feat: 智慧塔boss战第一阶段

This commit is contained in:
unanmed 2024-11-16 13:31:30 +08:00
parent 3de944fc1b
commit d9a398a8e9
5 changed files with 910 additions and 60 deletions

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@ -192,7 +192,21 @@ main.floors.tower7=
[527,527,527,527,527,527,527,527,527,527,527,527,527,527,527]
],
"bgmap": [
[526,526,526,526,526,526,526,526,526,526,526,526,526,526,526],
[526,526,526,526,526,526,526,526,526,526,526,526,526,526,526],
[526,526,526,526,526,526,526,526,526,526,526,526,526,526,526],
[526,526,526,526,526,526,526,526,526,526,526,526,526,526,526],
[526,526,526,526,526,526,526,526,526,526,526,526,526,526,526],
[526,526,526,526,526,526,526,526,526,526,526,526,526,526,526],
[526,526,526,526,526,526,526,526,526,526,526,526,526,526,526],
[526,526,526,526,526,526,526,526,526,526,526,526,526,526,526],
[526,526,526,526,526,526,526,526,526,526,526,526,526,526,526],
[526,526,526,526,526,526,526,526,526,526,526,526,526,526,526],
[526,526,526,526,526,526,526,526,526,526,526,526,526,526,526],
[526,526,526,526,526,526,526,526,526,526,526,526,526,526,526],
[526,526,526,526,526,526,526,526,526,526,526,526,526,526,526],
[526,526,526,526,526,526,526,526,526,526,526,526,526,526,526],
[526,526,526,526,526,526,526,526,526,526,526,526,526,526,526]
],
"fgmap": [

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@ -0,0 +1,4 @@
export interface IStateDamageable {
/** 生命值 */
hp: number;
}

View File

@ -1,3 +1,7 @@
import { MotaOffscreenCanvas2D } from '@/core/fx/canvas2d';
import { RenderItem, RenderItemPosition } from '@/core/render/item';
import { Transform } from '@/core/render/transform';
import { IStateDamageable } from '@/game/state/interface';
import { Ticker } from 'mutate-animate';
export abstract class BarrageBoss {
@ -8,7 +12,14 @@ export abstract class BarrageBoss {
/** 开始时刻 */
private startTime: number = 0;
/** 当前帧数 */
private frame: number = 0;
frame: number = 0;
/** 这个boss战的主渲染元素所有弹幕都会在此之上渲染 */
abstract readonly main: BossSprite;
/** 这个boss战中勇士的碰撞箱 */
abstract readonly hitbox: Hitbox.HitboxType;
/** 勇士的状态 */
abstract readonly state: IStateDamageable;
/**
* boss的ai
@ -19,9 +30,19 @@ export abstract class BarrageBoss {
private tick = () => {
const now = Date.now();
this.ai(now - this.startTime, this.frame++);
this.ai(now - this.startTime, this.frame);
this.frame++;
this.projectiles.forEach(v => {
v.ai(this, now - v.startTime, v.frame++);
const time = now - v.startTime;
v.time = time;
v.ai(this, time, v.frame);
v.frame++;
if (time > 60_000) {
this.destroyProjectile(v);
}
if (v.isIntersect(this.hitbox)) {
v.doDamage(this.state);
}
});
};
@ -59,48 +80,159 @@ export abstract class BarrageBoss {
* @param x
* @param y
*/
createProjectile(
Proj: new (boss: BarrageBoss) => Projectile,
createProjectile<T extends Projectile>(
Proj: new (boss: this) => T,
x: number,
y: number
) {
): T {
const projectile = new Proj(this);
projectile.setPosition(x, y);
return projectile;
}
}
export abstract class Projectile {
export abstract class BossSprite<
T extends BarrageBoss = BarrageBoss
> extends RenderItem {
/** 这个sprite所属的boss */
readonly boss: T;
constructor(type: RenderItemPosition, boss: T) {
super(type, false);
this.boss = boss;
}
/**
* false会阻止内置渲染函数执行
* @param canvas
* @param transform
*/
protected abstract preDraw(
canvas: MotaOffscreenCanvas2D,
transform: Transform
): boolean;
/**
* preDraw返回false
* @param canvas
* @param transform
*/
protected abstract postDraw(
canvas: MotaOffscreenCanvas2D,
transform: Transform
): void;
protected render(
canvas: MotaOffscreenCanvas2D,
transform: Transform
): void {
const pre = this.preDraw(canvas, transform);
if (!pre) {
this.postDraw(canvas, transform);
return;
}
this.renderProjectiles(canvas, transform);
this.postDraw(canvas, transform);
}
/**
*
* @param canvas
* @param transform
*/
protected renderProjectiles(
canvas: MotaOffscreenCanvas2D,
transform: Transform
) {
this.boss.projectiles.forEach(v => {
v.render(canvas, transform);
});
}
}
export abstract class Projectile<T extends BarrageBoss = BarrageBoss> {
/** 这个弹幕从属的boss */
boss: BarrageBoss;
x: number = 0;
y: number = 0;
boss: T;
/** 这个弹幕的伤害 */
abstract damage: number;
private _x: number = 0;
get x(): number {
return this._x;
}
set x(v: number) {
this._x = v;
this.updateHitbox(v, this._y);
}
private _y: number = 0;
get y(): number {
return this._y;
}
set y(v: number) {
this._y = v;
this.updateHitbox(this._x, v);
}
/** 弹幕的生成时刻 */
startTime: number = Date.now();
/** 弹幕当前帧数 */
frame: number = 0;
/** 当前弹幕持续时长 */
time: number = 0;
constructor(boss: BarrageBoss) {
/** 这个弹幕的碰撞箱 */
abstract hitbox: Hitbox.HitboxType;
constructor(boss: T) {
this.boss = boss;
boss.projectiles.add(this);
}
/**
*
* A检测B发生碰撞B检测A也应该发生碰撞
* @param hitbox
*/
abstract isIntersect(hitbox: Hitbox.HitboxType): boolean;
/**
*
* @param x
* @param y
*/
abstract updateHitbox(x: number, y: number): void;
/**
*
* @param target
* @returns
*/
abstract doDamage(target: IStateDamageable): boolean;
/**
*
*/
setPosition(x: number, y: number) {
this.x = x;
this.y = y;
this.updateHitbox(x, y);
}
/**
* ai
* ai1
* @param boss boss
* @param time
* @param frame
*/
abstract ai(boss: BarrageBoss, time: number, frame: number): void;
abstract ai(boss: T, time: number, frame: number): void;
/**
* boss的弹幕应该全部画在同一层
* @param canvas
* @param transform
*/
abstract render(canvas: MotaOffscreenCanvas2D, transform: Transform): void;
/**
*
@ -111,18 +243,15 @@ export abstract class Projectile {
}
export namespace Hitbox {
export class Line {
x1: number;
y1: number;
x2: number;
y2: number;
export type HitboxType = Line | Rect | Circle;
constructor(x1: number, y1: number, x2: number, y2: number) {
this.x1 = x1;
this.x2 = x2;
this.y1 = y1;
this.y2 = y2;
}
export class Line {
constructor(
public x1: number,
public y1: number,
public x2: number,
public y2: number
) {}
setPoint1(x: number, y: number) {
this.x1 = x;
@ -136,15 +265,11 @@ export namespace Hitbox {
}
export class Circle {
x: number;
y: number;
radius: number;
constructor(x: number, y: number, radius: number) {
this.x = x;
this.y = y;
this.radius = radius;
}
constructor(
public x: number,
public y: number,
public radius: number
) {}
setRadius(radius: number) {
this.radius = radius;
@ -157,17 +282,12 @@ export namespace Hitbox {
}
export class Rect {
x: number;
y: number;
w: number;
h: number;
constructor(x: number, y: number, w: number, h: number) {
this.x = x;
this.y = y;
this.w = w;
this.h = h;
}
constructor(
public x: number,
public y: number,
public w: number,
public h: number
) {}
setPosition(x: number, y: number) {
this.x = x;

View File

@ -1,12 +1,34 @@
import { Shader } from '@/core/render/shader';
import { PointEffect } from '../fx/pointShader';
import { BarrageBoss } from './barrage';
import { BarrageBoss, BossSprite, Hitbox } from './barrage';
import { MotaRenderer } from '@/core/render/render';
import { LayerGroup } from '@/core/render/preset/layer';
import { RenderItem } from '@/core/render/item';
import { MotaOffscreenCanvas2D } from '@/core/fx/canvas2d';
import { Transform } from '@/core/render/transform';
import { Animation, hyper, power, sleep, Transition } from 'mutate-animate';
import {
Animation,
hyper,
power,
sleep,
TimingFn,
Transition
} from 'mutate-animate';
import { Container } from '@/core/render/container';
import {
ArrowProjectile,
PortalProjectile,
ProjectileDirection
} from './towerBossProjectile';
import { IStateDamageable } from '@/game/state/interface';
Mota.require('var', 'loading').once('coreInit', () => {
const shader = new Shader();
shader.size(480, 480);
shader.setHD(true);
TowerBoss.shader = shader;
TowerBoss.effect.create(shader, 40);
});
const enum TowerBossStage {
/** 开场白阶段 */
@ -19,6 +41,8 @@ const enum TowerBossStage {
Stage3,
Dialogue3,
Stage4,
Stage5,
Stage6,
End
}
@ -29,22 +53,40 @@ const enum HealthBarStatus {
End
}
Mota.require('var', 'loading').once('coreInit', () => {
const shader = new Shader();
shader.size(480, 480);
shader.setHD(true);
TowerBoss.shader = shader;
TowerBoss.effect.create(shader, 40);
});
interface TowerBossAttack {
x: number;
y: number;
damage: number;
/** 生成时刻 */
spwan: number;
/** 持续时长 */
last: number;
}
class TowerBoss extends BarrageBoss {
interface AttackCircleRenderable {
cx: number;
cy: number;
alpha: number;
lineOffset: number;
}
export class TowerBoss extends BarrageBoss {
static effect: PointEffect = new PointEffect();
static shader: Shader;
/** boss战阶段 */
stage: TowerBossStage = TowerBossStage.Prologue;
/** 当前boss血量 */
hp: number = 10000;
/** 当前时刻 */
time: number = 0;
private hp: number = 10000;
readonly hitbox: Hitbox.Rect;
readonly state: IStateDamageable;
readonly main: BossEffect;
/** 攻击位点 */
private attackLoc: Set<TowerBossAttack> = new Set();
/** 血条显示元素 */
private healthBar: HealthBar;
@ -52,20 +94,398 @@ class TowerBoss extends BarrageBoss {
private word: Word;
/** 楼层渲染元素 */
private group: LayerGroup;
/** 楼层渲染容器 */
private mapDraw: Container;
/** 每个阶段的进度,具体定义参考 ai 函数开头 */
private stageProgress: number = 0;
/** 当前阶段的开始时刻 */
private stageStartTime: number = 0;
/** 每一阶段的攻击boss次数 */
private attackTime: number = 0;
/** 攻击boss的红圈间隔时长 */
private attackInterval: number = 7000;
private attackIn: TimingFn = hyper('sin', 'out');
private attackOut: TimingFn = hyper('sin', 'in');
/** 使用技能1 智慧之矢 的次数 */
private skill1Time: number = 0;
/** 使用技能2 随机传送 的次数 */
private skill2Time: number = 0;
/** 使用技能3 冰锥 的次数 */
private skill3Time: number = 0;
/** 技能1的释放间隔 */
private skill1Interval: number = 10000;
/** 技能2的释放间隔 */
private skill2Interval: number = 7000;
/** 技能3的释放间隔 */
private skill3Interval: number = 13000;
/** 使用技能4 随机闪电 的次数 */
private skill4Time: number = 0;
/** 使用技能5 球形闪电 的次数 */
private skill5Time: number = 0;
/** 技能4的释放间隔 */
private skill4Interval: number = 4000;
/** 技能5的释放间隔 */
private skill5Interval: number = 12000;
/** 使用技能6 炸弹 的次数 */
private skill6Time: number = 0;
/** 使用技能7 连锁闪电 的次数 */
private skill7Time: number = 0;
/** 技能6的释放间隔 */
private skill6Interval: number = 500;
/** 技能7的释放间隔 */
private skill7Interval: number = 10000;
constructor() {
super();
this.healthBar = new HealthBar('absolute');
this.word = new Word('absolute');
this.main = new BossEffect('absolute', this);
const render = MotaRenderer.get('render-main')!;
this.group = render.getElementById('layer-main') as LayerGroup;
this.mapDraw = render.getElementById('map-draw') as Container;
this.healthBar.init();
this.word.init();
this.main.init();
this.healthBar.append(this.group);
this.word.append(this.group);
this.main.append(this.group);
const { x, y } = core.status.hero.loc;
const cell = 32;
this.hitbox = new Hitbox.Rect(x * cell + 4, y * cell + 16, 24, 32);
this.state = core.status.hero;
}
ai(time: number, frame: number): void {}
override start() {
super.start();
this.group.remove();
this.group.append(TowerBoss.shader);
TowerBoss.shader.append(this.mapDraw);
ArrowProjectile.init();
PortalProjectile.init();
}
override end() {
super.end();
TowerBoss.shader.remove();
this.group.append(this.mapDraw);
this.healthBar.remove();
this.word.remove();
this.main.remove();
ArrowProjectile.end();
PortalProjectile.end();
}
/**
* boss等
*/
check(time: number) {
this.checkLose();
}
private checkLose() {
if (core.status.hero.hp < 0) {
core.lose();
core.updateStatusBar();
this.end();
}
}
/**
* boss
* @param damage
*/
attackBoss(damage: number) {
this.hp -= damage;
this.healthBar.set(this.hp);
// 先用drawAnimate凑活一下等下个版本提供更好的 api
if (this.stage === TowerBossStage.Stage4) {
core.drawAnimate('hand', 7, 2);
} else if (this.stage === TowerBossStage.Stage5) {
core.drawAnimate('hand', 7, 3);
} else if (this.stage === TowerBossStage.Stage6) {
core.drawAnimate('hand', 7, 4);
} else {
core.drawAnimate('hand', 7, 1);
}
}
/**
* boss的圆圈
* @param last
* @param damage
*/
addAttackCircle(last: number, damage: number) {
let nx = 0;
let ny = 0;
if (this.stage === TowerBossStage.Stage4) {
nx = Math.floor(Math.random() * 11 + 2);
ny = Math.floor(Math.random() * 11 + 2);
} else if (this.stage === TowerBossStage.Stage5) {
nx = Math.floor(Math.random() * 9 + 3);
ny = Math.floor(Math.random() * 9 + 3);
} else if (this.stage === TowerBossStage.Stage6) {
nx = Math.floor(Math.random() * 7 + 4);
ny = Math.floor(Math.random() * 7 + 4);
} else {
nx = Math.floor(Math.random() * 13 + 1);
ny = Math.floor(Math.random() * 13 + 1);
}
const obj: TowerBossAttack = {
x: nx,
y: ny,
spwan: this.time,
damage,
last
};
this.attackLoc.add(obj);
}
private getAttackCircleRenderable(): AttackCircleRenderable[] {
return [...this.attackLoc].map(v => {
const progress = (this.time - v.spwan) / v.last;
let alpha = 1;
let offset = 0;
if (progress < 0.1) {
alpha = progress * 10;
offset = 32 * this.attackIn(10 * (0.1 - progress));
} else if (progress > 0.9) {
alpha = 10 * (1 - progress);
offset = 32 * this.attackOut(10 * (progress - 0.9));
}
return {
cx: v.x * 32,
cy: v.y * 32,
alpha,
lineOffset: offset
};
});
}
private renderAttack() {
const renderable = this.getAttackCircleRenderable();
this.main.setAttackCircle(renderable);
}
ai(time: number, frame: number): void {
this.time = time;
const fixedTime = time - this.stageStartTime;
this.main.update();
this.renderAttack();
this.check(time);
switch (this.stage) {
case TowerBossStage.Prologue:
this.aiPrologue(fixedTime, frame);
break;
case TowerBossStage.Stage1:
this.aiStage1(fixedTime, frame);
break;
case TowerBossStage.Dialogue1:
this.aiDialogue1(fixedTime, frame);
break;
case TowerBossStage.Stage2:
this.aiStage2(fixedTime, frame);
break;
case TowerBossStage.Dialogue2:
this.aiDialogue2(fixedTime, frame);
break;
case TowerBossStage.Stage3:
this.aiStage3(fixedTime, frame);
break;
case TowerBossStage.Dialogue3:
this.aiDialogue3(fixedTime, frame);
break;
case TowerBossStage.Stage4:
this.aiStage4(fixedTime, frame);
break;
case TowerBossStage.Stage5:
this.aiStage5(fixedTime, frame);
break;
case TowerBossStage.Stage6:
this.aiStage6(fixedTime, frame);
break;
case TowerBossStage.End:
this.aiEnd(fixedTime, frame);
break;
}
}
/**
* boss阶段
* @param stage
* @param time
*/
private changeStage(stage: TowerBossStage, time: number) {
this.stage = stage;
this.stageStartTime += time;
this.stageProgress = 0;
}
private aiPrologue(time: number, frame: number) {
// stageProgress:
// 0: 开始; 1: 开始血条动画
this.healthBar.showStart();
this.stageProgress = 1;
if (time > 1500) {
this.changeStage(TowerBossStage.Stage1, time);
this.attackTime = 2;
this.skill1Time = 1;
this.skill2Time = 1;
this.skill3Time = 1;
}
}
async releaseSkill1() {
const locs = new Set<number>();
const count = Math.ceil(Math.random() * 8) + 4;
let i = 0;
while (i < count) {
const dir = Math.floor(Math.random() * 2);
const pos = Math.floor(Math.random() * 13 + 1);
const loc = pos + dir * 13;
if (!locs.has(loc)) continue;
i++;
locs.add(loc);
const proj = this.createProjectile(ArrowProjectile, 0, 0);
proj.setData(dir);
if (dir === ProjectileDirection.Horizontal) {
proj.setPosition(480 - 32, pos * 32 + 32);
} else {
proj.setPosition(pos * 32 + 32, 480 - 32);
}
await sleep(200);
}
}
releaseSkill2() {
const x = Math.floor(Math.random() * 13 + 1);
const y = Math.floor(Math.random() * 13 + 1);
const proj = this.createProjectile(PortalProjectile, 0, 0);
proj.setTarget(x, y);
proj.createEffect(TowerBoss.effect);
}
async releaseSkill3() {}
private aiStage1(time: number, frame: number) {
// stageProgress:
// 0: 开始; 1,2,3,4: 对应对话
const skill1Release = this.skill1Time * this.skill1Interval;
const skill2Release = this.skill2Time * this.skill2Interval;
const skill3Release = this.skill3Time * this.skill3Interval;
const attack = this.attackTime * this.attackInterval;
if (time > skill1Release) {
this.releaseSkill1();
this.skill1Time++;
}
if (time > skill2Release) {
this.releaseSkill2();
this.skill2Time++;
}
if (time > skill3Release) {
this.releaseSkill3();
this.skill3Time++;
}
if (time > attack) {
this.addAttackCircle(3000, 500);
this.attackTime++;
}
if (this.hp <= 7000) {
this.changeStage(TowerBossStage.Dialogue1, time);
this.attackTime = 1;
}
}
private aiDialogue1(time: number, frame: number) {}
private aiStage2(time: number, frame: number) {}
private aiDialogue2(time: number, frame: number) {}
private aiStage3(time: number, frame: number) {}
private aiDialogue3(time: number, frame: number) {}
private aiStage4(time: number, frame: number) {}
private aiStage5(time: number, frame: number) {}
private aiStage6(time: number, frame: number) {}
private aiEnd(time: number, frame: number) {}
}
class BossEffect extends BossSprite<TowerBoss> {
private attackCircle: AttackCircleRenderable[] = [];
/**
*
*/
init() {
this.size(480, 480);
this.setHD(true);
this.setZIndex(80);
}
/**
* boss圆圈的渲染信息
*/
setAttackCircle(renderable: AttackCircleRenderable[]) {
this.attackCircle = renderable;
}
protected preDraw(
canvas: MotaOffscreenCanvas2D,
transform: Transform
): boolean {
this.renderAttackCircle(canvas);
return true;
}
protected postDraw(
canvas: MotaOffscreenCanvas2D,
transform: Transform
): void {}
private renderAttackCircle(canvas: MotaOffscreenCanvas2D) {
const ctx = canvas.ctx;
ctx.strokeStyle = '#ffe229';
ctx.fillStyle = '#ffe229';
ctx.lineWidth = 2;
this.attackCircle.forEach(({ cx, cy, lineOffset, alpha }) => {
ctx.globalAlpha = alpha;
ctx.beginPath();
const offset = lineOffset + 8;
ctx.arc(cx, cy, 2, 0, Math.PI * 2);
ctx.fill();
ctx.beginPath();
ctx.arc(cx, cy, offset, 0, Math.PI * 2);
ctx.moveTo(cx + offset, cy);
ctx.lineTo(cx + offset + 16, cy);
ctx.moveTo(cx, cy + offset);
ctx.lineTo(cx, cy + offset + 16);
ctx.moveTo(cx - offset, cy);
ctx.lineTo(cx - offset - 16, cy);
ctx.moveTo(cx, cy - offset);
ctx.lineTo(cx, cy - offset - 16);
ctx.stroke();
});
ctx.globalAlpha = 1;
}
}
interface TextRenderable {
@ -80,8 +500,6 @@ class Word extends RenderItem {
/** 当前正在显示的文字 */
private showing: string = '';
/** 是否已经显示完毕 */
private showEnd: boolean = true;
/** 文字显示时间间隔 */
private showInterval: number = 100;
/** 文字显示的虚化时长 */
@ -128,7 +546,6 @@ class Word extends RenderItem {
* @param text
*/
showText(text: string) {
this.showEnd = false;
this.showStartTime = Date.now();
this.showing = text;
}

View File

@ -0,0 +1,295 @@
import { hyper, power, TimingFn } from 'mutate-animate';
import { Hitbox, Projectile } from './barrage';
import { MotaOffscreenCanvas2D } from '@/core/fx/canvas2d';
import { Transform } from '@/core/render/transform';
import type { TowerBoss } from './towerBoss';
import { IStateDamageable } from '@/game/state/interface';
import { PointEffect, PointEffectType } from '../fx/pointShader';
import { isNil } from 'lodash-es';
export const enum ProjectileDirection {
Vertical,
Horizontal
}
export class ArrowProjectile extends Projectile<TowerBoss> {
static easing?: TimingFn;
static dangerEasing?: TimingFn;
static horizontal: MotaOffscreenCanvas2D | null = null;
static vertical: MotaOffscreenCanvas2D | null = null;
hitbox: Hitbox.Rect = new Hitbox.Rect(0, 0, 102, 32);
damage: number = 1000;
/** 弹幕的方向 */
direction: ProjectileDirection = ProjectileDirection.Horizontal;
private damaged: boolean = false;
/**
* boss战开始时初始化
*/
static init() {
this.easing = power(2, 'in');
this.dangerEasing = power(3, 'out');
this.horizontal = new MotaOffscreenCanvas2D();
this.vertical = new MotaOffscreenCanvas2D();
const hor = this.horizontal;
hor.size(480 - 64, 32);
hor.setHD(true);
const ctxHor = hor.ctx;
ctxHor.fillStyle = '#f00';
ctxHor.globalAlpha = 0.6;
for (let i = 0; i < 13; i++) {
ctxHor.fillRect(i * 32 + 2, 2, 28, 28);
}
const ver = this.vertical;
ver.size(480 - 64, 32);
ver.setHD(true);
const ctxVer = ver.ctx;
ctxVer.fillStyle = '#f00';
ctxVer.globalAlpha = 0.6;
for (let i = 0; i < 13; i++) {
ctxVer.fillRect(2, i * 32 + 2, 28, 28);
}
}
/**
* boss战结束后清理
*/
static end() {
this.easing = void 0;
this.dangerEasing = void 0;
this.horizontal?.clear();
this.horizontal = null;
this.vertical?.clear();
this.vertical = null;
}
/**
*
* @param direction
*/
setData(direction: ProjectileDirection) {
this.direction = direction;
}
isIntersect(hitbox: Hitbox.HitboxType): boolean {
if (hitbox instanceof Hitbox.Rect) {
return Hitbox.checkRectRect(hitbox, this.hitbox);
} else {
return false;
}
}
updateHitbox(x: number, y: number): void {
this.hitbox.setPosition(x, y);
}
doDamage(target: IStateDamageable): boolean {
if (this.damaged) return false;
target.hp -= this.damage;
this.damaged = true;
return true;
}
ai(boss: TowerBoss, time: number, frame: number): void {
if (time > 3000) {
const progress = (time - 3000) / 2000;
const res = ArrowProjectile.easing!(progress);
const dx = res * 640;
const x = 480 - 32 - dx;
if (this.direction === ProjectileDirection.Horizontal) {
this.setPosition(this.x, x);
} else {
this.setPosition(x, this.y);
}
} else if (time > 5000) {
this.destroy();
}
}
render(canvas: MotaOffscreenCanvas2D, transform: Transform): void {
const ctx = canvas.ctx;
if (this.time < 3000) {
let begin = 1;
if (this.time < 2000) {
begin = ArrowProjectile.dangerEasing!(this.time / 2000);
}
ctx.beginPath();
const len = begin * 13 * 32;
const x1 = 480 - 32 - len;
if (this.direction === ProjectileDirection.Horizontal) {
const canvas = ArrowProjectile.horizontal!.canvas;
ctx.drawImage(canvas, x1, this.y, len, 32);
} else {
const canvas = ArrowProjectile.vertical!.canvas;
ctx.drawImage(canvas, this.y, x1, 32, len);
}
} else {
const len = Math.max(this.y - 32, 0);
if (this.direction === ProjectileDirection.Horizontal) {
const canvas = ArrowProjectile.horizontal!.canvas;
ctx.drawImage(canvas, 32, this.y, len, 32);
} else {
const canvas = ArrowProjectile.vertical!.canvas;
ctx.drawImage(canvas, this.y, 32, 32, len);
}
}
const img = core.material.images.images['arrow.png'];
ctx.drawImage(img, this.x, this.y, 102, 32);
}
}
export class PortalProjectile extends Projectile<TowerBoss> {
static easing?: TimingFn;
damage: number = 0;
hitbox: Hitbox.Circle = new Hitbox.Circle(0, 0, 0);
/** 传送目标位置 */
private tx: number = 0;
/** 传送目标位置 */
private ty: number = 0;
/** 是否已经传送过 */
private transfered: boolean = false;
private effect?: PointEffect;
private effectId?: number;
static init() {
this.easing = hyper('sin', 'out');
}
static end() {
this.easing = void 0;
}
createEffect(effect: PointEffect) {
this.effect = effect;
const id = effect.addEffect(
PointEffectType.CircleWarpTangetial,
Date.now(),
4000,
[this.tx * 32, this.ty * 32, 12, 20]
);
this.effectId = id;
}
/**
*
*/
setTarget(x: number, y: number) {
this.tx = x;
this.ty = y;
}
isIntersect(hitbox: Hitbox.HitboxType): boolean {
return false;
}
updateHitbox(x: number, y: number): void {
this.hitbox.setCenter(x, y);
}
doDamage(target: IStateDamageable): boolean {
return false;
}
ai(boss: TowerBoss, time: number, frame: number): void {
if (!this.transfered && time > 2000) {
this.transfered = true;
core.setHeroLoc('x', this.tx);
core.setHeroLoc('y', this.ty);
}
if (time > 4000) {
this.destroy();
}
}
render(canvas: MotaOffscreenCanvas2D, transform: Transform): void {
const effect = this.effect;
const id = this.effectId;
if (!effect || isNil(id)) return;
const time = this.time;
const max = Math.PI * 8;
if (time < 2000) {
const progress = PortalProjectile.easing!(time / 2000);
effect.setEffect(id, void 0, [0, max * progress, 0, 0]);
} else {
const progress = PortalProjectile.easing!((time - 2000) / 2000);
effect.setEffect(id, void 0, [max * progress, max, 0, 0]);
}
}
}
export class IceProjectile extends Projectile<TowerBoss> {
damage: number = 5000;
hitbox: Hitbox.Rect = new Hitbox.Rect(0, 0, 32, 32);
private damaged: boolean = false;
private animated: boolean = false;
private converted: boolean = false;
private bx: number = 0;
private by: number = 0;
setPos(x: number, y: number) {
this.bx = x;
this.by = y;
}
isIntersect(hitbox: Hitbox.HitboxType): boolean {
if (this.damaged) return false;
if (this.time < 2000) return false;
if (hitbox instanceof Hitbox.Rect) {
return Hitbox.checkRectRect(hitbox, this.hitbox);
} else {
return false;
}
}
updateHitbox(x: number, y: number): void {
this.hitbox.setPosition(x, y);
}
doDamage(target: IStateDamageable): boolean {
if (!this.damaged) return false;
target.hp -= this.damage;
this.damaged = true;
return true;
}
ai(boss: TowerBoss, time: number, frame: number): void {
if (!this.converted && time > 2000) {
this.converted = true;
core.setBgFgBlock('bg', 167, this.bx, this.by);
}
if (time > 4000) {
core.setBgFgBlock('bg', 526, this.bx, this.by);
this.destroy();
}
}
render(canvas: MotaOffscreenCanvas2D, transform: Transform): void {
const ctx = canvas.ctx;
if (this.time < 2000) {
const fill = ctx.fillStyle;
const alpha = ctx.globalAlpha;
ctx.fillStyle = 'rgb(150,150,255)';
ctx.globalAlpha = 0.6;
ctx.fillRect(this.x + 2, this.y + 2, 28, 28);
ctx.fillStyle = fill;
ctx.globalAlpha = alpha;
} else {
if (!this.animated) {
this.animated = true;
core.drawAnimate('ice', this.bx, this.by);
}
}
}
}