Feature/Gameloop enhancements #17
11 changed files with 885 additions and 33 deletions
39
src/components/CoinType.js
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39
src/components/CoinType.js
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@ -0,0 +1,39 @@
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/**
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* CoinType component - defines coin value and type
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*/
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export class CoinType {
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/**
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* @param {string} type - Type of coin: 'gold', 'silver', 'diamond', 'health'
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*/
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constructor(type = 'gold') {
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/** @type {string} Coin type */
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this.type = type;
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/** @type {number} Score value */
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this.scoreValue = this.getScoreValue(type);
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/** @type {number} Health restore amount (0 for non-health coins) */
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this.healthRestore = type === 'health' ? 10 : 0;
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}
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/**
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* Get score value based on coin type
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* @param {string} type - Coin type
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* @returns {number} Score value
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*/
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getScoreValue(type) {
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switch (type) {
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case 'diamond':
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return 50;
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case 'gold':
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return 10;
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case 'silver':
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return 5;
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case 'health':
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return 0; // Health coins don't give score
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default:
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return 10;
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}
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}
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}
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25
src/components/ObstacleType.js
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25
src/components/ObstacleType.js
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@ -0,0 +1,25 @@
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/**
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* ObstacleType component - defines obstacle behavior type
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*/
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export class ObstacleType {
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/**
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* @param {string} type - Type of obstacle: 'normal', 'fast', 'chasing', 'spinning'
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*/
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constructor(type = 'normal') {
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/** @type {string} Obstacle type */
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this.type = type;
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/** @type {number} Speed multiplier (1.0 = normal) */
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this.speedMultiplier = type === 'fast' ? 1.5 : 1.0;
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/** @type {boolean} Whether this obstacle chases the player */
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this.chases = type === 'chasing';
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/** @type {boolean} Whether this obstacle spins */
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this.spins = type === 'spinning';
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/** @type {number} Rotation speed multiplier */
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this.rotationSpeed = type === 'spinning' ? 3.0 : 1.0;
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}
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}
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28
src/components/ParticleEmitter.js
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28
src/components/ParticleEmitter.js
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@ -0,0 +1,28 @@
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/**
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* ParticleEmitter component - emits particles for visual effects
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*/
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export class ParticleEmitter {
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/**
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* @param {number} count - Number of particles to emit
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* @param {number} lifetime - Lifetime of particles in seconds
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* @param {number} color - Particle color (hex)
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* @param {number} [speed=5] - Particle speed
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*/
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constructor(count, lifetime, color, speed = 5) {
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/** @type {number} Number of particles */
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this.count = count;
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/** @type {number} Lifetime in seconds */
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this.lifetime = lifetime;
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/** @type {number} Particle color */
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this.color = color;
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/** @type {number} Particle speed */
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this.speed = speed;
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/** @type {boolean} Whether emitter is active */
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this.active = true;
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}
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}
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42
src/components/PowerUp.js
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42
src/components/PowerUp.js
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@ -0,0 +1,42 @@
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/**
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* PowerUp component - defines power-up type and duration
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*/
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export class PowerUp {
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/**
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* @param {string} type - Type of power-up: 'speed', 'shield', 'multiplier', 'magnet'
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* @param {number} [duration=10] - Duration in seconds
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*/
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constructor(type, duration = 10) {
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/** @type {string} Power-up type */
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this.type = type;
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/** @type {number} Duration in seconds */
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this.duration = duration;
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/** @type {number} Time remaining */
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this.timeRemaining = duration;
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/** @type {boolean} Whether power-up is active */
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this.active = true;
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}
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/**
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* Update power-up timer
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* @param {number} deltaTime - Time since last frame in seconds
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* @returns {boolean} True if still active
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*/
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update(deltaTime) {
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if (!this.active) return false;
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this.timeRemaining -= deltaTime;
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if (this.timeRemaining <= 0) {
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this.active = false;
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this.timeRemaining = 0;
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return false;
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}
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return true;
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}
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}
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@ -4,6 +4,9 @@ import { MeshComponent } from '../components/MeshComponent.js';
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import { Collidable } from '../components/Collidable.js';
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import { Health } from '../components/Health.js';
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import { Invincibility } from '../components/Invincibility.js';
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import { ObstacleType } from '../components/ObstacleType.js';
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import { CoinType } from '../components/CoinType.js';
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import { PowerUp } from '../components/PowerUp.js';
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import { PlayerTag, CoinTag, ObstacleTag, BoundaryConstrained } from '../components/Tags.js';
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import { GameConfig } from './GameConfig.js';
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@ -65,19 +68,58 @@ export class EntityFactory {
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/**
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* Create a collectible coin entity
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* @param {number} [index=0] - Unique index for animation offset
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* @param {string} [type] - Optional coin type ('gold', 'silver', 'diamond', 'health')
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* @returns {EntityId} The coin entity ID
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*/
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createCoin(index = 0) {
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createCoin(index = 0, type = null) {
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const entity = this.world.createEntity();
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// Create mesh
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const geometry = new window.THREE.SphereGeometry(0.3, 16, 16);
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// Determine coin type (weighted random if not specified)
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let coinType = type;
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if (!coinType) {
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const rand = Math.random();
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if (rand < 0.6) {
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coinType = 'gold'; // 60% gold
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} else if (rand < 0.85) {
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coinType = 'silver'; // 25% silver
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} else if (rand < 0.95) {
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coinType = 'diamond'; // 10% diamond
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} else {
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coinType = 'health'; // 5% health
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}
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}
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const typeComponent = new CoinType(coinType);
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// Create mesh with different colors/sizes based on type
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let size = 0.3;
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let color = 0xFFD700; // Gold
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let emissive = 0xFFD700;
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let emissiveIntensity = 0.3;
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if (coinType === 'silver') {
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color = 0xC0C0C0;
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emissive = 0xC0C0C0;
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size = 0.25;
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} else if (coinType === 'diamond') {
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color = 0x00FFFF;
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emissive = 0x00FFFF;
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emissiveIntensity = 0.6;
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size = 0.4;
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} else if (coinType === 'health') {
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color = 0x00FF00;
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emissive = 0x00FF00;
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emissiveIntensity = 0.4;
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size = 0.35;
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}
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const geometry = new window.THREE.SphereGeometry(size, 16, 16);
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const material = new window.THREE.MeshStandardMaterial({
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color: 0xFFD700,
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color: color,
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metalness: 0.8,
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roughness: 0.2,
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emissive: 0xFFD700,
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emissiveIntensity: 0.3
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emissive: emissive,
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emissiveIntensity: emissiveIntensity
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});
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const mesh = new window.THREE.Mesh(geometry, material);
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mesh.castShadow = true;
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@ -92,6 +134,7 @@ export class EntityFactory {
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this.world.addComponent(entity, new Transform(x, 0.5, z));
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this.world.addComponent(entity, new MeshComponent(mesh));
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this.world.addComponent(entity, new Collidable(0.8, 'coin'));
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this.world.addComponent(entity, typeComponent);
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this.world.addComponent(entity, new CoinTag(index));
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return entity;
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@ -99,15 +142,42 @@ export class EntityFactory {
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/**
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* Create an obstacle entity
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* @param {string} [type] - Optional obstacle type ('normal', 'fast', 'chasing', 'spinning')
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* @returns {EntityId} The obstacle entity ID
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*/
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createObstacle() {
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createObstacle(type = null) {
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const entity = this.world.createEntity();
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// Create mesh
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// Determine obstacle type (weighted random if not specified)
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let obstacleType = type;
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if (!obstacleType) {
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const rand = Math.random();
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if (rand < 0.5) {
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obstacleType = 'normal';
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} else if (rand < 0.7) {
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obstacleType = 'fast';
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} else if (rand < 0.85) {
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obstacleType = 'chasing';
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} else {
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obstacleType = 'spinning';
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}
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}
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const typeComponent = new ObstacleType(obstacleType);
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// Create mesh with different colors based on type
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const geometry = new window.THREE.BoxGeometry(1.5, 2, 1.5);
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let color = 0xFF4500; // Default orange-red
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if (obstacleType === 'fast') {
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color = 0xFF0000; // Red
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} else if (obstacleType === 'chasing') {
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color = 0x8B0000; // Dark red
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} else if (obstacleType === 'spinning') {
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color = 0xFF6347; // Tomato
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}
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const material = new window.THREE.MeshStandardMaterial({
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color: 0xFF4500,
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color: color,
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metalness: 0.3,
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roughness: 0.7
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});
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@ -123,11 +193,12 @@ export class EntityFactory {
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posZ = (Math.random() - 0.5) * (this.groundSize - 4);
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} while (Math.abs(posX) < 3 && Math.abs(posZ) < 3);
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// Random velocity
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// Base velocity (will be modified by ObstacleSystem for different types)
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const baseSpeed = 0.05;
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const velocity = new Velocity(
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(Math.random() - 0.5) * 0.05,
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(Math.random() - 0.5) * baseSpeed * typeComponent.speedMultiplier,
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0,
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(Math.random() - 0.5) * 0.05
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(Math.random() - 0.5) * baseSpeed * typeComponent.speedMultiplier
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);
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// Add components
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@ -135,12 +206,89 @@ export class EntityFactory {
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this.world.addComponent(entity, velocity);
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this.world.addComponent(entity, new MeshComponent(mesh));
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this.world.addComponent(entity, new Collidable(1.5, 'obstacle'));
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this.world.addComponent(entity, typeComponent);
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this.world.addComponent(entity, new ObstacleTag());
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this.world.addComponent(entity, new BoundaryConstrained(this.groundSize));
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return entity;
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}
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/**
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* Create a power-up entity
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* @param {string} [type] - Optional power-up type ('speed', 'shield', 'multiplier', 'magnet')
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* @returns {EntityId} The power-up entity ID
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*/
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createPowerUp(type = null) {
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const entity = this.world.createEntity();
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// Determine power-up type (random if not specified)
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let powerUpType = type;
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if (!powerUpType) {
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const rand = Math.random();
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if (rand < 0.25) {
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powerUpType = 'speed';
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} else if (rand < 0.5) {
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powerUpType = 'shield';
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} else if (rand < 0.75) {
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powerUpType = 'multiplier';
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} else {
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powerUpType = 'magnet';
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}
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}
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// Get duration based on type
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let duration = 10;
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let color = 0x00FF00;
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let size = 0.4;
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switch (powerUpType) {
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case 'speed':
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duration = GameConfig.POWERUP_DURATION_SPEED;
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color = 0x00FFFF; // Cyan
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break;
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case 'shield':
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duration = GameConfig.POWERUP_DURATION_SHIELD;
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color = 0x0000FF; // Blue
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break;
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case 'multiplier':
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duration = GameConfig.POWERUP_DURATION_MULTIPLIER;
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color = 0xFF00FF; // Magenta
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break;
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case 'magnet':
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duration = GameConfig.POWERUP_DURATION_MAGNET;
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color = 0xFFFF00; // Yellow
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break;
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}
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const powerUpComponent = new PowerUp(powerUpType, duration);
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// Create mesh
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const geometry = new window.THREE.OctahedronGeometry(size, 0);
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const material = new window.THREE.MeshStandardMaterial({
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color: color,
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metalness: 0.9,
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roughness: 0.1,
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emissive: color,
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emissiveIntensity: 0.5
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});
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const mesh = new window.THREE.Mesh(geometry, material);
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mesh.castShadow = true;
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mesh.receiveShadow = true;
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this.scene.add(mesh);
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// Random position
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const x = (Math.random() - 0.5) * (this.groundSize - 4);
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const z = (Math.random() - 0.5) * (this.groundSize - 4);
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// Add components
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this.world.addComponent(entity, new Transform(x, 1, z));
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this.world.addComponent(entity, new MeshComponent(mesh));
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this.world.addComponent(entity, new Collidable(0.6, 'powerup'));
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this.world.addComponent(entity, powerUpComponent);
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return entity;
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}
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/**
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* Remove entity and its mesh from scene
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* @param {EntityId} entityId - The entity to destroy
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265
src/game/Game.js
265
src/game/Game.js
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@ -11,12 +11,16 @@ import { CoinSystem } from '../systems/CoinSystem.js';
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import { ObstacleSystem } from '../systems/ObstacleSystem.js';
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import { CollisionSystem } from '../systems/CollisionSystem.js';
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import { InvincibilitySystem } from '../systems/InvincibilitySystem.js';
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import { ParticleSystem } from '../systems/ParticleSystem.js';
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import { PowerUpSystem } from '../systems/PowerUpSystem.js';
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import { RenderSystem } from '../systems/RenderSystem.js';
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// Components
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import { Transform } from '../components/Transform.js';
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import { Health } from '../components/Health.js';
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import { Invincibility } from '../components/Invincibility.js';
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import { CoinType } from '../components/CoinType.js';
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import { PowerUp } from '../components/PowerUp.js';
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/**
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* Main Game class - manages the game loop and coordinates all systems.
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@ -47,6 +51,9 @@ export class Game {
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/** @type {EntityId[]} Array of obstacle entity IDs */
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this.obstacles = [];
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/** @type {EntityId[]} Array of power-up entity IDs */
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this.powerUps = [];
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/** @type {number} Last frame timestamp for deltaTime calculation */
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this.lastTime = performance.now();
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@ -89,6 +96,23 @@ export class Game {
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/** @type {number} Time since last health regeneration */
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this.healthRegenTimer = 0;
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// Screen shake state
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/** @type {number} Remaining screen shake time */
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this.screenShakeTime = 0;
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/** @type {import('three').Vector3} Original camera position offset */
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this.cameraBaseOffset = new window.THREE.Vector3(0, 10, 15);
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// Difficulty scaling state
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/** @type {number} Game start time */
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this.gameStartTime = performance.now() / 1000;
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/** @type {number} Last score when obstacle was added */
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this.lastDifficultyScore = 0;
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/** @type {number} Last time when obstacle was added */
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this.lastDifficultyTime = 0;
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this.init();
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this.setupEventListeners();
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this.animate();
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@ -186,13 +210,17 @@ export class Game {
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this.inputSystem = new InputSystem();
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this.world.addSystem(this.inputSystem);
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// Player control
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this.world.addSystem(new PlayerControlSystem(this.inputSystem));
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// Player control (will set power-up system after it's created)
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this.playerControlSystem = new PlayerControlSystem(this.inputSystem);
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this.world.addSystem(this.playerControlSystem);
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// Movement and physics
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this.world.addSystem(new MovementSystem());
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this.world.addSystem(new BoundarySystem());
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this.world.addSystem(new ObstacleSystem());
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// Obstacle system (will set player entity after player is created)
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this.obstacleSystem = new ObstacleSystem();
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this.world.addSystem(this.obstacleSystem);
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// Game-specific behavior
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this.world.addSystem(new CoinSystem());
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@ -200,6 +228,19 @@ export class Game {
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// Invincibility system (before collision to update state)
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this.world.addSystem(new InvincibilitySystem());
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// Particle system
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this.particleSystem = new ParticleSystem(this.scene);
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this.world.addSystem(this.particleSystem);
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// Power-up system (will set player entity after player is created)
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this.powerUpSystem = new PowerUpSystem();
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this.world.addSystem(this.powerUpSystem);
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// Connect power-up system to player control system
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if (this.playerControlSystem) {
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this.playerControlSystem.setPowerUpSystem(this.powerUpSystem);
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}
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// Collision detection
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this.collisionSystem = new CollisionSystem();
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this.collisionSystem.onCollision((entity1, entity2, layer1, layer2) => {
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@ -215,13 +256,21 @@ export class Game {
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// Create player
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this.playerEntity = this.entityFactory.createPlayer();
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||||
// Set player entity in systems that need it
|
||||
if (this.obstacleSystem) {
|
||||
this.obstacleSystem.setPlayerEntity(this.playerEntity);
|
||||
}
|
||||
if (this.powerUpSystem) {
|
||||
this.powerUpSystem.setPlayerEntity(this.playerEntity);
|
||||
}
|
||||
|
||||
// Create coins
|
||||
for (let i = 0; i < GameConfig.INITIAL_COIN_COUNT; i++) {
|
||||
const coin = this.entityFactory.createCoin(this.coins.length);
|
||||
this.coins.push(coin);
|
||||
}
|
||||
|
||||
// Create obstacles
|
||||
// Create obstacles (mix of types)
|
||||
for (let i = 0; i < GameConfig.INITIAL_OBSTACLE_COUNT; i++) {
|
||||
const obstacle = this.entityFactory.createObstacle();
|
||||
this.obstacles.push(obstacle);
|
||||
|
|
@ -237,6 +286,12 @@ export class Game {
|
|||
this.collectCoin(coinEntity);
|
||||
}
|
||||
|
||||
// Player-PowerUp collision
|
||||
if ((layer1 === 'player' && layer2 === 'powerup') || (layer1 === 'powerup' && layer2 === 'player')) {
|
||||
const powerUpEntity = layer1 === 'powerup' ? entity1 : entity2;
|
||||
this.collectPowerUp(powerUpEntity);
|
||||
}
|
||||
|
||||
// Player-Obstacle collision
|
||||
if ((layer1 === 'player' && layer2 === 'obstacle') || (layer1 === 'obstacle' && layer2 === 'player')) {
|
||||
const playerEntity = layer1 === 'player' ? entity1 : entity2;
|
||||
|
|
@ -246,6 +301,11 @@ export class Game {
|
|||
}
|
||||
|
||||
collectCoin(coinEntity) {
|
||||
// Get coin position and type before destroying
|
||||
const coinTransform = this.world.getComponent(coinEntity, Transform);
|
||||
const coinType = this.world.getComponent(coinEntity, CoinType);
|
||||
const coinPosition = coinTransform ? coinTransform.position.clone() : null;
|
||||
|
||||
// Remove coin
|
||||
this.entityFactory.destroyEntity(coinEntity);
|
||||
const index = this.coins.indexOf(coinEntity);
|
||||
|
|
@ -253,7 +313,42 @@ export class Game {
|
|||
this.coins.splice(index, 1);
|
||||
}
|
||||
|
||||
// Update combo system
|
||||
// Determine particle color based on coin type
|
||||
let particleColor = 0xFFD700; // Default gold
|
||||
if (coinType) {
|
||||
if (coinType.type === 'silver') {
|
||||
particleColor = 0xC0C0C0;
|
||||
} else if (coinType.type === 'diamond') {
|
||||
particleColor = 0x00FFFF;
|
||||
} else if (coinType.type === 'health') {
|
||||
particleColor = 0x00FF00;
|
||||
}
|
||||
}
|
||||
|
||||
// Emit particles for coin collection
|
||||
if (coinPosition && this.particleSystem) {
|
||||
this.particleSystem.emit(
|
||||
coinPosition,
|
||||
GameConfig.PARTICLE_COUNT_COIN,
|
||||
particleColor,
|
||||
8
|
||||
);
|
||||
}
|
||||
|
||||
// Handle health coin
|
||||
if (coinType && coinType.type === 'health') {
|
||||
const health = this.world.getComponent(this.playerEntity, Health);
|
||||
if (health) {
|
||||
health.heal(coinType.healthRestore);
|
||||
this.updateUI();
|
||||
}
|
||||
// Health coins don't contribute to combo or score
|
||||
const newCoin = this.entityFactory.createCoin(this.coins.length);
|
||||
this.coins.push(newCoin);
|
||||
return;
|
||||
}
|
||||
|
||||
// Update combo system (only for score coins)
|
||||
const currentTime = performance.now() / 1000; // Convert to seconds
|
||||
const timeSinceLastCoin = currentTime - this.lastCoinTime;
|
||||
|
||||
|
|
@ -272,9 +367,10 @@ export class Game {
|
|||
|
||||
this.lastCoinTime = currentTime;
|
||||
|
||||
// Calculate score with combo multiplier
|
||||
const baseScore = GameConfig.COMBO_BASE_SCORE;
|
||||
const scoreGain = baseScore * this.comboMultiplier;
|
||||
// Calculate score with combo multiplier and power-up multiplier (use coin's base value)
|
||||
const baseScore = coinType ? coinType.scoreValue : GameConfig.COMBO_BASE_SCORE;
|
||||
const powerUpMultiplier = this.powerUpSystem ? this.powerUpSystem.scoreMultiplier : 1.0;
|
||||
const scoreGain = baseScore * this.comboMultiplier * powerUpMultiplier;
|
||||
this.score += scoreGain;
|
||||
|
||||
// Check for new high score
|
||||
|
|
@ -285,12 +381,85 @@ export class Game {
|
|||
|
||||
this.updateUI();
|
||||
|
||||
// Spawn new coin
|
||||
const newCoin = this.entityFactory.createCoin(this.coins.length);
|
||||
this.coins.push(newCoin);
|
||||
// Spawn new coin or power-up (based on chance)
|
||||
if (Math.random() < GameConfig.POWERUP_SPAWN_CHANCE) {
|
||||
const powerUp = this.entityFactory.createPowerUp();
|
||||
this.powerUps.push(powerUp);
|
||||
} else {
|
||||
const newCoin = this.entityFactory.createCoin(this.coins.length);
|
||||
this.coins.push(newCoin);
|
||||
}
|
||||
}
|
||||
|
||||
collectPowerUp(powerUpEntity) {
|
||||
// Get power-up position and type before destroying
|
||||
const powerUpTransform = this.world.getComponent(powerUpEntity, Transform);
|
||||
const powerUp = this.world.getComponent(powerUpEntity, PowerUp);
|
||||
const powerUpPosition = powerUpTransform ? powerUpTransform.position.clone() : null;
|
||||
|
||||
// Remove power-up
|
||||
this.entityFactory.destroyEntity(powerUpEntity);
|
||||
const index = this.powerUps.indexOf(powerUpEntity);
|
||||
if (index > -1) {
|
||||
this.powerUps.splice(index, 1);
|
||||
}
|
||||
|
||||
// Activate power-up effect
|
||||
if (powerUp && this.powerUpSystem) {
|
||||
this.powerUpSystem.activatePowerUp(powerUp.type, powerUp.duration);
|
||||
|
||||
// Special handling for shield - activate invincibility
|
||||
if (powerUp.type === 'shield') {
|
||||
const invincibility = this.world.getComponent(this.playerEntity, Invincibility);
|
||||
if (invincibility) {
|
||||
invincibility.activate(powerUp.duration);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Emit particles
|
||||
if (powerUpPosition && this.particleSystem) {
|
||||
let particleColor = 0x00FF00;
|
||||
if (powerUp) {
|
||||
switch (powerUp.type) {
|
||||
case 'speed':
|
||||
particleColor = 0x00FFFF;
|
||||
break;
|
||||
case 'shield':
|
||||
particleColor = 0x0000FF;
|
||||
break;
|
||||
case 'multiplier':
|
||||
particleColor = 0xFF00FF;
|
||||
break;
|
||||
case 'magnet':
|
||||
particleColor = 0xFFFF00;
|
||||
break;
|
||||
}
|
||||
}
|
||||
this.particleSystem.emit(
|
||||
powerUpPosition,
|
||||
GameConfig.PARTICLE_COUNT_COIN,
|
||||
particleColor,
|
||||
10
|
||||
);
|
||||
}
|
||||
|
||||
// Spawn new coin or power-up
|
||||
if (Math.random() < GameConfig.POWERUP_SPAWN_CHANCE) {
|
||||
const newPowerUp = this.entityFactory.createPowerUp();
|
||||
this.powerUps.push(newPowerUp);
|
||||
} else {
|
||||
const newCoin = this.entityFactory.createCoin(this.coins.length);
|
||||
this.coins.push(newCoin);
|
||||
}
|
||||
}
|
||||
|
||||
handleObstacleCollision(playerEntity, obstacleEntity) {
|
||||
// Check if player has shield power-up active
|
||||
if (this.powerUpSystem && this.powerUpSystem.isActive('shield')) {
|
||||
return; // No damage if shield is active
|
||||
}
|
||||
|
||||
// Check if player is invincible
|
||||
const invincibility = this.world.getComponent(playerEntity, Invincibility);
|
||||
if (invincibility && invincibility.getIsInvincible()) {
|
||||
|
|
@ -309,6 +478,19 @@ export class Game {
|
|||
invincibility.activate(GameConfig.INVINCIBILITY_DURATION);
|
||||
}
|
||||
|
||||
// Screen shake on damage
|
||||
this.screenShakeTime = GameConfig.SCREEN_SHAKE_DURATION;
|
||||
|
||||
// Emit damage particles
|
||||
if (this.particleSystem && playerTransform) {
|
||||
this.particleSystem.emit(
|
||||
playerTransform.position.clone().add(new window.THREE.Vector3(0, 0.5, 0)),
|
||||
GameConfig.PARTICLE_COUNT_DAMAGE,
|
||||
0xFF0000, // Red color
|
||||
6
|
||||
);
|
||||
}
|
||||
|
||||
// Push player back
|
||||
const pushDirection = playerTransform.position.clone().sub(obstacleTransform.position);
|
||||
pushDirection.y = 0;
|
||||
|
|
@ -332,8 +514,20 @@ export class Game {
|
|||
|
||||
const playerTransform = this.world.getComponent(this.playerEntity, Transform);
|
||||
if (playerTransform) {
|
||||
this.camera.position.x = playerTransform.position.x;
|
||||
this.camera.position.z = playerTransform.position.z + 15;
|
||||
// Base camera position
|
||||
let cameraX = playerTransform.position.x;
|
||||
let cameraZ = playerTransform.position.z + 15;
|
||||
let cameraY = 10;
|
||||
|
||||
// Apply screen shake
|
||||
if (this.screenShakeTime > 0) {
|
||||
const intensity = (this.screenShakeTime / GameConfig.SCREEN_SHAKE_DURATION) * GameConfig.SCREEN_SHAKE_INTENSITY;
|
||||
cameraX += (Math.random() - 0.5) * intensity;
|
||||
cameraY += (Math.random() - 0.5) * intensity;
|
||||
cameraZ += (Math.random() - 0.5) * intensity;
|
||||
}
|
||||
|
||||
this.camera.position.set(cameraX, cameraY, cameraZ);
|
||||
this.camera.lookAt(playerTransform.position);
|
||||
}
|
||||
}
|
||||
|
|
@ -383,12 +577,14 @@ export class Game {
|
|||
// Clean up old entities
|
||||
[...this.coins].forEach(coin => this.entityFactory.destroyEntity(coin));
|
||||
[...this.obstacles].forEach(obstacle => this.entityFactory.destroyEntity(obstacle));
|
||||
[...this.powerUps].forEach(powerUp => this.entityFactory.destroyEntity(powerUp));
|
||||
if (this.playerEntity) {
|
||||
this.entityFactory.destroyEntity(this.playerEntity);
|
||||
}
|
||||
|
||||
this.coins = [];
|
||||
this.obstacles = [];
|
||||
this.powerUps = [];
|
||||
|
||||
// Reset game state
|
||||
this.score = 0;
|
||||
|
|
@ -403,6 +599,14 @@ export class Game {
|
|||
// Reset health regeneration timer
|
||||
this.healthRegenTimer = 0;
|
||||
|
||||
// Reset screen shake
|
||||
this.screenShakeTime = 0;
|
||||
|
||||
// Reset difficulty scaling
|
||||
this.gameStartTime = performance.now() / 1000;
|
||||
this.lastDifficultyScore = 0;
|
||||
this.lastDifficultyTime = 0;
|
||||
|
||||
// Recreate entities
|
||||
this.createGameEntities();
|
||||
|
||||
|
|
@ -531,6 +735,33 @@ export class Game {
|
|||
});
|
||||
}
|
||||
|
||||
/**
|
||||
* Update difficulty scaling - spawn more obstacles over time
|
||||
* @param {number} deltaTime - Time since last frame in seconds
|
||||
*/
|
||||
updateDifficulty(deltaTime) {
|
||||
const currentTime = performance.now() / 1000;
|
||||
const elapsedTime = currentTime - this.gameStartTime;
|
||||
|
||||
// Check if we should add an obstacle based on score
|
||||
const scoreDiff = this.score - this.lastDifficultyScore;
|
||||
if (scoreDiff >= GameConfig.DIFFICULTY_SCORE_INTERVAL &&
|
||||
this.obstacles.length < GameConfig.MAX_OBSTACLES) {
|
||||
const newObstacle = this.entityFactory.createObstacle();
|
||||
this.obstacles.push(newObstacle);
|
||||
this.lastDifficultyScore = this.score;
|
||||
}
|
||||
|
||||
// Check if we should add an obstacle based on time
|
||||
const timeDiff = currentTime - this.lastDifficultyTime;
|
||||
if (timeDiff >= GameConfig.DIFFICULTY_TIME_INTERVAL &&
|
||||
this.obstacles.length < GameConfig.MAX_OBSTACLES) {
|
||||
const newObstacle = this.entityFactory.createObstacle();
|
||||
this.obstacles.push(newObstacle);
|
||||
this.lastDifficultyTime = currentTime;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Load high score from localStorage
|
||||
* @returns {number} High score value
|
||||
|
|
@ -602,6 +833,11 @@ export class Game {
|
|||
}
|
||||
|
||||
if (this.gameActive) {
|
||||
// Update screen shake
|
||||
if (this.screenShakeTime > 0) {
|
||||
this.screenShakeTime = Math.max(0, this.screenShakeTime - deltaTime);
|
||||
}
|
||||
|
||||
// Update combo timer
|
||||
this.comboTimer = Math.max(0, this.comboTimer - deltaTime);
|
||||
if (this.comboTimer <= 0 && this.comboMultiplier > 1) {
|
||||
|
|
@ -620,6 +856,9 @@ export class Game {
|
|||
this.healthRegenTimer = 0;
|
||||
}
|
||||
|
||||
// Difficulty scaling - add obstacles over time
|
||||
this.updateDifficulty(deltaTime);
|
||||
|
||||
// Update ECS world with actual deltaTime
|
||||
this.world.update(deltaTime);
|
||||
|
||||
|
|
|
|||
|
|
@ -18,9 +18,31 @@ export const GameConfig = {
|
|||
INVINCIBILITY_DURATION: 1.5, // Seconds of invincibility after damage
|
||||
INVINCIBILITY_FLASH_RATE: 0.1, // Seconds between flash toggles
|
||||
|
||||
// Screen Shake
|
||||
SCREEN_SHAKE_DURATION: 0.3, // Seconds of screen shake after damage
|
||||
SCREEN_SHAKE_INTENSITY: 0.5, // Camera shake intensity
|
||||
|
||||
// Particle Effects
|
||||
PARTICLE_COUNT_COIN: 20, // Particles when collecting coin
|
||||
PARTICLE_COUNT_DAMAGE: 15, // Particles when taking damage
|
||||
PARTICLE_LIFETIME: 1.0, // Seconds particles live
|
||||
|
||||
// Power-Ups
|
||||
POWERUP_SPAWN_CHANCE: 0.3, // Chance to spawn power-up instead of coin (30%)
|
||||
POWERUP_DURATION_SPEED: 10, // Speed boost duration
|
||||
POWERUP_DURATION_SHIELD: 15, // Shield duration
|
||||
POWERUP_DURATION_MULTIPLIER: 20, // Score multiplier duration
|
||||
POWERUP_DURATION_MAGNET: 15, // Magnet duration
|
||||
POWERUP_SPEED_MULTIPLIER: 1.5, // Speed boost multiplier
|
||||
POWERUP_SCORE_MULTIPLIER: 2.0, // Score multiplier value
|
||||
POWERUP_MAGNET_RANGE: 5.0, // Magnet attraction range
|
||||
|
||||
// Difficulty
|
||||
INITIAL_OBSTACLE_COUNT: 8,
|
||||
INITIAL_COIN_COUNT: 10,
|
||||
DIFFICULTY_SCORE_INTERVAL: 100, // Add obstacle every N points
|
||||
DIFFICULTY_TIME_INTERVAL: 30, // Add obstacle every N seconds
|
||||
MAX_OBSTACLES: 20, // Maximum obstacles on screen
|
||||
|
||||
// Arena
|
||||
GROUND_SIZE: 30,
|
||||
|
|
|
|||
|
|
@ -2,18 +2,67 @@ import { System } from '../ecs/System.js';
|
|||
import { ObstacleTag, BoundaryConstrained } from '../components/Tags.js';
|
||||
import { Transform } from '../components/Transform.js';
|
||||
import { Velocity } from '../components/Velocity.js';
|
||||
import { ObstacleType } from '../components/ObstacleType.js';
|
||||
import { MeshComponent } from '../components/MeshComponent.js';
|
||||
import { PlayerTag } from '../components/Tags.js';
|
||||
|
||||
/**
|
||||
* ObstacleSystem - handles obstacle-specific behavior
|
||||
*/
|
||||
export class ObstacleSystem extends System {
|
||||
update(_deltaTime) {
|
||||
/**
|
||||
* @param {EntityId} [playerEntity=null] - Player entity ID for chasing behavior
|
||||
*/
|
||||
constructor(playerEntity = null) {
|
||||
super();
|
||||
/** @type {EntityId|null} */
|
||||
this.playerEntity = playerEntity;
|
||||
}
|
||||
|
||||
/**
|
||||
* Set the player entity for chasing obstacles
|
||||
* @param {EntityId} playerEntity
|
||||
*/
|
||||
setPlayerEntity(playerEntity) {
|
||||
this.playerEntity = playerEntity;
|
||||
}
|
||||
|
||||
update(deltaTime) {
|
||||
const obstacles = this.getEntities(ObstacleTag, Transform, Velocity, BoundaryConstrained);
|
||||
|
||||
// Get player position if available
|
||||
let playerPosition = null;
|
||||
if (this.playerEntity) {
|
||||
const playerTransform = this.getComponent(this.playerEntity, Transform);
|
||||
if (playerTransform) {
|
||||
playerPosition = playerTransform.position;
|
||||
}
|
||||
}
|
||||
|
||||
for (const entityId of obstacles) {
|
||||
const transform = this.getComponent(entityId, Transform);
|
||||
const velocity = this.getComponent(entityId, Velocity);
|
||||
const boundary = this.getComponent(entityId, BoundaryConstrained);
|
||||
const obstacleType = this.getComponent(entityId, ObstacleType);
|
||||
const meshComp = this.getComponent(entityId, MeshComponent);
|
||||
|
||||
// Handle different obstacle types
|
||||
if (obstacleType) {
|
||||
// Chasing obstacles - move toward player
|
||||
if (obstacleType.chases && playerPosition) {
|
||||
const direction = playerPosition.clone().sub(transform.position);
|
||||
direction.y = 0;
|
||||
direction.normalize();
|
||||
const chaseSpeed = 0.08 * obstacleType.speedMultiplier;
|
||||
velocity.velocity.x = direction.x * chaseSpeed;
|
||||
velocity.velocity.z = direction.z * chaseSpeed;
|
||||
}
|
||||
|
||||
// Spinning obstacles - rotate faster
|
||||
if (obstacleType.spins && meshComp) {
|
||||
transform.rotation.y += 6 * obstacleType.rotationSpeed * deltaTime;
|
||||
}
|
||||
}
|
||||
|
||||
const boundaryLimit = boundary.getBoundary() - 1;
|
||||
|
||||
|
|
|
|||
106
src/systems/ParticleSystem.js
Normal file
106
src/systems/ParticleSystem.js
Normal 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;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -3,13 +3,30 @@ import { PlayerTag } from '../components/Tags.js';
|
|||
import { Velocity } from '../components/Velocity.js';
|
||||
import { Transform } from '../components/Transform.js';
|
||||
|
||||
/**
|
||||
* @typedef {import('./PowerUpSystem.js').PowerUpSystem} PowerUpSystem
|
||||
*/
|
||||
|
||||
/**
|
||||
* PlayerControlSystem - handles player input and applies to velocity
|
||||
*/
|
||||
export class PlayerControlSystem extends System {
|
||||
constructor(inputSystem) {
|
||||
/**
|
||||
* @param {InputSystem} inputSystem - Input system for reading controls
|
||||
* @param {PowerUpSystem} [powerUpSystem=null] - Power-up system for speed multiplier
|
||||
*/
|
||||
constructor(inputSystem, powerUpSystem = null) {
|
||||
super();
|
||||
this.inputSystem = inputSystem;
|
||||
this.powerUpSystem = powerUpSystem;
|
||||
}
|
||||
|
||||
/**
|
||||
* Set the power-up system
|
||||
* @param {PowerUpSystem} powerUpSystem
|
||||
*/
|
||||
setPowerUpSystem(powerUpSystem) {
|
||||
this.powerUpSystem = powerUpSystem;
|
||||
}
|
||||
|
||||
update(deltaTime) {
|
||||
|
|
@ -19,30 +36,34 @@ export class PlayerControlSystem extends System {
|
|||
const velocity = this.getComponent(entityId, Velocity);
|
||||
const transform = this.getComponent(entityId, Transform);
|
||||
|
||||
// Get speed multiplier from power-up system
|
||||
const speedMultiplier = this.powerUpSystem ? this.powerUpSystem.speedMultiplier : 1.0;
|
||||
const effectiveMaxSpeed = velocity.maxSpeed * speedMultiplier;
|
||||
|
||||
// Calculate target velocity from input
|
||||
const targetVelocity = new window.THREE.Vector3(0, 0, 0);
|
||||
|
||||
// Keyboard input
|
||||
if (this.inputSystem.isKeyPressed('w') || this.inputSystem.isKeyPressed('up')) {
|
||||
targetVelocity.z -= velocity.maxSpeed;
|
||||
targetVelocity.z -= effectiveMaxSpeed;
|
||||
}
|
||||
if (this.inputSystem.isKeyPressed('s') || this.inputSystem.isKeyPressed('down')) {
|
||||
targetVelocity.z += velocity.maxSpeed;
|
||||
targetVelocity.z += effectiveMaxSpeed;
|
||||
}
|
||||
if (this.inputSystem.isKeyPressed('a') || this.inputSystem.isKeyPressed('left')) {
|
||||
targetVelocity.x -= velocity.maxSpeed;
|
||||
targetVelocity.x -= effectiveMaxSpeed;
|
||||
}
|
||||
if (this.inputSystem.isKeyPressed('d') || this.inputSystem.isKeyPressed('right')) {
|
||||
targetVelocity.x += velocity.maxSpeed;
|
||||
targetVelocity.x += effectiveMaxSpeed;
|
||||
}
|
||||
|
||||
// Touch input
|
||||
const touch = this.inputSystem.getTouchDirection();
|
||||
if (Math.abs(touch.x) > 0.3) {
|
||||
targetVelocity.x = touch.x * velocity.maxSpeed;
|
||||
targetVelocity.x = touch.x * effectiveMaxSpeed;
|
||||
}
|
||||
if (Math.abs(touch.y) > 0.3) {
|
||||
targetVelocity.z = touch.y * velocity.maxSpeed;
|
||||
targetVelocity.z = touch.y * effectiveMaxSpeed;
|
||||
}
|
||||
|
||||
// Apply smooth acceleration/deceleration
|
||||
|
|
|
|||
133
src/systems/PowerUpSystem.js
Normal file
133
src/systems/PowerUpSystem.js
Normal file
|
|
@ -0,0 +1,133 @@
|
|||
import { System } from '../ecs/System.js';
|
||||
import { PowerUp } from '../components/PowerUp.js';
|
||||
import { Transform } from '../components/Transform.js';
|
||||
import { Velocity } from '../components/Velocity.js';
|
||||
import { PlayerTag } from '../components/Tags.js';
|
||||
import { GameConfig } from '../game/GameConfig.js';
|
||||
|
||||
/**
|
||||
* PowerUpSystem - manages active power-up effects on the player
|
||||
*/
|
||||
export class PowerUpSystem extends System {
|
||||
/**
|
||||
* @param {EntityId} [playerEntity=null] - Player entity ID
|
||||
*/
|
||||
constructor(playerEntity = null) {
|
||||
super();
|
||||
/** @type {EntityId|null} */
|
||||
this.playerEntity = playerEntity;
|
||||
|
||||
/** @type {Object<string, PowerUp>} Active power-ups by type */
|
||||
this.activePowerUps = {};
|
||||
|
||||
/** @type {number} Base speed multiplier (1.0 = normal) */
|
||||
this.speedMultiplier = 1.0;
|
||||
|
||||
/** @type {number} Score multiplier (1.0 = normal) */
|
||||
this.scoreMultiplier = 1.0;
|
||||
|
||||
/** @type {boolean} Whether magnet is active */
|
||||
this.magnetActive = false;
|
||||
}
|
||||
|
||||
/**
|
||||
* Set the player entity
|
||||
* @param {EntityId} playerEntity
|
||||
*/
|
||||
setPlayerEntity(playerEntity) {
|
||||
this.playerEntity = playerEntity;
|
||||
}
|
||||
|
||||
/**
|
||||
* Activate a power-up
|
||||
* @param {string} type - Power-up type
|
||||
* @param {number} duration - Duration in seconds
|
||||
*/
|
||||
activatePowerUp(type, duration) {
|
||||
this.activePowerUps[type] = new PowerUp(type, duration);
|
||||
this.updateEffects();
|
||||
}
|
||||
|
||||
/**
|
||||
* Update active power-up effects
|
||||
*/
|
||||
updateEffects() {
|
||||
// Reset all effects
|
||||
this.speedMultiplier = 1.0;
|
||||
this.scoreMultiplier = 1.0;
|
||||
this.magnetActive = false;
|
||||
|
||||
// Apply active power-ups
|
||||
for (const [type, powerUp] of Object.entries(this.activePowerUps)) {
|
||||
if (powerUp.active && powerUp.timeRemaining > 0) {
|
||||
switch (type) {
|
||||
case 'speed':
|
||||
this.speedMultiplier = GameConfig.POWERUP_SPEED_MULTIPLIER;
|
||||
break;
|
||||
case 'multiplier':
|
||||
this.scoreMultiplier = GameConfig.POWERUP_SCORE_MULTIPLIER;
|
||||
break;
|
||||
case 'magnet':
|
||||
this.magnetActive = true;
|
||||
break;
|
||||
case 'shield':
|
||||
// Shield is handled separately in collision system
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Check if a power-up type is active
|
||||
* @param {string} type - Power-up type
|
||||
* @returns {boolean}
|
||||
*/
|
||||
isActive(type) {
|
||||
const powerUp = this.activePowerUps[type];
|
||||
return powerUp && powerUp.active && powerUp.timeRemaining > 0;
|
||||
}
|
||||
|
||||
/**
|
||||
* Update power-ups and apply magnet effect
|
||||
* @param {number} deltaTime - Time since last frame in seconds
|
||||
*/
|
||||
update(deltaTime) {
|
||||
// Update all active power-ups
|
||||
for (const [type, powerUp] of Object.entries(this.activePowerUps)) {
|
||||
if (!powerUp.update(deltaTime)) {
|
||||
// Power-up expired
|
||||
delete this.activePowerUps[type];
|
||||
}
|
||||
}
|
||||
|
||||
// Update effects
|
||||
this.updateEffects();
|
||||
|
||||
// Apply magnet effect - attract coins to player
|
||||
if (this.magnetActive && this.playerEntity) {
|
||||
const playerTransform = this.getComponent(this.playerEntity, Transform);
|
||||
if (!playerTransform) return;
|
||||
|
||||
// Get all coins
|
||||
const coins = this.getEntities(Transform);
|
||||
for (const coinId of coins) {
|
||||
const coinTransform = this.getComponent(coinId, Transform);
|
||||
if (!coinTransform) continue;
|
||||
|
||||
const distance = playerTransform.position.distanceTo(coinTransform.position);
|
||||
|
||||
if (distance < GameConfig.POWERUP_MAGNET_RANGE && distance > 0.5) {
|
||||
// Attract coin to player
|
||||
const direction = playerTransform.position.clone().sub(coinTransform.position);
|
||||
direction.y = 0;
|
||||
direction.normalize();
|
||||
|
||||
const attractSpeed = 0.15;
|
||||
coinTransform.position.add(direction.multiplyScalar(attractSpeed * deltaTime * 60));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Loading…
Add table
Add a link
Reference in a new issue