Invulnerability component

This commit is contained in:
2025-02-09 06:32:21 +01:00
parent 867dde03c7
commit ad973e58a2
3 changed files with 53 additions and 6 deletions

View File

@@ -1,4 +1,4 @@
[gd_scene load_steps=16 format=3 uid="uid://bqi5s710xb1ju"]
[gd_scene load_steps=17 format=3 uid="uid://bqi5s710xb1ju"]
[ext_resource type="Script" path="res://scripts/player.gd" id="1_8j4h4"]
[ext_resource type="Texture2D" uid="uid://b7gp0gqvkv8j4" path="res://sprites/MrBrick_base.png" id="2_bc55y"]
@@ -13,6 +13,7 @@
[ext_resource type="PackedScene" uid="uid://bymro4t7angv5" path="res://objects/brick.tscn" id="11_qutq2"]
[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"]
[sub_resource type="RectangleShape2D" id="RectangleShape2D_hdsg1"]
size = Vector2(16, 31)
@@ -110,5 +111,9 @@ sprite = NodePath("../Root/Right Eye")
flash_duration = 1.0
health_component = NodePath("../HealthComponent")
[node name="InvulnerabilityComponent" type="Node" parent="." node_paths=PackedStringArray("flashing_component")]
script = ExtResource("14_jopig")
flashing_component = NodePath("../FlashingComponent Base")
[connection signal="on_death" from="HealthComponent" to="PlayerDeathComponent" method="_on_health_component_on_death"]
[connection signal="on_health_change" from="HealthComponent" to="KnockbackComponent" method="_on_health_component_on_health_change"]

View File

@@ -4,6 +4,7 @@ extends Node
@export var damage: float = 0.25
@export var area2d: Area2D
func _ready() -> void:
if not area2d:
printerr("No area2d assigned!")
@@ -11,10 +12,21 @@ func _ready() -> void:
area2d.body_entered.connect(on_area2d_body_entered)
func deal_damage(target: HealthComponent):
target.decrease_health(damage)
func on_area2d_body_entered(body: Node2D):
func deal_damage(target: HealthComponent) -> void:
target.decrease_health(damage)
print("Dealt damage to target!")
func on_area2d_body_entered(body: Node2D) -> void:
if body.has_node("HealthComponent"):
var health_component: HealthComponent = body.get_node("HealthComponent")
var health_component: HealthComponent = body.get_node("HealthComponent")
var invulnerability_component: InvulnerabilityComponent = body.get_node_or_null("InvulnerabilityComponent")
if invulnerability_component and invulnerability_component.is_invulnerable():
return
deal_damage(health_component)
if invulnerability_component:
invulnerability_component.activate()

View File

@@ -0,0 +1,30 @@
class_name InvulnerabilityComponent
extends Node
@export var duration: float = 1.0
@export var flashing_component: FlashingComponent
var invulnerable: bool = false
func activate() -> void:
if invulnerable:
return
invulnerable = true
if flashing_component:
flashing_component.start_flashing()
var timer = get_tree().create_timer(duration)
timer.timeout.connect(deactivate)
func deactivate() -> void:
invulnerable = false
if flashing_component:
flashing_component.stop_flashing()
func is_invulnerable() -> bool:
return invulnerable