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https://github.com/unanmed/HumanBreak.git
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feat: 智慧塔boss战第一阶段
This commit is contained in:
parent
3de944fc1b
commit
d9a398a8e9
@ -192,7 +192,21 @@ main.floors.tower7=
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[527,527,527,527,527,527,527,527,527,527,527,527,527,527,527]
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],
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"bgmap": [
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[526,526,526,526,526,526,526,526,526,526,526,526,526,526,526],
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[526,526,526,526,526,526,526,526,526,526,526,526,526,526,526],
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[526,526,526,526,526,526,526,526,526,526,526,526,526,526,526],
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[526,526,526,526,526,526,526,526,526,526,526,526,526,526,526],
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[526,526,526,526,526,526,526,526,526,526,526,526,526,526,526],
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[526,526,526,526,526,526,526,526,526,526,526,526,526,526,526],
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[526,526,526,526,526,526,526,526,526,526,526,526,526,526,526],
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[526,526,526,526,526,526,526,526,526,526,526,526,526,526,526],
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[526,526,526,526,526,526,526,526,526,526,526,526,526,526,526],
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[526,526,526,526,526,526,526,526,526,526,526,526,526,526,526],
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[526,526,526,526,526,526,526,526,526,526,526,526,526,526,526],
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[526,526,526,526,526,526,526,526,526,526,526,526,526,526,526],
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[526,526,526,526,526,526,526,526,526,526,526,526,526,526,526],
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[526,526,526,526,526,526,526,526,526,526,526,526,526,526,526],
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[526,526,526,526,526,526,526,526,526,526,526,526,526,526,526]
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],
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"fgmap": [
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4
src/game/state/interface.ts
Normal file
4
src/game/state/interface.ts
Normal file
@ -0,0 +1,4 @@
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export interface IStateDamageable {
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/** 生命值 */
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hp: number;
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}
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@ -1,3 +1,7 @@
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import { MotaOffscreenCanvas2D } from '@/core/fx/canvas2d';
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import { RenderItem, RenderItemPosition } from '@/core/render/item';
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import { Transform } from '@/core/render/transform';
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import { IStateDamageable } from '@/game/state/interface';
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import { Ticker } from 'mutate-animate';
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export abstract class BarrageBoss {
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@ -8,7 +12,14 @@ export abstract class BarrageBoss {
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/** 开始时刻 */
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private startTime: number = 0;
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/** 当前帧数 */
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private frame: number = 0;
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frame: number = 0;
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/** 这个boss战的主渲染元素,所有弹幕都会在此之上渲染 */
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abstract readonly main: BossSprite;
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/** 这个boss战中勇士的碰撞箱 */
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abstract readonly hitbox: Hitbox.HitboxType;
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/** 勇士的状态 */
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abstract readonly state: IStateDamageable;
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/**
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* boss的ai,战斗开始后,每帧执行一次
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@ -19,9 +30,19 @@ export abstract class BarrageBoss {
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private tick = () => {
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const now = Date.now();
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this.ai(now - this.startTime, this.frame++);
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this.ai(now - this.startTime, this.frame);
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this.frame++;
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this.projectiles.forEach(v => {
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v.ai(this, now - v.startTime, v.frame++);
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const time = now - v.startTime;
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v.time = time;
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v.ai(this, time, v.frame);
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v.frame++;
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if (time > 60_000) {
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this.destroyProjectile(v);
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}
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if (v.isIntersect(this.hitbox)) {
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v.doDamage(this.state);
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}
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});
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};
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@ -59,48 +80,159 @@ export abstract class BarrageBoss {
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* @param x 弹幕的横坐标
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* @param y 弹幕的纵坐标
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*/
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createProjectile(
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Proj: new (boss: BarrageBoss) => Projectile,
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createProjectile<T extends Projectile>(
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Proj: new (boss: this) => T,
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x: number,
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y: number
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) {
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): T {
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const projectile = new Proj(this);
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projectile.setPosition(x, y);
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return projectile;
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}
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}
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export abstract class Projectile {
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export abstract class BossSprite<
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T extends BarrageBoss = BarrageBoss
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> extends RenderItem {
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/** 这个sprite所属的boss */
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readonly boss: T;
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constructor(type: RenderItemPosition, boss: T) {
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super(type, false);
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this.boss = boss;
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}
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/**
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* 在内置渲染函数执行前渲染内容,返回false会阻止内置渲染函数执行
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* @param canvas 渲染至的画布
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* @param transform 渲染时的变换矩阵
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*/
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protected abstract preDraw(
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canvas: MotaOffscreenCanvas2D,
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transform: Transform
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): boolean;
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/**
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* 在内置渲染函数执行后渲染内容,如果preDraw返回false,也会执行本函数
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* @param canvas 渲染至的画布
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* @param transform 渲染时的变换矩阵
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*/
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protected abstract postDraw(
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canvas: MotaOffscreenCanvas2D,
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transform: Transform
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): void;
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protected render(
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canvas: MotaOffscreenCanvas2D,
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transform: Transform
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): void {
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const pre = this.preDraw(canvas, transform);
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if (!pre) {
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this.postDraw(canvas, transform);
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return;
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}
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this.renderProjectiles(canvas, transform);
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this.postDraw(canvas, transform);
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}
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/**
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* 渲染所有弹幕
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* @param canvas 渲染至的画布
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* @param transform 渲染时的变换矩阵
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*/
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protected renderProjectiles(
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canvas: MotaOffscreenCanvas2D,
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transform: Transform
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) {
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this.boss.projectiles.forEach(v => {
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v.render(canvas, transform);
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});
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}
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}
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export abstract class Projectile<T extends BarrageBoss = BarrageBoss> {
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/** 这个弹幕从属的boss */
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boss: BarrageBoss;
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x: number = 0;
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y: number = 0;
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boss: T;
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/** 这个弹幕的伤害 */
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abstract damage: number;
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private _x: number = 0;
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get x(): number {
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return this._x;
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}
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set x(v: number) {
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this._x = v;
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this.updateHitbox(v, this._y);
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}
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private _y: number = 0;
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get y(): number {
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return this._y;
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}
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set y(v: number) {
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this._y = v;
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this.updateHitbox(this._x, v);
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}
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/** 弹幕的生成时刻 */
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startTime: number = Date.now();
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/** 弹幕当前帧数 */
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frame: number = 0;
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/** 当前弹幕持续时长 */
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time: number = 0;
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constructor(boss: BarrageBoss) {
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/** 这个弹幕的碰撞箱 */
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abstract hitbox: Hitbox.HitboxType;
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constructor(boss: T) {
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this.boss = boss;
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boss.projectiles.add(this);
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}
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/**
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* 判断一个碰撞箱是否与本弹幕的碰撞箱有交叉。
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* 此判断应该具有对称性,如果用A检测B发生碰撞,那么用B检测A也应该发生碰撞。
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* @param hitbox 要检测的碰撞箱
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*/
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abstract isIntersect(hitbox: Hitbox.HitboxType): boolean;
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/**
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* 当弹幕的横纵坐标改变时,更新碰撞箱
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* @param x 弹幕的横坐标
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* @param y 弹幕的纵坐标
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*/
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abstract updateHitbox(x: number, y: number): void;
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/**
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* 对一个目标造成伤害
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* @param target 伤害目标
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* @returns 是否成功对目标造成伤害
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*/
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abstract doDamage(target: IStateDamageable): boolean;
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/**
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* 设置这个弹幕的位置
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*/
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setPosition(x: number, y: number) {
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this.x = x;
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this.y = y;
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this.updateHitbox(x, y);
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}
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/**
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* 这个弹幕的ai,每帧执行一次,直至被销毁
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* 这个弹幕的ai,每帧执行一次,直至被销毁,在1分钟后会强制被摧毁
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* @param boss 从属的boss
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* @param time 从弹幕生成开始算起至现在经过了多长时间
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* @param frame 从弹幕生成开始算起至现在经过了多少帧,即当前是第几帧
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*/
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abstract ai(boss: BarrageBoss, time: number, frame: number): void;
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abstract ai(boss: T, time: number, frame: number): void;
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/**
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* 这个弹幕的渲染函数,原则上一个boss的弹幕应该全部画在同一层,而且渲染前画布不进行矩阵变换
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* @param canvas 渲染至的画布
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* @param transform 渲染时的变换矩阵
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*/
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abstract render(canvas: MotaOffscreenCanvas2D, transform: Transform): void;
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/**
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* 摧毁这个弹幕
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@ -111,18 +243,15 @@ export abstract class Projectile {
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}
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export namespace Hitbox {
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export class Line {
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x1: number;
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y1: number;
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x2: number;
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y2: number;
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export type HitboxType = Line | Rect | Circle;
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constructor(x1: number, y1: number, x2: number, y2: number) {
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this.x1 = x1;
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this.x2 = x2;
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this.y1 = y1;
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this.y2 = y2;
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}
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export class Line {
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constructor(
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public x1: number,
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public y1: number,
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public x2: number,
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public y2: number
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) {}
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setPoint1(x: number, y: number) {
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this.x1 = x;
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@ -136,15 +265,11 @@ export namespace Hitbox {
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}
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export class Circle {
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x: number;
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y: number;
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radius: number;
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constructor(x: number, y: number, radius: number) {
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this.x = x;
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this.y = y;
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this.radius = radius;
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}
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constructor(
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public x: number,
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public y: number,
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public radius: number
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) {}
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setRadius(radius: number) {
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this.radius = radius;
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@ -157,17 +282,12 @@ export namespace Hitbox {
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}
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export class Rect {
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x: number;
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y: number;
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w: number;
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h: number;
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constructor(x: number, y: number, w: number, h: number) {
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this.x = x;
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this.y = y;
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this.w = w;
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this.h = h;
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}
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constructor(
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public x: number,
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public y: number,
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public w: number,
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public h: number
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) {}
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setPosition(x: number, y: number) {
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this.x = x;
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@ -1,12 +1,34 @@
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import { Shader } from '@/core/render/shader';
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import { PointEffect } from '../fx/pointShader';
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import { BarrageBoss } from './barrage';
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import { BarrageBoss, BossSprite, Hitbox } from './barrage';
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import { MotaRenderer } from '@/core/render/render';
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import { LayerGroup } from '@/core/render/preset/layer';
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import { RenderItem } from '@/core/render/item';
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import { MotaOffscreenCanvas2D } from '@/core/fx/canvas2d';
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import { Transform } from '@/core/render/transform';
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import { Animation, hyper, power, sleep, Transition } from 'mutate-animate';
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import {
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Animation,
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hyper,
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power,
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sleep,
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TimingFn,
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Transition
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} from 'mutate-animate';
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import { Container } from '@/core/render/container';
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import {
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ArrowProjectile,
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PortalProjectile,
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ProjectileDirection
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} from './towerBossProjectile';
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import { IStateDamageable } from '@/game/state/interface';
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Mota.require('var', 'loading').once('coreInit', () => {
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const shader = new Shader();
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shader.size(480, 480);
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shader.setHD(true);
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TowerBoss.shader = shader;
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TowerBoss.effect.create(shader, 40);
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});
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const enum TowerBossStage {
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/** 开场白阶段 */
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@ -19,6 +41,8 @@ const enum TowerBossStage {
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Stage3,
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Dialogue3,
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Stage4,
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Stage5,
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Stage6,
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End
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}
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@ -29,22 +53,40 @@ const enum HealthBarStatus {
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End
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}
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Mota.require('var', 'loading').once('coreInit', () => {
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const shader = new Shader();
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shader.size(480, 480);
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shader.setHD(true);
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TowerBoss.shader = shader;
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TowerBoss.effect.create(shader, 40);
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});
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interface TowerBossAttack {
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x: number;
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y: number;
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damage: number;
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/** 生成时刻 */
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spwan: number;
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/** 持续时长 */
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last: number;
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}
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class TowerBoss extends BarrageBoss {
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interface AttackCircleRenderable {
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cx: number;
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cy: number;
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alpha: number;
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lineOffset: number;
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}
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export class TowerBoss extends BarrageBoss {
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static effect: PointEffect = new PointEffect();
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static shader: Shader;
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/** boss战阶段 */
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stage: TowerBossStage = TowerBossStage.Prologue;
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/** 当前boss血量 */
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hp: number = 10000;
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/** 当前时刻 */
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time: number = 0;
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private hp: number = 10000;
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readonly hitbox: Hitbox.Rect;
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readonly state: IStateDamageable;
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readonly main: BossEffect;
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/** 攻击位点 */
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private attackLoc: Set<TowerBossAttack> = new Set();
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/** 血条显示元素 */
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private healthBar: HealthBar;
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@ -52,20 +94,398 @@ class TowerBoss extends BarrageBoss {
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private word: Word;
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/** 楼层渲染元素 */
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private group: LayerGroup;
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/** 楼层渲染容器 */
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private mapDraw: Container;
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/** 每个阶段的进度,具体定义参考 ai 函数开头 */
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private stageProgress: number = 0;
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/** 当前阶段的开始时刻 */
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private stageStartTime: number = 0;
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/** 每一阶段的攻击boss次数 */
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private attackTime: number = 0;
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/** 攻击boss的红圈间隔时长 */
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private attackInterval: number = 7000;
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private attackIn: TimingFn = hyper('sin', 'out');
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private attackOut: TimingFn = hyper('sin', 'in');
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/** 使用技能1 智慧之矢 的次数 */
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private skill1Time: number = 0;
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/** 使用技能2 随机传送 的次数 */
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private skill2Time: number = 0;
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/** 使用技能3 冰锥 的次数 */
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private skill3Time: number = 0;
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/** 技能1的释放间隔 */
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private skill1Interval: number = 10000;
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/** 技能2的释放间隔 */
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private skill2Interval: number = 7000;
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/** 技能3的释放间隔 */
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private skill3Interval: number = 13000;
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/** 使用技能4 随机闪电 的次数 */
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private skill4Time: number = 0;
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/** 使用技能5 球形闪电 的次数 */
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private skill5Time: number = 0;
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/** 技能4的释放间隔 */
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private skill4Interval: number = 4000;
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/** 技能5的释放间隔 */
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private skill5Interval: number = 12000;
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/** 使用技能6 炸弹 的次数 */
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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();
|
||||
}
|
||||
|
||||
/**
|
||||
* 用于全局检测,例如受伤、攻击boss等
|
||||
*/
|
||||
check(time: number) {
|
||||
this.checkLose();
|
||||
}
|
||||
|
||||
private checkLose() {
|
||||
if (core.status.hero.hp < 0) {
|
||||
core.lose();
|
||||
core.updateStatusBar();
|
||||
this.end();
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 攻击boss
|
||||
* @param damage 造成的伤害
|
||||
*/
|
||||
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);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 添加攻击boss的圆圈
|
||||
* @param last 持续时长
|
||||
* @param damage 造成的伤害
|
||||
*/
|
||||
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;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 切换boss阶段
|
||||
* @param stage 切换至的阶段
|
||||
* @param time 在当前阶段经过的时间
|
||||
*/
|
||||
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[] = [];
|
||||
|
||||
/**
|
||||
* 初始化
|
||||
*/
|
||||
init() {
|
||||
this.size(480, 480);
|
||||
this.setHD(true);
|
||||
this.setZIndex(80);
|
||||
}
|
||||
|
||||
/**
|
||||
* 设置攻击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 要显示的文字
|
||||
*/
|
||||
showText(text: string) {
|
||||
this.showEnd = false;
|
||||
this.showStartTime = Date.now();
|
||||
this.showing = text;
|
||||
}
|
||||
|
295
src/plugin/boss/towerBossProjectile.ts
Normal file
295
src/plugin/boss/towerBossProjectile.ts
Normal 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;
|
||||
}
|
||||
|
||||
/**
|
||||
* 设置弹幕的数据
|
||||
* @param direction 弹幕的方向
|
||||
*/
|
||||
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;
|
||||
}
|
||||
|
||||
/**
|
||||
* 设置传送目标位置
|
||||
*/
|
||||
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);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue
Block a user