add cast times and cooldowns

This commit is contained in:
2025-01-12 03:30:52 +09:00
parent 2eb914a680
commit e0dd7dcaf3
7 changed files with 142 additions and 47 deletions
+45 -1
View File
@@ -1,10 +1,54 @@
import { Vector2 } from 'three'
import Projectile from './projectile.js'
export default class Effect {
static damage({ despawn }) {
return function(projectile, entity) {
entity.health -= 10
entity.damage(10, this)
if (despawn) {
projectile.despawn()
}
}
}
static skillshot({ range, radius, speed, onCollide, after }) {
return function(cursor) {
const projectile = new Projectile()
const destination = this.position.clone().add(cursor.clone().sub(this.position).normalize().multiplyScalar(range))
projectile.owner = this.id
projectile.position.copy(this.position)
projectile.destination = destination
projectile.radius = radius
projectile.speed = speed
projectile.after = after
projectile.onCollide = onCollide
this.game?.spawnProjectile(projectile)
}
}
static homingProjectile({ range, radius, speed, onCollide, after }) {
return function(cursor) {
let closest = null
let distance = Infinity
this.game?.entities.filter((e) => e.id != this.id && e.position.clone().sub(this.position).length() < range).forEach((e) => {
const newDistance = e.position.clone().sub(cursor).length() < distance
if (newDistance < distance) {
closest = e
distance = newDistance
}
})
if (closest == null) { return } // TODO: refund
const projectile = new Projectile()
projectile.owner = this.id
projectile.position.copy(this.position)
projectile.homingTarget = closest
projectile.radius = radius
projectile.speed = speed
projectile.after = after
projectile.onCollide = onCollide
this.game?.spawnProjectile(projectile)
}
}
}