Movement refactor

This commit is contained in:
2025-08-30 23:06:12 +02:00
committed by GitHub
parent d786ef4c22
commit 88c7a0a055
41 changed files with 656 additions and 122 deletions

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@@ -64,13 +64,13 @@ public partial class BrickThrowComponent : Node, ISkill
var instance = BrickScene.Instantiate<Node2D>();
var init = instance.GetNodeOrNull<ProjectileInitComponent>("ProjectileInitComponent");
if (init != null && PlayerController.CurrentMovement is PlatformMovementComponent)
if (init != null)
{
var @params = new ProjectileInitParams()
{
Position = PlayerController.GlobalPosition,
Rotation = PlayerController.Rotation,
Direction = PlayerController.CurrentMovement.LastDirection,
Direction = PlayerController.LastDirection,
PowerMultiplier = powerMultiplier,
};

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@@ -21,10 +21,11 @@ public partial class JumpPadComponent : Node
var canBeLaunched = body.GetNodeOrNull<CanBeLaunchedComponent>("CanBeLaunchedComponent");
if (canBeLaunched == null) return;
if (body is not PlayerController { CurrentMovement: PlatformMovementComponent movement }) return;
if (body is not PlayerController player) return;
_ = HandleLaunchPadAnimation();
movement.Body.Velocity = new Vector2(movement.Body.Velocity.X, -JumpForce);
movement.JumpSfx?.Play();
player.Velocity = new Vector2(player.Velocity.X, -JumpForce);
player.EmitSignal(PlayerController.SignalName.JumpInitiated);
}
private async Task HandleLaunchPadAnimation()

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@@ -0,0 +1,28 @@
using Godot;
namespace Mr.BrickAdventures.scripts.components;
[GlobalClass]
public partial class GravityAbility : MovementAbility
{
public float AscendGravity { get; set; }
public float DescendGravity { get; set; }
private float _gravity;
public override void Initialize(PlayerController controller)
{
base.Initialize(controller);
_gravity = (float)ProjectSettings.GetSetting("physics/2d/default_gravity");
}
public override Vector2 ProcessMovement(Vector2 velocity, double delta)
{
if (_body.IsOnFloor()) return velocity;
var gravityToApply = velocity.Y < 0 ? AscendGravity : DescendGravity;
velocity.Y += gravityToApply * (float)delta;
return velocity;
}
}

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@@ -0,0 +1 @@
uid://chgw53qwt7rt8

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@@ -0,0 +1,26 @@
using Godot;
namespace Mr.BrickAdventures.scripts.components;
[GlobalClass]
public partial class GroundMovementAbility : MovementAbility
{
[Export] public float MaxSpeed { get; set; } = 300.0f;
[Export] public float Acceleration { get; set; } = 2000.0f;
[Export] public float Friction { get; set; } = 1500.0f;
public override Vector2 ProcessMovement(Vector2 velocity, double delta)
{
if (_input == null) return Vector2.Zero;
var direction = _input.MoveDirection.X;
var targetSpeed = direction * MaxSpeed;
if (direction != 0)
velocity.X = Mathf.MoveToward(velocity.X, targetSpeed, Acceleration * (float)delta);
else
velocity.X = Mathf.MoveToward(velocity.X, 0, Friction * (float)delta);
return velocity;
}
}

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@@ -0,0 +1 @@
uid://bf4yclropol43

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@@ -0,0 +1,41 @@
using Godot;
namespace Mr.BrickAdventures.scripts.components;
[GlobalClass]
public partial class JumpAbility : MovementAbility
{
[Export] public float JumpVelocity { get; set; } = -400.0f;
[Export] public int CoyoteFrames { get; set; } = 6;
private Timer _coyoteTimer;
private bool _wasOnFloor = false;
public override void Initialize(PlayerController controller)
{
base.Initialize(controller);
_coyoteTimer = new Timer { OneShot = true, WaitTime = CoyoteFrames / (float)Engine.GetPhysicsTicksPerSecond() };
AddChild(_coyoteTimer);
}
public override Vector2 ProcessMovement(Vector2 velocity, double delta)
{
if (!_body.IsOnFloor() && _wasOnFloor)
{
_coyoteTimer.Start();
}
if (_input.JumpHeld)
{
if (_body.IsOnFloor() || !_coyoteTimer.IsStopped())
{
velocity.Y = JumpVelocity;
_controller.EmitSignal(PlayerController.SignalName.JumpInitiated);
_coyoteTimer.Stop();
}
}
_wasOnFloor = _body.IsOnFloor();
return velocity;
}
}

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@@ -0,0 +1 @@
uid://d0bb48upefu20

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@@ -0,0 +1,38 @@
using Godot;
namespace Mr.BrickAdventures.scripts.components;
[GlobalClass]
public abstract partial class MovementAbility : Node
{
protected PlayerController _controller;
protected CharacterBody2D _body;
protected PlayerInputHandler _input;
public virtual void Initialize(PlayerController controller)
{
Name = $"{GetType().Name}";
_controller = controller;
if (_controller == null)
{
GD.PushError($"Movement ability '{Name}' must be a child of a PlayerController.");
SetProcess(false);
SetPhysicsProcess(false);
return;
}
_body = _controller;
_input = _controller.GetNode<PlayerInputHandler>("PlayerInputHandler");
if (_input == null)
{
GD.PushError($"PlayerController '{_controller.Name}' must have a PlayerInputHandler child.");
SetProcess(false);
SetPhysicsProcess(false);
}
_body.Velocity = Vector2.Zero;
}
public abstract Vector2 ProcessMovement(Vector2 currentVelocity, double delta);
}

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@@ -0,0 +1 @@
uid://cmlwisjpoxk7f

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@@ -0,0 +1,15 @@
using Godot;
namespace Mr.BrickAdventures.scripts.components;
[GlobalClass]
public partial class OneWayPlatformAbility : MovementAbility
{
public override Vector2 ProcessMovement(Vector2 velocity, double delta)
{
if (_input.DownHeld && _controller != null)
_controller.Position += new Vector2(0, 1);
return velocity;
}
}

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@@ -0,0 +1 @@
uid://ck6kmnbwhsttt

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@@ -0,0 +1,28 @@
using Godot;
namespace Mr.BrickAdventures.scripts.components;
[GlobalClass]
public partial class PlayerInputHandler : Node
{
public Vector2 MoveDirection { get; private set; } = Vector2.Zero;
public bool JumpPressed { get; private set; }
public bool JumpReleased { get; private set; }
public bool JumpHeld { get; private set; }
public bool DownPressed { get; private set; }
public bool DownReleased { get; private set; }
public bool DownHeld { get; private set; }
public override void _Process(double delta)
{
MoveDirection = Input.GetVector("left", "right", "up", "down");
JumpPressed = Input.IsActionJustPressed("jump");
JumpReleased = Input.IsActionJustReleased("jump");
JumpHeld = Input.IsActionPressed("jump");
DownPressed = Input.IsActionJustPressed("down");
DownReleased = Input.IsActionJustReleased("down");
DownHeld = Input.IsActionPressed("down");
}
}

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@@ -0,0 +1 @@
uid://dssa2taiwktis

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@@ -0,0 +1,29 @@
using Godot;
namespace Mr.BrickAdventures.scripts.components;
[GlobalClass]
public partial class SpaceshipMovementAbility : MovementAbility
{
[Export] public float MaxSpeed { get; set; } = 300f;
[Export] public float Acceleration { get; set; } = 2000f;
[Export] public float Friction { get; set; } = 1700f;
public override Vector2 ProcessMovement(Vector2 currentVelocity, double delta)
{
if (_input == null) return Vector2.Zero;
var inputVector = _input.MoveDirection;
if (inputVector != Vector2.Zero)
{
currentVelocity = currentVelocity.MoveToward(inputVector * MaxSpeed, Acceleration * (float)delta);
}
else
{
currentVelocity = currentVelocity.MoveToward(Vector2.Zero, Friction * (float)delta);
}
return currentVelocity;
}
}

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@@ -0,0 +1 @@
uid://drgwa5q5k2tbm

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@@ -0,0 +1,68 @@
using Godot;
namespace Mr.BrickAdventures.scripts.components;
[GlobalClass]
public partial class VariableJumpAbility : MovementAbility
{
[ExportGroup("Jump Design")]
[Export] public float JumpHeight { get; set; } = 100f;
[Export] public float JumpTimeToPeak { get; set; } = 0.5f;
[Export] public float JumpTimeToDescent { get; set; } = 0.4f;
[ExportGroup("Jump Feel")]
// How much to reduce upward velocity when the jump button is released mid-air.
[Export(PropertyHint.Range, "0.0, 1.0, 0.05")] public float JumpCutMultiplier { get; set; } = 0.5f;
[Export(PropertyHint.Range, "0,10,1")] public int CoyoteFrames { get; set; } = 6;
private float _jumpVelocity;
private bool _wasOnFloor = false;
private bool _hasJumpedInAir = false;
private Timer _coyoteTimer;
public float AscendGravity { get; private set; }
public float DescendGravity { get; private set; }
public override void Initialize(PlayerController controller)
{
base.Initialize(controller);
_jumpVelocity = (2.0f * JumpHeight) / JumpTimeToPeak * -1.0f;
AscendGravity = (-2.0f * JumpHeight) / (JumpTimeToPeak * JumpTimeToPeak) * -1.0f;
DescendGravity = (-2.0f * JumpHeight) / (JumpTimeToDescent * JumpTimeToDescent) * -1.0f;
_coyoteTimer = new Timer { OneShot = true, WaitTime = CoyoteFrames / (float)Engine.GetPhysicsTicksPerSecond() };
AddChild(_coyoteTimer);
}
public override Vector2 ProcessMovement(Vector2 velocity, double delta)
{
var isGrounded = _body.IsOnFloor();
if (!isGrounded && _wasOnFloor) _coyoteTimer.Start();
if (isGrounded) _hasJumpedInAir = false;
if (_input.JumpHeld && !_hasJumpedInAir)
{
if (isGrounded || !_coyoteTimer.IsStopped())
{
velocity.Y = _jumpVelocity;
_controller.EmitSignal(PlayerController.SignalName.JumpInitiated);
_coyoteTimer.Stop();
_hasJumpedInAir = true;
}
}
if (_input.JumpReleased)
{
if (velocity.Y < 0.0f)
{
velocity.Y *= JumpCutMultiplier;
}
}
_wasOnFloor = isGrounded;
return velocity;
}
}

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@@ -0,0 +1 @@
uid://ccksp2e76s7sr

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@@ -0,0 +1,37 @@
using Godot;
namespace Mr.BrickAdventures.scripts.components;
[GlobalClass]
public partial class WallJumpAbility : MovementAbility
{
[ExportGroup("Wall Jump Design")]
[Export] public Vector2 WallJumpVelocity { get; set; } = new(500.0f, -350.0f);
[ExportGroup("Wall Slide Feel")]
[Export(PropertyHint.Range, "0.0, 1.0, 0.05")] public float WallSlideGravityMultiplier { get; set; } = 0.7f;
[Export] public float MaxWallSlideSpeed { get; set; } = 150.0f;
public override Vector2 ProcessMovement(Vector2 velocity, double delta)
{
var isOnWall = _body.IsOnWall();
if (isOnWall && !_body.IsOnFloor() && velocity.Y > 0f)
{
var gravity = (float)ProjectSettings.GetSetting("physics/2d/default_gravity");
var newYVelocity = velocity.Y + gravity * WallSlideGravityMultiplier * (float)delta;
velocity.Y = Mathf.Min(newYVelocity, MaxWallSlideSpeed);
}
if (isOnWall && _input.JumpHeld)
{
var wallNormal = _body.GetWallNormal();
_controller.EmitSignal(PlayerController.SignalName.JumpInitiated);
velocity = new Vector2(wallNormal.X * WallJumpVelocity.X, WallJumpVelocity.Y);
}
return velocity;
}
}

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@@ -0,0 +1 @@
uid://6foetukqmyoe

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@@ -1,103 +1,125 @@
using System.Collections.Generic;
using System.Linq;
using System.Threading.Tasks;
using Godot;
using Mr.BrickAdventures.scripts.interfaces;
namespace Mr.BrickAdventures.scripts.components;
[GlobalClass]
public partial class PlayerController : CharacterBody2D
{
[Export]
public string DefaultMovementType { get; set; } = "platform";
[Export]
public Godot.Collections.Dictionary<string, NodePath> MovementTypes { get; set; }
[Export]
public Sprite2D ShipSprite { get; set; }
public IMovement CurrentMovement = null;
[Signal]
public delegate void MovementSwitchedEventHandler(string movementType);
[Export] private Node MovementAbilitiesContainer { get; set; }
[ExportGroup("Movement Ability Scenes")]
[Export] public PackedScene GroundMovementScene { get; set; }
[Export] public PackedScene JumpMovementScene { get; set; }
[Export] public PackedScene GravityScene { get; set; }
[Export] public PackedScene OneWayPlatformScene { get; set; }
[Export] public PackedScene SpaceshipMovementScene { get; set; }
[Export] public PackedScene WallJumpScene { get; set; }
[Signal] public delegate void JumpInitiatedEventHandler();
public Vector2 LastDirection { get; private set; } = Vector2.Right;
public Vector2 PreviousVelocity { get; private set; } = Vector2.Zero;
private List<MovementAbility> _abilities = [];
private PlayerInputHandler _inputHandler;
public override void _Ready()
{
base._Ready();
foreach (var movementType in MovementTypes.Keys)
_inputHandler = GetNode<PlayerInputHandler>("PlayerInputHandler");
foreach (var child in MovementAbilitiesContainer.GetChildren())
{
var movementNode = GetNodeOrNull(movementType);
if (movementNode is IMovement playerMovement)
if (child is MovementAbility ability)
{
playerMovement.Enabled = false;
ability.Initialize(this);
_abilities.Add(ability);
}
}
SwitchMovement(DefaultMovementType);
_ = ConnectJumpAndGravityAbilities();
}
public override void _UnhandledInput(InputEvent @event)
public override void _PhysicsProcess(double delta)
{
base._UnhandledInput(@event);
if (@event is InputEventKey inputEventKey && inputEventKey.IsActionPressed("switch_movement"))
var velocity = Velocity;
foreach (var ability in _abilities)
{
var nextMovementType = GetNextMovementType();
SwitchMovement(nextMovementType);
velocity = ability.ProcessMovement(velocity, delta);
}
}
private void SwitchMovement(string movementType)
{
if (CurrentMovement != null)
if (_inputHandler.MoveDirection.X != 0)
{
CurrentMovement.Enabled = false;
LastDirection = new Vector2(_inputHandler.MoveDirection.X > 0 ? 1 : -1, 0);
}
if (MovementTypes.TryGetValue(movementType, out var movement))
PreviousVelocity = Velocity;
Velocity = velocity;
MoveAndSlide();
}
public void AddAbility(MovementAbility ability)
{
MovementAbilitiesContainer.AddChild(ability);
ability.Initialize(this);
_abilities.Add(ability);
}
private void ClearMovementAbilities()
{
foreach (var ability in _abilities)
{
CurrentMovement = GetNodeOrNull<IMovement>(movement);
if (CurrentMovement == null)
ability.QueueFree();
}
_abilities.Clear();
}
public void RemoveAbility<T>() where T : MovementAbility
{
for (var i = _abilities.Count - 1; i >= 0; i--)
{
if (_abilities[i] is T)
{
GD.PushError($"Movement type '{movementType}' not found in MovementTypes.");
return;
var ability = _abilities[i];
_abilities.RemoveAt(i);
ability.QueueFree();
break;
}
CurrentMovement.Enabled = true;
EmitSignalMovementSwitched(movementType);
}
else
{
GD.PushError($"Movement type '{movementType}' not found in MovementTypes.");
}
if (CurrentMovement == null)
{
GD.PushError("No current movement set after switching.");
}
}
private string GetNextMovementType()
public void SetPlatformMovement()
{
var keys = new List<string>(MovementTypes.Keys);
var currentIndex = keys.IndexOf(CurrentMovement?.MovementType);
if (currentIndex == -1)
ClearMovementAbilities();
if (GroundMovementScene != null) AddAbility(GroundMovementScene.Instantiate<MovementAbility>());
if (JumpMovementScene != null) AddAbility(JumpMovementScene.Instantiate<MovementAbility>());
if (GravityScene != null) AddAbility(GravityScene.Instantiate<MovementAbility>());
if (OneWayPlatformScene != null) AddAbility(OneWayPlatformScene.Instantiate<MovementAbility>());
_ = ConnectJumpAndGravityAbilities();
}
public void SetSpaceshipMovement()
{
ClearMovementAbilities();
if (SpaceshipMovementScene != null) AddAbility(SpaceshipMovementScene.Instantiate<MovementAbility>());
}
private async Task ConnectJumpAndGravityAbilities()
{
await ToSignal(GetTree(), SceneTree.SignalName.ProcessFrame);
var jumpAbility = _abilities.OfType<VariableJumpAbility>().FirstOrDefault();
var gravityAbility = _abilities.OfType<GravityAbility>().FirstOrDefault();
if (jumpAbility != null && gravityAbility != null)
{
return DefaultMovementType;
gravityAbility.AscendGravity = jumpAbility.AscendGravity;
gravityAbility.DescendGravity = jumpAbility.DescendGravity;
}
currentIndex = (currentIndex + 1) % keys.Count;
return keys[currentIndex];
}
public void OnSpaceshipEntered()
{
SwitchMovement("ship");
ShipSprite.Visible = true;
}
public void OnSpaceshipExited()
{
SwitchMovement(DefaultMovementType);
ShipSprite.Visible = false;
}
}

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@@ -0,0 +1,29 @@
using Godot;
namespace Mr.BrickAdventures.scripts.components;
[GlobalClass]
public partial class PlayerSfxComponent : Node
{
[Export] public AudioStreamPlayer2D JumpSfx { get; set; }
private PlayerController _controller;
public override void _Ready()
{
_controller = GetOwner<PlayerController>();
if (_controller == null)
{
GD.PrintErr("PlayerSfxComponent must be a child of a PlayerController.");
SetProcess(false);
}
_controller.JumpInitiated += OnJumpInitiated;
}
private void OnJumpInitiated()
{
if (JumpSfx is { Playing: false })
JumpSfx.Play();
}
}

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@@ -0,0 +1 @@
uid://b1h8r5irryxcx

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@@ -13,7 +13,8 @@ public partial class SpaceshipEnterComponent : Area2D
private void OnBodyEntered(Node2D body)
{
if (body is not PlayerController) return;
if (body is not PlayerController player) return;
player.SetSpaceshipMovement();
EmitSignalSpaceshipEntered();
QueueFree();
}

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@@ -13,7 +13,8 @@ public partial class SpaceshipExitComponent : Area2D
private void OnBodyEntered(Node2D body)
{
if (body is not PlayerController) return;
if (body is not PlayerController player) return;
EmitSignalSpaceshipExit();
player.SetPlatformMovement();
}
}

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@@ -0,0 +1,40 @@
using Godot;
namespace Mr.BrickAdventures.scripts.components;
[GlobalClass]
public partial class SpriteTilterComponent : Node
{
[Export] public Node2D RotationTarget { get; set; }
[Export(PropertyHint.Range, "0,45,1")] public float MaxTiltAngle { get; set; } = 10.0f;
private CharacterBody2D _body;
public override void _Ready()
{
_body = GetOwner<CharacterBody2D>();
if (_body == null)
{
GD.PrintErr("SpriteTilterComponent must be a direct child of a CharacterBody2D.");
SetProcess(false);
}
if (RotationTarget == null)
{
GD.PrintErr("SpriteTilterComponent needs a RotationTarget to be set in the inspector.");
SetProcess(false);
}
}
public override void _Process(double delta)
{
var targetAngleRad = 0.0f;
var horizontalVelocity = _body.Velocity.X;
if (horizontalVelocity > 0.1f)
targetAngleRad = -Mathf.DegToRad(MaxTiltAngle);
else if (horizontalVelocity < -0.1f) targetAngleRad = Mathf.DegToRad(MaxTiltAngle);
else targetAngleRad = 0.0f;
RotationTarget.Rotation = targetAngleRad;
}
}

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@@ -0,0 +1 @@
uid://ceoxet1nqws8w

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@@ -23,7 +23,7 @@ public partial class StompDamageComponent : Node
if (!(Root.GlobalPosition.Y < body.GlobalPosition.Y)) return;
var velocity = Root.CurrentMovement.PreviousVelocity;
var velocity = Root.PreviousVelocity;
if (!(velocity.Y > 0f)) return;
DealDamage(health);