Better status effects

This commit is contained in:
2025-03-02 02:50:05 +01:00
parent 9054777a05
commit a562079d71
17 changed files with 192 additions and 102 deletions

View File

@@ -3,8 +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
@export var status_effect_data: StatusEffectDataResource
signal effect_inflicted(target: Node2D, effect: StatusEffectDataResource)
func _ready() -> void:
@@ -23,18 +23,12 @@ 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()
if status_effect_data.effect_type != StatusEffectComponent.EffectType.NONE:
effect_inflicted.emit(body, status_effect_data)
return
deal_damage(health_component)

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@@ -0,0 +1,22 @@
class_name EffectInflictorComponent
extends Node
@export var damage: DamageComponent
func _ready() -> void:
if not damage:
printerr("No damage component assigned!")
return
damage.effect_inflicted.connect(on_effect_inflicted)
func on_effect_inflicted(target: Node2D, effect: StatusEffectDataResource) -> void:
var status_effect_component: StatusEffectComponent = target.get_node_or_null("StatusEffectComponent")
if not status_effect_component:
return
status_effect_component.apply_effect(effect)

View File

@@ -1,56 +1,49 @@
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 status_effect_component: StatusEffectComponent
@export var root: Node2D
var timer: Timer
var should_deal_damage: bool = false
var time_elapsed: float = 0.0
var data: StatusEffectDataResource = null
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 status_effect_component:
status_effect_component = root.get_node("StatusEffectComponent")
if not health_component:
printerr("No HealthComponent assigned!")
return
if not status_effect_component:
printerr("No StatusEffectComponent assigned!")
return
timer = Timer.new()
timer.timeout.connect(on_timer_timeout)
prepare_timer()
add_child(timer)
status_effect_component.effect_applied.connect(on_effect_applied)
status_effect_component.effect_removed.connect(on_effect_removed)
func _process(delta: float) -> void:
if not should_deal_damage or not health_component:
if not should_deal_damage or not health_component or not data:
return
time_elapsed += delta
if time_elapsed >= 1.0:
health_component.decrease_health(damage_per_second)
health_component.decrease_health(data.damage_per_second)
time_elapsed = 0.0
func on_timer_timeout() -> void:
deactivate()
func on_effect_applied(effect_data: StatusEffectDataResource) -> void:
if effect_data.effect_type == StatusEffectComponent.EffectType.FIRE:
data = effect_data
should_deal_damage = true
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
func on_effect_removed(effect_type: StatusEffectComponent.EffectType) -> void:
if effect_type == StatusEffectComponent.EffectType.FIRE:
data = null
should_deal_damage = false

View File

@@ -1,52 +1,49 @@
class_name IceEffectComponent
extends Node
@export var duration: float = 1.0
@export var side_to_side_movement: SideToSideMovement
@export var periodic_shooting: PeriodicShootingComponent
@export var components_to_disable: Array = []
@export var status_effect_component: StatusEffectComponent
var timer: Timer
var is_frozen: bool = false
var movement_speed: float = 0.0
var data: StatusEffectDataResource = null
func _ready() -> void:
timer = Timer.new()
timer.timeout.connect(on_timer_timeout)
prepare_timer()
add_child(timer)
if not status_effect_component:
status_effect_component = get_node("StatusEffectComponent")
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:
if not status_effect_component:
printerr("No StatusEffectComponent assigned!")
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
status_effect_component.effect_applied.connect(on_effect_applied)
status_effect_component.effect_removed.connect(on_effect_removed)
func on_timer_timeout() -> void:
deactivate()
func on_effect_applied(effect_data: StatusEffectDataResource) -> void:
if effect_data.effect_type == StatusEffectComponent.EffectType.ICE:
data = effect_data
apply_freeze()
func activate() -> void:
is_frozen = true
timer.start()
func on_effect_removed(effect_type: StatusEffectComponent.EffectType) -> void:
if effect_type == StatusEffectComponent.EffectType.ICE:
data = null
remove_freeze()
func deactivate() -> void:
is_frozen = false
timer.stop()
func apply_freeze() -> void:
for component_path in components_to_disable:
var component: Node = get_node_or_null(component_path)
if not component:
continue
component.process_mode = PROCESS_MODE_DISABLED
func prepare_timer() -> void:
timer.set_wait_time(duration)
timer.set_one_shot(true)
timer.stop()
func remove_freeze() -> void:
for component_path in components_to_disable:
var component: Node = get_node_or_null(component_path)
if not component:
continue
component.process_mode = PROCESS_MODE_ALWAYS

View File

@@ -0,0 +1,46 @@
class_name StatusEffectComponent
extends Node
enum EffectType {
NONE,
FIRE,
ICE
}
var active_effect: StatusEffectDataResource = null
var timer: Timer
var is_active: bool = false
var time_elapsed: float = 0.0
signal effect_applied(effect_data: StatusEffectDataResource)
signal effect_removed(effect_type: EffectType)
func _ready() -> void:
timer = Timer.new()
timer.timeout.connect(on_timer_timeout)
add_child(timer)
func apply_effect(effect_data: StatusEffectDataResource) -> void:
if is_active:
return
is_active = true
active_effect = effect_data
prepare_timer()
effect_applied.emit(active_effect)
timer.start()
func remove_effect() -> void:
is_active = false
effect_removed.emit(active_effect.effect_type)
func on_timer_timeout() -> void:
remove_effect()
func prepare_timer() -> void:
timer.set_wait_time(active_effect.duration)
timer.set_one_shot(true)
timer.stop()

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@@ -1,4 +1,4 @@
class_name StompDamageComponent
class_name StompDamageComponent
extends Node
@export var damage: float = 0.25
@@ -44,4 +44,4 @@ func on_area2d_body_entered(body: Node2D) -> void:
damage_component.set_process(false)
await get_tree().process_frame
damage_component.set_process(true)

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@@ -0,0 +1,6 @@
class_name StatusEffectDataResource
extends Resource
@export var effect_type: StatusEffectComponent.EffectType = StatusEffectComponent.EffectType.NONE
@export var duration: float = 1.0
@export var damage_per_second: float = 0.25