Add KnockbackComponent and HazardComponent for enhanced enemy interactions; integrate knockback effects in DamageComponent

This commit is contained in:
2025-09-11 05:09:24 +02:00
parent 98b3202361
commit aa73e54b3e
10 changed files with 127 additions and 50 deletions

View File

@@ -12,11 +12,14 @@ public partial class DamageComponent : Node
[Export] public Timer DamageTimer { get; set; }
private Node _currentTarget = null;
private KnockbackComponent _knockbackComponent = null;
[Signal] public delegate void EffectInflictedEventHandler(Node2D target, StatusEffectDataResource effect);
public override void _Ready()
{
_knockbackComponent = Owner.GetNodeOrNull<KnockbackComponent>("KnockbackComponent");
if (Area != null)
{
Area.BodyEntered += OnAreaBodyEntered;
@@ -93,6 +96,11 @@ public partial class DamageComponent : Node
DealDamage(health);
if (_knockbackComponent != null && body is CharacterBody2D characterBody && Owner is Node2D source)
{
_knockbackComponent.ApplyKnockback(characterBody, source);
}
inv?.Activate();
}

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@@ -0,0 +1,31 @@
using Godot;
namespace Mr.BrickAdventures.scripts.components;
[GlobalClass]
public partial class HazardComponent : Node2D
{
[Export] public KnockbackComponent KnockbackComponent { get; set; }
[Export] public Area2D HazardArea { get; set; }
public override void _Ready()
{
if (KnockbackComponent == null)
{
GD.PrintErr("HazardComponent requires a KnockbackComponent to function properly.");
SetProcess(false);
return;
}
HazardArea.BodyEntered += OnBodyEntered;
}
private void OnBodyEntered(Node2D body)
{
GD.Print($"Node {body.Name} entered hazard area.");
if (body is CharacterBody2D characterBody && Owner is Node2D source)
{
KnockbackComponent.ApplyKnockback(characterBody, source);
}
}
}

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@@ -0,0 +1 @@
uid://nhu2xd8611fk

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@@ -5,45 +5,33 @@ namespace Mr.BrickAdventures.scripts.components;
[GlobalClass]
public partial class KnockbackComponent : Node
{
[Export] public CharacterBody2D Body { get; set; }
[Export] public float KnockbackForce { get; set; } = 25f;
[Export] public HealthComponent HealthComponent { get; set; }
private bool _knockbackMode = false;
private int _knockbackFrames = 0;
public override void _Ready()
{
HealthComponent.HealthChanged += OnHealthChanged;
}
public override void _Process(double delta)
{
if (_knockbackMode) _knockbackFrames++;
if (_knockbackFrames <= 1) return;
_knockbackMode = false;
_knockbackFrames = 0;
}
public override void _PhysicsProcess(double delta)
{
if (_knockbackMode) ApplyKnockback((float)delta);
}
[Export] public float KnockbackForce { get; set; } = 400f;
[Export] public float KnockbackDuration { get; set; } = 0.2f; // Duration in seconds
private void OnHealthChanged(float delta, float totalHealth)
/// <summary>
/// Applies a knockback force to a target body, pushing it away from a source.
/// </summary>
/// <param name="target">The CharacterBody2D to apply the knockback to.</param>
/// <param name="source">The Node2D causing the knockback (e.g., the enemy, the cactus).</param>
public void ApplyKnockback(CharacterBody2D target, Node2D source)
{
if (totalHealth <= 0f || delta >= 0f) return;
_knockbackMode = true;
}
if (target == null || source == null)
{
return;
}
private void ApplyKnockback(float delta)
{
var velocity = Body.Velocity.Normalized();
var knockbackDirection = new Vector2(Mathf.Sign(velocity.X), 0.4f);
var knockbackVector = -knockbackDirection * KnockbackForce * delta;
Body.Velocity += knockbackVector;
var direction = (target.GlobalPosition - source.GlobalPosition).Normalized();
if (direction == Vector2.Zero)
{
direction = Vector2.Up;
}
target.Velocity = direction * KnockbackForce;
var tween = CreateTween();
tween.TweenProperty(target, "velocity", Vector2.Zero, KnockbackDuration)
.SetEase(Tween.EaseType.Out)
.SetTrans(Tween.TransitionType.Quad);
}
}