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types.ts
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155 lines (135 loc) · 2.86 KB
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export type Vector2 = {
x: number;
y: number;
};
export enum EntityType {
PLAYER,
ENEMY_MELEE,
ENEMY_RANGED,
ENEMY_DASHER,
ENEMY_SHOTGUNNER,
ENEMY_KAMIKAZE,
BOSS,
BULLET,
PARTICLE,
CHEST,
WEAPON_FRAGMENT,
WEAPON_DROP,
PORTAL,
WALL,
TRAP,
CRATE
}
export enum UpgradeType {
DAMAGE = 'DAMAGE',
FIRE_RATE = 'FIRE_RATE',
MULTISHOT = 'MULTISHOT',
CRIT_CHANCE = 'CRIT_CHANCE',
BULLET_SPEED = 'BULLET_SPEED'
}
export interface GameObject {
id: string;
type: EntityType;
position: Vector2;
velocity: Vector2;
radius: number;
color: string;
active: boolean;
}
export interface Wall extends GameObject {
width: number;
height: number;
}
export interface Crate extends GameObject {
width: number;
height: number;
hp: number;
maxHp: number;
}
export interface Trap extends GameObject {
width: number;
height: number;
damage: number;
}
export interface WeaponStats {
damage: number;
cooldown: number;
speed: number;
spread: number;
count: number; // Projectiles per shot
range: number; // Lifetime frames
piercing?: boolean; // If true, bullets don't die on contact
}
export interface Weapon {
id: string;
templateId: string; // 'PISTOL', 'SHOTGUN' etc
name: string;
stats: WeaponStats;
upgrades: Record<UpgradeType, number>;
color: string;
}
export interface Player extends GameObject {
hp: number;
maxHp: number;
speed: number;
lastShotTime: number;
score: number;
name: string;
fragments: number;
inventory: Weapon[];
activeWeaponIndex: number;
invulnerableTime?: number;
dashCooldownTimer: number;
dashActiveTimer: number;
}
export interface Enemy extends GameObject {
hp: number;
maxHp: number;
damage: number;
speed: number;
attackRange: number;
attackCooldown: number;
lastAttackTime: number;
value: number; // Score value
detectionRange: number;
isAggro: boolean;
patrolDir?: Vector2;
patrolTimer?: number;
// AI Specifics
dashState?: 'CHASE' | 'CHARGE' | 'DASH' | 'COOLDOWN';
dashTimer?: number; // Used for charging or dashing duration
// Boss Specifics
bossPhase?: number;
bossTimer?: number;
}
export interface Bullet extends GameObject {
damage: number;
ownerId: string; // 'player' or enemy ID
lifetime: number; // Frames remaining
isCrit?: boolean;
piercing?: boolean;
hitIds: string[]; // Track IDs of entities already hit by this piercing bullet
}
export interface Particle extends GameObject {
lifetime: number;
maxLifetime: number;
}
export interface Fragment extends GameObject {
value: number;
}
export interface WeaponDrop extends GameObject {
weapon: Weapon;
}
export interface DungeonInfo {
name: string;
description: string;
bossName: string;
}
export interface GameActions {
upgrade: (type: UpgradeType) => void;
}
export interface BossStatus {
active: boolean;
hp: number;
maxHp: number;
}