Cats-vs-Mice/classes/Mouse.js
2025-05-10 16:54:33 +09:00

194 lines
5.8 KiB
JavaScript

import { gameFrame } from '../constants/Prototype.js';
import { mouseAnimation } from '../sketch.js';
import { activeMice, mouseGroup, gameSprites } from '../GameScene.js';
import { updateGameProgress } from '../Controller.js';
import { Snowball } from './Throwable.js';
const mouseAniDesc = {
idle: { row: 0, frameSize: [200, 200] },
walk: {row: 1, frames: 6, frameSize: [200, 200], frameDelay: 10 }
}
/**
* Mouse class representing a mouse character in the game
*/
class Mouse {
/**
* Creates an instance of a Mouse
*
* @param {number} row - The row the mouse belongs to
* @param {number} speed - The speed of the mouse's movement
* @param {number} HP - The health points of the mouse
* @param {number} AP - The attack power of the mouse
* @param {p5.SpriteSheet} spriteSheet - The sprite sheet for the mouse animation
* @param {number} size - The size of the mouse sprite
*/
constructor(row, speed, HP, AP, spriteSheet, size) {
const y = gameFrame.padding_up + row * gameFrame.tileHeight + gameFrame.tileHeight / 2;
this.sprite = createSprite(width, y, size, size);
this.sprite.spriteSheet = spriteSheet;
this.sprite.scale = gameFrame.catRatio * size / gameFrame.tileWidth;
this.sprite.overlaps(mouseGroup)
this.sprite.addAnis(mouseAniDesc);
this.sprite.changeAni('walk');
this.sprite.layer = 3;
this.sprite.vel.x = speed;
this.row = row;
this.HP = HP;
this.AP = AP;
this.targetCat = undefined;
this.lastAttack = 0;
this.defaultSpeed = speed;
this.defaultHP = HP;
this.isAlive = true;
}
/**
* Removes the mouse from the game and updates the progress
*/
remove() {
this.sprite.remove();
let index = activeMice[this.row].indexOf(this);
if (index != -1) {
activeMice[this.row].splice(index, 1);
}
if (this.defaultHP = 1000) {
if (this.row - 1 >= 0) {
index = activeMice[this.row - 1].indexOf(this);
if (index != -1) activeMice[this.row - 1].splice(index, 1);
}
if (this.row + 1 < gameFrame.rows) {
index = activeMice[this.row + 1].indexOf(this);
if (index != -1) activeMice[this.row + 1].splice(index, 1);
}
}
index = gameSprites.indexOf(this);
if (index !== -1) {
gameSprites.splice(index, 1);
}
if (this.isAlive) {
this.isAlive = false;
updateGameProgress();
}
}
/**
* Makes the mouse attack the target cat if one exists
*/
attack() {
if (this.targetCat != undefined) {
this.sprite.vel.x = 0;
this.sprite.changeAni('idle');
if (this.lastAttack == 0 || millis() - this.lastAttack > 3000) {
this.targetCat.attacked(this);
this.lastAttack = millis();
}
}
else {
this.sprite.vel.x = this.defaultSpeed;
this.sprite.changeAni('walk');
}
}
/**
* Handles when the mouse is attacked and reduces its health
* @param {number} point - The damage taken by the mouse
*/
attacked(throwable) {
this.HP -= throwable.point;
if (this.HP <= 0) this.remove();
else {
this.sprite.opacity = (this.HP / this.defaultHP) * 0.5 + 0.5;
}
if (throwable instanceof Snowball) {
this.defaultSpeed = min(-0.05, this.defaultSpeed + 0.02);
this.sprite.vel.x = this.defaultSpeed;
}
}
}
/**
* Basic type of mouse
*/
class BasicMouse extends Mouse {
constructor(row) {
super(row, -0.15, 100, 20, mouseAnimation.basicMouse, gameFrame.tileWidth);
}
}
/**
* Helmet-wearing mouse
* Has a higher HP compared to BasicMouse
*/
class HelmetMouse extends Mouse {
constructor(row) {
super(row, -0.15, 150, 20, mouseAnimation.helmetMouse, gameFrame.tileWidth);
}
}
/**
* Sporty type of mouse
* Has a higher speed compared to Basic Mouse
*/
class SportyMouse extends Mouse {
constructor(row) {
super(row, -0.3, 85, 20, mouseAnimation.sportyMouse, gameFrame.tileWidth);
}
}
/**
* Boss mouse is 3 times bigger than other mice
* Has a higher HP and AP compared to the other types
* Has a slower speed compared to the other types
*/
class BossMouse extends Mouse {
constructor(row) {
super(row, -0.05, 1000, 50, mouseAnimation.bossMouse, 3 * gameFrame.tileWidth);
}
}
/**
* Factory function to create different types of cats
*
* @param {string} type - The type of mouse to create
* @param {number} row - The row the mouse belongs to
* @returns @returns {Mouse|undefined} The created mouse instance or undefined if type is invalid
*/
function createMouse(type, row) {
switch (type) {
case 'basicMouse':
return new BasicMouse(row);
case 'helmetMouse':
return new HelmetMouse(row);
case 'sportyMouse':
return new SportyMouse(row);
case 'bossMouse':
return new BossMouse(row);
default:
return undefined;
}
}
/**
* Spawns a mouse of a specified type and adds it to the game
* @param {string} type - The type of mouse to spawn
* @param {number} row - The row to spawn the mouse in
*/
export function spawnMouse(type, row) {
let newMouse = new createMouse(type, row);
if (newMouse) {
activeMice[row].push(newMouse);
if (type == 'bossMouse') {
if (row - 1 >= 0) activeMice[row - 1].push(newMouse);
if (row + 1 < gameFrame.rows) activeMice[row + 1].push(newMouse);
}
mouseGroup.add(newMouse.sprite);
gameSprites.push(newMouse.sprite);
}
}