWeapon {
}
}
export class Pistol extends BasicWeapon {
export class Pistol extends RangeWeapon {
private shootInterval: number;
private shootCooldown: number = 0;
@@ -109,7 +119,8 @@ export class Pistol extends BasicWeapon {
}
private createProjectile(): boolean {
let closestTargetTo = this.world.getClosestTargetTo(this.world.player.position);
let range = this.calculateRange()
let closestTargetTo = this.world.getClosestTargetTo(this.world.player.position, range);
if(closestTargetTo !== undefined && closestTargetTo[1] !== undefined) {
let stats = new ProjectileStats(2, 1, 5, 5)
let projectile = StraightProjectile.createStraightProjectile(this.world, this.getPosition(), closestTargetTo[1]!.getPosition(), this.player, stats, 'pink')
@@ -124,7 +135,8 @@ export class Pistol extends BasicWeapon {
if(!offset) {
offset = new Vector(5, 5)
}
let pistol = new Pistol(world)
let stats = new WeaponStats(0, 1)
let pistol = new Pistol(world, stats)
pistol.offset = offset;
pistol.size = 5;
pistol.color = 'brown';
@@ -133,3 +145,22 @@ export class Pistol extends BasicWeapon {
}
}
export class WeaponStats {
constructor(private _weaponRange: number,
private _weaponRangeFactor: number) {
}
get weaponRange(): number {
return this._weaponRange;
}
get weaponRangeFactor(): number {
return this._weaponRangeFactor
}
get effectiveWeaponRange(): number {
return this._weaponRange * this._weaponRangeFactor
}
}