feat: Introduce CoinType, ObstacleType, PowerUp components and systems
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- Added CoinType component to define different coin types and their score values.
- Implemented ObstacleType component to manage various obstacle behaviors.
- Created PowerUp component to handle power-up types and durations.
- Integrated ParticleSystem for visual effects upon collecting coins and power-ups.
- Updated EntityFactory to create coins, obstacles, and power-ups with respective types.
- Enhanced Game class to manage power-up collection and effects, including score multipliers and health restoration.

This update enriches gameplay by adding collectible items with distinct behaviors and effects, enhancing player interaction and strategy.
This commit is contained in:
Juan Sebastián Montoya 2025-11-26 17:01:30 -05:00
parent 7ea49a1c9e
commit 4220e216e1
11 changed files with 885 additions and 33 deletions

View file

@ -4,6 +4,9 @@ import { MeshComponent } from '../components/MeshComponent.js';
import { Collidable } from '../components/Collidable.js';
import { Health } from '../components/Health.js';
import { Invincibility } from '../components/Invincibility.js';
import { ObstacleType } from '../components/ObstacleType.js';
import { CoinType } from '../components/CoinType.js';
import { PowerUp } from '../components/PowerUp.js';
import { PlayerTag, CoinTag, ObstacleTag, BoundaryConstrained } from '../components/Tags.js';
import { GameConfig } from './GameConfig.js';
@ -65,19 +68,58 @@ export class EntityFactory {
/**
* Create a collectible coin entity
* @param {number} [index=0] - Unique index for animation offset
* @param {string} [type] - Optional coin type ('gold', 'silver', 'diamond', 'health')
* @returns {EntityId} The coin entity ID
*/
createCoin(index = 0) {
createCoin(index = 0, type = null) {
const entity = this.world.createEntity();
// Create mesh
const geometry = new window.THREE.SphereGeometry(0.3, 16, 16);
// Determine coin type (weighted random if not specified)
let coinType = type;
if (!coinType) {
const rand = Math.random();
if (rand < 0.6) {
coinType = 'gold'; // 60% gold
} else if (rand < 0.85) {
coinType = 'silver'; // 25% silver
} else if (rand < 0.95) {
coinType = 'diamond'; // 10% diamond
} else {
coinType = 'health'; // 5% health
}
}
const typeComponent = new CoinType(coinType);
// Create mesh with different colors/sizes based on type
let size = 0.3;
let color = 0xFFD700; // Gold
let emissive = 0xFFD700;
let emissiveIntensity = 0.3;
if (coinType === 'silver') {
color = 0xC0C0C0;
emissive = 0xC0C0C0;
size = 0.25;
} else if (coinType === 'diamond') {
color = 0x00FFFF;
emissive = 0x00FFFF;
emissiveIntensity = 0.6;
size = 0.4;
} else if (coinType === 'health') {
color = 0x00FF00;
emissive = 0x00FF00;
emissiveIntensity = 0.4;
size = 0.35;
}
const geometry = new window.THREE.SphereGeometry(size, 16, 16);
const material = new window.THREE.MeshStandardMaterial({
color: 0xFFD700,
color: color,
metalness: 0.8,
roughness: 0.2,
emissive: 0xFFD700,
emissiveIntensity: 0.3
emissive: emissive,
emissiveIntensity: emissiveIntensity
});
const mesh = new window.THREE.Mesh(geometry, material);
mesh.castShadow = true;
@ -92,6 +134,7 @@ export class EntityFactory {
this.world.addComponent(entity, new Transform(x, 0.5, z));
this.world.addComponent(entity, new MeshComponent(mesh));
this.world.addComponent(entity, new Collidable(0.8, 'coin'));
this.world.addComponent(entity, typeComponent);
this.world.addComponent(entity, new CoinTag(index));
return entity;
@ -99,15 +142,42 @@ export class EntityFactory {
/**
* Create an obstacle entity
* @param {string} [type] - Optional obstacle type ('normal', 'fast', 'chasing', 'spinning')
* @returns {EntityId} The obstacle entity ID
*/
createObstacle() {
createObstacle(type = null) {
const entity = this.world.createEntity();
// Create mesh
// Determine obstacle type (weighted random if not specified)
let obstacleType = type;
if (!obstacleType) {
const rand = Math.random();
if (rand < 0.5) {
obstacleType = 'normal';
} else if (rand < 0.7) {
obstacleType = 'fast';
} else if (rand < 0.85) {
obstacleType = 'chasing';
} else {
obstacleType = 'spinning';
}
}
const typeComponent = new ObstacleType(obstacleType);
// Create mesh with different colors based on type
const geometry = new window.THREE.BoxGeometry(1.5, 2, 1.5);
let color = 0xFF4500; // Default orange-red
if (obstacleType === 'fast') {
color = 0xFF0000; // Red
} else if (obstacleType === 'chasing') {
color = 0x8B0000; // Dark red
} else if (obstacleType === 'spinning') {
color = 0xFF6347; // Tomato
}
const material = new window.THREE.MeshStandardMaterial({
color: 0xFF4500,
color: color,
metalness: 0.3,
roughness: 0.7
});
@ -123,11 +193,12 @@ export class EntityFactory {
posZ = (Math.random() - 0.5) * (this.groundSize - 4);
} while (Math.abs(posX) < 3 && Math.abs(posZ) < 3);
// Random velocity
// Base velocity (will be modified by ObstacleSystem for different types)
const baseSpeed = 0.05;
const velocity = new Velocity(
(Math.random() - 0.5) * 0.05,
(Math.random() - 0.5) * baseSpeed * typeComponent.speedMultiplier,
0,
(Math.random() - 0.5) * 0.05
(Math.random() - 0.5) * baseSpeed * typeComponent.speedMultiplier
);
// Add components
@ -135,12 +206,89 @@ export class EntityFactory {
this.world.addComponent(entity, velocity);
this.world.addComponent(entity, new MeshComponent(mesh));
this.world.addComponent(entity, new Collidable(1.5, 'obstacle'));
this.world.addComponent(entity, typeComponent);
this.world.addComponent(entity, new ObstacleTag());
this.world.addComponent(entity, new BoundaryConstrained(this.groundSize));
return entity;
}
/**
* Create a power-up entity
* @param {string} [type] - Optional power-up type ('speed', 'shield', 'multiplier', 'magnet')
* @returns {EntityId} The power-up entity ID
*/
createPowerUp(type = null) {
const entity = this.world.createEntity();
// Determine power-up type (random if not specified)
let powerUpType = type;
if (!powerUpType) {
const rand = Math.random();
if (rand < 0.25) {
powerUpType = 'speed';
} else if (rand < 0.5) {
powerUpType = 'shield';
} else if (rand < 0.75) {
powerUpType = 'multiplier';
} else {
powerUpType = 'magnet';
}
}
// Get duration based on type
let duration = 10;
let color = 0x00FF00;
let size = 0.4;
switch (powerUpType) {
case 'speed':
duration = GameConfig.POWERUP_DURATION_SPEED;
color = 0x00FFFF; // Cyan
break;
case 'shield':
duration = GameConfig.POWERUP_DURATION_SHIELD;
color = 0x0000FF; // Blue
break;
case 'multiplier':
duration = GameConfig.POWERUP_DURATION_MULTIPLIER;
color = 0xFF00FF; // Magenta
break;
case 'magnet':
duration = GameConfig.POWERUP_DURATION_MAGNET;
color = 0xFFFF00; // Yellow
break;
}
const powerUpComponent = new PowerUp(powerUpType, duration);
// Create mesh
const geometry = new window.THREE.OctahedronGeometry(size, 0);
const material = new window.THREE.MeshStandardMaterial({
color: color,
metalness: 0.9,
roughness: 0.1,
emissive: color,
emissiveIntensity: 0.5
});
const mesh = new window.THREE.Mesh(geometry, material);
mesh.castShadow = true;
mesh.receiveShadow = true;
this.scene.add(mesh);
// Random position
const x = (Math.random() - 0.5) * (this.groundSize - 4);
const z = (Math.random() - 0.5) * (this.groundSize - 4);
// Add components
this.world.addComponent(entity, new Transform(x, 1, z));
this.world.addComponent(entity, new MeshComponent(mesh));
this.world.addComponent(entity, new Collidable(0.6, 'powerup'));
this.world.addComponent(entity, powerUpComponent);
return entity;
}
/**
* Remove entity and its mesh from scene
* @param {EntityId} entityId - The entity to destroy