Fire effect and ice effect

This commit is contained in:
2025-03-01 20:30:35 +01:00
parent a9f8fb717e
commit 9054777a05
7 changed files with 220 additions and 3 deletions

View File

@@ -10,7 +10,7 @@
[ext_resource type="Script" path="res://scripts/components/player_death.gd" id="8_1v23d"]
[ext_resource type="Script" path="res://scripts/components/knockback.gd" id="9_rjyu4"]
[ext_resource type="Script" path="res://scripts/components/brick_throw.gd" id="10_u0v3b"]
[ext_resource type="PackedScene" uid="uid://bymro4t7angv5" path="res://objects/brick.tscn" id="11_qutq2"]
[ext_resource type="PackedScene" uid="uid://bcmx07k12gcsc" path="res://objects/ice_brick.tscn" id="11_ktjj0"]
[ext_resource type="Script" path="res://scripts/components/stomp_damage_component.gd" id="12_payr4"]
[ext_resource type="Script" path="res://scripts/components/flashing_component.gd" id="13_hrtyn"]
[ext_resource type="Script" path="res://scripts/components/invulnerability_component.gd" id="14_jopig"]
@@ -84,7 +84,7 @@ knockback_force = 1500.0
[node name="BrickThrowComponent" type="Node" parent="." node_paths=PackedStringArray("player_controller", "timer")]
script = ExtResource("10_u0v3b")
brick_scene = ExtResource("11_qutq2")
brick_scene = ExtResource("11_ktjj0")
fire_rate = 0.3
player_controller = NodePath("..")
timer = NodePath("../ThrowTimer")

View File

@@ -1,4 +1,4 @@
[gd_scene load_steps=13 format=3 uid="uid://bwdlmualj6xbw"]
[gd_scene load_steps=15 format=3 uid="uid://bwdlmualj6xbw"]
[ext_resource type="Shader" uid="uid://bs4xvm4qkurpr" path="res://shaders/hit_flash.tres" id="1_ep4yr"]
[ext_resource type="Texture2D" uid="uid://xes6mt2dd5gu" path="res://sprites/robot_cutout.png" id="1_uh38l"]
@@ -9,6 +9,8 @@
[ext_resource type="Script" path="res://scripts/components/enemy_death.gd" id="6_6p3gr"]
[ext_resource type="Script" path="res://scripts/components/flashing_component.gd" id="7_xsaiy"]
[ext_resource type="Script" path="res://scripts/components/hit_component.gd" id="9_0qjr4"]
[ext_resource type="Script" path="res://scripts/components/fire_effect_component.gd" id="10_ej8vg"]
[ext_resource type="Script" path="res://scripts/components/ice_effect_component.gd" id="11_pq0k7"]
[sub_resource type="RectangleShape2D" id="RectangleShape2D_pwwji"]
size = Vector2(18, 27)
@@ -86,3 +88,16 @@ health_component = NodePath("../HealthComponent")
script = ExtResource("9_0qjr4")
sprite = NodePath("../Sprite2D")
health_component = NodePath("../HealthComponent")
[node name="FireEffectComponent" type="Node" parent="." node_paths=PackedStringArray("health_component", "root")]
script = ExtResource("10_ej8vg")
duration = 5.0
damage_per_second = 0.1
health_component = NodePath("../HealthComponent")
root = NodePath("..")
[node name="IceEffectComponent" type="Node" parent="." node_paths=PackedStringArray("side_to_side_movement", "periodic_shooting")]
script = ExtResource("11_pq0k7")
duration = 3.0
side_to_side_movement = NodePath("../SideToSideMovement")
periodic_shooting = NodePath("../PeriodicShootingComponent")

41
objects/fire_brick.tscn Normal file
View File

@@ -0,0 +1,41 @@
[gd_scene load_steps=5 format=3 uid="uid://daau4j5hbklk0"]
[ext_resource type="Texture2D" uid="uid://djifxc5x0dyrw" path="res://sprites/ppc_tileset.png" id="1_52l28"]
[ext_resource type="Script" path="res://scripts/components/bullet.gd" id="2_hjcob"]
[ext_resource type="Script" path="res://scripts/components/damage.gd" id="3_3ylb6"]
[sub_resource type="RectangleShape2D" id="RectangleShape2D_ar0xf"]
size = Vector2(16, 10)
[node name="Brick" type="Area2D"]
collision_layer = 16
collision_mask = 9
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
shape = SubResource("RectangleShape2D_ar0xf")
[node name="Sprite2D" type="Sprite2D" parent="."]
texture = ExtResource("1_52l28")
hframes = 12
vframes = 12
frame = 80
[node name="BulletComponent" type="Node" parent="." node_paths=PackedStringArray("root", "area2d", "visibility_notifier", "timer")]
script = ExtResource("2_hjcob")
root = NodePath("..")
speed = 120.0
area2d = NodePath("..")
visibility_notifier = NodePath("../VisibleOnScreenNotifier2D")
life_time = 2.0
timer = NodePath("../Timer")
[node name="VisibleOnScreenNotifier2D" type="VisibleOnScreenNotifier2D" parent="."]
position = Vector2(0, 2.38419e-07)
scale = Vector2(0.8, 0.5)
[node name="Timer" type="Timer" parent="."]
[node name="DamageComponent" type="Node" parent="." node_paths=PackedStringArray("area2d")]
script = ExtResource("3_3ylb6")
area2d = NodePath("..")
is_fire_brick = true

41
objects/ice_brick.tscn Normal file
View File

@@ -0,0 +1,41 @@
[gd_scene load_steps=5 format=3 uid="uid://bcmx07k12gcsc"]
[ext_resource type="Texture2D" uid="uid://djifxc5x0dyrw" path="res://sprites/ppc_tileset.png" id="1_xusxl"]
[ext_resource type="Script" path="res://scripts/components/bullet.gd" id="2_ilnf5"]
[ext_resource type="Script" path="res://scripts/components/damage.gd" id="3_htddx"]
[sub_resource type="RectangleShape2D" id="RectangleShape2D_ar0xf"]
size = Vector2(16, 10)
[node name="Brick" type="Area2D"]
collision_layer = 16
collision_mask = 9
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
shape = SubResource("RectangleShape2D_ar0xf")
[node name="Sprite2D" type="Sprite2D" parent="."]
texture = ExtResource("1_xusxl")
hframes = 12
vframes = 12
frame = 80
[node name="BulletComponent" type="Node" parent="." node_paths=PackedStringArray("root", "area2d", "visibility_notifier", "timer")]
script = ExtResource("2_ilnf5")
root = NodePath("..")
speed = 120.0
area2d = NodePath("..")
visibility_notifier = NodePath("../VisibleOnScreenNotifier2D")
life_time = 2.0
timer = NodePath("../Timer")
[node name="VisibleOnScreenNotifier2D" type="VisibleOnScreenNotifier2D" parent="."]
position = Vector2(0, 2.38419e-07)
scale = Vector2(0.8, 0.5)
[node name="Timer" type="Timer" parent="."]
[node name="DamageComponent" type="Node" parent="." node_paths=PackedStringArray("area2d")]
script = ExtResource("3_htddx")
area2d = NodePath("..")
is_ice_brick = true

View File

@@ -3,6 +3,8 @@ extends Node
@export var damage: float = 0.25
@export var area2d: Area2D
@export var is_fire_brick: bool = false
@export var is_ice_brick: bool = false
func _ready() -> void:
@@ -21,10 +23,20 @@ func on_area2d_body_entered(body: Node2D) -> void:
if body.has_node("HealthComponent"):
var health_component: HealthComponent = body.get_node("HealthComponent")
var invulnerability_component: InvulnerabilityComponent = body.get_node_or_null("InvulnerabilityComponent")
var fire_effect_component: FireEffectComponent = body.get_node_or_null("FireEffectComponent")
var ice_effect_component: IceEffectComponent = body.get_node_or_null("IceEffectComponent")
if invulnerability_component and invulnerability_component.is_invulnerable():
return
if fire_effect_component and is_fire_brick:
fire_effect_component.activate()
return
if ice_effect_component and is_ice_brick:
ice_effect_component.activate()
return
deal_damage(health_component)
if invulnerability_component:

View File

@@ -0,0 +1,56 @@
class_name FireEffectComponent
extends Node
@export var duration: float = 1.0
@export var damage_per_second: float = 1.0
@export var health_component: HealthComponent
@export var root: Node2D
var timer: Timer
var should_deal_damage: bool = false
var time_elapsed: float = 0.0
func _ready() -> void:
if not health_component:
health_component = root.get_node("HealthComponent")
if not health_component:
printerr("No HealthComponent assigned!")
return
timer = Timer.new()
timer.timeout.connect(on_timer_timeout)
prepare_timer()
add_child(timer)
func _process(delta: float) -> void:
if not should_deal_damage or not health_component:
return
time_elapsed += delta
if time_elapsed >= 1.0:
health_component.decrease_health(damage_per_second)
time_elapsed = 0.0
func on_timer_timeout() -> void:
deactivate()
func activate() -> void:
should_deal_damage = true
timer.start()
func deactivate() -> void:
should_deal_damage = false
timer.stop()
func prepare_timer() -> void:
timer.set_wait_time(duration)
timer.set_one_shot(true)
timer.stop()
time_elapsed = 0.0

View File

@@ -0,0 +1,52 @@
class_name IceEffectComponent
extends Node
@export var duration: float = 1.0
@export var side_to_side_movement: SideToSideMovement
@export var periodic_shooting: PeriodicShootingComponent
var timer: Timer
var is_frozen: bool = false
var movement_speed: float = 0.0
func _ready() -> void:
timer = Timer.new()
timer.timeout.connect(on_timer_timeout)
prepare_timer()
add_child(timer)
if side_to_side_movement:
movement_speed = side_to_side_movement.speed
func _process(_delta: float) -> void:
if not side_to_side_movement or not periodic_shooting:
return
if is_frozen:
side_to_side_movement.process_mode = PROCESS_MODE_DISABLED
periodic_shooting.process_mode = PROCESS_MODE_DISABLED
else:
side_to_side_movement.process_mode = PROCESS_MODE_ALWAYS
periodic_shooting.process_mode = PROCESS_MODE_ALWAYS
func on_timer_timeout() -> void:
deactivate()
func activate() -> void:
is_frozen = true
timer.start()
func deactivate() -> void:
is_frozen = false
timer.stop()
func prepare_timer() -> void:
timer.set_wait_time(duration)
timer.set_one_shot(true)
timer.stop()