Add PhantomCamera components and UI elements for improved scene management; refactor existing components for better integration
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@@ -1,4 +1,5 @@
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using Godot;
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using PhantomCamera;
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namespace Mr.BrickAdventures.scripts.components;
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@@ -6,7 +7,6 @@ public partial class ChaseLevelComponent : Node
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{
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[Export] public float ChaseSpeed { get; set; } = 200.0f;
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[Export] public Marker2D ChaseTarget { get; set; }
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[Export] public GodotObject PhantomCamera { get; set; }
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[Export] public float MinimumDistance { get; set; } = 10f;
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[Signal]
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@@ -17,8 +17,17 @@ public partial class ChaseLevelComponent : Node
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private bool _isChasing = false;
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private Node2D _previousCameraFollowTarget = null;
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private PhantomCamera2D _phantomCamera = null;
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private Node2D _root = null;
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public override void _Process(double delta)
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public override void _Ready()
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{
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_phantomCamera = GetNode<Node2D>("../../%PhantomCamera").AsPhantomCamera2D();
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_root = Owner as Node2D;
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}
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public override void _PhysicsProcess(double delta)
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{
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if (!_isChasing) return;
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if (ChaseTarget == null) return;
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@@ -31,21 +40,22 @@ public partial class ChaseLevelComponent : Node
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var targetPosition = ChaseTarget.GlobalPosition;
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if (Owner is not Node2D root) return;
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if (_root == null) return;
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var direction = (targetPosition - root.GlobalPosition).Normalized();
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root.GlobalPosition += direction * ChaseSpeed * (float)delta;
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var direction = (targetPosition - _root.GlobalPosition).Normalized();
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var speed = direction * ChaseSpeed * (float)delta;
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_root.GlobalPosition += speed;
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}
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public void OnShipEntered()
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{
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if (ChaseTarget == null || PhantomCamera == null)
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if (ChaseTarget == null || _phantomCamera == null)
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return;
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if (_isChasing) return;
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_previousCameraFollowTarget = (Node2D)PhantomCamera.Call("get_follow_target");
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PhantomCamera.Call("set_follow_target", Owner as Node2D);
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_previousCameraFollowTarget = _phantomCamera.FollowTarget;
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_phantomCamera.FollowTarget = _root;
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EmitSignalChaseStarted();
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_isChasing = true;
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}
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@@ -70,9 +80,9 @@ public partial class ChaseLevelComponent : Node
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private void StopChasing()
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{
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if (PhantomCamera == null) return;
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if (_phantomCamera == null) return;
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PhantomCamera.Call("set_follow_target", _previousCameraFollowTarget);
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_phantomCamera.FollowTarget = _previousCameraFollowTarget;
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EmitSignalChaseStopped();
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_isChasing = false;
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}
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@@ -28,7 +28,7 @@ public partial class EnemyDeathComponent : Node
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private void OnDeath()
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{
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CallDeferred(nameof(Die));
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_ = Die();
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}
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private async Task Die()
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@@ -30,11 +30,10 @@ public partial class FlashingComponent : Node
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public void StartFlashing()
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{
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if (Sprite == null) return;
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_tween?.Kill();
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if (_tween != null && _tween.IsRunning()) return;
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_tween = CreateTween();
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_tween.SetParallel(true);
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_tween.SetParallel(false);
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var flashes = (int)(FlashDuration / FlashTime);
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for (var i = 0; i < flashes; i++)
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@@ -123,7 +123,8 @@ public partial class PlatformMovementComponent : Node2D, IMovement
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Body.Velocity = new Vector2(direction * Speed, Body.Velocity.Y);
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else
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Body.Velocity = new Vector2(Mathf.MoveToward(Body.Velocity.X, 0, Speed), Body.Velocity.Y);
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PreviousVelocity = Body.Velocity;
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Body.MoveAndSlide();
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}
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@@ -31,7 +31,6 @@ public partial class PlayerDeathComponent : Node2D
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}
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_gameManager.RemoveLives(1);
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GD.Print("Player death, lives left: " + _gameManager.GetLives());
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_gameManager.ResetCurrentSessionState();
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}
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}
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@@ -10,7 +10,7 @@ public partial class ShipShooterComponent : Node
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[Export] public Marker2D BulletSpawn { get; set; }
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[Export] public AudioStreamPlayer2D ShootSfx { get; set; }
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private bool _canShoot = false;
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private bool _canShoot = true;
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public override void _Ready()
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{
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@@ -2,20 +2,19 @@ using Godot;
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namespace Mr.BrickAdventures.scripts.components;
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public partial class SpaceshipEnterComponent : Node
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public partial class SpaceshipEnterComponent : Area2D
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{
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[Export] public Area2D Area { get; set; }
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[Signal] public delegate void SpaceshipEnteredEventHandler();
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public override void _Ready()
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{
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Area.BodyEntered += OnBodyEntered;
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BodyEntered += OnBodyEntered;
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}
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private void OnBodyEntered(Node2D body)
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{
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if (body is not PlayerController) return;
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EmitSignalSpaceshipEntered();
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Owner.QueueFree();
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QueueFree();
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}
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}
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@@ -2,14 +2,13 @@ using Godot;
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namespace Mr.BrickAdventures.scripts.components;
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public partial class SpaceshipExitComponent : Node
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public partial class SpaceshipExitComponent : Area2D
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{
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[Export] public Area2D Area { get; set; }
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[Signal] public delegate void SpaceshipExitEventHandler();
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public override void _Ready()
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{
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Area.BodyEntered += OnBodyEntered;
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BodyEntered += OnBodyEntered;
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}
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private void OnBodyEntered(Node2D body)
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