Refactor FlipComponent to use PlayerController and remove ProgressiveDamageComponent from scene

This commit is contained in:
2025-08-31 02:11:05 +02:00
parent 604520cad5
commit 51aecf7da5
4 changed files with 6 additions and 78 deletions

View File

@@ -1,65 +0,0 @@
using Godot;
namespace Mr.BrickAdventures.scripts.components;
public partial class ProgressiveDamageComponent : Node
{
[Export] public HealthComponent HealthComponent { get; set; }
[Export] public Sprite2D Sprite { get; set; }
[Export] public PlatformMovementComponent PlatformMovement { get; set; }
[Export] public float MinJumpHeight { get; set; } = 60f;
[Export] public float JumpReductionPercentage { get; set; } = 0.1f; // this is a percentage of the jump height per hit
private float _maxHealth;
private float _ogJumpHeight;
public override void _Ready()
{
_maxHealth = HealthComponent.MaxHealth;
HealthComponent.HealthChanged += OnHealthChanged;
if (PlatformMovement != null)
{
_ogJumpHeight = PlatformMovement.JumpHeight;
}
}
private void OnHealthChanged(float delta, float totalHealth)
{
var frame = GetDamageFrame();
if (frame < 0 || frame >= Sprite.GetHframes()) return;
Sprite.Frame = frame;
if (PlatformMovement != null)
{
PlatformMovement.JumpHeight = GetJumpHeight();
}
}
private int GetDamageFrame()
{
if (Sprite == null || HealthComponent == null) return 0;
var framesCount = Sprite.GetHframes();
if (framesCount == 0) return 0;
var currentHealth = HealthComponent.Health;
var healthRatio = currentHealth / _maxHealth;
return (int)(framesCount * (1f - healthRatio));
}
private float GetJumpHeight()
{
if (PlatformMovement == null) return 0f;
var jumpHeight = _ogJumpHeight;
if (jumpHeight <= 0f) return 0f;
var damageFrame = GetDamageFrame();
if (damageFrame < 0 || damageFrame >= Sprite.GetHframes()) return jumpHeight;
var reduction = JumpReductionPercentage * jumpHeight;
var calculatedJumpHeight = jumpHeight - (damageFrame * reduction);
return Mathf.Max(calculatedJumpHeight, MinJumpHeight);
}
}