Fire effect and ice effect
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@@ -3,6 +3,8 @@ extends Node
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@export var damage: float = 0.25
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@export var area2d: Area2D
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@export var is_fire_brick: bool = false
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@export var is_ice_brick: bool = false
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func _ready() -> void:
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@@ -21,10 +23,20 @@ func on_area2d_body_entered(body: Node2D) -> void:
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if body.has_node("HealthComponent"):
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var health_component: HealthComponent = body.get_node("HealthComponent")
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var invulnerability_component: InvulnerabilityComponent = body.get_node_or_null("InvulnerabilityComponent")
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var fire_effect_component: FireEffectComponent = body.get_node_or_null("FireEffectComponent")
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var ice_effect_component: IceEffectComponent = body.get_node_or_null("IceEffectComponent")
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if invulnerability_component and invulnerability_component.is_invulnerable():
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return
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if fire_effect_component and is_fire_brick:
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fire_effect_component.activate()
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return
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if ice_effect_component and is_ice_brick:
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ice_effect_component.activate()
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return
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deal_damage(health_component)
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if invulnerability_component:
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56
scripts/components/fire_effect_component.gd
Normal file
56
scripts/components/fire_effect_component.gd
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@@ -0,0 +1,56 @@
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class_name FireEffectComponent
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extends Node
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@export var duration: float = 1.0
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@export var damage_per_second: float = 1.0
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@export var health_component: HealthComponent
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@export var root: Node2D
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var timer: Timer
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var should_deal_damage: bool = false
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var time_elapsed: float = 0.0
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func _ready() -> void:
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if not health_component:
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health_component = root.get_node("HealthComponent")
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if not health_component:
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printerr("No HealthComponent assigned!")
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return
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timer = Timer.new()
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timer.timeout.connect(on_timer_timeout)
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prepare_timer()
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add_child(timer)
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func _process(delta: float) -> void:
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if not should_deal_damage or not health_component:
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return
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time_elapsed += delta
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if time_elapsed >= 1.0:
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health_component.decrease_health(damage_per_second)
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time_elapsed = 0.0
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func on_timer_timeout() -> void:
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deactivate()
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func activate() -> void:
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should_deal_damage = true
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timer.start()
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func deactivate() -> void:
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should_deal_damage = false
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timer.stop()
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func prepare_timer() -> void:
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timer.set_wait_time(duration)
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timer.set_one_shot(true)
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timer.stop()
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time_elapsed = 0.0
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52
scripts/components/ice_effect_component.gd
Normal file
52
scripts/components/ice_effect_component.gd
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@@ -0,0 +1,52 @@
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class_name IceEffectComponent
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extends Node
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@export var duration: float = 1.0
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@export var side_to_side_movement: SideToSideMovement
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@export var periodic_shooting: PeriodicShootingComponent
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var timer: Timer
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var is_frozen: bool = false
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var movement_speed: float = 0.0
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func _ready() -> void:
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timer = Timer.new()
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timer.timeout.connect(on_timer_timeout)
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prepare_timer()
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add_child(timer)
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if side_to_side_movement:
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movement_speed = side_to_side_movement.speed
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func _process(_delta: float) -> void:
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if not side_to_side_movement or not periodic_shooting:
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return
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if is_frozen:
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side_to_side_movement.process_mode = PROCESS_MODE_DISABLED
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periodic_shooting.process_mode = PROCESS_MODE_DISABLED
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else:
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side_to_side_movement.process_mode = PROCESS_MODE_ALWAYS
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periodic_shooting.process_mode = PROCESS_MODE_ALWAYS
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func on_timer_timeout() -> void:
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deactivate()
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func activate() -> void:
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is_frozen = true
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timer.start()
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func deactivate() -> void:
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is_frozen = false
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timer.stop()
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func prepare_timer() -> void:
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timer.set_wait_time(duration)
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timer.set_one_shot(true)
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timer.stop()
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