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

@ -0,0 +1,106 @@
import { System } from '../ecs/System.js';
import { Transform } from '../components/Transform.js';
import { ParticleEmitter } from '../components/ParticleEmitter.js';
import { GameConfig } from '../game/GameConfig.js';
/**
* ParticleSystem - manages particle effects for visual feedback
*/
export class ParticleSystem extends System {
constructor(scene) {
super();
/** @type {import('three').Scene} */
this.scene = scene;
/** @type {Array<{mesh: import('three').Mesh, velocity: import('three').Vector3, lifetime: number, maxLifetime: number}>} */
this.particles = [];
}
/**
* Create particles at a position
* @param {import('three').Vector3} position - Position to emit from
* @param {number} count - Number of particles
* @param {number} color - Color (hex)
* @param {number} [speed=5] - Particle speed
*/
emit(position, count, color, speed = 5) {
for (let i = 0; i < count; i++) {
const geometry = new window.THREE.SphereGeometry(0.1, 8, 8);
const material = new window.THREE.MeshBasicMaterial({
color: color,
transparent: true,
opacity: 1.0
});
const mesh = new window.THREE.Mesh(geometry, material);
mesh.position.copy(position);
this.scene.add(mesh);
// Random velocity direction
const velocity = new window.THREE.Vector3(
(Math.random() - 0.5) * speed,
Math.random() * speed * 0.5 + speed * 0.5,
(Math.random() - 0.5) * speed
);
this.particles.push({
mesh: mesh,
velocity: velocity,
lifetime: GameConfig.PARTICLE_LIFETIME,
maxLifetime: GameConfig.PARTICLE_LIFETIME
});
}
}
/**
* Update particles
* @param {number} deltaTime - Time since last frame in seconds
*/
update(deltaTime) {
// Update existing particles
for (let i = this.particles.length - 1; i >= 0; i--) {
const particle = this.particles[i];
// Update position
particle.mesh.position.add(
particle.velocity.clone().multiplyScalar(deltaTime)
);
// Apply gravity
particle.velocity.y -= 9.8 * deltaTime;
// Update lifetime
particle.lifetime -= deltaTime;
// Fade out
const alpha = particle.lifetime / particle.maxLifetime;
particle.mesh.material.opacity = alpha;
// Remove dead particles
if (particle.lifetime <= 0) {
this.scene.remove(particle.mesh);
particle.mesh.geometry.dispose();
particle.mesh.material.dispose();
this.particles.splice(i, 1);
}
}
// Process particle emitters from entities
const entities = this.getEntities(Transform, ParticleEmitter);
for (const entityId of entities) {
const transform = this.getComponent(entityId, Transform);
const emitter = this.getComponent(entityId, ParticleEmitter);
if (emitter && emitter.active) {
this.emit(
transform.position,
emitter.count,
emitter.color,
emitter.speed
);
// Deactivate after emitting once
emitter.active = false;
}
}
}
}