MapData.ts 12 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411
  1. import { MapConf } from "../conf/MapConf";
  2. import { BattleUtil } from "./BattleUtil";
  3. import { BuffData, BuffDataPool } from "./BuffData";
  4. import { BulletData, BulletDataPool } from "./BulletData";
  5. import { DataBase } from "./DataBase";
  6. import { EnemyData, EnemyDataPool } from "./EnemyData";
  7. import { HeroData, HeroDataPool } from "./HeroData";
  8. //英雄站位
  9. export interface PosData {
  10. hero: HeroData,
  11. posID: number,
  12. pos: BattleUtil.Vector2
  13. }
  14. export interface EnemyBornData {
  15. bornTime: number,
  16. positionID: number,
  17. typeID: number,
  18. level: number,
  19. roldID: number
  20. }
  21. //地图格子 单例
  22. export class MapData {
  23. protected static instance:MapData;
  24. //-------------------配置数据----------------------
  25. //所属类型编号
  26. typeID: number;
  27. //地图格子数量,目前固定是10*10
  28. size:BattleUtil.Vector2;
  29. //每个格子大小
  30. // sizeUnit:BattleUtil.Vector2;
  31. //格子数量
  32. length:number;
  33. //每个格子的坐标 从左下角开始
  34. /**
  35. * 90 91 92 93 94 95 96 97 98 99
  36. * 80 81 82 83 84 85 86 87 88 89
  37. * 70 71 72 73 74 75 76 77 78 79
  38. * 60 61 62 63 64 65 66 67 68 69
  39. * 50 51 52 53 54 55 56 57 58 59
  40. * 40 41 42 43 44 45 46 47 48 49
  41. * 30 31 32 33 34 35 36 37 38 39
  42. * 20 21 22 23 24 25 26 27 28 29
  43. * 10 11 12 13 14 15 16 17 18 19
  44. * 0 1 2 3 4 5 6 7 8 9
  45. */
  46. //pointList:Array<Array<number>>;
  47. //常规路径
  48. normalRold:Array<Array<number>>;
  49. //特殊路径
  50. // //捷径 至少有3个点:起点,终点,中间点,其中起点和终点是常规路径上的点
  51. // shortcut:Array<Array<number>>;
  52. //终点
  53. endPosition:number;
  54. //攻击点
  55. attackPosition:Array<number>;
  56. //敌人出生列表
  57. enemyBornMap:Map<number,Array<EnemyBornData>> = new Map();
  58. //出生时长
  59. bornNeedTime:number = 0;
  60. //-------------------动态数据----------------------
  61. // 攻击位<>
  62. attackPosDataMap: Map<number,PosData> = new Map();
  63. //所有存活的敌人
  64. enemyDataList:Array<EnemyData> = []
  65. //所有子弹
  66. bulletList:Array<BulletData> = []
  67. buffMap: Map<number,BuffData> = new Map();
  68. //地图点对应坐标坐标
  69. mapPosList:Array<BattleUtil.Vector2> = []
  70. //当前帧
  71. curTurn:number = 0;
  72. //游戏是否结束
  73. protected _battleEnd:boolean = false;
  74. protected _bWin:boolean = false;
  75. //操作列表 number表示帧数
  76. actionMap:Map<number,Array<BattleUtil.HeroDataChange>> = new Map();
  77. static GetInstance():MapData{
  78. if(!MapData.instance){
  79. MapData.instance = new MapData();
  80. }
  81. return MapData.instance;
  82. }
  83. //析构
  84. static Dispose(){
  85. MapData.instance = null;
  86. }
  87. set bWin(b:boolean){
  88. this._bWin = b;
  89. }
  90. get bWin():boolean{
  91. return this._bWin;
  92. }
  93. set battleEnd(b:boolean){
  94. this._battleEnd = b;
  95. if(b){
  96. this.bWin = this.enemyDataList.length == 0;
  97. let str:string = JSON.stringify(Object.fromEntries(this.actionMap))
  98. console.log(str)
  99. }
  100. }
  101. get battleEnd():boolean{
  102. return this._battleEnd;
  103. }
  104. init(typeID:number){
  105. this.typeID = typeID;
  106. this.size = new BattleUtil.Vector2(10,10);
  107. //this.sizeUnit = new BattleUtil.Vector2(70,70);
  108. this.length = this.size.x*this.size.y;
  109. for(let i = 0; i < this.length; i++){
  110. this.mapPosList.push(this.getPosition(i))
  111. }
  112. // for(let i=0;i<this.length;i++){
  113. // this.pointList[i] = [];
  114. // }
  115. //读表
  116. this.normalRold = MapConf.data[typeID.toString()].RoldJsonArr;
  117. this.endPosition = this.normalRold[0][this.normalRold[0].length-1];
  118. this.attackPosition = MapConf.data[typeID.toString()].AttackPositionArray;
  119. let EnemyJsonArr = MapConf.data[typeID.toString()].EnemyJsonArr;
  120. EnemyJsonArr.forEach((enemyObj)=>{
  121. if(enemyObj.length < 7) return;
  122. for(let j=0;j<enemyObj[5];j++){
  123. let enemyBornData:EnemyBornData = {
  124. bornTime: enemyObj[0] + enemyObj[6]*j,
  125. positionID: enemyObj[1],
  126. typeID: enemyObj[2],
  127. level: enemyObj[3],
  128. roldID: enemyObj[4]
  129. }
  130. if(this.enemyBornMap.has(enemyBornData.bornTime)){
  131. this.enemyBornMap.get(enemyBornData.bornTime).push(enemyBornData);
  132. }else{
  133. if(this.bornNeedTime < enemyBornData.bornTime){
  134. this.bornNeedTime = enemyBornData.bornTime;
  135. }
  136. this.enemyBornMap.set(enemyBornData.bornTime,[enemyBornData]);
  137. }
  138. }
  139. })
  140. this.attackPosDataMap.clear()
  141. this.attackPosition.forEach((v,k)=>{
  142. //this.pointList[pos.x][pos.y] = 1;
  143. let podID = Number(v)
  144. let posData:PosData = {
  145. hero: null,
  146. posID: podID,
  147. pos: this.getPosition(podID)
  148. }
  149. this.attackPosDataMap.set(v,posData);
  150. })
  151. this.curTurn = 0;
  152. //游戏是否结束
  153. this._battleEnd = false;
  154. this._bWin = false;
  155. }
  156. reset(typeID:number){
  157. this.typeID = typeID;
  158. this.attackPosDataMap.clear();
  159. //所有存活的敌人
  160. this.enemyDataList.splice(0,this.enemyDataList.length);
  161. //所有子弹
  162. this.bulletList.splice(0,this.bulletList.length);
  163. this.buffMap.clear();
  164. //操作列表 number表示帧数
  165. this.actionMap.clear();
  166. console.log("clear!")
  167. //读表
  168. this.normalRold = MapConf.data[typeID.toString()].RoldJsonArr;
  169. this.endPosition = this.normalRold[0][this.normalRold[0].length-1];
  170. this.attackPosition = MapConf.data[typeID.toString()].AttackPositionArray;
  171. this.enemyBornMap.clear();
  172. let EnemyJsonArr = MapConf.data[typeID.toString()].EnemyJsonArr;
  173. EnemyJsonArr.forEach((enemyObj)=>{
  174. if(enemyObj.length < 7) return;
  175. for(let j=0;j<enemyObj[5];j++){
  176. let enemyBornData:EnemyBornData = {
  177. bornTime: enemyObj[0] + enemyObj[6]*j,
  178. positionID: enemyObj[1],
  179. typeID: enemyObj[2],
  180. level: enemyObj[3],
  181. roldID: enemyObj[4]
  182. }
  183. if(this.enemyBornMap.has(enemyBornData.bornTime)){
  184. this.enemyBornMap.get(enemyBornData.bornTime).push(enemyBornData);
  185. }else{
  186. if(this.bornNeedTime < enemyBornData.bornTime){
  187. this.bornNeedTime = enemyBornData.bornTime;
  188. }
  189. this.enemyBornMap.set(enemyBornData.bornTime,[enemyBornData]);
  190. }
  191. }
  192. })
  193. this.attackPosDataMap.clear()
  194. this.attackPosition.forEach((v,k)=>{
  195. //this.pointList[pos.x][pos.y] = 1;
  196. let podID = Number(v)
  197. let posData:PosData = {
  198. hero: null,
  199. posID: podID,
  200. pos: this.getPosition(podID)
  201. }
  202. this.attackPosDataMap.set(v,posData);
  203. })
  204. this.curTurn = 0;
  205. this._battleEnd = false;
  206. this._bWin = false;
  207. }
  208. getNormalRold(id:number):Array<number>{
  209. return this.normalRold[id%this.normalRold.length];
  210. }
  211. //根据id获取坐标 取值范围[0,this.length-1]
  212. getPosition(id:number):BattleUtil.Vector2{
  213. if(id<0 || id>=this.length) return null;
  214. let pos = new BattleUtil.Vector2(0,0);
  215. pos.x = id%this.size.x;
  216. pos.y = Math.floor(id/this.size.x);
  217. return pos;
  218. }
  219. //添加到地图上
  220. addHero(typeID:number,level:number,posID:number){
  221. let hero = HeroDataPool.getObject()
  222. hero.init(typeID,level,posID);
  223. console.log(typeof(posID),posID)
  224. if(this.attackPosDataMap.has(posID)){
  225. let posData = this.attackPosDataMap.get(posID)
  226. let posHero = posData.hero;
  227. if(posHero){
  228. posHero.clear();
  229. HeroDataPool.putObject(posHero);
  230. }
  231. posData.hero = hero
  232. hero.position = posData.pos;
  233. }
  234. return hero;
  235. }
  236. //移除地图上指定位置的英雄
  237. removeHero(posID:number){
  238. if(this.attackPosDataMap.has(posID)){
  239. let posData = this.attackPosDataMap.get(posID);
  240. let posHero = posData.hero;
  241. if(posHero){
  242. posHero.clear();
  243. HeroDataPool.putObject(posHero);
  244. }
  245. posData.hero = null;
  246. }
  247. }
  248. /**
  249. *添加敌人
  250. * @param typeID 敌人类型
  251. * @param level 敌人等级
  252. * @param roldID 敌人行走路径
  253. * @param bronPos 敌人在路径上哪个点走
  254. */
  255. addEnemy(typeID:number,level:number,roldID:number,bronPos:number){
  256. let enemy = EnemyDataPool.getObject()
  257. let rold = this.getNormalRold(roldID);
  258. enemy.init(typeID,level,rold);
  259. this.enemyDataList.push(enemy);
  260. enemy.position = this.getPosition(bronPos);
  261. enemy.speedVector = new BattleUtil.Vector2(0,0);
  262. enemy.speedVector = this.getEnemySpeedVector(enemy);
  263. enemy.posID = bronPos;
  264. return enemy;
  265. }
  266. //移除地图上指定的敌人
  267. removeEnemy(enemy:EnemyData){
  268. let index = this.enemyDataList.indexOf(enemy);
  269. if(index>=0){
  270. this.enemyDataList.splice(index,1);
  271. }
  272. enemy.clear();
  273. EnemyDataPool.putObject(enemy);
  274. }
  275. getEnemySpeedVector(enemy:EnemyData):BattleUtil.Vector2{
  276. let oldPos = this.mapPosList[enemy.posID]
  277. let newPos = this.mapPosList[enemy.nextPosID]
  278. if(newPos){
  279. let direction = BattleUtil.Vector2.Sub(newPos,oldPos)
  280. direction.multiply(enemy.speedCur)
  281. return direction;
  282. }
  283. return new BattleUtil.Vector2(0,0);
  284. }
  285. addBuff(buffID:number,duration:number,valueList:Array<number>,src:DataBase,target:DataBase){
  286. let buff:BuffData = this.buffMap.get(buffID)
  287. if(buff == null){
  288. buff = BuffDataPool.getObject()
  289. buff.init(buffID,duration,valueList,src,target)
  290. this.buffMap.set(buff.ID,buff)
  291. if(target instanceof EnemyData){
  292. target.addBuff(buff)
  293. }
  294. }
  295. return buff;
  296. }
  297. removeBuff(ID:number){
  298. let buff:BuffData = this.buffMap.get(ID)
  299. if(buff != null){
  300. let target = buff.targetDataBase
  301. if(target instanceof EnemyData){
  302. target.removeBuff(buff)
  303. }
  304. buff.clear()
  305. BuffDataPool.putObject(buff)
  306. this.buffMap.delete(ID)
  307. }
  308. }
  309. addBullet(typeID:number,srcHero:HeroData,targetEnemy:EnemyData){
  310. let bullet:BulletData = BulletDataPool.getObject()
  311. bullet.init(typeID,srcHero,targetEnemy)
  312. this.bulletList.push(bullet)
  313. return bullet;
  314. }
  315. removeBullet(bullet:BulletData){
  316. let index = this.bulletList.indexOf(bullet);
  317. if(index>=0){
  318. this.bulletList.splice(index,1);
  319. }
  320. bullet.clear();
  321. BulletDataPool.putObject(bullet);
  322. }
  323. clear(){
  324. this.attackPosDataMap.forEach((posData,posID)=>{
  325. if(posData.hero){
  326. posData.hero.clear();
  327. HeroDataPool.putObject(posData.hero);
  328. }
  329. })
  330. this.attackPosDataMap.clear();
  331. this.enemyDataList.forEach((enemy)=>{
  332. enemy.clear();
  333. EnemyDataPool.putObject(enemy);
  334. })
  335. this.enemyDataList = [];
  336. // this.bulletList.forEach((bullet)=>{
  337. // bullet.clear();
  338. // BulletDataPool.putObject(bullet);
  339. // })
  340. // this.bulletList = [];
  341. this.buffMap.forEach((buff)=>{
  342. buff.clear();
  343. BuffDataPool.putObject(buff);
  344. })
  345. }
  346. }