Files
arena/src/game/combat.js
T
2026-05-22 01:14:08 +09:00

357 lines
9.3 KiB
JavaScript

import Phaser from "phaser";
import {
ATTACK_COOLDOWN,
ATTACK_RANGE,
FIGHTER_SCALE,
MELEE_CRITICAL_CHANCE,
MOVE_SPEED,
PROJECTILE_LIFETIME,
PROJECTILE_SPEED,
RANGED_CRITICAL_CHANCE,
RANGED_ATTACK_RANGE,
} from "./config.js";
import {
getAttackSpeedMultiplier,
getMovementSpeedMultiplier,
} from "./combatSettings.js";
import {
fighterAnimationKey,
fighterAttackEffectAnimationKey,
fighterAttackEffectKey,
fighterProjectileKey,
} from "./fighterAssets.js";
const MELEE_HIT_DELAY = 260;
const PROJECTILE_FIRE_DELAY = 360;
const PROJECTILE_HIT_RADIUS = 8;
const SPELL_CAST_DELAY = 340;
const SPELL_HIT_DELAY = 160;
export function updateFighter(scene, fighter, time, onWinner) {
const enemy = findNearestEnemy(scene.fighters, fighter);
if (!enemy || fighter.isDead || enemy.isDead || fighter.isLocked) {
fighter.body.setVelocity(0, 0);
return;
}
const distance = Phaser.Math.Distance.Between(fighter.x, fighter.y, enemy.x, enemy.y);
fighter.setFlipX(enemy.x < fighter.x);
if (distance > getAttackRange(fighter)) {
scene.physics.moveToObject(fighter, enemy, MOVE_SPEED * getMovementSpeedMultiplier());
playIfNeeded(fighter, "walk");
return;
}
fighter.body.setVelocity(0, 0);
if (time >= fighter.nextAttackAt) {
beginAttack(scene, fighter, enemy, time, onWinner);
return;
}
playIfNeeded(fighter, "idle");
}
export function clearCombatObjects(scene) {
scene.combatObjects?.forEach((object) => {
object.cleanup?.();
object.destroy();
});
scene.combatObjects?.clear();
}
function beginAttack(scene, attacker, defender, time, onWinner) {
const attack = createAttackProfile(attacker);
attacker.nextAttackAt = time + scaledAttackDelay(attacker.skin.combat?.cooldown ?? ATTACK_COOLDOWN);
attacker.isLocked = true;
playAnimation(attacker, attack.animation, getAttackSpeedMultiplier());
switch (getCombatType(attacker)) {
case "projectile":
queueProjectile(scene, attacker, defender, onWinner);
return;
case "instant-spell":
queueInstantSpell(scene, attacker, defender, onWinner);
return;
default:
queueMeleeHit(scene, attacker, defender, onWinner, attack);
}
}
function queueMeleeHit(scene, attacker, defender, onWinner, attack) {
const matchId = scene.matchId;
scene.time.delayedCall(scaledAttackDelay(MELEE_HIT_DELAY), () => {
applyHit(scene, attacker, defender, onWinner, matchId, {
instantKill: attack.isCritical,
});
});
}
function queueProjectile(scene, attacker, defender, onWinner) {
const matchId = scene.matchId;
scene.time.delayedCall(scaledAttackDelay(PROJECTILE_FIRE_DELAY), () => {
if (!isAttackValid(scene, attacker, defender, matchId)) {
return;
}
spawnProjectile(scene, attacker, defender, onWinner, matchId);
});
}
function queueInstantSpell(scene, attacker, defender, onWinner) {
const matchId = scene.matchId;
scene.time.delayedCall(scaledAttackDelay(SPELL_CAST_DELAY), () => {
if (!isAttackValid(scene, attacker, defender, matchId)) {
return;
}
spawnSpellEffect(scene, attacker, defender, onWinner, matchId);
});
}
function spawnProjectile(scene, attacker, defender, onWinner, matchId) {
const direction = defender.x < attacker.x ? -1 : 1;
const projectile = scene.physics.add.image(
attacker.x + direction * 42,
attacker.y + 4,
fighterProjectileKey(attacker.skin),
);
projectile.setDepth(3);
projectile.setScale(2);
projectile.body.setCircle(PROJECTILE_HIT_RADIUS, 8, 8);
projectile.setRotation(Phaser.Math.Angle.Between(projectile.x, projectile.y, defender.x, defender.y));
scene.physics.moveToObject(
projectile,
defender,
(attacker.skin.combat?.projectile?.speed ?? PROJECTILE_SPEED) * getAttackSpeedMultiplier(),
);
trackCombatObject(scene, projectile);
projectile.lastHitCheckX = projectile.x;
projectile.lastHitCheckY = projectile.y;
const hitDefender = () => {
if (projectile.hasHit) {
return;
}
if (!isAttackValid(scene, attacker, defender, matchId)) {
disposeCombatObject(scene, projectile);
return;
}
projectile.hasHit = true;
disposeCombatObject(scene, projectile);
applyHit(scene, attacker, defender, onWinner, matchId);
};
const overlap = scene.physics.add.overlap(projectile, defender, hitDefender);
const checkProjectilePath = () => {
if (!projectile.active || projectile.hasHit) {
return;
}
if (!isAttackValid(scene, attacker, defender, matchId)) {
disposeCombatObject(scene, projectile);
return;
}
if (projectilePathHitsDefender(projectile, defender)) {
hitDefender();
return;
}
projectile.lastHitCheckX = projectile.x;
projectile.lastHitCheckY = projectile.y;
};
scene.events.on(Phaser.Scenes.Events.UPDATE, checkProjectilePath);
projectile.cleanup = () => {
overlap.destroy();
scene.events.off(Phaser.Scenes.Events.UPDATE, checkProjectilePath);
};
scene.time.delayedCall(PROJECTILE_LIFETIME, () => {
disposeCombatObject(scene, projectile);
});
}
function spawnSpellEffect(scene, attacker, defender, onWinner, matchId) {
const effect = scene.add.sprite(defender.x, defender.y, fighterAttackEffectKey(attacker.skin));
effect.setDepth(3);
effect.setScale(FIGHTER_SCALE);
effect.play(fighterAttackEffectAnimationKey(attacker.skin));
trackCombatObject(scene, effect);
effect.once(Phaser.Animations.Events.ANIMATION_COMPLETE, () => {
disposeCombatObject(scene, effect);
});
scene.time.delayedCall(scaledAttackDelay(attacker.skin.combat?.attackEffect?.hitDelay ?? SPELL_HIT_DELAY), () => {
applyHit(scene, attacker, defender, onWinner, matchId);
});
}
function applyHit(scene, attacker, defender, onWinner, matchId, { instantKill = false } = {}) {
if (!isAttackValid(scene, attacker, defender, matchId)) {
return;
}
defender.hp = instantKill ? 0 : Math.max(0, defender.hp - Phaser.Math.Between(14, 24));
defender.body.setVelocity(0, 0);
if (defender.hp === 0) {
killFighter(defender, attacker, onWinner);
return;
}
defender.isLocked = true;
playAnimation(defender, "hurt");
scene.cameras.main.shake(90, 0.002);
}
function getAttackRange(fighter) {
if (getCombatType(fighter) === "melee") {
return ATTACK_RANGE;
}
return fighter.skin.combat?.range ?? RANGED_ATTACK_RANGE;
}
function getCombatType(fighter) {
return fighter.skin.combat?.type ?? "melee";
}
function createAttackProfile(attacker) {
const isCritical = Math.random() < getCriticalChance(attacker);
return {
animation:
isCritical && attacker.skin.animations.attack03 ? "attack03" : "attack",
isCritical,
};
}
function getCriticalChance(fighter) {
if (getCombatType(fighter) !== "melee") {
return fighter.skin.combat?.criticalChance ?? RANGED_CRITICAL_CHANCE;
}
return fighter.skin.combat?.criticalChance ?? MELEE_CRITICAL_CHANCE;
}
function isAttackValid(scene, attacker, defender, matchId) {
return (
!scene.matchOver &&
matchId === scene.matchId &&
attacker.active &&
defender.active &&
!attacker.isDead &&
!defender.isDead
);
}
function projectilePathHitsDefender(projectile, defender) {
if (!defender.body) {
return false;
}
const projectilePath = new Phaser.Geom.Line(
projectile.lastHitCheckX,
projectile.lastHitCheckY,
projectile.x,
projectile.y,
);
const defenderHitArea = new Phaser.Geom.Rectangle(
defender.body.x - PROJECTILE_HIT_RADIUS,
defender.body.y - PROJECTILE_HIT_RADIUS,
defender.body.width + PROJECTILE_HIT_RADIUS * 2,
defender.body.height + PROJECTILE_HIT_RADIUS * 2,
);
return (
Phaser.Geom.Rectangle.Contains(defenderHitArea, projectile.x, projectile.y) ||
Phaser.Geom.Intersects.LineToRectangle(projectilePath, defenderHitArea)
);
}
function killFighter(defender, winner, onWinner) {
defender.isDead = true;
defender.isLocked = true;
defender.body.setVelocity(0, 0);
defender.body.enable = false;
defender.healthBar.width = 0;
playAnimation(defender, "death");
winner.isLocked = false;
winner.body.setVelocity(0, 0);
playAnimation(winner, "idle");
onWinner(winner);
}
function findNearestEnemy(fighters, fighter) {
let nearestEnemy;
let nearestDistance = Number.POSITIVE_INFINITY;
fighters.forEach((candidate) => {
if (
candidate === fighter ||
candidate.isDead ||
candidate.team.id === fighter.team.id
) {
return;
}
const distance = Phaser.Math.Distance.Between(
fighter.x,
fighter.y,
candidate.x,
candidate.y,
);
if (distance < nearestDistance) {
nearestDistance = distance;
nearestEnemy = candidate;
}
});
return nearestEnemy;
}
function playIfNeeded(fighter, action) {
const key = fighterAnimationKey(fighter.skin, action);
if (fighter.anims.currentAnim?.key !== key) {
playAnimation(fighter, action);
}
}
function playAnimation(fighter, action, timeScale = 1) {
fighter.anims.timeScale = timeScale;
fighter.play(fighterAnimationKey(fighter.skin, action), true);
}
function scaledAttackDelay(duration) {
return duration / getAttackSpeedMultiplier();
}
function trackCombatObject(scene, object) {
scene.combatObjects ??= new Set();
scene.combatObjects.add(object);
}
function disposeCombatObject(scene, object) {
if (!object?.active) {
return;
}
object.cleanup?.();
scene.combatObjects?.delete(object);
object.destroy();
}