diff --git a/Autoloads/EventBus.cs b/Autoloads/EventBus.cs
index 9b03718..fd881de 100644
--- a/Autoloads/EventBus.cs
+++ b/Autoloads/EventBus.cs
@@ -1,9 +1,130 @@
using Godot;
+using Mr.BrickAdventures.scripts.components;
+using Mr.BrickAdventures.scripts.Resources;
namespace Mr.BrickAdventures.Autoloads;
+///
+/// Global event bus for decoupled communication between game systems.
+/// Use the static Instance property for easy access from anywhere.
+///
public partial class EventBus : Node
{
+ ///
+ /// Singleton instance. Available after the autoload is initialized.
+ ///
+ public static EventBus Instance { get; private set; }
+
+ public override void _Ready()
+ {
+ Instance = this;
+ }
+
+ public override void _ExitTree()
+ {
+ if (Instance == this)
+ Instance = null;
+ }
+
+ #region Level Events
+
[Signal] public delegate void LevelStartedEventHandler(int levelIndex, Node currentScene);
[Signal] public delegate void LevelCompletedEventHandler(int levelIndex, Node currentScene, double completionTime);
+ [Signal] public delegate void LevelRestartedEventHandler(int levelIndex);
+
+ public static void EmitLevelStarted(int levelIndex, Node currentScene)
+ => Instance?.EmitSignal(SignalName.LevelStarted, levelIndex, currentScene);
+
+ public static void EmitLevelCompleted(int levelIndex, Node currentScene, double completionTime)
+ => Instance?.EmitSignal(SignalName.LevelCompleted, levelIndex, currentScene, completionTime);
+
+ public static void EmitLevelRestarted(int levelIndex)
+ => Instance?.EmitSignal(SignalName.LevelRestarted, levelIndex);
+
+ #endregion
+
+ #region Player Events
+
+ [Signal] public delegate void PlayerSpawnedEventHandler(PlayerController player);
+ [Signal] public delegate void PlayerDiedEventHandler(Vector2 position);
+ [Signal] public delegate void PlayerDamagedEventHandler(float damage, float remainingHealth, Vector2 position);
+ [Signal] public delegate void PlayerHealedEventHandler(float amount, float newHealth, Vector2 position);
+
+ public static void EmitPlayerSpawned(PlayerController player)
+ => Instance?.EmitSignal(SignalName.PlayerSpawned, player);
+
+ public static void EmitPlayerDied(Vector2 position)
+ => Instance?.EmitSignal(SignalName.PlayerDied, position);
+
+ public static void EmitPlayerDamaged(float damage, float remainingHealth, Vector2 position)
+ => Instance?.EmitSignal(SignalName.PlayerDamaged, damage, remainingHealth, position);
+
+ public static void EmitPlayerHealed(float amount, float newHealth, Vector2 position)
+ => Instance?.EmitSignal(SignalName.PlayerHealed, amount, newHealth, position);
+
+ #endregion
+
+ #region Combat Events
+
+ [Signal] public delegate void EnemyDefeatedEventHandler(Node enemy, Vector2 position);
+ [Signal] public delegate void EnemyDamagedEventHandler(Node enemy, float damage, Vector2 position);
+
+ public static void EmitEnemyDefeated(Node enemy, Vector2 position)
+ => Instance?.EmitSignal(SignalName.EnemyDefeated, enemy, position);
+
+ public static void EmitEnemyDamaged(Node enemy, float damage, Vector2 position)
+ => Instance?.EmitSignal(SignalName.EnemyDamaged, enemy, damage, position);
+
+ #endregion
+
+ #region Collection Events
+
+ [Signal] public delegate void CoinCollectedEventHandler(int amount, Vector2 position);
+ [Signal] public delegate void ItemCollectedEventHandler(CollectableType itemType, float amount, Vector2 position);
+ [Signal] public delegate void ChildRescuedEventHandler(Vector2 position);
+
+ public static void EmitCoinCollected(int amount, Vector2 position)
+ => Instance?.EmitSignal(SignalName.CoinCollected, amount, position);
+
+ public static void EmitItemCollected(CollectableType itemType, float amount, Vector2 position)
+ => Instance?.EmitSignal(SignalName.ItemCollected, (int)itemType, amount, position);
+
+ public static void EmitChildRescued(Vector2 position)
+ => Instance?.EmitSignal(SignalName.ChildRescued, position);
+
+ #endregion
+
+ #region Skill Events
+
+ [Signal] public delegate void SkillUnlockedEventHandler(string skillName, int level);
+ [Signal] public delegate void SkillActivatedEventHandler(string skillName);
+ [Signal] public delegate void SkillDeactivatedEventHandler(string skillName);
+
+ public static void EmitSkillUnlocked(string skillName, int level = 1)
+ => Instance?.EmitSignal(SignalName.SkillUnlocked, skillName, level);
+
+ public static void EmitSkillActivated(string skillName)
+ => Instance?.EmitSignal(SignalName.SkillActivated, skillName);
+
+ public static void EmitSkillDeactivated(string skillName)
+ => Instance?.EmitSignal(SignalName.SkillDeactivated, skillName);
+
+ #endregion
+
+ #region Game State Events
+
+ [Signal] public delegate void GamePausedEventHandler();
+ [Signal] public delegate void GameResumedEventHandler();
+ [Signal] public delegate void GameSavedEventHandler();
+
+ public static void EmitGamePaused()
+ => Instance?.EmitSignal(SignalName.GamePaused);
+
+ public static void EmitGameResumed()
+ => Instance?.EmitSignal(SignalName.GameResumed);
+
+ public static void EmitGameSaved()
+ => Instance?.EmitSignal(SignalName.GameSaved);
+
+ #endregion
}
\ No newline at end of file
diff --git a/Autoloads/GameManager.cs b/Autoloads/GameManager.cs
index f449190..6997c1a 100644
--- a/Autoloads/GameManager.cs
+++ b/Autoloads/GameManager.cs
@@ -10,18 +10,19 @@ namespace Mr.BrickAdventures.Autoloads;
public partial class GameManager : Node
{
[Export] public Array LevelScenes { get; set; } = [];
-
- public PlayerController Player {
+
+ public PlayerController Player
+ {
get => GetPlayer();
private set => _player = value;
}
-
+
private List _sceneNodes = [];
private PlayerController _player;
private SpeedRunManager _speedRunManager;
- private EventBus _eventBus;
-
- [Export]
+
+
+ [Export]
public Dictionary PlayerState { get; set; } = new()
{
{ "coins", 0 },
@@ -31,7 +32,7 @@ public partial class GameManager : Node
{ "unlocked_levels", new Array() {0}},
{ "unlocked_skills", new Array() }
};
-
+
[Export]
public Dictionary CurrentSessionState { get; private set; } = new()
{
@@ -55,14 +56,14 @@ public partial class GameManager : Node
public override void _Ready()
{
_speedRunManager = GetNode("/root/SpeedRunManager");
- _eventBus = GetNode("/root/EventBus");
+
}
private void OnNodeAdded(Node node)
{
_sceneNodes.Add(node);
}
-
+
private void OnNodeRemoved(Node node)
{
_sceneNodes.Remove(node);
@@ -76,11 +77,11 @@ public partial class GameManager : Node
{
PlayerState["coins"] = Mathf.Max(0, (int)PlayerState["coins"] + amount);
}
-
+
public void SetCoins(int amount) => PlayerState["coins"] = Mathf.Max(0, amount);
-
+
public int GetCoins() => (int)PlayerState["coins"] + (int)CurrentSessionState["coins_collected"];
-
+
public void RemoveCoins(int amount)
{
var sessionCoins = (int)CurrentSessionState["coins_collected"];
@@ -96,12 +97,12 @@ public partial class GameManager : Node
}
PlayerState["coins"] = Mathf.Max(0, (int)PlayerState["coins"]);
}
-
+
public void AddLives(int amount) => PlayerState["lives"] = (int)PlayerState["lives"] + amount;
public void RemoveLives(int amount) => PlayerState["lives"] = (int)PlayerState["lives"] - amount;
public void SetLives(int amount) => PlayerState["lives"] = amount;
public int GetLives() => (int)PlayerState["lives"];
-
+
public bool IsSkillUnlocked(SkillData skill)
{
return ((Array)PlayerState["unlocked_skills"]).Contains(skill)
@@ -120,7 +121,7 @@ public partial class GameManager : Node
foreach (SkillData s in arr)
{
if (s.Name != skillName) continue;
-
+
arr.Remove(s);
break;
}
@@ -145,7 +146,7 @@ public partial class GameManager : Node
{ "statistics", new Godot.Collections.Dictionary()}
};
}
-
+
public void UnlockLevel(int levelIndex)
{
var unlocked = (Array)PlayerState["unlocked_levels"];
@@ -160,10 +161,10 @@ public partial class GameManager : Node
{
PlayerState["current_level"] = next;
GetTree().ChangeSceneToPacked(LevelScenes[next]);
- _eventBus.EmitSignal(EventBus.SignalName.LevelStarted, next, GetTree().CurrentScene);
+ EventBus.EmitLevelStarted(next, GetTree().CurrentScene);
}
}
-
+
public void MarkLevelComplete(int levelIndex)
{
UnlockLevel(levelIndex + 1);
@@ -179,7 +180,7 @@ public partial class GameManager : Node
{ "skills_unlocked", new Array() }
};
}
-
+
public void RestartGame()
{
ResetPlayerState();
@@ -187,19 +188,19 @@ public partial class GameManager : Node
GetTree().ChangeSceneToPacked(LevelScenes[0]);
GetNode("/root/SaveSystem").SaveGame();
}
-
+
public void QuitGame() => GetTree().Quit();
public void PauseGame() => Engine.TimeScale = 0;
public void ResumeGame() => Engine.TimeScale = 1;
-
+
public void StartNewGame()
{
ResetPlayerState();
ResetCurrentSessionState();
-
+
_speedRunManager?.StartTimer();
-
+
GetTree().ChangeSceneToPacked(LevelScenes[0]);
GetNode("/root/SaveSystem").SaveGame();
}
@@ -220,19 +221,19 @@ public partial class GameManager : Node
else
GD.PrintErr("No levels unlocked to continue.");
}
-
+
public void OnLevelComplete()
{
var levelIndex = (int)PlayerState["current_level"];
MarkLevelComplete(levelIndex);
-
+
AddCoins((int)CurrentSessionState["coins_collected"]);
foreach (var s in (Array)CurrentSessionState["skills_unlocked"])
UnlockSkill((SkillData)s);
var completionTime = _speedRunManager?.GetCurrentLevelTime() ?? 0.0;
- _eventBus.EmitSignal(EventBus.SignalName.LevelCompleted, levelIndex, GetTree().CurrentScene, completionTime);
-
+ EventBus.EmitLevelCompleted(levelIndex, GetTree().CurrentScene, completionTime);
+
ResetCurrentSessionState();
TryToGoToNextLevel();
GetNode("/root/SaveSystem").SaveGame();
@@ -253,17 +254,17 @@ public partial class GameManager : Node
public PlayerController GetPlayer()
{
if (_player != null && IsInstanceValid(_player)) return _player;
-
+
_player = null;
foreach (var node in _sceneNodes)
{
if (node is not PlayerController player) continue;
-
+
_player = player;
return _player;
}
-
+
GD.PrintErr("PlayerController not found in the scene tree.");
return null;
}
diff --git a/objects/entities/brick_player.tscn b/objects/entities/brick_player.tscn
index eceaf7f..0ff0d6c 100644
--- a/objects/entities/brick_player.tscn
+++ b/objects/entities/brick_player.tscn
@@ -1,4 +1,4 @@
-[gd_scene load_steps=58 format=3 uid="uid://bqi5s710xb1ju"]
+[gd_scene load_steps=57 format=3 uid="uid://bqi5s710xb1ju"]
[ext_resource type="Script" uid="uid://csel4s0e4g5uf" path="res://scripts/components/PlayerController.cs" id="1_yysbb"]
[ext_resource type="Shader" uid="uid://bs4xvm4qkurpr" path="res://shaders/hit_flash.tres" id="2_lgb3u"]
@@ -19,7 +19,6 @@
[ext_resource type="PackedScene" uid="uid://dre1vit1m4d2n" path="res://objects/movement_abilities/grid_movement_ability.tscn" id="8_xuhvf"]
[ext_resource type="Script" uid="uid://dy78ak8eykw6e" path="res://scripts/components/FlipComponent.cs" id="9_yysbb"]
[ext_resource type="Script" uid="uid://mnjg3p0aw1ow" path="res://scripts/components/CanPickUpComponent.cs" id="10_yysbb"]
-[ext_resource type="Script" uid="uid://ccqb8kd5m0eh7" path="res://scripts/components/ScoreComponent.cs" id="11_o1ihh"]
[ext_resource type="Script" uid="uid://dgb8bqcri7nsj" path="res://scripts/components/HealthComponent.cs" id="12_ur2y5"]
[ext_resource type="Script" uid="uid://byw1legrv1ep2" path="res://scripts/components/PlayerDeathComponent.cs" id="13_7til7"]
[ext_resource type="Script" uid="uid://cecelixl41t3j" path="res://scripts/components/InvulnerabilityComponent.cs" id="15_xuhvf"]
@@ -175,9 +174,6 @@ shape = SubResource("RectangleShape2D_vad0t")
[node name="CanPickUpComponent" type="Node" parent="."]
script = ExtResource("10_yysbb")
-[node name="ScoreComponent" type="Node" parent="."]
-script = ExtResource("11_o1ihh")
-
[node name="HealthComponent" type="Node2D" parent="." node_paths=PackedStringArray("HurtSfx", "HealSfx")]
script = ExtResource("12_ur2y5")
HurtSfx = NodePath("../sfx_hurt")
diff --git a/project.godot b/project.godot
index d8a3535..69c2537 100644
--- a/project.godot
+++ b/project.godot
@@ -46,6 +46,8 @@ EventBus="*res://Autoloads/EventBus.cs"
StatisticsManager="*res://Autoloads/StatisticsManager.cs"
SpeedRunManager="res://Autoloads/SpeedRunManager.cs"
GhostManager="res://objects/ghost_manager.tscn"
+ScoreEventHandler="*res://scripts/Events/ScoreEventHandler.cs"
+StatisticsEventHandler="*res://scripts/Events/StatisticsEventHandler.cs"
[debug]
diff --git a/scripts/Constants.cs b/scripts/Constants.cs
new file mode 100644
index 0000000..6dab51b
--- /dev/null
+++ b/scripts/Constants.cs
@@ -0,0 +1,23 @@
+namespace Mr.BrickAdventures;
+
+///
+/// Constants for autoload paths and other commonly used values.
+///
+public static class Constants
+{
+ // Autoload paths
+ public const string EventBusPath = "/root/EventBus";
+ public const string GameManagerPath = "/root/GameManager";
+ public const string SaveSystemPath = "/root/SaveSystem";
+ public const string SpeedRunManagerPath = "/root/SpeedRunManager";
+ public const string GhostManagerPath = "/root/GhostManager";
+ public const string AchievementManagerPath = "/root/AchievementManager";
+ public const string StatisticsManagerPath = "/root/StatisticsManager";
+ public const string SkillManagerPath = "/root/SkillManager";
+ public const string FloatingTextManagerPath = "/root/FloatingTextManager";
+ public const string UIManagerPath = "/root/UIManager";
+ public const string ConsoleManagerPath = "/root/ConsoleManager";
+
+ // Group names
+ public const string CoinsGroup = "coins";
+}
diff --git a/scripts/Constants.cs.uid b/scripts/Constants.cs.uid
new file mode 100644
index 0000000..b78e143
--- /dev/null
+++ b/scripts/Constants.cs.uid
@@ -0,0 +1 @@
+uid://bn7o3n3bomvrd
diff --git a/scripts/Events/GhostEventHandler.cs b/scripts/Events/GhostEventHandler.cs
index 6a0aab2..3fe6e5e 100644
--- a/scripts/Events/GhostEventHandler.cs
+++ b/scripts/Events/GhostEventHandler.cs
@@ -1,4 +1,5 @@
using Godot;
+using Mr.BrickAdventures;
using Mr.BrickAdventures.Autoloads;
namespace Mr.BrickAdventures.scripts.Events;
@@ -10,11 +11,10 @@ public partial class GhostEventHandler : Node
public override void _Ready()
{
- _ghostManager = GetNode("/root/GhostManager");
- var eventBus = GetNode("/root/EventBus");
-
- eventBus.LevelStarted += OnLevelStarted;
- eventBus.LevelCompleted += OnLevelCompleted;
+ _ghostManager = GetNode(Constants.GhostManagerPath);
+
+ EventBus.Instance.LevelStarted += OnLevelStarted;
+ EventBus.Instance.LevelCompleted += OnLevelCompleted;
}
private void OnLevelStarted(int levelIndex, Node currentScene)
@@ -23,7 +23,7 @@ public partial class GhostEventHandler : Node
_ghostManager.StartRecording(levelIndex);
_ghostManager.SpawnGhostPlayer(levelIndex, currentScene);
}
-
+
private void OnLevelCompleted(int levelIndex, Node currentScene, double completionTime)
{
_ghostManager.StopRecording(true, completionTime);
diff --git a/scripts/Events/ScoreEventHandler.cs b/scripts/Events/ScoreEventHandler.cs
new file mode 100644
index 0000000..0bb7b43
--- /dev/null
+++ b/scripts/Events/ScoreEventHandler.cs
@@ -0,0 +1,34 @@
+using Godot;
+using Mr.BrickAdventures;
+using Mr.BrickAdventures.Autoloads;
+
+namespace Mr.BrickAdventures.scripts.Events;
+
+///
+/// Handles coin collection events and updates the session state.
+/// Replaces the manual signal wiring in ScoreComponent.
+///
+public partial class ScoreEventHandler : Node
+{
+ private GameManager _gameManager;
+
+ public override void _Ready()
+ {
+ _gameManager = GetNode(Constants.GameManagerPath);
+
+ EventBus.Instance.CoinCollected += OnCoinCollected;
+ }
+
+ public override void _ExitTree()
+ {
+ if (EventBus.Instance != null)
+ EventBus.Instance.CoinCollected -= OnCoinCollected;
+ }
+
+ private void OnCoinCollected(int amount, Vector2 position)
+ {
+ var currentCoins = (int)_gameManager.CurrentSessionState["coins_collected"];
+ _gameManager.CurrentSessionState["coins_collected"] = currentCoins + amount;
+ GD.Print($"ScoreEventHandler: Collected {amount} coins. Total session coins: {currentCoins + amount}");
+ }
+}
diff --git a/scripts/Events/ScoreEventHandler.cs.uid b/scripts/Events/ScoreEventHandler.cs.uid
new file mode 100644
index 0000000..c168916
--- /dev/null
+++ b/scripts/Events/ScoreEventHandler.cs.uid
@@ -0,0 +1 @@
+uid://cs4cfk7g5vh2v
diff --git a/scripts/Events/SpeedRunEventHandler.cs b/scripts/Events/SpeedRunEventHandler.cs
index 93acbd2..babe841 100644
--- a/scripts/Events/SpeedRunEventHandler.cs
+++ b/scripts/Events/SpeedRunEventHandler.cs
@@ -1,4 +1,5 @@
using Godot;
+using Mr.BrickAdventures;
using Mr.BrickAdventures.Autoloads;
namespace Mr.BrickAdventures.scripts.Events;
@@ -10,10 +11,9 @@ public partial class SpeedRunEventHandler : Node
public override void _Ready()
{
- _speedRunManager = GetNode("/root/SpeedRunManager");
- var eventBus = GetNode("/root/EventBus");
-
- eventBus.LevelCompleted += OnLevelCompleted;
+ _speedRunManager = GetNode(Constants.SpeedRunManagerPath);
+
+ EventBus.Instance.LevelCompleted += OnLevelCompleted;
}
private void OnLevelCompleted(int levelIndex, Node currentScene, double completionTime)
diff --git a/scripts/Events/StatisticsEventHandler.cs b/scripts/Events/StatisticsEventHandler.cs
new file mode 100644
index 0000000..420d6b9
--- /dev/null
+++ b/scripts/Events/StatisticsEventHandler.cs
@@ -0,0 +1,62 @@
+using Godot;
+using Mr.BrickAdventures;
+using Mr.BrickAdventures.Autoloads;
+
+namespace Mr.BrickAdventures.scripts.Events;
+
+///
+/// Handles game events and updates statistics accordingly.
+/// Listens to EventBus signals and increments relevant stats.
+///
+public partial class StatisticsEventHandler : Node
+{
+ private StatisticsManager _statisticsManager;
+
+ public override void _Ready()
+ {
+ _statisticsManager = GetNode(Constants.StatisticsManagerPath);
+
+ // Subscribe to events
+ EventBus.Instance.CoinCollected += OnCoinCollected;
+ EventBus.Instance.EnemyDefeated += OnEnemyDefeated;
+ EventBus.Instance.PlayerDied += OnPlayerDied;
+ EventBus.Instance.LevelCompleted += OnLevelCompleted;
+ EventBus.Instance.ChildRescued += OnChildRescued;
+ }
+
+ public override void _ExitTree()
+ {
+ if (EventBus.Instance == null) return;
+
+ EventBus.Instance.CoinCollected -= OnCoinCollected;
+ EventBus.Instance.EnemyDefeated -= OnEnemyDefeated;
+ EventBus.Instance.PlayerDied -= OnPlayerDied;
+ EventBus.Instance.LevelCompleted -= OnLevelCompleted;
+ EventBus.Instance.ChildRescued -= OnChildRescued;
+ }
+
+ private void OnCoinCollected(int amount, Vector2 position)
+ {
+ _statisticsManager.IncrementStat("coins_collected", amount);
+ }
+
+ private void OnEnemyDefeated(Node enemy, Vector2 position)
+ {
+ _statisticsManager.IncrementStat("enemies_defeated");
+ }
+
+ private void OnPlayerDied(Vector2 position)
+ {
+ _statisticsManager.IncrementStat("deaths");
+ }
+
+ private void OnLevelCompleted(int levelIndex, Node currentScene, double completionTime)
+ {
+ _statisticsManager.IncrementStat("levels_completed");
+ }
+
+ private void OnChildRescued(Vector2 position)
+ {
+ _statisticsManager.IncrementStat("children_rescued");
+ }
+}
diff --git a/scripts/Events/StatisticsEventHandler.cs.uid b/scripts/Events/StatisticsEventHandler.cs.uid
new file mode 100644
index 0000000..11d654b
--- /dev/null
+++ b/scripts/Events/StatisticsEventHandler.cs.uid
@@ -0,0 +1 @@
+uid://l68tjau3k6bw
diff --git a/scripts/components/CollectableComponent.cs b/scripts/components/CollectableComponent.cs
index 2a925af..418b33d 100644
--- a/scripts/components/CollectableComponent.cs
+++ b/scripts/components/CollectableComponent.cs
@@ -1,5 +1,6 @@
using System;
using Godot;
+using Mr.BrickAdventures;
using Mr.BrickAdventures.Autoloads;
using Mr.BrickAdventures.scripts.Resources;
@@ -35,7 +36,7 @@ public partial class CollectableComponent : Node
if (Owner.HasNode("FadeAwayComponent"))
_hasFadeAway = true;
- _floatingTextManager = GetNode("/root/FloatingTextManager");
+ _floatingTextManager = GetNode(Constants.FloatingTextManagerPath);
}
private async void OnArea2DBodyEntered(Node2D body)
@@ -53,12 +54,18 @@ public partial class CollectableComponent : Node
{
case CollectableType.Coin:
_floatingTextManager?.ShowCoin((int)Data.Amount, ownerNode.GlobalPosition);
+ EventBus.EmitCoinCollected((int)Data.Amount, ownerNode.GlobalPosition);
break;
case CollectableType.Health:
_floatingTextManager?.ShowMessage("Healed!", ownerNode.GlobalPosition);
+ EventBus.EmitItemCollected(Data.Type, Data.Amount, ownerNode.GlobalPosition);
break;
case CollectableType.Kid:
_floatingTextManager?.ShowMessage("Rescued!", ownerNode.GlobalPosition);
+ EventBus.EmitChildRescued(ownerNode.GlobalPosition);
+ break;
+ default:
+ EventBus.EmitItemCollected(Data.Type, Data.Amount, ownerNode.GlobalPosition);
break;
}
}
diff --git a/scripts/components/EnemyDeathComponent.cs b/scripts/components/EnemyDeathComponent.cs
index 330e66f..2e9722a 100644
--- a/scripts/components/EnemyDeathComponent.cs
+++ b/scripts/components/EnemyDeathComponent.cs
@@ -1,5 +1,6 @@
using System.Threading.Tasks;
using Godot;
+using Mr.BrickAdventures.Autoloads;
namespace Mr.BrickAdventures.scripts.components;
@@ -23,7 +24,7 @@ public partial class EnemyDeathComponent : Node
GD.PushError("EnemyDeathComponent: Health is not set.");
return;
}
-
+
Health.Death += OnDeath;
}
@@ -34,6 +35,12 @@ public partial class EnemyDeathComponent : Node
private async Task Die()
{
+ // Emit enemy defeated event for statistics and other systems
+ if (Owner is Node2D ownerNode)
+ {
+ EventBus.EmitEnemyDefeated(Owner, ownerNode.GlobalPosition);
+ }
+
CollisionShape.SetDisabled(true);
var tween = CreateTween();
tween.TweenProperty(Owner, "scale", Vector2.Zero, TweenDuration);
diff --git a/scripts/components/HealthComponent.cs b/scripts/components/HealthComponent.cs
index 49484b0..685dd2a 100644
--- a/scripts/components/HealthComponent.cs
+++ b/scripts/components/HealthComponent.cs
@@ -1,5 +1,6 @@
using System.Threading.Tasks;
using Godot;
+using Mr.BrickAdventures;
using Mr.BrickAdventures.Autoloads;
namespace Mr.BrickAdventures.scripts.components;
@@ -11,22 +12,22 @@ public partial class HealthComponent : Node2D
[Export] public float MaxHealth { get; set; } = 1.0f;
[Export] public AudioStreamPlayer2D HurtSfx { get; set; }
[Export] public AudioStreamPlayer2D HealSfx { get; set; }
-
+
[Signal] public delegate void HealthChangedEventHandler(float delta, float totalHealth);
[Signal] public delegate void DeathEventHandler();
-
+
private FloatingTextManager _floatingTextManager;
public override void _Ready()
{
- _floatingTextManager = GetNode("/root/FloatingTextManager");
+ _floatingTextManager = GetNode(Constants.FloatingTextManagerPath);
}
-
+
public void SetHealth(float newValue)
{
_ = ApplyHealthChange(newValue);
}
-
+
public void IncreaseHealth(float delta)
{
_ = ApplyHealthChange(Health + delta);
@@ -46,7 +47,7 @@ public partial class HealthComponent : Node2D
if (delta == 0.0f)
return;
-
+
if (delta < 0.0f)
_floatingTextManager?.ShowDamage(Mathf.Abs(delta), GlobalPosition);
else
@@ -64,16 +65,27 @@ public partial class HealthComponent : Node2D
await HurtSfx.ToSignal(HurtSfx, AudioStreamPlayer2D.SignalName.Finished);
}
}
-
+
Health = newHealth;
if (Health <= 0f)
{
EmitSignalDeath();
+ // Emit global event if this is the player
+ if (Owner is PlayerController)
+ EventBus.EmitPlayerDied(GlobalPosition);
}
else
{
EmitSignalHealthChanged(delta, Health);
+ // Emit global events if this is the player
+ if (Owner is PlayerController)
+ {
+ if (delta < 0f)
+ EventBus.EmitPlayerDamaged(Mathf.Abs(delta), Health, GlobalPosition);
+ else
+ EventBus.EmitPlayerHealed(delta, Health, GlobalPosition);
+ }
}
}
}
\ No newline at end of file