Refactor health management and collectable cleanup logic for improved functionality

This commit is contained in:
2025-05-29 01:19:18 +02:00
parent a098155b0f
commit 9b6a4f38bd
4 changed files with 33 additions and 54 deletions

View File

@@ -30,8 +30,9 @@ func _on_area2d_body_entered(body: Node2D) -> void:
collision_shape.call_deferred("set_disabled", true)
if sfx:
sfx.play()
if not has_fade_away:
if sfx:
if not has_fade_away and sfx:
await sfx.finished
root.queue_free()
elif not has_fade_away:
root.queue_free()
root.queue_free()

View File

@@ -9,63 +9,40 @@ signal on_health_change(delta: float, total_health: float)
signal on_death
func _get_delta(value: float) -> float:
var old_value = health
return value - old_value
func _get_delta(new_value: float) -> float:
return new_value - health
func set_health(new_value: float):
var delta = _get_delta(new_value)
if sign(delta) > 0:
if heal_fx:
heal_fx.play()
elif sign(delta) < 0:
if hurt_fx:
hurt_fx.play()
await hurt_fx.finished
if new_value >= max_health:
health = max_health
on_health_change.emit(delta, health)
return
health = new_value
if health <= 0:
on_death.emit()
return
on_health_change.emit(delta, health)
_apply_health_change(new_value)
func decrease_health(value: float):
var delta = _get_delta(value)
health -= value
if hurt_fx:
hurt_fx.play()
await hurt_fx.finished
if health <= 0:
on_death.emit()
return
on_health_change.emit(delta, health)
_apply_health_change(health - value)
func increase_health(value: float):
var delta := _get_delta(value)
_apply_health_change(health + value)
health += value
if health >= max_health:
health = max_health
func _apply_health_change(new_health: float, play_fx: bool = true) -> void:
new_health = clamp(new_health, 0.0, max_health)
var delta := new_health - health
if delta == 0.0:
return # No change
if play_fx:
if delta > 0 and heal_fx:
heal_fx.play()
elif delta < 0 and hurt_fx:
hurt_fx.play()
await hurt_fx.finished
health = new_health
if health <= 0:
on_death.emit()
else:
on_health_change.emit(delta, health)
return
if heal_fx:
heal_fx.play()
on_health_change.emit(delta, health)

View File

@@ -39,7 +39,7 @@ func on_health_change(delta: float, total_health: float) -> void:
await get_tree().create_timer(hit_duration).timeout
deactivate()
if total_health > 0:
if total_health > 0 and delta < 0:
handle_hit_fx()

View File

@@ -12,7 +12,8 @@ func _ready():
coin.collected.connect(on_collected)
func on_collected(amount: int, type: CollectableResource.CollectableType) -> void:
func on_collected(amount: int, type: CollectableResource.CollectableType, _body: Node2D) -> void:
if not game_manager:
return
if type != CollectableResource.CollectableType.COIN: