Refactor FlipComponent to use PlayerController and remove ProgressiveDamageComponent from scene
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@@ -1,4 +1,4 @@
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[gd_scene load_steps=60 format=3 uid="uid://bqi5s710xb1ju"]
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[gd_scene load_steps=59 format=3 uid="uid://bqi5s710xb1ju"]
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[ext_resource type="Script" uid="uid://csel4s0e4g5uf" path="res://scripts/components/PlayerController.cs" id="1_yysbb"]
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[ext_resource type="Shader" uid="uid://bs4xvm4qkurpr" path="res://shaders/hit_flash.tres" id="2_lgb3u"]
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@@ -45,7 +45,6 @@
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[ext_resource type="AudioStream" uid="uid://dyev46uqusimi" path="res://sfx/shoot.wav" id="32_x2b7c"]
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[ext_resource type="PackedScene" uid="uid://dtem8jgcyoqar" path="res://objects/entities/green_laser.tscn" id="36_oxudy"]
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[ext_resource type="Script" uid="uid://diw6opv6yutgi" path="res://scripts/components/KillPlayerOutOfScreenComponent.cs" id="37_qec3q"]
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[ext_resource type="Script" uid="uid://3qy7rm28q66a" path="res://scripts/components/ProgressiveDamageComponent.cs" id="38_dhjci"]
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[ext_resource type="Script" uid="uid://dssa2taiwktis" path="res://scripts/components/Movement/PlayerInputHandler.cs" id="42_e5pae"]
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[ext_resource type="Script" uid="uid://ceoxet1nqws8w" path="res://scripts/components/SpriteTilterComponent.cs" id="43_xuhvf"]
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[ext_resource type="Script" uid="uid://b1h8r5irryxcx" path="res://scripts/components/PlayerSfxComponent.cs" id="49_qec3q"]
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@@ -158,10 +157,11 @@ visible = false
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position = Vector2(0, 0.5)
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shape = SubResource("RectangleShape2D_hdsg1")
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[node name="FlipPlayerComponent" type="Node2D" parent="." node_paths=PackedStringArray("LeftEye", "RightEye")]
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[node name="FlipPlayerComponent" type="Node2D" parent="." node_paths=PackedStringArray("LeftEye", "RightEye", "PlayerController")]
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script = ExtResource("9_yysbb")
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LeftEye = NodePath("../Graphics/Root/Left Eye")
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RightEye = NodePath("../Graphics/Root/Right Eye")
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PlayerController = NodePath("..")
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[node name="StompDamageArea" type="Area2D" parent="."]
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collision_layer = 0
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@@ -294,12 +294,6 @@ script = ExtResource("37_qec3q")
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ScreenNotifier = NodePath("../VisibleOnScreenNotifier2D")
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HealthComponent = NodePath("../HealthComponent")
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[node name="ProgressiveDamageComponent" type="Node" parent="." node_paths=PackedStringArray("HealthComponent", "Sprite")]
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process_mode = 4
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script = ExtResource("38_dhjci")
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HealthComponent = NodePath("../HealthComponent")
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Sprite = NodePath("../Graphics/Root/Base")
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[node name="PlayerInputHandler" type="Node" parent="."]
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script = ExtResource("42_e5pae")
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metadata/_custom_type_script = "uid://dssa2taiwktis"
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@@ -6,13 +6,13 @@ public partial class FlipComponent : Node2D
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{
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[Export] public Sprite2D LeftEye { get; set; }
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[Export] public Sprite2D RightEye { get; set; }
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[Export] public PlatformMovementComponent PlatformMovement { get; set; }
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[Export] public PlayerController PlayerController { get; set; }
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public override void _Process(double delta)
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{
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if (PlatformMovement == null) return;
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if (PlayerController == null) return;
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var velocity = PlatformMovement.LastDirection;
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var velocity = PlayerController.LastDirection;
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switch (velocity.X)
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{
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case < 0f:
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@@ -1,65 +0,0 @@
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using Godot;
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namespace Mr.BrickAdventures.scripts.components;
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public partial class ProgressiveDamageComponent : Node
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{
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[Export] public HealthComponent HealthComponent { get; set; }
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[Export] public Sprite2D Sprite { get; set; }
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[Export] public PlatformMovementComponent PlatformMovement { get; set; }
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[Export] public float MinJumpHeight { get; set; } = 60f;
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[Export] public float JumpReductionPercentage { get; set; } = 0.1f; // this is a percentage of the jump height per hit
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private float _maxHealth;
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private float _ogJumpHeight;
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public override void _Ready()
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{
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_maxHealth = HealthComponent.MaxHealth;
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HealthComponent.HealthChanged += OnHealthChanged;
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if (PlatformMovement != null)
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{
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_ogJumpHeight = PlatformMovement.JumpHeight;
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}
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}
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private void OnHealthChanged(float delta, float totalHealth)
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{
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var frame = GetDamageFrame();
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if (frame < 0 || frame >= Sprite.GetHframes()) return;
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Sprite.Frame = frame;
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if (PlatformMovement != null)
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{
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PlatformMovement.JumpHeight = GetJumpHeight();
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}
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}
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private int GetDamageFrame()
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{
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if (Sprite == null || HealthComponent == null) return 0;
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var framesCount = Sprite.GetHframes();
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if (framesCount == 0) return 0;
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var currentHealth = HealthComponent.Health;
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var healthRatio = currentHealth / _maxHealth;
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return (int)(framesCount * (1f - healthRatio));
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}
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private float GetJumpHeight()
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{
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if (PlatformMovement == null) return 0f;
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var jumpHeight = _ogJumpHeight;
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if (jumpHeight <= 0f) return 0f;
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var damageFrame = GetDamageFrame();
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if (damageFrame < 0 || damageFrame >= Sprite.GetHframes()) return jumpHeight;
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var reduction = JumpReductionPercentage * jumpHeight;
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var calculatedJumpHeight = jumpHeight - (damageFrame * reduction);
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return Mathf.Max(calculatedJumpHeight, MinJumpHeight);
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}
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}
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@@ -1 +0,0 @@
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uid://3qy7rm28q66a
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