* Add GridMovementAbility and PacXonGridInteractor for grid-based movement; integrate with PlayerController and PacXonLevel

* Add GhostMovementComponent and PacXonTrailComponent; integrate ghost movement and trail features in PacXonLevel

* Update main menu button focus and add new movement abilities; adjust player and ghost initialization in PacXonLevel
This commit is contained in:
2025-09-13 01:52:07 +02:00
committed by GitHub
parent aa73e54b3e
commit a8ff492aed
25 changed files with 786 additions and 4 deletions

59
scripts/PacXonLevel.cs Normal file
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using System.Linq;
using Godot;
using Mr.BrickAdventures.scripts.components;
namespace Mr.BrickAdventures.scripts;
[GlobalClass]
public partial class PacXonLevel : Node
{
[Export] public PlayerController Player { get; set; }
[Export] public PacXonGridManager GridManager { get; set; }
[Export] public Node GhostContainer { get; set; }
[Export] public Label PercentageLabel { get; set; }
private const float WinPercentage = 0.90f;
public override void _Ready()
{
var ghosts = GhostContainer.GetChildren().OfType<Node2D>().ToList();
Player.ClearMovementAbilities();
Player.SetGridMovement();
foreach (var ghost in ghosts)
{
var movement = ghost.GetNode<GhostMovementComponent>("GhostMovementComponent");
movement?.Initialize(GridManager, Player);
}
var gridMovement = Player.GetNodeOrNull<GridMovementAbility>("Movements/GridMovementAbility");
var gridInteractor = Player.GetNodeOrNull<PacXonGridInteractor>("PacXonGridInteractor");
var trailComponent = Player.GetNodeOrNull<PacXonTrailComponent>("PacXonTrailComponent");
if (gridMovement != null && gridInteractor != null)
{
gridInteractor.Initialize(GridManager, gridMovement, ghosts);
trailComponent?.Initialize(gridInteractor);
}
else
{
GD.PushError("Could not find GridMovementAbility or PacXonGridInteractor on Player.");
}
GridManager.FillPercentageChanged += OnFillPercentageChanged;
OnFillPercentageChanged(GridManager.GetFillPercentage());
var playerMapPos = GridManager.LocalToMap(Player.Position);
Player.GlobalPosition = GridManager.MapToLocal(playerMapPos);
}
private void OnFillPercentageChanged(float percentage)
{
PercentageLabel.Text = $"Fill: {percentage:P0}";
if (percentage >= WinPercentage)
{
GD.Print("YOU WIN!");
GetTree().Paused = true;
}
}
}

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using Godot;
namespace Mr.BrickAdventures.scripts.components;
[GlobalClass]
public partial class GhostMovementComponent : Node2D
{
[Export] public float MoveSpeed { get; set; } = 0.2f;
[Export] public int GridSize { get; set; } = 16;
private CharacterBody2D _body;
private Timer _moveTimer;
private PacXonGridManager _gridManager;
private HealthComponent _playerHealth;
private Vector2 _direction;
private readonly Vector2[] _directions = { Vector2.Up, Vector2.Down, Vector2.Left, Vector2.Right };
public override void _Ready()
{
_body = Owner.GetNode<CharacterBody2D>(".");
_moveTimer = new Timer { WaitTime = MoveSpeed, OneShot = false, Autostart = true };
AddChild(_moveTimer);
_moveTimer.Timeout += OnMoveTimerTimeout;
var rng = new RandomNumberGenerator();
_direction = _directions[rng.RandiRange(0, 3)];
}
public void Initialize(PacXonGridManager gridManager, PlayerController player)
{
_gridManager = gridManager;
_playerHealth = player.GetNode<HealthComponent>("HealthComponent");
}
private void OnMoveTimerTimeout()
{
if (_gridManager == null || _body == null) return;
var nextMapPos = _gridManager.LocalToMap(_body.Position + (_direction * GridSize));
var cellState = _gridManager.GetCellState(nextMapPos);
switch (cellState)
{
case CellState.Solid:
PickNewDirection();
break;
case CellState.Trail:
_playerHealth?.DecreaseHealth(9999);
_moveTimer.Stop();
break;
case CellState.Empty:
_body.Position += _direction * GridSize;
break;
}
}
private void PickNewDirection()
{
var rng = new RandomNumberGenerator();
Vector2 newDir;
do
{
newDir = _directions[rng.RandiRange(0, 3)];
} while (newDir == _direction || newDir == -_direction);
_direction = newDir;
}
}

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using Godot;
namespace Mr.BrickAdventures.scripts.components;
[GlobalClass]
public partial class GridMovementAbility : MovementAbility
{
[Export] public float MoveSpeed { get; set; } = 0.15f; // Time in seconds between moves
[Export] public int GridSize { get; set; } = 16; // Size of one grid cell in pixels
private Vector2 _currentDirection = Vector2.Zero;
private Vector2 _nextDirection = Vector2.Zero;
private Timer _moveTimer;
[Signal]
public delegate void MovedEventHandler(Vector2 newPosition);
public override void Initialize(PlayerController controller)
{
base.Initialize(controller);
_moveTimer = new Timer { WaitTime = MoveSpeed, OneShot = false };
AddChild(_moveTimer);
_moveTimer.Timeout += OnMoveTimerTimeout;
_moveTimer.Start();
}
public override Vector2 ProcessMovement(Vector2 currentVelocity, double delta)
{
GD.Print($"Player position: {_body.Position}, {_body.GlobalPosition}");
var inputDirection = _input.MoveDirection;
var newDirection = Vector2.Zero;
if (Mathf.Abs(inputDirection.Y) > 0.1f)
{
newDirection = new Vector2(0, Mathf.Sign(inputDirection.Y));
}
else if (Mathf.Abs(inputDirection.X) > 0.1f)
{
newDirection = new Vector2(Mathf.Sign(inputDirection.X), 0);
}
if (newDirection != Vector2.Zero && newDirection != -_currentDirection)
{
_nextDirection = newDirection;
}
return Vector2.Zero;
}
private void OnMoveTimerTimeout()
{
_currentDirection = _nextDirection;
if (_currentDirection == Vector2.Zero) return;
_body.Position += _currentDirection * GridSize;
EmitSignal(SignalName.Moved, _body.GlobalPosition);
}
}

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using System.Collections.Generic;
using Godot;
namespace Mr.BrickAdventures.scripts.components;
[GlobalClass]
public partial class PacXonGridInteractor : Node
{
private enum PlayerGridState { OnSolid, DrawingTrail }
private PacXonGridManager _gridManager;
private HealthComponent _healthComponent;
private GridMovementAbility _gridMovement;
private PlayerGridState _currentState = PlayerGridState.OnSolid;
private readonly List<Vector2I> _currentTrail = [];
private List<Node2D> _ghosts = [];
[Signal] public delegate void TrailStartedEventHandler(Vector2 startPosition);
[Signal] public delegate void TrailExtendedEventHandler(Vector2 newPosition);
[Signal] public delegate void TrailClearedEventHandler();
public override void _Ready()
{
_healthComponent = Owner.GetNodeOrNull<HealthComponent>("HealthComponent");
}
public void Initialize(PacXonGridManager gridManager, GridMovementAbility gridMovement, List<Node2D> ghosts)
{
_gridManager = gridManager;
_gridMovement = gridMovement;
_ghosts = ghosts;
_gridMovement.Moved += OnPlayerMoved;
}
private void OnPlayerMoved(Vector2 newPosition)
{
if (_gridManager == null) return;
var mapCoords = _gridManager.LocalToMap(newPosition);
var destinationState = _gridManager.GetCellState(mapCoords);
if (_currentState == PlayerGridState.DrawingTrail) EmitSignalTrailExtended(newPosition);
if (destinationState == CellState.Trail)
{
EmitSignalTrailCleared();
_healthComponent?.DecreaseHealth(9999);
return;
}
if (_currentState == PlayerGridState.OnSolid)
{
if (destinationState == CellState.Empty)
{
// Moved from solid ground to an empty space, start drawing.
_currentState = PlayerGridState.DrawingTrail;
_currentTrail.Clear();
_currentTrail.Add(mapCoords);
_gridManager.SetCellState(mapCoords, CellState.Trail);
EmitSignalTrailStarted(newPosition);
}
}
else if (_currentState == PlayerGridState.DrawingTrail)
{
if (destinationState == CellState.Empty)
{
// Continue drawing the trail
_currentTrail.Add(mapCoords);
_gridManager.SetCellState(mapCoords, CellState.Trail);
}
else if (destinationState == CellState.Solid)
{
_gridManager.PerformFloodFill(_ghosts);
GD.Print("Fill logic triggered!");
_currentState = PlayerGridState.OnSolid;
SolidifyTrail();
_currentTrail.Clear();
EmitSignalTrailCleared();
}
}
}
private void SolidifyTrail()
{
foreach (var pos in _currentTrail)
{
_gridManager.SetCellState(pos, CellState.Solid);
}
}
}

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using System.Collections.Generic;
using System.Linq;
using Godot;
namespace Mr.BrickAdventures.scripts.components;
public enum CellState
{
Empty = -1,
Solid = 0,
Trail = 1,
Hunted = 2
}
[GlobalClass]
public partial class PacXonGridManager : TileMapLayer
{
[Export] public Rect2I PlayArea { get; set; } = new Rect2I(1, 1, 38, 28);
private int _solidCellCount = 0;
private int _totalPlayableCells = 0;
[Signal] public delegate void FillPercentageChangedEventHandler(float percentage);
public override void _Ready()
{
_totalPlayableCells = PlayArea.Size.X * PlayArea.Size.Y;
InitializeGrid();
}
private void InitializeGrid()
{
Clear();
for (var x = PlayArea.Position.X - 1; x <= PlayArea.End.X + 1; x++)
{
for (var y = PlayArea.Position.Y - 1; y <= PlayArea.End.Y + 1; y++)
{
if (x < PlayArea.Position.X || x > PlayArea.End.X || y < PlayArea.Position.Y || y > PlayArea.End.Y)
{
SetCell(new Vector2I(x, y), (int)CellState.Solid, Vector2I.Zero);
}
}
}
}
public CellState GetCellState(Vector2I mapCoords)
{
var tileId = GetCellSourceId(mapCoords);
return (CellState)tileId;
}
public void SetCellState(Vector2I mapCoords, CellState state)
{
if (GetCellSourceId(mapCoords) != (int)CellState.Solid && state == CellState.Solid) _solidCellCount++;
SetCell(mapCoords, (int)state, Vector2I.Zero);
}
public float GetFillPercentage()
{
return _totalPlayableCells > 0 ? (float)_solidCellCount / _totalPlayableCells : 0;
}
public void PerformFloodFill(List<Node2D> ghosts)
{
var unsafeCells = new HashSet<Vector2I>();
foreach (var ghost in ghosts.Where(IsInstanceValid))
{
var ghostPos = LocalToMap(ghost.Position);
FloodFillScan(ghostPos, unsafeCells);
}
var filledCount = 0;
for (var x = PlayArea.Position.X; x <= PlayArea.End.X; x++)
{
for (var y = PlayArea.Position.Y; y <= PlayArea.End.Y; y++)
{
var currentPos = new Vector2I(x, y);
if (GetCellState(currentPos) == CellState.Empty && !unsafeCells.Contains(currentPos))
{
SetCellState(currentPos, CellState.Solid);
filledCount++;
}
}
}
if (filledCount > 0)
{
EmitSignal(SignalName.FillPercentageChanged, GetFillPercentage());
}
}
private void FloodFillScan(Vector2I startPos, HashSet<Vector2I> visited)
{
if (!PlayArea.HasPoint(startPos) || visited.Contains(startPos)) return;
var q = new Queue<Vector2I>();
q.Enqueue(startPos);
visited.Add(startPos);
while (q.Count > 0)
{
var pos = q.Dequeue();
var neighbors = new[]
{
pos + Vector2I.Up, pos + Vector2I.Down, pos + Vector2I.Left, pos + Vector2I.Right
};
foreach (var neighbor in neighbors)
{
if (PlayArea.HasPoint(neighbor) && !visited.Contains(neighbor) && GetCellState(neighbor) == CellState.Empty)
{
visited.Add(neighbor);
q.Enqueue(neighbor);
}
}
}
}
}

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using System.Collections.Generic;
using Godot;
namespace Mr.BrickAdventures.scripts.components;
[GlobalClass]
public partial class PacXonTrailComponent : Line2D
{
private PacXonGridInteractor _gridInteractor;
private readonly List<Vector2> _trailPoints = [];
public void Initialize(PacXonGridInteractor interactor)
{
_gridInteractor = interactor;
_gridInteractor.TrailStarted += OnTrailStarted;
_gridInteractor.TrailExtended += OnTrailExtended;
_gridInteractor.TrailCleared += OnTrailCleared;
Width = 8;
DefaultColor = new Color("#a6f684");
JointMode = LineJointMode.Round;
BeginCapMode = LineCapMode.Round;
EndCapMode = LineCapMode.Round;
}
public override void _ExitTree()
{
if (_gridInteractor != null)
{
_gridInteractor.TrailStarted -= OnTrailStarted;
_gridInteractor.TrailExtended -= OnTrailExtended;
_gridInteractor.TrailCleared -= OnTrailCleared;
}
}
private void OnTrailStarted(Vector2 startPosition)
{
_trailPoints.Clear();
_trailPoints.Add(ToLocal(startPosition));
_trailPoints.Add(ToLocal(startPosition));
UpdateTrail();
}
private void OnTrailExtended(Vector2 newPosition)
{
if (_trailPoints.Count > 0)
{
_trailPoints[^1] = ToLocal(newPosition);
}
UpdateTrail();
}
private void OnTrailCleared()
{
_trailPoints.Clear();
UpdateTrail();
}
private void UpdateTrail()
{
ClearPoints();
foreach (var point in _trailPoints)
{
AddPoint(point);
}
}
}

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@@ -18,6 +18,7 @@ public partial class PlayerController : CharacterBody2D
[Export] public PackedScene OneWayPlatformScene { get; set; }
[Export] public PackedScene SpaceshipMovementScene { get; set; }
[Export] public PackedScene WallJumpScene { get; set; }
[Export] public PackedScene GridMovementScene { get; set; }
[Signal] public delegate void JumpInitiatedEventHandler();
[Signal] public delegate void MovementAbilitiesChangedEventHandler();
@@ -75,7 +76,7 @@ public partial class PlayerController : CharacterBody2D
_abilities.Add(ability);
}
private void ClearMovementAbilities()
public void ClearMovementAbilities()
{
foreach (var ability in _abilities)
{
@@ -118,7 +119,14 @@ public partial class PlayerController : CharacterBody2D
if (SpaceshipMovementScene != null) AddAbility(SpaceshipMovementScene.Instantiate<MovementAbility>());
EmitSignalMovementAbilitiesChanged();
}
public void SetGridMovement()
{
ClearMovementAbilities();
if (GridMovementScene != null) AddAbility(GridMovementScene.Instantiate<MovementAbility>());
EmitSignalMovementAbilitiesChanged();
}
private async Task ConnectJumpAndGravityAbilities()
{
await ToSignal(GetTree(), SceneTree.SignalName.ProcessFrame);