Add new components: ExplosiveComponent, FadeAwayComponent, FireEffectComponent, FlipComponent, GravityMotionComponent, LaunchComponent, and update PlatformMovement with LastDirection property
This commit is contained in:
81
scripts/components/ExplosiveComponent.cs
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81
scripts/components/ExplosiveComponent.cs
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@@ -0,0 +1,81 @@
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using Godot;
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namespace Mr.BrickAdventures.scripts.components;
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public partial class ExplosiveComponent : Node2D
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{
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[Export] public DamageComponent Damage { get; set; }
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[Export] public Area2D Area { get; set; }
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[Export] public Area2D ExplodeArea { get; set; }
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[Export] public PackedScene ExplosionEffect { get; set; }
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[Export] public float TimeToExplode { get; set; } = 9f;
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[Signal] public delegate void OnExplosionEventHandler(Node2D body);
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private Timer _timer;
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public override void _Ready()
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{
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if (Damage != null)
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{
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GD.PushError("ExplosiveComponent: DamageComponent is not set.");
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return;
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}
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if (ExplodeArea != null)
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{
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GD.PushError("ExplosiveComponent: ExplodeArea is not set.");
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return;
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}
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Area.BodyEntered += OnAreaBodyEntered;
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Area.AreaEntered += OnAreaAreaEntered;
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}
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private void OnAreaAreaEntered(Area2D area)
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{
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Explode();
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}
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private void OnAreaBodyEntered(Node2D body)
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{
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Explode();
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}
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private void PrepareTimer()
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{
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_timer = new Timer();
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_timer.SetWaitTime(TimeToExplode);
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_timer.OneShot = true;
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_timer.Autostart = true;
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_timer.Timeout += Explode;
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AddChild(_timer);
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}
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private void Explode()
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{
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_timer.Stop();
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if (ExplosionEffect != null)
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{
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var explosionInstance = ExplosionEffect.Instantiate<GpuParticles2D>();
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if (Owner is Node2D root) explosionInstance.SetGlobalPosition(root.GlobalPosition);
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GetTree().CurrentScene.AddChild(explosionInstance);
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explosionInstance.SetEmitting(true);
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}
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var bodies = ExplodeArea.GetOverlappingBodies();
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foreach (var body in bodies)
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{
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var health = body.GetNodeOrNull<HealthComponent>("HealthComponent");
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if (Damage != null && health != null)
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{
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Damage.DealDamage(health);
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}
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EmitSignalOnExplosion(body);
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}
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Owner.QueueFree();
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}
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}
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32
scripts/components/FadeAwayComponent.cs
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32
scripts/components/FadeAwayComponent.cs
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@@ -0,0 +1,32 @@
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using System.Threading.Tasks;
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using Godot;
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namespace Mr.BrickAdventures.scripts.components;
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public partial class FadeAwayComponent : Node
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{
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[Export] public Sprite2D Sprite { get; set; }
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[Export] public float FadeDuration { get; set; } = 1f;
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[Export] public float Speed { get; set; } = 10f;
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[Export] public Vector2 Direction { get; set; } = Vector2.Up;
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[Export] public Area2D Area { get; set; }
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public override void _Ready()
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{
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Area.BodyEntered += OnBodyEntered;
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}
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private void OnBodyEntered(Node2D body)
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{
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_ = FadeAway();
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}
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private async Task FadeAway()
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{
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var tween = CreateTween().SetParallel(true);
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tween.TweenProperty(Sprite, "modulate:a", 0f, FadeDuration);
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tween.TweenProperty(Sprite, "position", Sprite.Position + (Direction * Speed), FadeDuration);
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await ToSignal(tween, Tween.SignalName.Finished);
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Owner.QueueFree();
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}
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}
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71
scripts/components/FireEffectComponent.cs
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71
scripts/components/FireEffectComponent.cs
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@@ -0,0 +1,71 @@
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using Godot;
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using Mr.BrickAdventures.scripts.Resources;
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namespace Mr.BrickAdventures.scripts.components;
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public partial class FireEffectComponent : Node
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{
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[Export] public HealthComponent Health { get; set; }
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[Export] public StatusEffectComponent StatusEffectComponent { get; set; }
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[Export] public GpuParticles2D FireFX { get; set; }
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private StatusEffectDataResource _data = null;
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private bool _shouldDealDamage = false;
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private double _timeElapsed = 0f;
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public override void _Ready()
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{
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if (Health == null)
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{
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Health = GetNode<HealthComponent>("HealthComponent");
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}
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if (StatusEffectComponent == null)
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{
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StatusEffectComponent = GetNode<StatusEffectComponent>("StatusEffectComponent");
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}
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if (Health == null)
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{
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GD.PushError("FireEffectComponent: HealthComponent is not set.");
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return;
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}
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if (StatusEffectComponent == null)
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{
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GD.PushError("FireEffectComponent: StatusEffectComponent is not set.");
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return;
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}
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StatusEffectComponent.EffectApplied += OnEffectApplied;
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StatusEffectComponent.EffectRemoved += OnEffectRemoved;
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}
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public override void _Process(double delta)
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{
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if (!_shouldDealDamage || _data == null || Health == null) return;
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_timeElapsed += delta;
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if (_timeElapsed >= 1f)
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{
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Health.DecreaseHealth(_data.DamagePerSecond);
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_timeElapsed = 0f;
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}
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}
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private void OnEffectApplied(StatusEffect statusEffect)
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{
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if (statusEffect.EffectData.Type != StatusEffectType.Fire) return;
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_data = statusEffect.EffectData;
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_shouldDealDamage = true;
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FireFX?.SetEmitting(true);
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}
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private void OnEffectRemoved(StatusEffectType type)
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{
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if (type != StatusEffectType.Fire) return;
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_shouldDealDamage = false;
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_data = null;
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FireFX?.SetEmitting(false);
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}
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}
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36
scripts/components/FlipComponent.cs
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36
scripts/components/FlipComponent.cs
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using Godot;
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namespace Mr.BrickAdventures.scripts.components;
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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 PlatformMovement PlatformMovement { 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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var velocity = PlatformMovement.LastDirection;
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switch (velocity.X)
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{
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case < 0f:
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LeftEye.Frame = 1;
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RightEye.Frame = 1;
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LeftEye.FlipH = true;
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RightEye.FlipH = true;
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break;
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case > 0f:
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LeftEye.Frame = 1;
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RightEye.Frame = 1;
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LeftEye.FlipH = false;
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RightEye.FlipH = false;
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break;
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default:
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LeftEye.Frame = 0;
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RightEye.Frame = 0;
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break;
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}
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}
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}
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37
scripts/components/GravityMotionComponent.cs
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37
scripts/components/GravityMotionComponent.cs
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@@ -0,0 +1,37 @@
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using Godot;
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namespace Mr.BrickAdventures.scripts.components;
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public partial class GravityMotionComponent : Node2D
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{
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[Export] public CharacterBody2D Body { get; set; }
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[Export] public LaunchComponent LaunchComponent { get; set; }
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[Export] public Vector2 Gravity { get; set; } = new Vector2(0, 1000f);
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[Export] public Vector2 TargetDirection { get; set; } = Vector2.Up;
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private Vector2 _velocity = Vector2.Zero;
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public override void _Ready()
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{
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if (LaunchComponent == null) return;
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var direction = LaunchComponent.InitialDirection.X > 0f ? TargetDirection : new Vector2(-TargetDirection.X, TargetDirection.Y);
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direction = direction.Normalized();
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_velocity = direction * LaunchComponent.Speed;
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}
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public override void _PhysicsProcess(double delta)
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{
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if (Body == null) return;
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_velocity += Gravity * (float)delta;
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Body.Velocity = _velocity;
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Body.MoveAndSlide();
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if (_velocity.LengthSquared() > 0.01f)
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{
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Body.Rotation = _velocity.Angle();
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}
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}
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}
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24
scripts/components/LaunchComponent.cs
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24
scripts/components/LaunchComponent.cs
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using Godot;
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namespace Mr.BrickAdventures.scripts.components;
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public partial class LaunchComponent : Node2D
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{
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[Export] public Vector2 InitialDirection { get; set; } = Vector2.Right;
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[Export] public float Speed { get; set; } = 16f;
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[Export] public Vector2 SpawnPosition { get; set; } = Vector2.Zero;
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[Export] public float SpawnRotation { get; set; } = 0f;
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public override void _Ready()
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{
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if (Owner is not Node2D root) return;
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root.GlobalPosition = SpawnPosition;
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root.GlobalRotation = SpawnRotation;
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}
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public Vector2 GetInitialVelocity()
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{
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return InitialDirection.Normalized() * Speed;
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}
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}
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@@ -39,6 +39,8 @@ public partial class PlatformMovement : Node2D, IMovement
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private float _jumpGravity;
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private float _fallGravity;
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public Vector2 LastDirection => _lastDirection;
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public override void _Ready()
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{
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base._Ready();
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