Bugfixy, odstranění nepoužívaných tříd CameraSystem a ITargetingEnemy, přidání dedikované třídy ReturnToMenuElement, předělání pathfinding algoritmu z DFS na BFS, přesun správy obtížnosti do abstraktní třídy Enemy, přidání scriptů pro kompilaci na aplikaci nevyžadující dotnet

This commit is contained in:
Perry 2026-03-25 16:37:18 +01:00
parent ceac37920b
commit e5d746d597
24 changed files with 258 additions and 138 deletions

View file

@ -30,6 +30,7 @@ public class GameLogic {
private static Random random = new();
private static bool unlimitedPower = false; // Debug
private static bool noPhases = true; // Debug
// public const int POWER_MAX = 1000;
// public static int P1Power{ get; set; } = Power.MAX_POWER_VALUE;
@ -71,7 +72,8 @@ public class GameLogic {
Server.SendPacket(new MapInitPacket{Connectors = connectorsConverted, UpsideDown = true, YourTiles = p2Tiles.ToArray(), OpponentTiles = p1Tiles.ToArray(), LitTiles = neutralTiles.ToArray()}, Server.P2.peer);
spawnOrder = [[new SpotEnemy(3), new MareEnemy(3)], [new DashEnemy(6)], [new LurkEnemy(3), new NekoEnemy(3)]];
// Enemy test = new SpotEnemy(3);
Thread.Sleep(3000);
secondCycleTimer.Start();
gamePhaseTimer.Start();
@ -79,12 +81,12 @@ public class GameLogic {
// EnemyManager.AddEnemy(new SpotEnemy(10)).Spawn(MapManager.Get(12));
// EnemyManager.AddEnemy(new LurkEnemy(10)).Spawn(MapManager.Get(12));
// EnemyManager.AddEnemy(new NekoEnemy(10)).Spawn(MapManager.Get(2));
EnemyManager.AddEnemy(new NekoEnemy(7)).Spawn(MapManager.Get(2));
// EnemyManager.AddEnemy(new DashEnemy(10)).Spawn(MapManager.Get(12));
// EnemyManager.AddEnemy(new MareEnemy(10)).Spawn(MapManager.Get(22));
EnemyManager.AddEnemy(new LurkEnemy(4)).Spawn(MapManager.Get(2));
EnemyManager.AddEnemy(new NekoEnemy(4)).Spawn(MapManager.Get(22));
// EnemyManager.AddEnemy(new LurkEnemy(4)).Spawn(MapManager.Get(2));
// EnemyManager.AddEnemy(new NekoEnemy(4)).Spawn(MapManager.Get(22));
}
public static void Update() {
@ -162,6 +164,8 @@ public class GameLogic {
}
private static void NextPhase() {
if(noPhases) return;
PhaseCounter++;
Server.SendUpdateToAll([GameEvent.NEXT_PHASE()]);