feat: Implement a comprehensive global event bus with new event handlers and integrate player health and collection events.
This commit is contained in:
@@ -1,4 +1,5 @@
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using Godot;
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using Mr.BrickAdventures;
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using Mr.BrickAdventures.Autoloads;
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namespace Mr.BrickAdventures.scripts.Events;
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@@ -10,11 +11,10 @@ public partial class GhostEventHandler : Node
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public override void _Ready()
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{
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_ghostManager = GetNode<GhostManager>("/root/GhostManager");
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var eventBus = GetNode<EventBus>("/root/EventBus");
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eventBus.LevelStarted += OnLevelStarted;
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eventBus.LevelCompleted += OnLevelCompleted;
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_ghostManager = GetNode<GhostManager>(Constants.GhostManagerPath);
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EventBus.Instance.LevelStarted += OnLevelStarted;
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EventBus.Instance.LevelCompleted += OnLevelCompleted;
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}
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private void OnLevelStarted(int levelIndex, Node currentScene)
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@@ -23,7 +23,7 @@ public partial class GhostEventHandler : Node
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_ghostManager.StartRecording(levelIndex);
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_ghostManager.SpawnGhostPlayer(levelIndex, currentScene);
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}
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private void OnLevelCompleted(int levelIndex, Node currentScene, double completionTime)
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{
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_ghostManager.StopRecording(true, completionTime);
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34
scripts/Events/ScoreEventHandler.cs
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34
scripts/Events/ScoreEventHandler.cs
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@@ -0,0 +1,34 @@
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using Godot;
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using Mr.BrickAdventures;
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using Mr.BrickAdventures.Autoloads;
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namespace Mr.BrickAdventures.scripts.Events;
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/// <summary>
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/// Handles coin collection events and updates the session state.
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/// Replaces the manual signal wiring in ScoreComponent.
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/// </summary>
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public partial class ScoreEventHandler : Node
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{
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private GameManager _gameManager;
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public override void _Ready()
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{
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_gameManager = GetNode<GameManager>(Constants.GameManagerPath);
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EventBus.Instance.CoinCollected += OnCoinCollected;
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}
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public override void _ExitTree()
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{
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if (EventBus.Instance != null)
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EventBus.Instance.CoinCollected -= OnCoinCollected;
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}
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private void OnCoinCollected(int amount, Vector2 position)
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{
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var currentCoins = (int)_gameManager.CurrentSessionState["coins_collected"];
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_gameManager.CurrentSessionState["coins_collected"] = currentCoins + amount;
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GD.Print($"ScoreEventHandler: Collected {amount} coins. Total session coins: {currentCoins + amount}");
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}
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}
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1
scripts/Events/ScoreEventHandler.cs.uid
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1
scripts/Events/ScoreEventHandler.cs.uid
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@@ -0,0 +1 @@
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uid://cs4cfk7g5vh2v
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@@ -1,4 +1,5 @@
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using Godot;
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using Mr.BrickAdventures;
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using Mr.BrickAdventures.Autoloads;
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namespace Mr.BrickAdventures.scripts.Events;
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@@ -10,10 +11,9 @@ public partial class SpeedRunEventHandler : Node
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public override void _Ready()
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{
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_speedRunManager = GetNode<SpeedRunManager>("/root/SpeedRunManager");
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var eventBus = GetNode<EventBus>("/root/EventBus");
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eventBus.LevelCompleted += OnLevelCompleted;
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_speedRunManager = GetNode<SpeedRunManager>(Constants.SpeedRunManagerPath);
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EventBus.Instance.LevelCompleted += OnLevelCompleted;
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}
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private void OnLevelCompleted(int levelIndex, Node currentScene, double completionTime)
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62
scripts/Events/StatisticsEventHandler.cs
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62
scripts/Events/StatisticsEventHandler.cs
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@@ -0,0 +1,62 @@
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using Godot;
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using Mr.BrickAdventures;
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using Mr.BrickAdventures.Autoloads;
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namespace Mr.BrickAdventures.scripts.Events;
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/// <summary>
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/// Handles game events and updates statistics accordingly.
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/// Listens to EventBus signals and increments relevant stats.
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/// </summary>
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public partial class StatisticsEventHandler : Node
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{
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private StatisticsManager _statisticsManager;
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public override void _Ready()
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{
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_statisticsManager = GetNode<StatisticsManager>(Constants.StatisticsManagerPath);
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// Subscribe to events
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EventBus.Instance.CoinCollected += OnCoinCollected;
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EventBus.Instance.EnemyDefeated += OnEnemyDefeated;
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EventBus.Instance.PlayerDied += OnPlayerDied;
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EventBus.Instance.LevelCompleted += OnLevelCompleted;
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EventBus.Instance.ChildRescued += OnChildRescued;
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}
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public override void _ExitTree()
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{
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if (EventBus.Instance == null) return;
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EventBus.Instance.CoinCollected -= OnCoinCollected;
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EventBus.Instance.EnemyDefeated -= OnEnemyDefeated;
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EventBus.Instance.PlayerDied -= OnPlayerDied;
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EventBus.Instance.LevelCompleted -= OnLevelCompleted;
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EventBus.Instance.ChildRescued -= OnChildRescued;
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}
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private void OnCoinCollected(int amount, Vector2 position)
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{
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_statisticsManager.IncrementStat("coins_collected", amount);
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}
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private void OnEnemyDefeated(Node enemy, Vector2 position)
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{
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_statisticsManager.IncrementStat("enemies_defeated");
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}
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private void OnPlayerDied(Vector2 position)
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{
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_statisticsManager.IncrementStat("deaths");
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}
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private void OnLevelCompleted(int levelIndex, Node currentScene, double completionTime)
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{
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_statisticsManager.IncrementStat("levels_completed");
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}
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private void OnChildRescued(Vector2 position)
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{
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_statisticsManager.IncrementStat("children_rescued");
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}
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}
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1
scripts/Events/StatisticsEventHandler.cs.uid
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1
scripts/Events/StatisticsEventHandler.cs.uid
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@@ -0,0 +1 @@
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uid://l68tjau3k6bw
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