feat: Implement a comprehensive global event bus with new event handlers and integrate player health and collection events.
This commit is contained in:
@@ -1,9 +1,130 @@
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using Godot;
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using Mr.BrickAdventures.scripts.components;
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using Mr.BrickAdventures.scripts.Resources;
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namespace Mr.BrickAdventures.Autoloads;
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/// <summary>
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/// Global event bus for decoupled communication between game systems.
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/// Use the static Instance property for easy access from anywhere.
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/// </summary>
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public partial class EventBus : Node
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{
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/// <summary>
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/// Singleton instance. Available after the autoload is initialized.
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/// </summary>
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public static EventBus Instance { get; private set; }
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public override void _Ready()
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{
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Instance = this;
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}
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public override void _ExitTree()
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{
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if (Instance == this)
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Instance = null;
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}
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#region Level Events
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[Signal] public delegate void LevelStartedEventHandler(int levelIndex, Node currentScene);
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[Signal] public delegate void LevelCompletedEventHandler(int levelIndex, Node currentScene, double completionTime);
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[Signal] public delegate void LevelRestartedEventHandler(int levelIndex);
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public static void EmitLevelStarted(int levelIndex, Node currentScene)
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=> Instance?.EmitSignal(SignalName.LevelStarted, levelIndex, currentScene);
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public static void EmitLevelCompleted(int levelIndex, Node currentScene, double completionTime)
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=> Instance?.EmitSignal(SignalName.LevelCompleted, levelIndex, currentScene, completionTime);
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public static void EmitLevelRestarted(int levelIndex)
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=> Instance?.EmitSignal(SignalName.LevelRestarted, levelIndex);
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#endregion
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#region Player Events
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[Signal] public delegate void PlayerSpawnedEventHandler(PlayerController player);
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[Signal] public delegate void PlayerDiedEventHandler(Vector2 position);
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[Signal] public delegate void PlayerDamagedEventHandler(float damage, float remainingHealth, Vector2 position);
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[Signal] public delegate void PlayerHealedEventHandler(float amount, float newHealth, Vector2 position);
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public static void EmitPlayerSpawned(PlayerController player)
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=> Instance?.EmitSignal(SignalName.PlayerSpawned, player);
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public static void EmitPlayerDied(Vector2 position)
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=> Instance?.EmitSignal(SignalName.PlayerDied, position);
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public static void EmitPlayerDamaged(float damage, float remainingHealth, Vector2 position)
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=> Instance?.EmitSignal(SignalName.PlayerDamaged, damage, remainingHealth, position);
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public static void EmitPlayerHealed(float amount, float newHealth, Vector2 position)
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=> Instance?.EmitSignal(SignalName.PlayerHealed, amount, newHealth, position);
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#endregion
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#region Combat Events
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[Signal] public delegate void EnemyDefeatedEventHandler(Node enemy, Vector2 position);
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[Signal] public delegate void EnemyDamagedEventHandler(Node enemy, float damage, Vector2 position);
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public static void EmitEnemyDefeated(Node enemy, Vector2 position)
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=> Instance?.EmitSignal(SignalName.EnemyDefeated, enemy, position);
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public static void EmitEnemyDamaged(Node enemy, float damage, Vector2 position)
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=> Instance?.EmitSignal(SignalName.EnemyDamaged, enemy, damage, position);
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#endregion
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#region Collection Events
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[Signal] public delegate void CoinCollectedEventHandler(int amount, Vector2 position);
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[Signal] public delegate void ItemCollectedEventHandler(CollectableType itemType, float amount, Vector2 position);
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[Signal] public delegate void ChildRescuedEventHandler(Vector2 position);
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public static void EmitCoinCollected(int amount, Vector2 position)
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=> Instance?.EmitSignal(SignalName.CoinCollected, amount, position);
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public static void EmitItemCollected(CollectableType itemType, float amount, Vector2 position)
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=> Instance?.EmitSignal(SignalName.ItemCollected, (int)itemType, amount, position);
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public static void EmitChildRescued(Vector2 position)
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=> Instance?.EmitSignal(SignalName.ChildRescued, position);
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#endregion
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#region Skill Events
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[Signal] public delegate void SkillUnlockedEventHandler(string skillName, int level);
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[Signal] public delegate void SkillActivatedEventHandler(string skillName);
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[Signal] public delegate void SkillDeactivatedEventHandler(string skillName);
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public static void EmitSkillUnlocked(string skillName, int level = 1)
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=> Instance?.EmitSignal(SignalName.SkillUnlocked, skillName, level);
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public static void EmitSkillActivated(string skillName)
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=> Instance?.EmitSignal(SignalName.SkillActivated, skillName);
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public static void EmitSkillDeactivated(string skillName)
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=> Instance?.EmitSignal(SignalName.SkillDeactivated, skillName);
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#endregion
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#region Game State Events
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[Signal] public delegate void GamePausedEventHandler();
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[Signal] public delegate void GameResumedEventHandler();
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[Signal] public delegate void GameSavedEventHandler();
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public static void EmitGamePaused()
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=> Instance?.EmitSignal(SignalName.GamePaused);
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public static void EmitGameResumed()
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=> Instance?.EmitSignal(SignalName.GameResumed);
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public static void EmitGameSaved()
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=> Instance?.EmitSignal(SignalName.GameSaved);
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#endregion
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}
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@@ -11,7 +11,8 @@ public partial class GameManager : Node
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{
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[Export] public Array<PackedScene> LevelScenes { get; set; } = [];
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public PlayerController Player {
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public PlayerController Player
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{
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get => GetPlayer();
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private set => _player = value;
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}
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@@ -19,7 +20,7 @@ public partial class GameManager : Node
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private List<Node> _sceneNodes = [];
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private PlayerController _player;
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private SpeedRunManager _speedRunManager;
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private EventBus _eventBus;
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[Export]
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public Dictionary PlayerState { get; set; } = new()
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@@ -55,7 +56,7 @@ public partial class GameManager : 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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_eventBus = GetNode<EventBus>("/root/EventBus");
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}
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private void OnNodeAdded(Node node)
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@@ -160,7 +161,7 @@ public partial class GameManager : Node
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{
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PlayerState["current_level"] = next;
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GetTree().ChangeSceneToPacked(LevelScenes[next]);
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_eventBus.EmitSignal(EventBus.SignalName.LevelStarted, next, GetTree().CurrentScene);
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EventBus.EmitLevelStarted(next, GetTree().CurrentScene);
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}
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}
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@@ -231,7 +232,7 @@ public partial class GameManager : Node
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UnlockSkill((SkillData)s);
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var completionTime = _speedRunManager?.GetCurrentLevelTime() ?? 0.0;
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_eventBus.EmitSignal(EventBus.SignalName.LevelCompleted, levelIndex, GetTree().CurrentScene, completionTime);
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EventBus.EmitLevelCompleted(levelIndex, GetTree().CurrentScene, completionTime);
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ResetCurrentSessionState();
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TryToGoToNextLevel();
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@@ -1,4 +1,4 @@
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[gd_scene load_steps=58 format=3 uid="uid://bqi5s710xb1ju"]
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[gd_scene load_steps=57 format=3 uid="uid://bqi5s710xb1ju"]
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[ext_resource type="Script" uid="uid://csel4s0e4g5uf" path="res://scripts/components/PlayerController.cs" id="1_yysbb"]
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[ext_resource type="Shader" uid="uid://bs4xvm4qkurpr" path="res://shaders/hit_flash.tres" id="2_lgb3u"]
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@@ -19,7 +19,6 @@
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[ext_resource type="PackedScene" uid="uid://dre1vit1m4d2n" path="res://objects/movement_abilities/grid_movement_ability.tscn" id="8_xuhvf"]
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[ext_resource type="Script" uid="uid://dy78ak8eykw6e" path="res://scripts/components/FlipComponent.cs" id="9_yysbb"]
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[ext_resource type="Script" uid="uid://mnjg3p0aw1ow" path="res://scripts/components/CanPickUpComponent.cs" id="10_yysbb"]
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[ext_resource type="Script" uid="uid://ccqb8kd5m0eh7" path="res://scripts/components/ScoreComponent.cs" id="11_o1ihh"]
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[ext_resource type="Script" uid="uid://dgb8bqcri7nsj" path="res://scripts/components/HealthComponent.cs" id="12_ur2y5"]
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[ext_resource type="Script" uid="uid://byw1legrv1ep2" path="res://scripts/components/PlayerDeathComponent.cs" id="13_7til7"]
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[ext_resource type="Script" uid="uid://cecelixl41t3j" path="res://scripts/components/InvulnerabilityComponent.cs" id="15_xuhvf"]
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@@ -175,9 +174,6 @@ shape = SubResource("RectangleShape2D_vad0t")
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[node name="CanPickUpComponent" type="Node" parent="."]
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script = ExtResource("10_yysbb")
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[node name="ScoreComponent" type="Node" parent="."]
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script = ExtResource("11_o1ihh")
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[node name="HealthComponent" type="Node2D" parent="." node_paths=PackedStringArray("HurtSfx", "HealSfx")]
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script = ExtResource("12_ur2y5")
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HurtSfx = NodePath("../sfx_hurt")
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@@ -46,6 +46,8 @@ EventBus="*res://Autoloads/EventBus.cs"
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StatisticsManager="*res://Autoloads/StatisticsManager.cs"
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SpeedRunManager="res://Autoloads/SpeedRunManager.cs"
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GhostManager="res://objects/ghost_manager.tscn"
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ScoreEventHandler="*res://scripts/Events/ScoreEventHandler.cs"
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StatisticsEventHandler="*res://scripts/Events/StatisticsEventHandler.cs"
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[debug]
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23
scripts/Constants.cs
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23
scripts/Constants.cs
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@@ -0,0 +1,23 @@
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namespace Mr.BrickAdventures;
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/// <summary>
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/// Constants for autoload paths and other commonly used values.
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/// </summary>
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public static class Constants
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{
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// Autoload paths
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public const string EventBusPath = "/root/EventBus";
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public const string GameManagerPath = "/root/GameManager";
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public const string SaveSystemPath = "/root/SaveSystem";
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public const string SpeedRunManagerPath = "/root/SpeedRunManager";
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public const string GhostManagerPath = "/root/GhostManager";
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public const string AchievementManagerPath = "/root/AchievementManager";
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public const string StatisticsManagerPath = "/root/StatisticsManager";
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public const string SkillManagerPath = "/root/SkillManager";
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public const string FloatingTextManagerPath = "/root/FloatingTextManager";
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public const string UIManagerPath = "/root/UIManager";
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public const string ConsoleManagerPath = "/root/ConsoleManager";
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// Group names
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public const string CoinsGroup = "coins";
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}
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1
scripts/Constants.cs.uid
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1
scripts/Constants.cs.uid
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@@ -0,0 +1 @@
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uid://bn7o3n3bomvrd
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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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@@ -10,11 +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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_ghostManager = GetNode<GhostManager>(Constants.GhostManagerPath);
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eventBus.LevelStarted += OnLevelStarted;
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eventBus.LevelCompleted += OnLevelCompleted;
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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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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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_speedRunManager = GetNode<SpeedRunManager>(Constants.SpeedRunManagerPath);
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eventBus.LevelCompleted += OnLevelCompleted;
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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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@@ -1,5 +1,6 @@
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using System;
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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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using Mr.BrickAdventures.scripts.Resources;
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@@ -35,7 +36,7 @@ public partial class CollectableComponent : Node
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if (Owner.HasNode("FadeAwayComponent"))
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_hasFadeAway = true;
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_floatingTextManager = GetNode<FloatingTextManager>("/root/FloatingTextManager");
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_floatingTextManager = GetNode<FloatingTextManager>(Constants.FloatingTextManagerPath);
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}
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private async void OnArea2DBodyEntered(Node2D body)
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@@ -53,12 +54,18 @@ public partial class CollectableComponent : Node
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{
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case CollectableType.Coin:
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_floatingTextManager?.ShowCoin((int)Data.Amount, ownerNode.GlobalPosition);
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EventBus.EmitCoinCollected((int)Data.Amount, ownerNode.GlobalPosition);
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break;
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case CollectableType.Health:
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_floatingTextManager?.ShowMessage("Healed!", ownerNode.GlobalPosition);
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EventBus.EmitItemCollected(Data.Type, Data.Amount, ownerNode.GlobalPosition);
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break;
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case CollectableType.Kid:
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_floatingTextManager?.ShowMessage("Rescued!", ownerNode.GlobalPosition);
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EventBus.EmitChildRescued(ownerNode.GlobalPosition);
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break;
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default:
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EventBus.EmitItemCollected(Data.Type, Data.Amount, ownerNode.GlobalPosition);
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break;
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}
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}
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@@ -1,5 +1,6 @@
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using System.Threading.Tasks;
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using Godot;
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using Mr.BrickAdventures.Autoloads;
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namespace Mr.BrickAdventures.scripts.components;
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@@ -34,6 +35,12 @@ public partial class EnemyDeathComponent : Node
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private async Task Die()
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{
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// Emit enemy defeated event for statistics and other systems
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if (Owner is Node2D ownerNode)
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{
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EventBus.EmitEnemyDefeated(Owner, ownerNode.GlobalPosition);
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}
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CollisionShape.SetDisabled(true);
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var tween = CreateTween();
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tween.TweenProperty(Owner, "scale", Vector2.Zero, TweenDuration);
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||||
|
||||
@@ -1,5 +1,6 @@
|
||||
using System.Threading.Tasks;
|
||||
using Godot;
|
||||
using Mr.BrickAdventures;
|
||||
using Mr.BrickAdventures.Autoloads;
|
||||
|
||||
namespace Mr.BrickAdventures.scripts.components;
|
||||
@@ -19,7 +20,7 @@ public partial class HealthComponent : Node2D
|
||||
|
||||
public override void _Ready()
|
||||
{
|
||||
_floatingTextManager = GetNode<FloatingTextManager>("/root/FloatingTextManager");
|
||||
_floatingTextManager = GetNode<FloatingTextManager>(Constants.FloatingTextManagerPath);
|
||||
}
|
||||
|
||||
public void SetHealth(float newValue)
|
||||
@@ -70,10 +71,21 @@ public partial class HealthComponent : Node2D
|
||||
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);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user