pinball/assets/Scripts/GameplayController.ts

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2024-02-27 18:19:33 -08:00
import { _decorator, CCInteger, Component, Enum, EventTarget, instantiate, Node, ParticleSystem2D, Prefab, randomRange, randomRangeInt, RigidBody2D, Vec2 } from 'cc';
import { Ball } from './Ball';
import { EventType } from './Enums';
import { SoundManager } from './SoundManager';
import BEConnector from './BEConnector';
import { UIController } from './UIController';
import { LevelController } from './LevelController';
const { ccclass, property } = _decorator;
window.addEventListener("message", (data) => {
const { data: res } = data
const objectRes = JSON.parse(res)
const { type, value } = objectRes
if (type === "newTicket") {
BEConnector.instance.numberTicket += value
GameplayController.Instance().OnRevive();
}
})
export enum GameState {
MainMenu,
StartGame,
PlayGame,
EndGame
}
@ccclass('GameplayController')
export class GameplayController extends Component {
//#region Singleton
private static instance: GameplayController;
public static Instance(): GameplayController {
if (!GameplayController.instance) {
GameplayController.instance = new Node().addComponent(GameplayController);
}
return GameplayController.instance;
}
protected onLoad(): void {
GameplayController.instance = this;
}
//#endregion
//#region Properties
@property(Prefab)
private ballPrefab: Prefab;
@property([Vec2])
private startPositions: Vec2[] = [];
@property({ readonly: true, type: Node })
private controllingBall: Node = null;
@property(UIController)
public uiController: UIController = null;
@property(LevelController)
private levelController: LevelController = null;
@property({ readonly: true, type: CCInteger })
public score: number = 0;
@property({ readonly: true, type: CCInteger })
private streak: number = 0;
@property({ readonly: true, type: CCInteger })
public highestStreak: number = 0;
// @property({ readonly: true, type: CCInteger })
@property(CCInteger)
private ball: number = 10;
@property(CCInteger)
private scoreToSpawnObstacle: number = 5;
@property({ type: Enum(GameState) })
public currentGameState: GameState = GameState.MainMenu;
@property(ParticleSystem2D)
public particle: ParticleSystem2D = null;
@property(CCInteger)
public startGameCountDown: number = 3;
//#endregion
public eventMenuGame = new EventTarget();
public eventStartGame = new EventTarget();
public eventPlayGame = new EventTarget();
public eventEndGame = new EventTarget();
public eventSpawnObstacle = new EventTarget();
public eventUpdateScore = new EventTarget();
public eventUpdateStreak = new EventTarget();
public eventUpdateHighestStreak = new EventTarget();
public eventUpdateBall = new EventTarget();
protected start(): void {
BEConnector.instance.authenticate();
this.ChangeGameState(GameState.MainMenu);
}
private SpawnBall(): void {
if (this.currentGameState == GameState.EndGame) return;
if (this.controllingBall == null) {
this.controllingBall = instantiate(this.ballPrefab);
this.controllingBall.parent = this.node;
let randonPos = randomRangeInt(0, this.startPositions.length);
this.controllingBall.setPosition(this.startPositions[randonPos].x, this.startPositions[randonPos].y, 0);
this.controllingBall.active = true;
this.controllingBall.getComponent(Ball).eventHitObstacle.on("HitObstacle", this.ObstacleHitControl, this);
this.controllingBall.getComponent(Ball).eventGoal.on("Goal", this.GoalControl, this);
return;
} else {
this.controllingBall.getComponent(RigidBody2D).linearVelocity = Vec2.ZERO;
let randonPos = randomRangeInt(0, this.startPositions.length);
this.controllingBall.parent = this.node;
this.controllingBall.setPosition(this.startPositions[randonPos].x, this.startPositions[randonPos].y, 0);
this.controllingBall.active = true;
}
SoundManager.Instance().PlayOneShot(SoundManager.Instance().whistle);
}
public SpawnBallInTime(time: number): void {
if (this.ball <= 0) return;
if (this.currentGameState == GameState.EndGame) return;
//this.unscheduleAllCallbacks();
console.log(this.currentGameState.toString());
this.scheduleOnce(() => {
this.SpawnBall();
}, time);
this.SetupObstacle();
}
//#region Events
public AddScore(score: number): void {
this.score += score;
this.streak++;
this.eventUpdateStreak.emit(EventType.UpdateStreak, this.streak);
this.ball--;
if (this.streak > 2) {
let addBall = this.streak - 2;
this.ball += addBall;
}
if (this.highestStreak < this.streak) {
this.highestStreak = this.streak;
this.eventUpdateHighestStreak.emit(EventType.UpdateHighestStreak, this.highestStreak);
}
this.eventUpdateBall.emit(EventType.UpdateBall, this.ball);
this.eventUpdateScore.emit(EventType.UpdateScore, this.score);
SoundManager.Instance().PlayOneShot(SoundManager.Instance().sfxGoal);
if (this.ball <= 0)
this.ChangeGameState(GameState.EndGame);
else this.SpawnBallInTime(1);
}
public LoseStreak(): void {
this.streak = 0;
this.eventUpdateStreak.emit(EventType.UpdateStreak, this.streak);
this.ball--;
this.eventUpdateBall.emit(EventType.UpdateBall, this.ball);
if (this.ball <= 0)
this.ChangeGameState(GameState.EndGame);
else this.SpawnBallInTime(1);
}
public ChangeGameState(newState: GameState): void {
if (this.currentGameState == newState) return;
this.currentGameState = newState;
this.StateChangeHandle();
}
private StateChangeHandle(): void {
switch (this.currentGameState) {
case GameState.MainMenu:
this.eventMenuGame.emit(EventType.MainMenu);
break;
case GameState.StartGame:
this.eventStartGame.emit(EventType.StartGame);
this.SpawnBallInTime(this.startGameCountDown);
this.levelController.LevelUp();
BEConnector.instance.ticketMinus("auth");
break;
case GameState.PlayGame:
this.eventUpdateBall.emit(EventType.UpdateBall, this.ball);
this.eventPlayGame.emit(EventType.PlayGame);
break;
case GameState.EndGame:
this.eventEndGame.emit(EventType.EndGame);
BEConnector.instance.postScoreToServer(this.score);
break;
}
}
public SetBall(ball: number): void {
this.ball = ball;
this.eventUpdateBall.emit(EventType.UpdateBall, this.ball);
}
//#endregion
private SetupObstacle(): void {
if (this.score < this.scoreToSpawnObstacle + 2)
return;
this.eventSpawnObstacle.emit("SpawnObstacle");
// this.harderObstacle.active = true;
}
private ObstacleHitControl(node: Node): void {
node.active = false;
this.scheduleOnce(function () {
node.active = true;
}, 3);
}
private GoalControl(): void {
this.particle.node.setPosition(this.controllingBall.position);
this.particle.resetSystem();
}
public OnRevive(): void {
this.uiController.ShutEndPnl();
this.ball += 5;
this.eventUpdateBall.emit(EventType.UpdateBall, this.ball);
this.SpawnBallInTime(1);
}
}