pinball/assets/_Game/Scripts/Manager/GameManager.ts

304 lines
9.8 KiB
TypeScript

import {
_decorator,
Node,
Prefab,
Vec2,
Vec3,
randomRangeInt,
CCInteger,
AudioClip,
Quat,
EPhysics2DDrawFlags,
PhysicsSystem2D,
game,
} from 'cc';
import ObjectPool from '../Pool/ObjectPool';
import { Ball } from '../GamePlay/Ball';
import Utilities from '../Utilities';
import GameState from '../Enum/GameState';
import { EventManger } from './EventManger';
import GameEvent from '../Events/GameEvent';
import ScoreType from '../Enum/ScoreType';
import { FloatingText } from '../Environments/FloatingText';
import { SoundManager } from './SoundManager';
import TimeConfig from '../Enum/TimeConfig';
import BEConnector from '../API/BEConnector';
import BoosterType from '../Enum/BoosterType';
import Singleton from '../Singleton';
const { ccclass, property } = _decorator;
window.addEventListener('message', (data) => {
const { data: res } = data;
const objectRes = Utilities.getJson(res);
if (objectRes) {
const { type, value } = objectRes;
if (type === 'newTicket') {
BEConnector.instance.numberTicket += value;
GameManager.instance.gameRelive();
}
}
});
class Booster {
public type: BoosterType;
public time: number;
public runningTime: number = 0;
constructor(type: BoosterType, time: number) {
this.type = type;
this.time = time;
}
}
@ccclass('GameManager')
export class GameManager extends Singleton<GameManager>() {
@property({ visible: true })
private _colliderDebug: boolean = false;
@property({ type: Prefab, visible: true })
private _ballPrefab: Prefab;
@property({ type: Prefab, visible: true })
private _floatingScoreText: Prefab;
@property({ type: Node, visible: true })
private _floatingTextContainer: Node;
@property({ type: Node, visible: true })
private _ballHolder: Node;
@property({ visible: true })
private _ballSpawnPosition: Vec3;
@property({ type: CCInteger, visible: true })
private readonly _timePlay = 120;
@property({ type: AudioClip, visible: true })
private _startSound: AudioClip;
@property({ type: AudioClip, visible: true })
private _backgroundMusic: AudioClip;
private _ballPool: ObjectPool;
private _FloatingScorePool: ObjectPool;
private _gameState: GameState;
private _timer: number;
private _boostersActive: Booster[] = [];
private _score = 0;
private isReplayed = false;
private _isMultiBall = false;
private _currentBallInGame = 0;
public get score() {
return this._score;
}
public get gameTime() {
return this._timePlay;
}
public get gameState() {
return this._gameState;
}
protected onLoad(): void {
super.onLoad();
this._ballPool = new ObjectPool(this._ballPrefab, 10, true, Ball);
this._FloatingScorePool = new ObjectPool(this._floatingScoreText, 10, true);
if (this._colliderDebug) PhysicsSystem2D.instance.debugDrawFlags = EPhysics2DDrawFlags.Shape;
}
protected start(): void {
this.changeGameState(GameState.Init);
BEConnector.instance.getInfo();
}
protected update(dt: number): void {
if (this._gameState != GameState.Playing) return;
for (let i = 0; i < this._boostersActive.length; i++) {
const booster = this._boostersActive[i];
booster.runningTime += dt;
if (booster.runningTime >= booster.time) {
this._boostersActive.splice(i, 1);
EventManger.instance.emit(GameEvent.BoosterDisable, booster.type);
}
}
}
private async changeGameState(state: GameState) {
this._gameState = state;
EventManger.instance.emit(GameEvent.GameStateChange, this._gameState);
switch (state) {
case GameState.Init:
BEConnector.instance.authenticate();
break;
case GameState.Playing:
this.countTime();
BEConnector.instance.ticketMinus('auth');
break;
case GameState.GameOver:
break;
case GameState.End:
break;
case GameState.Relive:
BEConnector.instance.ticketMinus('revive');
break;
default:
throw new Error(`Argument Out Of Range Exception: ${GameState[state]}`);
}
}
public addScore(
score: number,
type: ScoreType,
position: Vec3,
opts: { scaleMin: number; scaleMax: number; duration: number },
) {
this._score += score;
const floatingScore = this._FloatingScorePool.get(this._floatingTextContainer, FloatingText);
floatingScore.show(`+${score}`, position, score >= 100 ? opts.scaleMax : opts.scaleMin, opts.duration);
EventManger.instance.emit(GameEvent.Score, [this._score, score, type]);
}
private async countTime() {
while (this.gameState == GameState.Playing) {
this._timer--;
if (this._timer <= 0) {
this._timer = 0;
this.gameOver();
}
EventManger.instance.emit(GameEvent.TimeUpdate, this._timer);
await Utilities.delay(1);
}
}
private setCurrentBallInGame(value: number) {
this._currentBallInGame += value;
if (this._currentBallInGame >= 2) {
if (!this._isMultiBall) {
this._isMultiBall = true;
EventManger.instance.emit(GameEvent.MultiBall, true);
}
}
if (this._currentBallInGame <= 0) {
if (this._isMultiBall) {
this._isMultiBall = false;
EventManger.instance.emit(GameEvent.MultiBall, false);
}
}
}
public spawnBall(throwBall: boolean): Ball {
if (this._gameState != GameState.Playing) return;
SoundManager.instance.playSfx(this._startSound);
this.setCurrentBallInGame(1);
const ball = this._ballPool.get(this._ballHolder, Ball);
ball.init(this._boostersActive.length > 0);
ball.node.setRotation(Quat.IDENTITY);
ball.node.setPosition(this._ballSpawnPosition);
if (!throwBall) return ball;
let dir = randomRangeInt(-1, 2);
while (dir == 0) {
dir = randomRangeInt(-1, 2);
}
const force = new Vec2(dir, 1);
ball.throwBall(force.multiply2f(1, 40));
return ball;
}
public async ballOut() {
this.setCurrentBallInGame(-1);
if (this._currentBallInGame <= 0) {
EventManger.instance.emit(GameEvent.BallOut, null);
for (let i = 0; i < this._boostersActive.length; i++) {
const booster = this._boostersActive[i];
EventManger.instance.emit(GameEvent.BoosterDisable, booster.type);
}
this._boostersActive = [];
await Utilities.delay(TimeConfig.DelayPLay);
this.spawnBall(true);
}
}
public async goal(bonusScore: number, position: Vec3) {
this.addScore(this._isMultiBall ? bonusScore * 2 : bonusScore, ScoreType.Goal, position, {
scaleMin: 2,
scaleMax: 3,
duration: 1,
});
this.setCurrentBallInGame(-1);
if (this._currentBallInGame <= 0) {
await Utilities.delay(TimeConfig.DelayGoal);
this.spawnBall(true);
}
}
public async destroyEnvironmentObject(bonusScore: number, position: Vec3, bonusTime?: number) {
if (bonusScore) {
this.addScore(bonusScore, ScoreType.DestroyObject, position, {
scaleMin: 1.5,
scaleMax: 2,
duration: 0.7,
});
await Utilities.delay(0.3);
}
if (bonusTime) {
this.addTime(bonusTime);
const floatingScore = this._FloatingScorePool.get(this._floatingTextContainer, FloatingText);
floatingScore.show(`+${bonusTime}`, position, 1.5);
}
}
public addTime(time: number) {
this._timer += time;
EventManger.instance.emit(GameEvent.TimeUpdate, this._timer);
}
public gameOver() {
this._ballPool.releaseAll();
for (let i = 0; i < this._boostersActive.length; i++) {
const booster = this._boostersActive[i];
EventManger.instance.emit(GameEvent.BoosterDisable, booster.type);
}
this._boostersActive = [];
if (this.isReplayed) {
this.changeGameState(GameState.End);
return;
}
this.isReplayed = true;
this.changeGameState(GameState.GameOver);
}
public async play() {
this._timer = this._timePlay + TimeConfig.DelayPLay;
this._score = 0;
this._currentBallInGame = 0;
this._isMultiBall = false;
SoundManager.instance.playBGM(this._backgroundMusic, 0.5);
this.changeGameState(GameState.Playing);
await Utilities.delay(TimeConfig.DelayPLay);
this.spawnBall(true);
}
public async gameRelive() {
this.changeGameState(GameState.Relive);
this._timer = this._timePlay + TimeConfig.DelayPLay;
this._currentBallInGame = 0;
this._isMultiBall = false;
SoundManager.instance.playBGM(this._backgroundMusic, 0.5);
this.changeGameState(GameState.Playing);
await Utilities.delay(TimeConfig.DelayPLay);
this.spawnBall(true);
}
public ActiveBooster(type: BoosterType, time: number) {
//check booster already active
for (let i = 0; i < this._boostersActive.length; i++) {
const booster = this._boostersActive[i];
if (booster.type == type) return;
}
this._boostersActive.push(new Booster(type, time));
EventManger.instance.emit(GameEvent.BoosterActive, type);
}
}