survivors: adding spread weapon

This commit is contained in:
Sheldan
2025-09-04 20:56:36 +02:00
parent c01ac53312
commit f2e62a7e74
3 changed files with 60 additions and 2 deletions

View File

@@ -62,6 +62,14 @@ export class Vector {
return Math.acos(this.dotProduct2(vector) / (this.vecLength() * vector.vecLength()))
}
rotate(angle: number) {
let c = Math.cos(angle);
let s = Math.sin(angle)
let x = this._x * c - this._y * s
let y = this._x * s + this._y * c
return new Vector(x, y)
}
get x(): number {
return this._x;
}

View File

@@ -6,7 +6,7 @@ import {Player} from "./Player.ts";
import {Vector} from "./base.ts";
import {BasicEnemy, ContainerEnemy, Enemy, HealthEnemy, ShootingEnemy} from "./Enemies.ts";
import {HUD} from "./ui.ts";
import {HomingPistol, Pistol} from "./weapons.ts";
import {HomingPistol, Pistol, SpreadWeapon} from "./weapons.ts";
import {MoneyDrop} from "./drop.ts";
@@ -123,6 +123,7 @@ docReady(function () {
player.addWeapon(Pistol.generatePistol(world))
player.addWeapon(HomingPistol.generateHomingPistol(world))
player.addWeapon(SpreadWeapon.generateSpreadWeapon(world))
hud = new HUD(world);
requestAnimationFrame(updateCanvas);

View File

@@ -1,5 +1,5 @@
import type {Weapon} from "./interfaces.ts";
import {drawDot} from "./utils.ts";
import {drawDot, toRad} from "./utils.ts";
import {Player} from "./Player.ts";
import {HomingProjectile, Projectile, ProjectileStats, StraightProjectile} from "./projectile.ts";
import {World} from "./World.ts";
@@ -155,6 +155,55 @@ export class Pistol extends RangeWeapon {
}
}
export class SpreadWeapon extends RangeWeapon {
draw(ctx: CanvasRenderingContext2D) {
drawDot(this.getPosition(), 1, this.color, ctx)
}
private createProjectile(): boolean {
let range = this.calculateRange()
let closestTargetTo = this.world.getClosestTargetTo(this.world.player.position, range);
if(closestTargetTo !== undefined && closestTargetTo[1] !== undefined) {
let stats = new ProjectileStats()
.withPiercings(this.stats.projectilePiercings)
.withSize(1)
.withDamage(this.stats.damage)
.withSpeed(this.stats.projectileSpeed);
let targetPosition = closestTargetTo[1]!.getPosition();
let weaponPosition = this.getPosition();
let mainVector = Vector.createVector(targetPosition, weaponPosition)
let mainProjectile = StraightProjectile.createStraightProjectile(this.world, weaponPosition, targetPosition, this.player, stats, 'gray')
this.projectiles.push(mainProjectile)
let upperVector = mainVector.rotate(toRad(-30))
let upperTarget = weaponPosition.add(upperVector.multiply(this.world.maxValue()))
let upperProjectile = StraightProjectile.createStraightProjectile(this.world, weaponPosition, upperTarget, this.player, stats, 'gray')
this.projectiles.push(upperProjectile)
let lowerVector = mainVector.rotate(toRad(30))
let lowerTarget = weaponPosition.add(lowerVector.multiply(this.world.maxValue()))
let lowerProjectile = StraightProjectile.createStraightProjectile(this.world, weaponPosition, lowerTarget, this.player, stats, 'gray')
this.projectiles.push(lowerProjectile)
return true
} else {
return false;
}
}
static generateSpreadWeapon(world: World, offset?: Vector) {
if(!offset) {
offset = new Vector(5, 5)
}
let stats = new WeaponStats()
.withProjectileSpeed(1)
.withDamage(3)
.withShootInterval(40)
let pistol = new SpreadWeapon(world, stats)
pistol.offset = offset;
pistol.size = 5;
pistol.color = 'gray';
return pistol;
}
}
export class WeaponStats {