Add new components: BrickThrowComponent, BulletComponent, CageComponent, ChaseLevelComponent, CleanupComponent, and ThrowInputResource classes; implement game saving and loading logic in SaveSystem

This commit is contained in:
2025-08-12 13:12:16 +02:00
parent 2dc4306be8
commit 56da6f36a7
12 changed files with 399 additions and 6 deletions

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using Godot;
using Mr.BrickAdventures.scripts.interfaces;
using Mr.BrickAdventures.scripts.Resources;
namespace Mr.BrickAdventures.scripts.components;
public partial class BrickThrowComponent : Node
{
[Export] public PackedScene BrickScene { get; set; }
[Export] public float FireRate { get; set; } = 1.0f;
[Export] public PlayerController PlayerController { get; set; }
[Export] public ThrowInputResource ThrowInputBehavior { get; set; }
private bool _canThrow = true;
private Timer _timer;
public override void _Ready()
{
SetupTimer();
_canThrow = true;
if (ThrowInputBehavior != null) ThrowInputBehavior.ThrowRequested += ThrowBrick;
}
public override void _Input(InputEvent @event)
{
ThrowInputBehavior?.ProcessInput(@event);
}
public override void _Process(double delta)
{
ThrowInputBehavior?.Update(delta);
}
private void SetupTimer()
{
_timer.WaitTime = FireRate;
_timer.OneShot = false;
_timer.Autostart = false;
_timer.Timeout += OnTimerTimeout;
}
private void OnTimerTimeout()
{
_canThrow = true;
}
private void ThrowBrick(float powerMultiplier = 1f)
{
if (!_canThrow || PlayerController == null || BrickScene == null)
return;
var instance = BrickScene.Instantiate<Node2D>();
var init = instance.GetNodeOrNull<ProjectileInitComponent>("ProjectileInitComponent");
if (init != null && PlayerController.CurrentMovement is PlatformMovementComponent)
{
init.Initialize(new ProjectileInitParams()
{
Position = PlayerController.GlobalPosition,
Rotation = PlayerController.Rotation,
Direction = PlayerController.CurrentMovement.LastDirection,
PowerMultiplier = powerMultiplier,
});
}
GetTree().CurrentScene.AddChild(instance);
_canThrow = false;
_timer.Start();
}
}

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using Godot;
namespace Mr.BrickAdventures.scripts.components;
public partial class BulletComponent : Node
{
[Export] public Area2D Area { get; set; }
[Export] public TerrainHitFx TerrainHitFx { get; set; }
[Export] public Sprite2D BulletSprite { get; set; }
public override void _Ready()
{
Area.BodyEntered += OnBodyEntered;
}
private void OnBodyEntered(Node2D body)
{
if (body is TileMapLayer)
{
if (BulletSprite != null)
{
BulletSprite.Visible = false;
}
PlayTerrainHitFx();
return;
}
Owner.QueueFree();
}
private void OnAreaEntered(Area2D area)
{
Owner.QueueFree();
}
private void PlayTerrainHitFx()
{
if (TerrainHitFx == null) return;
TerrainHitFx.TriggerFx();
Owner.QueueFree();
}
}

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using System.Threading.Tasks;
using Godot;
namespace Mr.BrickAdventures.scripts.components;
public partial class CageComponent : Node
{
[Export] public LeverComponent Lever { get; set; }
[Export] public Vector2 MoveValue { get; set; } = new(0, -100f);
[Export] public float TweenDuration { get; set; } = 0.5f;
[Export] public bool ShouldFree { get; set; } = true;
private const string LeverGroupName = "levers";
public override async void _Ready()
{
await ToSignal(GetTree(), SceneTree.SignalName.ProcessFrame);
if (Lever == null)
{
var leverNodes = GetTree().GetNodesInGroup(LeverGroupName);
foreach (var leverNode in leverNodes)
{
var lever = leverNode.GetNodeOrNull<LeverComponent>("LeverComponent");
if (lever != null) lever.Activated += OnLeverActivated;
}
}
}
private void OnLeverActivated()
{
var tween = CreateTween();
if (Owner is Node2D root)
{
var endPosition = root.Position + MoveValue;
tween.TweenProperty(root, "position", endPosition, TweenDuration);
}
tween.TweenCallback(Callable.From(OnTweenCompleted));
}
private void OnTweenCompleted()
{
if (!ShouldFree) return;
Owner.QueueFree();
}
}

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using Godot;
namespace Mr.BrickAdventures.scripts.components;
public partial class ChaseLevelComponent : Node
{
[Export] public float ChaseSpeed { get; set; } = 200.0f;
[Export] public Marker2D ChaseTarget { get; set; }
[Export] public GodotObject PhantomCamera { get; set; }
[Export] public float MinimumDistance { get; set; } = 10f;
[Signal]
public delegate void ChaseStartedEventHandler();
[Signal]
public delegate void ChaseStoppedEventHandler();
private bool _isChasing = false;
private Node2D _previousCameraFollowTarget = null;
public override void _Process(double delta)
{
if (!_isChasing) return;
if (ChaseTarget == null) return;
if (CheckIfReachedTarget())
{
StopChasing();
return;
}
var targetPosition = ChaseTarget.GlobalPosition;
if (Owner is not Node2D root) return;
var direction = (targetPosition - root.GlobalPosition).Normalized();
root.GlobalPosition += direction * ChaseSpeed * (float)delta;
}
public void OnShipEntered()
{
if (ChaseTarget == null || PhantomCamera == null)
return;
if (_isChasing) return;
_previousCameraFollowTarget = (Node2D)PhantomCamera.Call("get_follow_target");
PhantomCamera.Call("set_follow_target", Owner as Node2D);
EmitSignalChaseStarted();
_isChasing = true;
}
public void OnShipExited()
{
StopChasing();
}
private bool CheckIfReachedTarget()
{
if (ChaseTarget == null)
return false;
if (Owner is not Node2D root) return false;
var targetPosition = ChaseTarget.GlobalPosition;
var currentPosition = root.GlobalPosition;
return currentPosition.DistanceTo(targetPosition) <= MinimumDistance;
}
private void StopChasing()
{
if (PhantomCamera == null) return;
PhantomCamera.Call("set_follow_target", _previousCameraFollowTarget);
EmitSignalChaseStopped();
_isChasing = false;
}
}

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using Godot;
namespace Mr.BrickAdventures.scripts.components;
public partial class CleanupComponent : Node
{
public void CleanUp()
{
Owner.QueueFree();
}
}

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@@ -17,6 +17,7 @@ public partial class ShipMovementComponent : Node, IMovement
private Vector2 _velocity = Vector2.Zero;
public Vector2 Velocity => _velocity;
public Vector2 LastDirection => _velocity.Normalized();
public override void _PhysicsProcess(double delta)
{