Add charge throw mechanics; refactor bullet and brick components
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45
scripts/components/charge_throw_component.gd
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45
scripts/components/charge_throw_component.gd
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class_name ChargeThrowComponent
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extends Node
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@export var min_power: float = 0.5
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@export var max_power: float = 2.0
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@export var max_charge_time: float = 1.5
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var charge_start_time: float = 0.0
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var is_charging: bool = false
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signal charge_started
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signal charge_updated(charge_ratio: float)
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signal charge_stopped
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func _process(_delta: float) -> void:
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if not is_charging:
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return
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var charge_ratio := get_charge_ratio()
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charge_updated.emit(charge_ratio)
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func start_charging() -> void:
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is_charging = true
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charge_start_time = Time.get_ticks_msec() / 1000.0
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charge_started.emit()
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func get_charge_ratio() -> float:
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if not is_charging:
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return 0.0
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var held_time := (Time.get_ticks_msec() / 1000.0) - charge_start_time
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var t = clamp(held_time / max_charge_time, 0.0, 1.0)
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return lerp(min_power, max_power, t)
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func stop_charging() -> float:
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is_charging = false
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var held_time := (Time.get_ticks_msec() / 1000.0) - charge_start_time
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var t = clamp(held_time / max_charge_time, 0.0, 1.0)
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charge_start_time = 0.0
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charge_stopped.emit()
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return lerp(min_power, max_power, t)
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