Add hit component and effects; update player and enemy scenes to integrate hit feedback

This commit is contained in:
2025-05-16 14:22:20 +02:00
parent 907bb5226f
commit 811372d5d3
36 changed files with 1362 additions and 613 deletions

View File

@@ -4,6 +4,8 @@ extends Node
@export var sprite: Sprite2D
@export var health_component: HealthComponent
@export var hit_duration: float = 0.1
@export var hit_fx: GPUParticles2D
@export var flash_mode: bool = true
func _ready() -> void:
@@ -15,26 +17,41 @@ func _ready() -> void:
printerr("No sprite assigned!")
return
if sprite.material:
if sprite.material and flash_mode:
sprite.material = sprite.material.duplicate()
func activate() -> void:
if not flash_mode:
return
sprite.material.set_shader_parameter("enabled", true)
func deactivate() -> void:
if not flash_mode:
return
sprite.material.set_shader_parameter("enabled", false)
func on_health_change(delta: float, _total_health: float) -> void:
func on_health_change(delta: float, total_health: float) -> void:
if delta < 0:
activate()
await get_tree().create_timer(hit_duration).timeout
deactivate()
if total_health > 0:
handle_hit_fx()
func on_death() -> void:
activate()
await get_tree().create_timer(hit_duration).timeout
deactivate()
deactivate()
func handle_hit_fx() -> void:
if not hit_fx:
return
hit_fx.restart()
hit_fx.emitting = true