refactor (#6)

Reviewed-on: #6
This commit was merged in pull request #6.
This commit is contained in:
2026-02-01 11:47:40 +00:00
parent dde3eaa52e
commit bfe951939d
71 changed files with 1583 additions and 661 deletions

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@@ -1,23 +1,22 @@
using Godot; using Godot;
using Godot.Collections;
using Mr.BrickAdventures.scripts.Resources; using Mr.BrickAdventures.scripts.Resources;
using Mr.BrickAdventures.scripts.State;
namespace Mr.BrickAdventures.Autoloads; namespace Mr.BrickAdventures.Autoloads;
/// <summary>
/// Manages achievements using GameStateStore.
/// </summary>
public partial class AchievementManager : Node public partial class AchievementManager : Node
{ {
[Export] private string AchievementsFolderPath = "res://achievements/"; [Export] private string AchievementsFolderPath = "res://achievements/";
[Export] private PackedScene AchievementPopupScene { get; set; } [Export] private PackedScene AchievementPopupScene { get; set; }
private System.Collections.Generic.Dictionary<string, AchievementResource> _achievements = new(); private System.Collections.Generic.Dictionary<string, AchievementResource> _achievements = new();
private Array<string> _unlockedAchievementIds = [];
private GameManager _gameManager;
public override void _Ready() public override void _Ready()
{ {
_gameManager = GetNode<GameManager>("/root/GameManager");
LoadAchievementsFromFolder(); LoadAchievementsFromFolder();
LoadUnlockedAchievements();
} }
private void LoadAchievementsFromFolder() private void LoadAchievementsFromFolder()
@@ -45,6 +44,14 @@ public partial class AchievementManager : Node
} }
} }
/// <summary>
/// Gets the list of unlocked achievement IDs from the store.
/// </summary>
private System.Collections.Generic.List<string> GetUnlockedIds()
{
return GameStateStore.Instance?.Player.UnlockedAchievements ?? new System.Collections.Generic.List<string>();
}
public void UnlockAchievement(string achievementId) public void UnlockAchievement(string achievementId)
{ {
if (!_achievements.TryGetValue(achievementId, out var achievement)) if (!_achievements.TryGetValue(achievementId, out var achievement))
@@ -53,13 +60,14 @@ public partial class AchievementManager : Node
return; return;
} }
if (_unlockedAchievementIds.Contains(achievementId)) var unlockedIds = GetUnlockedIds();
if (unlockedIds.Contains(achievementId))
{ {
return; // Already unlocked return; // Already unlocked
} }
// 1. Mark as unlocked internally // 1. Mark as unlocked
_unlockedAchievementIds.Add(achievementId); unlockedIds.Add(achievementId);
GD.Print($"Achievement Unlocked: {achievement.DisplayName}"); GD.Print($"Achievement Unlocked: {achievement.DisplayName}");
// 2. Show the UI popup // 2. Show the UI popup
@@ -75,31 +83,19 @@ public partial class AchievementManager : Node
{ {
SteamManager.UnlockAchievement(achievement.Id); SteamManager.UnlockAchievement(achievement.Id);
} }
// 4. Save progress
SaveUnlockedAchievements();
} }
public void LockAchievement(string achievementId) public void LockAchievement(string achievementId)
{ {
if (_unlockedAchievementIds.Contains(achievementId)) var unlockedIds = GetUnlockedIds();
if (unlockedIds.Contains(achievementId))
{ {
_unlockedAchievementIds.Remove(achievementId); unlockedIds.Remove(achievementId);
SaveUnlockedAchievements();
} }
} }
private void SaveUnlockedAchievements() public bool IsAchievementUnlocked(string achievementId)
{ {
_gameManager.PlayerState["unlocked_achievements"] = _unlockedAchievementIds; return GetUnlockedIds().Contains(achievementId);
// You might want to trigger a save game here, depending on your SaveSystem
}
private void LoadUnlockedAchievements()
{
if (_gameManager.PlayerState.TryGetValue("unlocked_achievements", out var unlocked))
{
_unlockedAchievementIds = (Array<string>)unlocked;
}
} }
} }

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@@ -1,4 +1,5 @@
using Godot; using Godot;
using Mr.BrickAdventures;
using Mr.BrickAdventures.scripts.components; using Mr.BrickAdventures.scripts.components;
namespace Mr.BrickAdventures.Autoloads; namespace Mr.BrickAdventures.Autoloads;
@@ -12,9 +13,9 @@ public partial class ConsoleManager : Node
public override void _Ready() public override void _Ready()
{ {
_gameManager = GetNode<GameManager>("/root/GameManager"); _gameManager = GameManager.Instance;
_achievementManager = GetNode<AchievementManager>("/root/AchievementManager"); _achievementManager = GetNode<AchievementManager>(Constants.AchievementManagerPath);
_skillManager = GetNode<SkillManager>("/root/SkillManager"); _skillManager = SkillManager.Instance;
} }
private void AddCoinsCommand(int amount) private void AddCoinsCommand(int amount)

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@@ -1,9 +1,155 @@
using Godot; using Godot;
using Mr.BrickAdventures.scripts.components;
using Mr.BrickAdventures.scripts.Resources;
namespace Mr.BrickAdventures.Autoloads; namespace Mr.BrickAdventures.Autoloads;
/// <summary>
/// Global event bus for decoupled communication between game systems.
/// Use the static Instance property for easy access from anywhere.
/// </summary>
public partial class EventBus : Node public partial class EventBus : Node
{ {
/// <summary>
/// Singleton instance. Available after the autoload is initialized.
/// </summary>
public static EventBus Instance { get; private set; }
public override void _Ready()
{
Instance = this;
}
public override void _ExitTree()
{
if (Instance == this)
Instance = null;
}
#region Level Events
[Signal] public delegate void LevelStartedEventHandler(int levelIndex, Node currentScene); [Signal] public delegate void LevelStartedEventHandler(int levelIndex, Node currentScene);
[Signal] public delegate void LevelCompletedEventHandler(int levelIndex, Node currentScene, double completionTime); [Signal] public delegate void LevelCompletedEventHandler(int levelIndex, Node currentScene, double completionTime);
[Signal] public delegate void LevelRestartedEventHandler(int levelIndex);
public static void EmitLevelStarted(int levelIndex, Node currentScene)
=> Instance?.EmitSignal(SignalName.LevelStarted, levelIndex, currentScene);
public static void EmitLevelCompleted(int levelIndex, Node currentScene, double completionTime)
=> Instance?.EmitSignal(SignalName.LevelCompleted, levelIndex, currentScene, completionTime);
public static void EmitLevelRestarted(int levelIndex)
=> Instance?.EmitSignal(SignalName.LevelRestarted, levelIndex);
#endregion
#region Player Events
[Signal] public delegate void PlayerSpawnedEventHandler(PlayerController player);
[Signal] public delegate void PlayerDiedEventHandler(Vector2 position);
[Signal] public delegate void PlayerDamagedEventHandler(float damage, float remainingHealth, Vector2 position);
[Signal] public delegate void PlayerHealedEventHandler(float amount, float newHealth, Vector2 position);
public static void EmitPlayerSpawned(PlayerController player)
=> Instance?.EmitSignal(SignalName.PlayerSpawned, player);
public static void EmitPlayerDied(Vector2 position)
=> Instance?.EmitSignal(SignalName.PlayerDied, position);
public static void EmitPlayerDamaged(float damage, float remainingHealth, Vector2 position)
=> Instance?.EmitSignal(SignalName.PlayerDamaged, damage, remainingHealth, position);
public static void EmitPlayerHealed(float amount, float newHealth, Vector2 position)
=> Instance?.EmitSignal(SignalName.PlayerHealed, amount, newHealth, position);
#endregion
#region Combat Events
[Signal] public delegate void EnemyDefeatedEventHandler(Node enemy, Vector2 position);
[Signal] public delegate void EnemyDamagedEventHandler(Node enemy, float damage, Vector2 position);
public static void EmitEnemyDefeated(Node enemy, Vector2 position)
=> Instance?.EmitSignal(SignalName.EnemyDefeated, enemy, position);
public static void EmitEnemyDamaged(Node enemy, float damage, Vector2 position)
=> Instance?.EmitSignal(SignalName.EnemyDamaged, enemy, damage, position);
#endregion
#region Collection Events
[Signal] public delegate void CoinCollectedEventHandler(int amount, Vector2 position);
[Signal] public delegate void ItemCollectedEventHandler(CollectableType itemType, float amount, Vector2 position);
[Signal] public delegate void ChildRescuedEventHandler(Vector2 position);
[Signal] public delegate void SkillCollectedEventHandler(SkillData skill, Vector2 position);
public static void EmitCoinCollected(int amount, Vector2 position)
=> Instance?.EmitSignal(SignalName.CoinCollected, amount, position);
public static void EmitItemCollected(CollectableType itemType, float amount, Vector2 position)
=> Instance?.EmitSignal(SignalName.ItemCollected, (int)itemType, amount, position);
public static void EmitChildRescued(Vector2 position)
=> Instance?.EmitSignal(SignalName.ChildRescued, position);
public static void EmitSkillCollected(SkillData skill, Vector2 position)
=> Instance?.EmitSignal(SignalName.SkillCollected, skill, position);
#endregion
#region Skill Events
[Signal] public delegate void SkillUnlockedEventHandler(string skillName, int level);
[Signal] public delegate void SkillActivatedEventHandler(string skillName);
[Signal] public delegate void SkillDeactivatedEventHandler(string skillName);
public static void EmitSkillUnlocked(string skillName, int level = 1)
=> Instance?.EmitSignal(SignalName.SkillUnlocked, skillName, level);
public static void EmitSkillActivated(string skillName)
=> Instance?.EmitSignal(SignalName.SkillActivated, skillName);
public static void EmitSkillDeactivated(string skillName)
=> Instance?.EmitSignal(SignalName.SkillDeactivated, skillName);
#endregion
#region Game State Events
[Signal] public delegate void GamePausedEventHandler();
[Signal] public delegate void GameResumedEventHandler();
[Signal] public delegate void GameSavedEventHandler();
[Signal] public delegate void GameStartedEventHandler();
[Signal] public delegate void GameContinuedEventHandler();
public static void EmitGamePaused()
=> Instance?.EmitSignal(SignalName.GamePaused);
public static void EmitGameResumed()
=> Instance?.EmitSignal(SignalName.GameResumed);
public static void EmitGameSaved()
=> Instance?.EmitSignal(SignalName.GameSaved);
public static void EmitGameStarted()
=> Instance?.EmitSignal(SignalName.GameStarted);
public static void EmitGameContinued()
=> Instance?.EmitSignal(SignalName.GameContinued);
#endregion
#region State Change Events
[Signal] public delegate void CoinsChangedEventHandler(int totalCoins);
[Signal] public delegate void LivesChangedEventHandler(int lives);
public static void EmitCoinsChanged(int totalCoins)
=> Instance?.EmitSignal(SignalName.CoinsChanged, totalCoins);
public static void EmitLivesChanged(int lives)
=> Instance?.EmitSignal(SignalName.LivesChanged, lives);
#endregion
} }

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@@ -14,6 +14,18 @@ public partial class FloatingTextManager : Node
[Export] public Color CoinColor { get; set; } = new Color("#ebd320"); // Gold [Export] public Color CoinColor { get; set; } = new Color("#ebd320"); // Gold
[Export] public Color MessageColor { get; set; } = new Color("#ffffff"); // White [Export] public Color MessageColor { get; set; } = new Color("#ffffff"); // White
public static FloatingTextManager Instance { get; private set; }
public override void _Ready()
{
Instance = this;
}
public override void _ExitTree()
{
if (Instance == this) Instance = null;
}
public void ShowDamage(float amount, Vector2 position) public void ShowDamage(float amount, Vector2 position)
{ {
var text = Mathf.Round(amount * 100f).ToString(CultureInfo.InvariantCulture); var text = Mathf.Round(amount * 100f).ToString(CultureInfo.InvariantCulture);
@@ -22,7 +34,7 @@ public partial class FloatingTextManager : Node
public void ShowHeal(float amount, Vector2 position) public void ShowHeal(float amount, Vector2 position)
{ {
var text = $"+{Mathf.Round(amount)}"; var text = $"+{Mathf.Round(amount * 100f).ToString(CultureInfo.InvariantCulture)}";
CreateFloatingText(text, position, HealColor); CreateFloatingText(text, position, HealColor);
} }

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@@ -3,15 +3,20 @@ using Godot;
using Godot.Collections; using Godot.Collections;
using Mr.BrickAdventures.scripts.components; using Mr.BrickAdventures.scripts.components;
using Mr.BrickAdventures.scripts.Resources; using Mr.BrickAdventures.scripts.Resources;
using Double = System.Double; using Mr.BrickAdventures.scripts.State;
namespace Mr.BrickAdventures.Autoloads; namespace Mr.BrickAdventures.Autoloads;
/// <summary>
/// Game orchestrator - handles scene management and game flow.
/// State is delegated to GameStateStore for better separation of concerns.
/// </summary>
public partial class GameManager : Node public partial class GameManager : Node
{ {
[Export] public Array<PackedScene> LevelScenes { get; set; } = []; [Export] public Array<PackedScene> LevelScenes { get; set; } = [];
public PlayerController Player { public PlayerController Player
{
get => GetPlayer(); get => GetPlayer();
private set => _player = value; private set => _player = value;
} }
@@ -19,25 +24,13 @@ public partial class GameManager : Node
private List<Node> _sceneNodes = []; private List<Node> _sceneNodes = [];
private PlayerController _player; private PlayerController _player;
private SpeedRunManager _speedRunManager; private SpeedRunManager _speedRunManager;
private EventBus _eventBus;
[Export] /// <summary>
public Dictionary PlayerState { get; set; } = new() /// Lazy accessor for GameStateStore - avoids initialization order issues.
{ /// </summary>
{ "coins", 0 }, private GameStateStore Store => GameStateStore.Instance;
{ "lives", 3 },
{ "current_level", 0 },
{ "completed_levels", new Array<int>() },
{ "unlocked_levels", new Array<int>() {0}},
{ "unlocked_skills", new Array<SkillData>() }
};
[Export] public static GameManager Instance { get; private set; }
public Dictionary CurrentSessionState { get; private set; } = new()
{
{ "coins_collected", 0 },
{ "skills_unlocked", new Array<SkillData>() }
};
public override void _EnterTree() public override void _EnterTree()
{ {
@@ -47,6 +40,7 @@ public partial class GameManager : Node
public override void _ExitTree() public override void _ExitTree()
{ {
if (Instance == this) Instance = null;
GetTree().NodeAdded -= OnNodeAdded; GetTree().NodeAdded -= OnNodeAdded;
GetTree().NodeRemoved -= OnNodeRemoved; GetTree().NodeRemoved -= OnNodeRemoved;
_sceneNodes.Clear(); _sceneNodes.Clear();
@@ -54,8 +48,8 @@ public partial class GameManager : Node
public override void _Ready() public override void _Ready()
{ {
_speedRunManager = GetNode<SpeedRunManager>("/root/SpeedRunManager"); Instance = this;
_eventBus = GetNode<EventBus>("/root/EventBus"); _speedRunManager = GetNode<SpeedRunManager>(Constants.SpeedRunManagerPath);
} }
private void OnNodeAdded(Node node) private void OnNodeAdded(Node node)
@@ -72,57 +66,71 @@ public partial class GameManager : Node
} }
} }
#region Coin Operations
public void AddCoins(int amount) public void AddCoins(int amount)
{ {
PlayerState["coins"] = Mathf.Max(0, (int)PlayerState["coins"] + amount); if (Store != null)
}
public void SetCoins(int amount) => PlayerState["coins"] = Mathf.Max(0, amount);
public int GetCoins() => (int)PlayerState["coins"] + (int)CurrentSessionState["coins_collected"];
public void RemoveCoins(int amount)
{
var sessionCoins = (int)CurrentSessionState["coins_collected"];
if (amount <= sessionCoins)
{ {
CurrentSessionState["coins_collected"] = sessionCoins - amount; Store.Player.Coins += amount;
EventBus.EmitCoinsChanged(Store.GetTotalCoins());
} }
else
{
var remaining = amount - sessionCoins;
CurrentSessionState["coins_collected"] = 0;
PlayerState["coins"] = Mathf.Max(0, (int)PlayerState["coins"] - remaining);
}
PlayerState["coins"] = Mathf.Max(0, (int)PlayerState["coins"]);
} }
public void AddLives(int amount) => PlayerState["lives"] = (int)PlayerState["lives"] + amount; public void SetCoins(int amount)
public void RemoveLives(int amount) => PlayerState["lives"] = (int)PlayerState["lives"] - amount;
public void SetLives(int amount) => PlayerState["lives"] = amount;
public int GetLives() => (int)PlayerState["lives"];
public bool IsSkillUnlocked(SkillData skill)
{ {
return ((Array)PlayerState["unlocked_skills"]).Contains(skill) if (Store != null)
|| ((Array)CurrentSessionState["skills_unlocked"]).Contains(skill); {
Store.Player.Coins = Mathf.Max(0, amount);
EventBus.EmitCoinsChanged(Store.GetTotalCoins());
}
} }
public int GetCoins() => Store?.GetTotalCoins() ?? 0;
public void RemoveCoins(int amount) => Store?.RemoveCoins(amount);
#endregion
#region Lives Operations
public void AddLives(int amount) => Store?.AddLives(amount);
public void RemoveLives(int amount) => Store?.RemoveLife();
public void SetLives(int amount)
{
if (Store != null)
{
Store.Player.Lives = amount;
EventBus.EmitLivesChanged(amount);
}
}
public int GetLives() => Store?.Player.Lives ?? 0;
#endregion
#region Skill Operations
public bool IsSkillUnlocked(SkillData skill) => Store?.IsSkillUnlocked(skill) ?? false;
public void UnlockSkill(SkillData skill) public void UnlockSkill(SkillData skill)
{ {
if (!IsSkillUnlocked(skill)) if (Store != null && !Store.IsSkillUnlocked(skill))
((Array)PlayerState["unlocked_skills"]).Add(skill); {
Store.Player.UnlockedSkills.Add(skill);
}
} }
public void RemoveSkill(string skillName) public void RemoveSkill(string skillName)
{ {
var arr = (Array)PlayerState["unlocked_skills"]; if (Store == null) return;
foreach (SkillData s in arr) var skills = Store.Player.UnlockedSkills;
for (int i = 0; i < skills.Count; i++)
{ {
if (s.Name != skillName) continue; if (skills[i].Name == skillName)
{
arr.Remove(s); skills.RemoveAt(i);
break; break;
}
} }
} }
@@ -132,81 +140,82 @@ public partial class GameManager : Node
UnlockSkill(s); UnlockSkill(s);
} }
public void ResetPlayerState() public Array<SkillData> GetUnlockedSkills()
{ {
PlayerState = new Dictionary if (Store == null) return new Array<SkillData>();
{
{ "coins", 0 }, var skills = Store.GetAllUnlockedSkills();
{ "lives", 3 }, var result = new Array<SkillData>();
{ "current_level", 0 }, foreach (var s in skills) result.Add(s);
{ "completed_levels", new Array<int>() }, return result;
{ "unlocked_levels", new Array<int>() {0}},
{ "unlocked_skills", new Array<SkillData>() },
{ "statistics", new Godot.Collections.Dictionary<string, Variant>()}
};
} }
public void UnlockLevel(int levelIndex) #endregion
{
var unlocked = (Array)PlayerState["unlocked_levels"]; #region Level Operations
if (!unlocked.Contains(levelIndex)) unlocked.Add(levelIndex);
} public void UnlockLevel(int levelIndex) => Store?.UnlockLevel(levelIndex);
public void MarkLevelComplete(int levelIndex) => Store?.MarkLevelComplete(levelIndex);
public void TryToGoToNextLevel() public void TryToGoToNextLevel()
{ {
var next = (int)PlayerState["current_level"] + 1; if (Store == null) return;
var unlocked = (Array)PlayerState["unlocked_levels"];
if (next < LevelScenes.Count && unlocked.Contains(next)) var next = Store.Session.CurrentLevel + 1;
if (next < LevelScenes.Count && Store.IsLevelUnlocked(next))
{ {
PlayerState["current_level"] = next; Store.Session.CurrentLevel = next;
GetTree().ChangeSceneToPacked(LevelScenes[next]); GetTree().ChangeSceneToPacked(LevelScenes[next]);
_eventBus.EmitSignal(EventBus.SignalName.LevelStarted, next, GetTree().CurrentScene); EventBus.EmitLevelStarted(next, GetTree().CurrentScene);
} }
} }
public void MarkLevelComplete(int levelIndex) #endregion
{
UnlockLevel(levelIndex + 1);
var completed = (Array)PlayerState["completed_levels"];
if (!completed.Contains(levelIndex)) completed.Add(levelIndex);
}
public void ResetCurrentSessionState() #region State Reset
{
CurrentSessionState = new Dictionary public void ResetPlayerState() => Store?.ResetAll();
{
{ "coins_collected", 0 }, public void ResetCurrentSessionState() => Store?.ResetSession();
{ "skills_unlocked", new Array<SkillData>() }
}; #endregion
}
#region Game Flow
public void RestartGame() public void RestartGame()
{ {
ResetPlayerState(); Store?.ResetAll();
ResetCurrentSessionState();
GetTree().ChangeSceneToPacked(LevelScenes[0]); GetTree().ChangeSceneToPacked(LevelScenes[0]);
GetNode<SaveSystem>("/root/SaveSystem").SaveGame(); GetNode<SaveSystem>(Constants.SaveSystemPath).SaveGame();
} }
public void QuitGame() => GetTree().Quit(); public void QuitGame() => GetTree().Quit();
public void PauseGame() => Engine.TimeScale = 0; public void PauseGame()
public void ResumeGame() => Engine.TimeScale = 1; {
Engine.TimeScale = 0;
EventBus.EmitGamePaused();
}
public void ResumeGame()
{
Engine.TimeScale = 1;
EventBus.EmitGameResumed();
}
public void StartNewGame() public void StartNewGame()
{ {
ResetPlayerState(); Store?.ResetAll();
ResetCurrentSessionState();
_speedRunManager?.StartTimer(); _speedRunManager?.StartTimer();
GetTree().ChangeSceneToPacked(LevelScenes[0]); GetTree().ChangeSceneToPacked(LevelScenes[0]);
GetNode<SaveSystem>("/root/SaveSystem").SaveGame(); GetNode<SaveSystem>(Constants.SaveSystemPath).SaveGame();
EventBus.EmitGameStarted();
} }
public void ContinueGame() public void ContinueGame()
{ {
var save = GetNode<SaveSystem>("/root/SaveSystem"); var save = GetNode<SaveSystem>(Constants.SaveSystemPath);
if (!save.LoadGame()) if (!save.LoadGame())
{ {
GD.PrintErr("Failed to load game. Starting a new game instead."); GD.PrintErr("Failed to load game. Starting a new game instead.");
@@ -214,41 +223,38 @@ public partial class GameManager : Node
return; return;
} }
var idx = (int)PlayerState["current_level"]; var idx = Store?.Session.CurrentLevel ?? 0;
if (idx < LevelScenes.Count) if (idx < LevelScenes.Count)
{
GetTree().ChangeSceneToPacked(LevelScenes[idx]); GetTree().ChangeSceneToPacked(LevelScenes[idx]);
EventBus.EmitGameContinued();
}
else else
{
GD.PrintErr("No levels unlocked to continue."); GD.PrintErr("No levels unlocked to continue.");
}
} }
public void OnLevelComplete() public void OnLevelComplete()
{ {
var levelIndex = (int)PlayerState["current_level"]; if (Store == null) return;
MarkLevelComplete(levelIndex);
AddCoins((int)CurrentSessionState["coins_collected"]); var levelIndex = Store.Session.CurrentLevel;
foreach (var s in (Array)CurrentSessionState["skills_unlocked"]) Store.MarkLevelComplete(levelIndex);
UnlockSkill((SkillData)s); Store.CommitSessionCoins();
Store.CommitSessionSkills();
var completionTime = _speedRunManager?.GetCurrentLevelTime() ?? 0.0; var completionTime = _speedRunManager?.GetCurrentLevelTime() ?? 0.0;
_eventBus.EmitSignal(EventBus.SignalName.LevelCompleted, levelIndex, GetTree().CurrentScene, completionTime); EventBus.EmitLevelCompleted(levelIndex, GetTree().CurrentScene, completionTime);
ResetCurrentSessionState(); Store.ResetSession();
TryToGoToNextLevel(); TryToGoToNextLevel();
GetNode<SaveSystem>("/root/SaveSystem").SaveGame(); GetNode<SaveSystem>(Constants.SaveSystemPath).SaveGame();
} }
public Array<SkillData> GetUnlockedSkills() #endregion
{
var unlocked = (Array<SkillData>)PlayerState["unlocked_skills"]; #region Player Lookup
var session = (Array<SkillData>)CurrentSessionState["skills_unlocked"];
if (session!.Count == 0) return unlocked;
if (unlocked!.Count == 0) return session;
var joined = new Array<SkillData>();
joined.AddRange(unlocked);
joined.AddRange(session);
return joined;
}
public PlayerController GetPlayer() public PlayerController GetPlayer()
{ {
@@ -267,4 +273,6 @@ public partial class GameManager : Node
GD.PrintErr("PlayerController not found in the scene tree."); GD.PrintErr("PlayerController not found in the scene tree.");
return null; return null;
} }
#endregion
} }

199
Autoloads/GameStateStore.cs Normal file
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@@ -0,0 +1,199 @@
using Godot;
using System.Collections.Generic;
using Mr.BrickAdventures.scripts.Resources;
using Mr.BrickAdventures.scripts.State;
namespace Mr.BrickAdventures.Autoloads;
/// <summary>
/// Central store for game state - single source of truth.
/// Use the static Instance property for easy access.
/// </summary>
public partial class GameStateStore : Node
{
/// <summary>
/// Singleton instance.
/// </summary>
public static GameStateStore Instance { get; private set; }
/// <summary>
/// Persistent player state (saved to disk).
/// </summary>
public PlayerState Player { get; set; } = new();
/// <summary>
/// Current session state (transient, reset on death/level complete).
/// </summary>
public SessionState Session { get; set; } = new();
public override void _Ready()
{
Instance = this;
}
public override void _ExitTree()
{
if (Instance == this)
Instance = null;
}
#region Coin Operations
/// <summary>
/// Gets total coins (saved + session).
/// </summary>
public int GetTotalCoins() => Player.Coins + Session.CoinsCollected;
/// <summary>
/// Adds coins to the session (not saved until level complete).
/// </summary>
public void AddSessionCoins(int amount)
{
Session.CoinsCollected += amount;
EventBus.EmitCoinsChanged(GetTotalCoins());
}
/// <summary>
/// Commits session coins to player state.
/// </summary>
public void CommitSessionCoins()
{
Player.Coins += Session.CoinsCollected;
Session.CoinsCollected = 0;
}
/// <summary>
/// Removes coins, first from session then from saved.
/// </summary>
public void RemoveCoins(int amount)
{
if (amount <= Session.CoinsCollected)
{
Session.CoinsCollected -= amount;
}
else
{
var remaining = amount - Session.CoinsCollected;
Session.CoinsCollected = 0;
Player.Coins = Mathf.Max(0, Player.Coins - remaining);
}
EventBus.EmitCoinsChanged(GetTotalCoins());
}
#endregion
#region Lives Operations
/// <summary>
/// Decrements lives by 1.
/// </summary>
public void RemoveLife()
{
Player.Lives = Mathf.Max(0, Player.Lives - 1);
EventBus.EmitLivesChanged(Player.Lives);
}
/// <summary>
/// Adds lives.
/// </summary>
public void AddLives(int amount)
{
Player.Lives += amount;
EventBus.EmitLivesChanged(Player.Lives);
}
#endregion
#region Level Operations
/// <summary>
/// Unlocks a level for access.
/// </summary>
public void UnlockLevel(int levelIndex)
{
if (!Player.UnlockedLevels.Contains(levelIndex))
Player.UnlockedLevels.Add(levelIndex);
}
/// <summary>
/// Marks a level as completed and unlocks the next.
/// </summary>
public void MarkLevelComplete(int levelIndex)
{
if (!Player.CompletedLevels.Contains(levelIndex))
Player.CompletedLevels.Add(levelIndex);
UnlockLevel(levelIndex + 1);
}
/// <summary>
/// Checks if a level is unlocked.
/// </summary>
public bool IsLevelUnlocked(int levelIndex) => Player.UnlockedLevels.Contains(levelIndex);
#endregion
#region Skill Operations
/// <summary>
/// Checks if a skill is unlocked (saved or session).
/// </summary>
public bool IsSkillUnlocked(SkillData skill)
{
return Player.UnlockedSkills.Contains(skill) || Session.SkillsUnlocked.Contains(skill);
}
/// <summary>
/// Unlocks a skill in the session.
/// </summary>
public void UnlockSkillInSession(SkillData skill)
{
if (!IsSkillUnlocked(skill))
Session.SkillsUnlocked.Add(skill);
}
/// <summary>
/// Commits session skills to player state.
/// </summary>
public void CommitSessionSkills()
{
foreach (var skill in Session.SkillsUnlocked)
{
if (!Player.UnlockedSkills.Contains(skill))
Player.UnlockedSkills.Add(skill);
}
Session.SkillsUnlocked.Clear();
}
/// <summary>
/// Gets all unlocked skills from player persistence and current session.
/// </summary>
public List<SkillData> GetAllUnlockedSkills()
{
var result = new List<SkillData>(Player.UnlockedSkills);
foreach (var skill in Session.SkillsUnlocked)
{
if (!result.Contains(skill)) result.Add(skill);
}
return result;
}
#endregion
#region Reset Operations
/// <summary>
/// Resets only the session state.
/// </summary>
public void ResetSession() => Session.Reset();
/// <summary>
/// Resets everything to defaults.
/// </summary>
public void ResetAll()
{
Player.Reset();
Session.ResetAll();
}
#endregion
}

View File

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

View File

@@ -1,61 +1,192 @@
using System.Collections.Generic;
using System.Text.Json;
using Godot; using Godot;
using Godot.Collections;
using Mr.BrickAdventures.scripts.Resources; using Mr.BrickAdventures.scripts.Resources;
using Mr.BrickAdventures.scripts.State;
namespace Mr.BrickAdventures.Autoloads; namespace Mr.BrickAdventures.Autoloads;
/// <summary>
/// Save system that serializes state to JSON using DTOs.
/// </summary>
public partial class SaveSystem : Node public partial class SaveSystem : Node
{ {
[Export] public string SavePath { get; set; } = "user://savegame.save"; [Export] public string SavePath { get; set; } = "user://savegame.json";
[Export] public int Version { get; set; } = 1; [Export] public int Version { get; set; } = 2;
private GameManager _gameManager; public static SaveSystem Instance { get; private set; }
private static readonly JsonSerializerOptions JsonOptions = new()
{
WriteIndented = true,
PropertyNamingPolicy = JsonNamingPolicy.CamelCase
};
public override void _Ready() public override void _Ready()
{ {
_gameManager = GetNode<GameManager>("/root/GameManager"); Instance = this;
}
public override void _ExitTree()
{
if (Instance == this) Instance = null;
} }
public void SaveGame() public void SaveGame()
{ {
var saveData = new Dictionary var store = GameStateStore.Instance;
if (store == null)
{ {
{ "player_state", _gameManager.PlayerState}, GD.PrintErr("SaveSystem: GameStateStore not available.");
{ "version", Version} return;
}
// Convert to DTO (only serializable data)
var saveData = new SaveDataDto
{
Version = Version,
Coins = store.Player.Coins,
Lives = store.Player.Lives,
CurrentLevel = store.Session.CurrentLevel,
CompletedLevels = [.. store.Player.CompletedLevels],
UnlockedLevels = new List<int>(store.Player.UnlockedLevels),
UnlockedSkillNames = GetSkillNames(store.Player.UnlockedSkills),
UnlockedAchievements = new List<string>(store.Player.UnlockedAchievements),
Statistics = new Dictionary<string, int>(store.Player.Statistics)
}; };
using var file = FileAccess.Open(SavePath, FileAccess.ModeFlags.Write); try
file.StoreVar(saveData); {
GD.Print("Game state saved to: ", SavePath); var json = JsonSerializer.Serialize(saveData, JsonOptions);
using var file = FileAccess.Open(SavePath, FileAccess.ModeFlags.Write);
file.StoreString(json);
GD.Print("Game saved to: ", SavePath);
EventBus.EmitGameSaved();
}
catch (System.Exception e)
{
GD.PrintErr($"SaveSystem: Failed to save game: {e.Message}");
}
} }
public bool LoadGame() public bool LoadGame()
{ {
if (!FileAccess.FileExists(SavePath)) if (!FileAccess.FileExists(SavePath))
return false;
using var file = FileAccess.Open(SavePath, FileAccess.ModeFlags.Read);
var saveDataObj = (Dictionary)file.GetVar();
if (saveDataObj.ContainsKey("version") && (int)saveDataObj["version"] != Version)
{ {
GD.Print($"Save file version mismatch. Expected: {Version}, Found: {saveDataObj["version"]}"); GD.Print("SaveSystem: No save file found.");
return false; return false;
} }
GD.Print("Game state loaded from: ", SavePath); try
GD.Print("Player state: ", saveDataObj["player_state"]);
_gameManager.PlayerState = (Dictionary)saveDataObj["player_state"];
var skills = new Array<SkillData>();
foreach (var skill in (Array<SkillData>)_gameManager.PlayerState["unlocked_skills"])
{ {
skills.Add(skill); using var file = FileAccess.Open(SavePath, FileAccess.ModeFlags.Read);
var json = file.GetAsText();
var saveData = JsonSerializer.Deserialize<SaveDataDto>(json, JsonOptions);
if (saveData == null)
{
GD.PrintErr("SaveSystem: Failed to deserialize save data.");
return false;
}
if (saveData.Version != Version)
{
GD.PrintErr($"SaveSystem: Version mismatch. Expected {Version}, found {saveData.Version}");
return false;
}
var store = GameStateStore.Instance;
if (store == null)
{
GD.PrintErr("SaveSystem: GameStateStore not available.");
return false;
}
// Apply loaded state
store.Player.Coins = saveData.Coins;
store.Player.Lives = saveData.Lives;
store.Session.CurrentLevel = saveData.CurrentLevel;
store.Player.CompletedLevels = saveData.CompletedLevels ?? new List<int>();
store.Player.UnlockedLevels = saveData.UnlockedLevels ?? new List<int> { 0 };
store.Player.UnlockedAchievements = saveData.UnlockedAchievements ?? new List<string>();
store.Player.Statistics = saveData.Statistics ?? new Dictionary<string, int>();
// Reload skills by name from SkillManager
store.Player.UnlockedSkills = LoadSkillsByName(saveData.UnlockedSkillNames);
GD.Print("Game loaded from: ", SavePath);
return true;
}
catch (System.Exception e)
{
GD.PrintErr($"SaveSystem: Failed to load game: {e.Message}");
return false;
}
}
private static List<string> GetSkillNames(List<SkillData> skills)
{
var names = new List<string>();
foreach (var skill in skills)
{
if (skill != null)
names.Add(skill.Name);
}
return names;
}
private List<SkillData> LoadSkillsByName(List<string> skillNames)
{
var skills = new List<SkillData>();
if (skillNames == null) return skills;
var skillManager = GetNodeOrNull<SkillManager>(Constants.SkillManagerPath);
if (skillManager == null)
{
GD.PrintErr("SaveSystem: SkillManager not available to resolve skill names.");
return skills;
} }
_gameManager.UnlockSkills(skills); foreach (var name in skillNames)
return true; {
var skill = skillManager.GetSkillByName(name);
if (skill != null)
{
skills.Add(skill);
}
else
{
GD.PrintErr($"SaveSystem: Skill '{name}' not found in SkillManager.");
}
}
return skills;
} }
public bool CheckSaveExists() => FileAccess.FileExists(SavePath); public bool CheckSaveExists() => FileAccess.FileExists(SavePath);
public void DeleteSave()
{
if (FileAccess.FileExists(SavePath))
{
DirAccess.RemoveAbsolute(ProjectSettings.GlobalizePath(SavePath));
GD.Print("Save file deleted.");
}
}
}
/// <summary>
/// Serializable DTO for save data - no Godot types.
/// </summary>
public class SaveDataDto
{
public int Version { get; set; }
public int Coins { get; set; }
public int Lives { get; set; }
public int CurrentLevel { get; set; }
public List<int> CompletedLevels { get; set; }
public List<int> UnlockedLevels { get; set; }
public List<string> UnlockedSkillNames { get; set; }
public List<string> UnlockedAchievements { get; set; }
public Dictionary<string, int> Statistics { get; set; }
} }

View File

@@ -2,6 +2,7 @@ using System.Collections.Generic;
using System.Linq; using System.Linq;
using Godot; using Godot;
using Godot.Collections; using Godot.Collections;
using Mr.BrickAdventures;
using Mr.BrickAdventures.scripts.components; using Mr.BrickAdventures.scripts.components;
using Mr.BrickAdventures.scripts.interfaces; using Mr.BrickAdventures.scripts.interfaces;
using Mr.BrickAdventures.scripts.Resources; using Mr.BrickAdventures.scripts.Resources;
@@ -17,6 +18,8 @@ public partial class SkillManager : Node
public Dictionary ActiveComponents { get; private set; } = new(); public Dictionary ActiveComponents { get; private set; } = new();
public static SkillManager Instance { get; private set; }
[Signal] [Signal]
public delegate void ActiveThrowSkillChangedEventHandler(BrickThrowComponent throwComponent); public delegate void ActiveThrowSkillChangedEventHandler(BrickThrowComponent throwComponent);
[Signal] [Signal]
@@ -24,7 +27,13 @@ public partial class SkillManager : Node
public override void _Ready() public override void _Ready()
{ {
_gameManager = GetNode<GameManager>("/root/GameManager"); Instance = this;
_gameManager = GetNode<GameManager>(Constants.GameManagerPath);
}
public override void _ExitTree()
{
if (Instance == this) Instance = null;
} }
/// <summary> /// <summary>
@@ -114,7 +123,7 @@ public partial class SkillManager : Node
if (instance is BrickThrowComponent btc) if (instance is BrickThrowComponent btc)
{ {
EmitSignalActiveThrowSkillChanged(btc); EmitSignalActiveThrowSkillChanged(btc);
} }
} }
@@ -142,7 +151,6 @@ public partial class SkillManager : Node
{ {
if (s.Name == skillName) if (s.Name == skillName)
{ {
s.IsActive = false;
break; break;
} }
} }
@@ -187,12 +195,16 @@ public partial class SkillManager : Node
return null; return null;
} }
public bool IsSkillActive(SkillData skill)
{
return skill != null && ActiveComponents.ContainsKey(skill.Name);
}
public void ActivateSkill(SkillData skill) public void ActivateSkill(SkillData skill)
{ {
if (!ActiveComponents.ContainsKey(skill.Name)) if (!ActiveComponents.ContainsKey(skill.Name))
{ {
AddSkill(skill); AddSkill(skill);
skill.IsActive = true;
} }
} }
@@ -201,7 +213,6 @@ public partial class SkillManager : Node
if (ActiveComponents.ContainsKey(skill.Name)) if (ActiveComponents.ContainsKey(skill.Name))
{ {
RemoveSkill(skill.Name); RemoveSkill(skill.Name);
skill.IsActive = false;
} }
} }

View File

@@ -1,32 +1,21 @@
using System.Collections.Generic;
using Godot; using Godot;
using Godot.Collections; using Mr.BrickAdventures.scripts.State;
namespace Mr.BrickAdventures.Autoloads; namespace Mr.BrickAdventures.Autoloads;
/// <summary>
/// Manages game statistics using GameStateStore.
/// </summary>
public partial class StatisticsManager : Node public partial class StatisticsManager : Node
{ {
private GameManager _gameManager;
private AchievementManager _achievementManager;
private Dictionary<string, Variant> _stats = new();
public override void _Ready() /// <summary>
/// Gets the statistics dictionary from the store.
/// </summary>
private Dictionary<string, int> GetStats()
{ {
_gameManager = GetNode<GameManager>("/root/GameManager"); return GameStateStore.Instance?.Player.Statistics ?? new Dictionary<string, int>();
_achievementManager = GetNode<AchievementManager>("/root/AchievementManager");
LoadStatistics();
}
private void LoadStatistics()
{
if (_gameManager.PlayerState.TryGetValue("statistics", out var statsObj))
{
_stats = (Dictionary<string, Variant>)statsObj;
}
else
{
_stats = new Dictionary<string, Variant>();
_gameManager.PlayerState["statistics"] = _stats;
}
} }
/// <summary> /// <summary>
@@ -34,45 +23,40 @@ public partial class StatisticsManager : Node
/// </summary> /// </summary>
public void IncrementStat(string statName, int amount = 1) public void IncrementStat(string statName, int amount = 1)
{ {
if (_stats.TryGetValue(statName, out var currentValue)) var stats = GetStats();
if (stats.TryGetValue(statName, out var currentValue))
{ {
_stats[statName] = (int)currentValue + amount; stats[statName] = currentValue + amount;
} }
else else
{ {
_stats[statName] = amount; stats[statName] = amount;
} }
GD.Print($"Stat '{statName}' updated to: {_stats[statName]}"); }
CheckAchievementsForStat(statName);
/// <summary>
/// Sets a statistic to a specific value.
/// </summary>
public void SetStat(string statName, int value)
{
var stats = GetStats();
stats[statName] = value;
} }
/// <summary> /// <summary>
/// Gets the value of a statistic. /// Gets the value of a statistic.
/// </summary> /// </summary>
public Variant GetStat(string statName, Variant defaultValue = default) public int GetStat(string statName)
{ {
return _stats.TryGetValue(statName, out var value) ? value : defaultValue; var stats = GetStats();
return stats.TryGetValue(statName, out var value) ? value : 0;
} }
/// <summary> /// <summary>
/// Checks if the updated stat meets the criteria for any achievements. /// Gets a copy of all statistics.
/// </summary> /// </summary>
private void CheckAchievementsForStat(string statName) public Dictionary<string, int> GetAllStats()
{ {
switch (statName) return new Dictionary<string, int>(GetStats());
{
case "enemies_defeated":
if ((int)GetStat(statName, 0) >= 100)
{
_achievementManager.UnlockAchievement("slayer_100_enemies");
}
break;
case "jumps_made":
if ((int)GetStat(statName, 0) >= 1000)
{
_achievementManager.UnlockAchievement("super_jumper");
}
break;
}
} }
} }

View File

@@ -1,4 +1,4 @@
[gd_scene load_steps=58 format=3 uid="uid://bqi5s710xb1ju"] [gd_scene load_steps=57 format=3 uid="uid://bqi5s710xb1ju"]
[ext_resource type="Script" uid="uid://csel4s0e4g5uf" path="res://scripts/components/PlayerController.cs" id="1_yysbb"] [ext_resource type="Script" uid="uid://csel4s0e4g5uf" path="res://scripts/components/PlayerController.cs" id="1_yysbb"]
[ext_resource type="Shader" uid="uid://bs4xvm4qkurpr" path="res://shaders/hit_flash.tres" id="2_lgb3u"] [ext_resource type="Shader" uid="uid://bs4xvm4qkurpr" path="res://shaders/hit_flash.tres" id="2_lgb3u"]
@@ -19,7 +19,6 @@
[ext_resource type="PackedScene" uid="uid://dre1vit1m4d2n" path="res://objects/movement_abilities/grid_movement_ability.tscn" id="8_xuhvf"] [ext_resource type="PackedScene" uid="uid://dre1vit1m4d2n" path="res://objects/movement_abilities/grid_movement_ability.tscn" id="8_xuhvf"]
[ext_resource type="Script" uid="uid://dy78ak8eykw6e" path="res://scripts/components/FlipComponent.cs" id="9_yysbb"] [ext_resource type="Script" uid="uid://dy78ak8eykw6e" path="res://scripts/components/FlipComponent.cs" id="9_yysbb"]
[ext_resource type="Script" uid="uid://mnjg3p0aw1ow" path="res://scripts/components/CanPickUpComponent.cs" id="10_yysbb"] [ext_resource type="Script" uid="uid://mnjg3p0aw1ow" path="res://scripts/components/CanPickUpComponent.cs" id="10_yysbb"]
[ext_resource type="Script" uid="uid://ccqb8kd5m0eh7" path="res://scripts/components/ScoreComponent.cs" id="11_o1ihh"]
[ext_resource type="Script" uid="uid://dgb8bqcri7nsj" path="res://scripts/components/HealthComponent.cs" id="12_ur2y5"] [ext_resource type="Script" uid="uid://dgb8bqcri7nsj" path="res://scripts/components/HealthComponent.cs" id="12_ur2y5"]
[ext_resource type="Script" uid="uid://byw1legrv1ep2" path="res://scripts/components/PlayerDeathComponent.cs" id="13_7til7"] [ext_resource type="Script" uid="uid://byw1legrv1ep2" path="res://scripts/components/PlayerDeathComponent.cs" id="13_7til7"]
[ext_resource type="Script" uid="uid://cecelixl41t3j" path="res://scripts/components/InvulnerabilityComponent.cs" id="15_xuhvf"] [ext_resource type="Script" uid="uid://cecelixl41t3j" path="res://scripts/components/InvulnerabilityComponent.cs" id="15_xuhvf"]
@@ -175,9 +174,6 @@ shape = SubResource("RectangleShape2D_vad0t")
[node name="CanPickUpComponent" type="Node" parent="."] [node name="CanPickUpComponent" type="Node" parent="."]
script = ExtResource("10_yysbb") script = ExtResource("10_yysbb")
[node name="ScoreComponent" type="Node" parent="."]
script = ExtResource("11_o1ihh")
[node name="HealthComponent" type="Node2D" parent="." node_paths=PackedStringArray("HurtSfx", "HealSfx")] [node name="HealthComponent" type="Node2D" parent="." node_paths=PackedStringArray("HurtSfx", "HealSfx")]
script = ExtResource("12_ur2y5") script = ExtResource("12_ur2y5")
HurtSfx = NodePath("../sfx_hurt") HurtSfx = NodePath("../sfx_hurt")

View File

@@ -0,0 +1,34 @@
[gd_scene load_steps=6 format=3 uid="uid://dk2cu8qs7odib"]
[ext_resource type="Texture2D" uid="uid://djifxc5x0dyrw" path="res://sprites/ppc_tileset.png" id="1_214vd"]
[ext_resource type="Script" uid="uid://r4jybneigfcn" path="res://scripts/components/CollectableComponent.cs" id="2_h7fi3"]
[ext_resource type="Script" uid="uid://bjln6jb1sigx2" path="res://scripts/components/FadeAwayComponent.cs" id="3_b687r"]
[ext_resource type="Resource" path="res://resources/collectables/double_jump_pickup.tres" id="3_h7fi3"]
[sub_resource type="CircleShape2D" id="CircleShape2D_pickup"]
radius = 12.0
[node name="SkillPickup" type="Area2D" groups=["Collectables"]]
collision_layer = 2
collision_mask = 4
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
shape = SubResource("CircleShape2D_pickup")
[node name="Sprite2D" type="Sprite2D" parent="."]
texture = ExtResource("1_214vd")
hframes = 12
vframes = 12
frame = 24
[node name="CollectableComponent" type="Node" parent="." node_paths=PackedStringArray("Area2D", "CollisionShape")]
script = ExtResource("2_h7fi3")
Area2D = NodePath("..")
CollisionShape = NodePath("../CollisionShape2D")
Data = ExtResource("3_h7fi3")
[node name="FadeAwayComponent" type="Node" parent="." node_paths=PackedStringArray("Sprite", "Area")]
script = ExtResource("3_b687r")
Sprite = NodePath("../Sprite2D")
FadeDuration = 0.5
Area = NodePath("..")

View File

@@ -0,0 +1,32 @@
[gd_scene load_steps=5 format=3 uid="uid://0idmnkwids1r"]
[ext_resource type="Texture2D" uid="uid://djifxc5x0dyrw" path="res://sprites/ppc_tileset.png" id="1_sprite"]
[ext_resource type="Script" uid="uid://r4jybneigfcn" path="res://scripts/components/CollectableComponent.cs" id="2_collectable"]
[ext_resource type="Script" uid="uid://bjln6jb1sigx2" path="res://scripts/components/FadeAwayComponent.cs" id="3_fadeaway"]
[sub_resource type="CircleShape2D" id="CircleShape2D_pickup"]
radius = 12.0
[node name="SkillPickup" type="Area2D" groups=["Collectables"]]
collision_layer = 2
collision_mask = 4
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
shape = SubResource("CircleShape2D_pickup")
[node name="Sprite2D" type="Sprite2D" parent="."]
texture = ExtResource("1_sprite")
hframes = 12
vframes = 12
frame = 24
[node name="CollectableComponent" type="Node" parent="." node_paths=PackedStringArray("Area2D", "CollisionShape")]
script = ExtResource("2_collectable")
Area2D = NodePath("..")
CollisionShape = NodePath("../CollisionShape2D")
[node name="FadeAwayComponent" type="Node" parent="." node_paths=PackedStringArray("Sprite", "Area")]
script = ExtResource("3_fadeaway")
Sprite = NodePath("../Sprite2D")
FadeDuration = 0.5
Area = NodePath("..")

View File

@@ -1,4 +1,4 @@
[gd_scene load_steps=2 format=3 uid="uid://dtxkjif7prm70"] [gd_scene load_steps=2 format=3 uid="uid://bimyb8suadq3u"]
[ext_resource type="Script" uid="uid://dl7vthhurirwc" path="res://scripts/components/XRayVisionSkillComponent.cs" id="1_ebn6n"] [ext_resource type="Script" uid="uid://dl7vthhurirwc" path="res://scripts/components/XRayVisionSkillComponent.cs" id="1_ebn6n"]

View File

@@ -1,4 +1,4 @@
[gd_scene load_steps=13 format=3 uid="uid://bi6v7u17vg1ww"] [gd_scene load_steps=12 format=3 uid="uid://bi6v7u17vg1ww"]
[ext_resource type="Script" uid="uid://dru77vj07e18s" path="res://Autoloads/SkillManager.cs" id="1_31033"] [ext_resource type="Script" uid="uid://dru77vj07e18s" path="res://Autoloads/SkillManager.cs" id="1_31033"]
[ext_resource type="Script" uid="uid://d4crrfmbgxnqf" path="res://scripts/Resources/SkillData.cs" id="2_87da4"] [ext_resource type="Script" uid="uid://d4crrfmbgxnqf" path="res://scripts/Resources/SkillData.cs" id="2_87da4"]
@@ -6,13 +6,12 @@
[ext_resource type="Resource" uid="uid://cdp8sex36vdq2" path="res://resources/skills/explosive_brick.tres" id="4_53vnv"] [ext_resource type="Resource" uid="uid://cdp8sex36vdq2" path="res://resources/skills/explosive_brick.tres" id="4_53vnv"]
[ext_resource type="Resource" uid="uid://cr5lo4h8wm0jc" path="res://resources/skills/fire_brick.tres" id="5_77gav"] [ext_resource type="Resource" uid="uid://cr5lo4h8wm0jc" path="res://resources/skills/fire_brick.tres" id="5_77gav"]
[ext_resource type="Resource" uid="uid://ceakv6oqob6m7" path="res://resources/skills/ice_brick.tres" id="6_gib8v"] [ext_resource type="Resource" uid="uid://ceakv6oqob6m7" path="res://resources/skills/ice_brick.tres" id="6_gib8v"]
[ext_resource type="Resource" uid="uid://d3bjre2etov1n" path="res://resources/skills/magnetic.tres" id="7_6wy8o"]
[ext_resource type="Resource" uid="uid://bxsgq8703qx4u" path="res://resources/skills/double_jump.tres" id="8_87da4"] [ext_resource type="Resource" uid="uid://bxsgq8703qx4u" path="res://resources/skills/double_jump.tres" id="8_87da4"]
[ext_resource type="Resource" uid="uid://cseilsspimw1n" path="res://resources/skills/ground_pound_skill.tres" id="9_77gav"] [ext_resource type="Resource" uid="uid://cseilsspimw1n" path="res://resources/skills/ground_pound_skill.tres" id="9_77gav"]
[ext_resource type="Resource" uid="uid://c5dj06l86winx" path="res://resources/skills/xray_vision.tres" id="10_gib8v"] [ext_resource type="Resource" uid="uid://d3bjre2etov1n" path="res://resources/skills/magnetic.tres" id="10_gib8v"]
[ext_resource type="Resource" uid="uid://d12defdtmlk0u" path="res://resources/skills/brick_shield.tres" id="11_6wy8o"] [ext_resource type="Resource" uid="uid://d12defdtmlk0u" path="res://resources/skills/brick_shield.tres" id="11_6wy8o"]
[ext_resource type="Resource" uid="uid://dghnl301o1aiy" path="res://resources/skills/brick_armor.tres" id="12_gib8v"] [ext_resource type="Resource" uid="uid://dghnl301o1aiy" path="res://resources/skills/brick_armor.tres" id="12_gib8v"]
[node name="SkillManager" type="Node"] [node name="SkillManager" type="Node"]
script = ExtResource("1_31033") script = ExtResource("1_31033")
AvailableSkills = Array[ExtResource("2_87da4")]([ExtResource("3_shjvi"), ExtResource("4_53vnv"), ExtResource("5_77gav"), ExtResource("6_gib8v"), ExtResource("7_6wy8o"), ExtResource("8_87da4"), ExtResource("9_77gav"), ExtResource("10_gib8v"), ExtResource("11_6wy8o"), ExtResource("12_gib8v")]) AvailableSkills = Array[ExtResource("2_87da4")]([ExtResource("3_shjvi"), ExtResource("4_53vnv"), ExtResource("5_77gav"), ExtResource("6_gib8v"), ExtResource("10_gib8v"), ExtResource("8_87da4"), ExtResource("9_77gav"), ExtResource("11_6wy8o"), ExtResource("12_gib8v")])

View File

@@ -29,7 +29,6 @@ config/icon="uid://jix7wdn0isr3"
[autoload] [autoload]
GameManager="*res://objects/game_manager.tscn"
PhantomCameraManager="*res://addons/phantom_camera/scripts/managers/phantom_camera_manager.gd" PhantomCameraManager="*res://addons/phantom_camera/scripts/managers/phantom_camera_manager.gd"
AudioController="*res://objects/audio_controller.tscn" AudioController="*res://objects/audio_controller.tscn"
UIManager="*res://Autoloads/UIManager.cs" UIManager="*res://Autoloads/UIManager.cs"
@@ -46,6 +45,13 @@ EventBus="*res://Autoloads/EventBus.cs"
StatisticsManager="*res://Autoloads/StatisticsManager.cs" StatisticsManager="*res://Autoloads/StatisticsManager.cs"
SpeedRunManager="res://Autoloads/SpeedRunManager.cs" SpeedRunManager="res://Autoloads/SpeedRunManager.cs"
GhostManager="res://objects/ghost_manager.tscn" GhostManager="res://objects/ghost_manager.tscn"
StatisticsEventHandler="*res://scripts/Events/StatisticsEventHandler.cs"
CoinStateHandler="*res://scripts/Events/CoinStateHandler.cs"
LevelStateHandler="*res://scripts/Events/LevelStateHandler.cs"
LivesStateHandler="*res://scripts/Events/LivesStateHandler.cs"
SkillCollectHandler="*res://scripts/Events/SkillCollectHandler.cs"
GameStateStore="*res://Autoloads/GameStateStore.cs"
GameManager="*res://objects/game_manager.tscn"
[debug] [debug]

View File

@@ -0,0 +1,10 @@
[gd_resource type="Resource" script_class="CollectableResource" load_steps=3 format=3]
[ext_resource type="Script" path="res://scripts/Resources/CollectableResource.cs" id="1_script"]
[ext_resource type="Resource" uid="uid://bxsgq8703qx4u" path="res://resources/skills/double_jump.tres" id="2_skill"]
[resource]
script = ExtResource("1_script")
Amount = 0.0
Type = 3
Skill = ExtResource("2_skill")

View File

@@ -1,31 +0,0 @@
[gd_resource type="Resource" script_class="SkillData" load_steps=6 format=3 uid="uid://c5dj06l86winx"]
[ext_resource type="PackedScene" uid="uid://dtxkjif7prm70" path="res://objects/player_skills/x_ray_vision_skill_component.tscn" id="1_ax2d8"]
[ext_resource type="Script" uid="uid://d4crrfmbgxnqf" path="res://scripts/Resources/SkillData.cs" id="1_g8qe3"]
[ext_resource type="Script" uid="uid://dwb0e05pewcsn" path="res://scripts/Resources/SkillUpgrade.cs" id="2_o726x"]
[sub_resource type="Resource" id="Resource_72ltj"]
script = ExtResource("2_o726x")
Cost = 200
Description = ""
Properties = Dictionary[String, Variant]({
"duration": 5.0
})
metadata/_custom_type_script = "uid://dwb0e05pewcsn"
[sub_resource type="Resource" id="Resource_2kdfi"]
script = ExtResource("2_o726x")
Cost = 275
Description = ""
Properties = Dictionary[String, Variant]({
"duration": 10.0
})
metadata/_custom_type_script = "uid://dwb0e05pewcsn"
[resource]
script = ExtResource("1_g8qe3")
Name = "XRAY_VISION"
Description = "XRAY_VISION_DESCRIPTION"
Node = ExtResource("1_ax2d8")
Upgrades = Array[ExtResource("2_o726x")]([SubResource("Resource_72ltj"), SubResource("Resource_2kdfi")])
metadata/_custom_type_script = "uid://d4crrfmbgxnqf"

View File

@@ -1,4 +1,4 @@
[gd_scene load_steps=33 format=4 uid="uid://h60obxmju6mo"] [gd_scene load_steps=34 format=4 uid="uid://h60obxmju6mo"]
[ext_resource type="PackedScene" uid="uid://dyp4i4ru2j2jh" path="res://objects/fxs/explosion_fx.tscn" id="1_p30ax"] [ext_resource type="PackedScene" uid="uid://dyp4i4ru2j2jh" path="res://objects/fxs/explosion_fx.tscn" id="1_p30ax"]
[ext_resource type="PackedScene" uid="uid://dx80ivlvuuew4" path="res://objects/fxs/fire_fx.tscn" id="2_a7yjf"] [ext_resource type="PackedScene" uid="uid://dx80ivlvuuew4" path="res://objects/fxs/fire_fx.tscn" id="2_a7yjf"]
@@ -23,6 +23,7 @@
[ext_resource type="PackedScene" uid="uid://bqom4cm7r18db" path="res://objects/entities/killzone.tscn" id="21_p30ax"] [ext_resource type="PackedScene" uid="uid://bqom4cm7r18db" path="res://objects/entities/killzone.tscn" id="21_p30ax"]
[ext_resource type="PackedScene" uid="uid://12jnkdygpxwc" path="res://objects/entities/exit_level.tscn" id="22_a7yjf"] [ext_resource type="PackedScene" uid="uid://12jnkdygpxwc" path="res://objects/entities/exit_level.tscn" id="22_a7yjf"]
[ext_resource type="PackedScene" uid="uid://t6h2ra7kjyq" path="res://objects/entities/small_heal_potion.tscn" id="23_m6h4x"] [ext_resource type="PackedScene" uid="uid://t6h2ra7kjyq" path="res://objects/entities/small_heal_potion.tscn" id="23_m6h4x"]
[ext_resource type="PackedScene" uid="uid://dk2cu8qs7odib" path="res://objects/entities/double_jump_skill_pickup.tscn" id="24_6fdf4"]
[sub_resource type="TileSetAtlasSource" id="TileSetAtlasSource_j7bvy"] [sub_resource type="TileSetAtlasSource" id="TileSetAtlasSource_j7bvy"]
texture = ExtResource("7_uvxky") texture = ExtResource("7_uvxky")
@@ -300,7 +301,7 @@ z_index = 5
position = Vector2(903, -118) position = Vector2(903, -118)
metadata/_edit_group_ = true metadata/_edit_group_ = true
[node name="HitParticles" parent="Brick Player" index="24"] [node name="HitParticles" parent="Brick Player" index="23"]
process_material = SubResource("ParticleProcessMaterial_lgb3u") process_material = SubResource("ParticleProcessMaterial_lgb3u")
[node name="Camera2D" parent="." instance=ExtResource("12_qhkyq")] [node name="Camera2D" parent="." instance=ExtResource("12_qhkyq")]
@@ -364,6 +365,9 @@ position = Vector2(1359, -42)
[node name="Killzone" parent="." instance=ExtResource("21_p30ax")] [node name="Killzone" parent="." instance=ExtResource("21_p30ax")]
position = Vector2(2456, 815) position = Vector2(2456, 815)
[node name="SkillPickup" parent="." instance=ExtResource("24_6fdf4")]
position = Vector2(1136, -109)
[connection signal="Death" from="Brick Player/HealthComponent" to="UI Layer/DeathScreen" method="OnPlayerDeath"] [connection signal="Death" from="Brick Player/HealthComponent" to="UI Layer/DeathScreen" method="OnPlayerDeath"]
[connection signal="Death" from="Brick Player/HealthComponent" to="UI Layer/GameOverScreen" method="OnPlayerDeath"] [connection signal="Death" from="Brick Player/HealthComponent" to="UI Layer/GameOverScreen" method="OnPlayerDeath"]

25
scripts/Constants.cs Normal file
View File

@@ -0,0 +1,25 @@
namespace Mr.BrickAdventures;
/// <summary>
/// Constants for autoload paths and other commonly used values.
/// </summary>
public static class Constants
{
// Autoload paths
public const string EventBusPath = "/root/EventBus";
public const string GameManagerPath = "/root/GameManager";
public const string GameStateStorePath = "/root/GameStateStore";
public const string SaveSystemPath = "/root/SaveSystem";
public const string SpeedRunManagerPath = "/root/SpeedRunManager";
public const string GhostManagerPath = "/root/GhostManager";
public const string AchievementManagerPath = "/root/AchievementManager";
public const string StatisticsManagerPath = "/root/StatisticsManager";
public const string SkillManagerPath = "/root/SkillManager";
public const string FloatingTextManagerPath = "/root/FloatingTextManager";
public const string UIManagerPath = "/root/UIManager";
public const string ConsoleManagerPath = "/root/ConsoleManager";
public const string ConfigFileHandlerPath = "/root/ConfigFileHandler";
// Group names
public const string CoinsGroup = "coins";
}

1
scripts/Constants.cs.uid Normal file
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@@ -0,0 +1 @@
uid://bn7o3n3bomvrd

View File

@@ -0,0 +1,29 @@
using Godot;
using Mr.BrickAdventures.Autoloads;
namespace Mr.BrickAdventures.scripts.Events;
/// <summary>
/// Handles coin collection events and updates the GameStateStore.
/// Replaces the manual coin logic in GameManager.
/// </summary>
public partial class CoinStateHandler : Node
{
public override void _Ready()
{
EventBus.Instance.CoinCollected += OnCoinCollected;
}
public override void _ExitTree()
{
if (EventBus.Instance != null)
{
EventBus.Instance.CoinCollected -= OnCoinCollected;
}
}
private void OnCoinCollected(int amount, Vector2 position)
{
GameStateStore.Instance?.AddSessionCoins(amount);
}
}

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@@ -0,0 +1 @@
uid://1qg3q53kkh0k

View File

@@ -1,4 +1,5 @@
using Godot; using Godot;
using Mr.BrickAdventures;
using Mr.BrickAdventures.Autoloads; using Mr.BrickAdventures.Autoloads;
namespace Mr.BrickAdventures.scripts.Events; namespace Mr.BrickAdventures.scripts.Events;
@@ -10,11 +11,10 @@ public partial class GhostEventHandler : Node
public override void _Ready() public override void _Ready()
{ {
_ghostManager = GetNode<GhostManager>("/root/GhostManager"); _ghostManager = GetNode<GhostManager>(Constants.GhostManagerPath);
var eventBus = GetNode<EventBus>("/root/EventBus");
eventBus.LevelStarted += OnLevelStarted; EventBus.Instance.LevelStarted += OnLevelStarted;
eventBus.LevelCompleted += OnLevelCompleted; EventBus.Instance.LevelCompleted += OnLevelCompleted;
} }
private void OnLevelStarted(int levelIndex, Node currentScene) private void OnLevelStarted(int levelIndex, Node currentScene)

View File

@@ -0,0 +1,39 @@
using Godot;
using Mr.BrickAdventures.Autoloads;
namespace Mr.BrickAdventures.scripts.Events;
/// <summary>
/// Handles level completion events and updates GameStateStore.
/// </summary>
public partial class LevelStateHandler : Node
{
public override void _Ready()
{
EventBus.Instance.LevelCompleted += OnLevelCompleted;
}
public override void _ExitTree()
{
if (EventBus.Instance != null)
{
EventBus.Instance.LevelCompleted -= OnLevelCompleted;
}
}
private void OnLevelCompleted(int levelIndex, Node currentScene, double completionTime)
{
var store = GameStateStore.Instance;
if (store == null) return;
// Mark level complete and unlock next
store.MarkLevelComplete(levelIndex);
// Commit session data to persistent state
store.CommitSessionCoins();
store.CommitSessionSkills();
// Reset session for next level
store.ResetSession();
}
}

View File

@@ -0,0 +1 @@
uid://gx5vn7viphv

View File

@@ -0,0 +1,29 @@
using Godot;
using Mr.BrickAdventures.Autoloads;
namespace Mr.BrickAdventures.scripts.Events;
/// <summary>
/// Handles player death events and updates lives in GameStateStore.
/// </summary>
public partial class LivesStateHandler : Node
{
public override void _Ready()
{
EventBus.Instance.PlayerDied += OnPlayerDied;
}
public override void _ExitTree()
{
if (EventBus.Instance != null)
{
EventBus.Instance.PlayerDied -= OnPlayerDied;
}
}
private void OnPlayerDied(Vector2 position)
{
GameStateStore.Instance?.RemoveLife();
GameStateStore.Instance?.ResetSession();
}
}

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@@ -0,0 +1 @@
uid://b4ocg7g8vmtvp

View File

@@ -0,0 +1,43 @@
using Godot;
using Mr.BrickAdventures.Autoloads;
using Mr.BrickAdventures.scripts.Resources;
namespace Mr.BrickAdventures.scripts.Events;
/// <summary>
/// Handles skill collection events and unlocks skills via GameStateStore.
/// Skills are immediately activated but only persisted on level complete.
/// </summary>
public partial class SkillCollectHandler : Node
{
private SkillManager _skillManager;
public override void _Ready()
{
_skillManager = SkillManager.Instance;
EventBus.Instance.SkillCollected += OnSkillCollected;
}
public override void _ExitTree()
{
if (EventBus.Instance != null)
{
EventBus.Instance.SkillCollected -= OnSkillCollected;
}
}
private void OnSkillCollected(SkillData skill, Vector2 position)
{
if (skill == null) return;
// Unlock in session (will be committed on level complete, lost on death)
GameStateStore.Instance?.UnlockSkillInSession(skill);
// Immediately activate the skill for the player
skill.Level = 1;
_skillManager?.AddSkill(skill);
// Emit skill unlocked event for UI/achievements
EventBus.EmitSkillUnlocked(skill.Name, skill.Level);
}
}

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@@ -0,0 +1 @@
uid://c1po4hjvqbslm

View File

@@ -1,4 +1,5 @@
using Godot; using Godot;
using Mr.BrickAdventures;
using Mr.BrickAdventures.Autoloads; using Mr.BrickAdventures.Autoloads;
namespace Mr.BrickAdventures.scripts.Events; namespace Mr.BrickAdventures.scripts.Events;
@@ -10,10 +11,9 @@ public partial class SpeedRunEventHandler : Node
public override void _Ready() public override void _Ready()
{ {
_speedRunManager = GetNode<SpeedRunManager>("/root/SpeedRunManager"); _speedRunManager = GetNode<SpeedRunManager>(Constants.SpeedRunManagerPath);
var eventBus = GetNode<EventBus>("/root/EventBus");
eventBus.LevelCompleted += OnLevelCompleted; EventBus.Instance.LevelCompleted += OnLevelCompleted;
} }
private void OnLevelCompleted(int levelIndex, Node currentScene, double completionTime) private void OnLevelCompleted(int levelIndex, Node currentScene, double completionTime)

View File

@@ -0,0 +1,62 @@
using Godot;
using Mr.BrickAdventures;
using Mr.BrickAdventures.Autoloads;
namespace Mr.BrickAdventures.scripts.Events;
/// <summary>
/// Handles game events and updates statistics accordingly.
/// Listens to EventBus signals and increments relevant stats.
/// </summary>
public partial class StatisticsEventHandler : Node
{
private StatisticsManager _statisticsManager;
public override void _Ready()
{
_statisticsManager = GetNode<StatisticsManager>(Constants.StatisticsManagerPath);
// Subscribe to events
EventBus.Instance.CoinCollected += OnCoinCollected;
EventBus.Instance.EnemyDefeated += OnEnemyDefeated;
EventBus.Instance.PlayerDied += OnPlayerDied;
EventBus.Instance.LevelCompleted += OnLevelCompleted;
EventBus.Instance.ChildRescued += OnChildRescued;
}
public override void _ExitTree()
{
if (EventBus.Instance == null) return;
EventBus.Instance.CoinCollected -= OnCoinCollected;
EventBus.Instance.EnemyDefeated -= OnEnemyDefeated;
EventBus.Instance.PlayerDied -= OnPlayerDied;
EventBus.Instance.LevelCompleted -= OnLevelCompleted;
EventBus.Instance.ChildRescued -= OnChildRescued;
}
private void OnCoinCollected(int amount, Vector2 position)
{
_statisticsManager.IncrementStat("coins_collected", amount);
}
private void OnEnemyDefeated(Node enemy, Vector2 position)
{
_statisticsManager.IncrementStat("enemies_defeated");
}
private void OnPlayerDied(Vector2 position)
{
_statisticsManager.IncrementStat("deaths");
}
private void OnLevelCompleted(int levelIndex, Node currentScene, double completionTime)
{
_statisticsManager.IncrementStat("levels_completed");
}
private void OnChildRescued(Vector2 position)
{
_statisticsManager.IncrementStat("children_rescued");
}
}

View File

@@ -0,0 +1 @@
uid://l68tjau3k6bw

View File

@@ -6,4 +6,9 @@ public partial class CollectableResource : Resource
{ {
[Export] public float Amount { get; set; } = 0.0f; [Export] public float Amount { get; set; } = 0.0f;
[Export] public CollectableType Type { get; set; } [Export] public CollectableType Type { get; set; }
/// <summary>
/// The skill to unlock when collected. Only used when Type is Skill.
/// </summary>
[Export] public SkillData Skill { get; set; }
} }

View File

@@ -5,4 +5,5 @@ public enum CollectableType
Coin, Coin,
Kid, Kid,
Health, Health,
Skill,
} }

View File

@@ -10,7 +10,6 @@ public partial class SkillData : Resource
[Export] public string Name { get; set; } = "New Skill"; [Export] public string Name { get; set; } = "New Skill";
[Export] public string Description { get; set; } = "New Skill"; [Export] public string Description { get; set; } = "New Skill";
[Export] public Texture2D Icon { get; set; } [Export] public Texture2D Icon { get; set; }
[Export] public bool IsActive { get; set; } = false;
[Export] public int Level { get; set; } = 1; [Export] public int Level { get; set; } = 1;
[Export] public SkillType Type { get; set; } = SkillType.Throw; [Export] public SkillType Type { get; set; } = SkillType.Throw;
[Export] public PackedScene Node { get; set; } [Export] public PackedScene Node { get; set; }

View File

@@ -0,0 +1,73 @@
using System.Collections.Generic;
using Mr.BrickAdventures.scripts.Resources;
namespace Mr.BrickAdventures.scripts.State;
/// <summary>
/// Persistent player data that survives across sessions.
/// This is a POCO (Plain Old C# Object) for predictable state management.
/// </summary>
public class PlayerState
{
/// <summary>
/// Saved coins (not including current session).
/// </summary>
public int Coins { get; set; }
/// <summary>
/// Remaining lives.
/// </summary>
public int Lives { get; set; } = 3;
/// <summary>
/// Indices of completed levels.
/// </summary>
public List<int> CompletedLevels { get; set; } = new();
/// <summary>
/// Indices of levels the player can access.
/// </summary>
public List<int> UnlockedLevels { get; set; } = new() { 0 };
/// <summary>
/// Skills the player has permanently unlocked.
/// </summary>
public List<SkillData> UnlockedSkills { get; set; } = new();
/// <summary>
/// Statistics dictionary for tracking game stats.
/// </summary>
public Dictionary<string, int> Statistics { get; set; } = new();
/// <summary>
/// IDs of unlocked achievements.
/// </summary>
public List<string> UnlockedAchievements { get; set; } = new();
/// <summary>
/// Creates a fresh default player state.
/// </summary>
public static PlayerState CreateDefault() => new()
{
Coins = 0,
Lives = 3,
CompletedLevels = new List<int>(),
UnlockedLevels = new List<int> { 0 },
UnlockedSkills = new List<SkillData>(),
Statistics = new Dictionary<string, int>()
};
/// <summary>
/// Resets this state to default values.
/// </summary>
public void Reset()
{
Coins = 0;
Lives = 3;
CompletedLevels.Clear();
UnlockedLevels.Clear();
UnlockedLevels.Add(0);
UnlockedSkills.Clear();
Statistics.Clear();
}
}

View File

@@ -0,0 +1 @@
uid://gtr1e60jq7iv

View File

@@ -0,0 +1,55 @@
using System.Collections.Generic;
using Mr.BrickAdventures.scripts.Resources;
namespace Mr.BrickAdventures.scripts.State;
/// <summary>
/// Data for the current gameplay session.
/// Reset when player dies or completes a level.
/// </summary>
public class SessionState
{
/// <summary>
/// Current level index being played.
/// </summary>
public int CurrentLevel { get; set; }
/// <summary>
/// Coins collected during this session (not yet saved).
/// </summary>
public int CoinsCollected { get; set; }
/// <summary>
/// Skills unlocked during this session (not yet saved).
/// </summary>
public List<SkillData> SkillsUnlocked { get; set; } = new();
/// <summary>
/// Creates a fresh session state.
/// </summary>
public static SessionState CreateDefault() => new()
{
CurrentLevel = 0,
CoinsCollected = 0,
SkillsUnlocked = new List<SkillData>()
};
/// <summary>
/// Resets session state to defaults.
/// </summary>
public void Reset()
{
CoinsCollected = 0;
SkillsUnlocked.Clear();
}
/// <summary>
/// Resets completely including level.
/// </summary>
public void ResetAll()
{
CurrentLevel = 0;
CoinsCollected = 0;
SkillsUnlocked.Clear();
}
}

View File

@@ -0,0 +1 @@
uid://chqsdleqrnl7b

View File

@@ -1,4 +1,5 @@
using Godot; using Godot;
using Mr.BrickAdventures;
using Mr.BrickAdventures.Autoloads; using Mr.BrickAdventures.Autoloads;
namespace Mr.BrickAdventures.scripts.UI; namespace Mr.BrickAdventures.scripts.UI;
@@ -16,8 +17,8 @@ public partial class AudioSettings : Control
public override void _Ready() public override void _Ready()
{ {
_uiManager = GetNode<UIManager>("/root/UIManager"); _uiManager = GetNode<UIManager>(Constants.UIManagerPath);
_configFileHandler = GetNode<ConfigFileHandler>("/root/ConfigFileHandler"); _configFileHandler = GetNode<ConfigFileHandler>(Constants.ConfigFileHandlerPath);
Initialize(); Initialize();
MasterVolumeSlider.ValueChanged += OnMasterVolumeChanged; MasterVolumeSlider.ValueChanged += OnMasterVolumeChanged;
MusicVolumeSlider.ValueChanged += OnMusicVolumeChanged; MusicVolumeSlider.ValueChanged += OnMusicVolumeChanged;

View File

@@ -1,4 +1,5 @@
using Godot; using Godot;
using Mr.BrickAdventures;
using Mr.BrickAdventures.Autoloads; using Mr.BrickAdventures.Autoloads;
using Mr.BrickAdventures.scripts.components; using Mr.BrickAdventures.scripts.components;
using Mr.BrickAdventures.scripts.Resources; using Mr.BrickAdventures.scripts.Resources;
@@ -17,7 +18,7 @@ public partial class ChargeProgressBar : ProgressBar
{ {
ProgressBar.Hide(); ProgressBar.Hide();
_skillManager = GetNodeOrNull<SkillManager>("/root/SkillManager"); _skillManager = GetNodeOrNull<SkillManager>(Constants.SkillManagerPath);
if (_skillManager == null) if (_skillManager == null)
{ {
GD.PrintErr("ChargeProgressBar: SkillManager autoload not found."); GD.PrintErr("ChargeProgressBar: SkillManager autoload not found.");

View File

@@ -1,4 +1,5 @@
using Godot; using Godot;
using Mr.BrickAdventures;
using Mr.BrickAdventures.Autoloads; using Mr.BrickAdventures.Autoloads;
namespace Mr.BrickAdventures.scripts.UI; namespace Mr.BrickAdventures.scripts.UI;
@@ -9,7 +10,7 @@ public partial class Credits : Control
public override void _Ready() public override void _Ready()
{ {
_uiManager = GetNode<UIManager>("/root/UIManager"); _uiManager = GetNode<UIManager>(Constants.UIManagerPath);
} }
public override void _UnhandledInput(InputEvent @event) public override void _UnhandledInput(InputEvent @event)

View File

@@ -1,6 +1,8 @@
using Godot; using Godot;
using Mr.BrickAdventures;
using Mr.BrickAdventures.Autoloads; using Mr.BrickAdventures.Autoloads;
using Mr.BrickAdventures.scripts.Resources; using Mr.BrickAdventures.scripts.Resources;
using Mr.BrickAdventures.scripts.State;
namespace Mr.BrickAdventures.scripts.UI; namespace Mr.BrickAdventures.scripts.UI;
@@ -18,19 +20,36 @@ public partial class DeathScreen : Control
public override void _Ready() public override void _Ready()
{ {
_gameManager = GetNode<GameManager>("/root/GameManager"); _gameManager = GameManager.Instance;
SetLabels();
// Subscribe to lives changed event for reactive updates
EventBus.Instance.LivesChanged += OnLivesChanged;
}
public override void _ExitTree()
{
if (EventBus.Instance != null)
{
EventBus.Instance.LivesChanged -= OnLivesChanged;
}
}
private void OnLivesChanged(int lives)
{
// Update the label when lives change
LivesLeftLabel.Text = $" x {lives}";
} }
private void SetLabels() private void SetLabels()
{ {
if (_gameManager == null) return;
if (CurrentLevel != null) if (CurrentLevel != null)
{ {
CurrentLevelLabel.Text = CurrentLevel.LevelName; CurrentLevelLabel.Text = CurrentLevel.LevelName;
} }
LivesLeftLabel.Text = $" x {_gameManager.GetLives()}";
// Read current lives from store
var lives = GameStateStore.Instance?.Player.Lives ?? 0;
LivesLeftLabel.Text = $" x {lives}";
} }
private void SetupTimer() private void SetupTimer()
@@ -65,7 +84,8 @@ public partial class DeathScreen : Control
private void OnTimeout() private void OnTimeout()
{ {
if (_gameManager == null || _gameManager.GetLives() == 0) return; var lives = GameStateStore.Instance?.Player.Lives ?? 0;
if (lives == 0) return;
GetTree().ReloadCurrentScene(); GetTree().ReloadCurrentScene();
} }

View File

@@ -1,4 +1,5 @@
using Godot; using Godot;
using Mr.BrickAdventures;
using Mr.BrickAdventures.Autoloads; using Mr.BrickAdventures.Autoloads;
namespace Mr.BrickAdventures.scripts.UI; namespace Mr.BrickAdventures.scripts.UI;
@@ -14,7 +15,7 @@ public partial class GameOverScreen : Control
public override void _Ready() public override void _Ready()
{ {
_gameManager = GetNode<GameManager>("/root/GameManager"); _gameManager = GameManager.Instance;
RestartButton.Pressed += OnRestartClicked; RestartButton.Pressed += OnRestartClicked;
MainMenuButton.Pressed += OnMainMenuClicked; MainMenuButton.Pressed += OnMainMenuClicked;
} }

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@@ -1,4 +1,5 @@
using Godot; using Godot;
using Mr.BrickAdventures;
using Mr.BrickAdventures.Autoloads; using Mr.BrickAdventures.Autoloads;
using Mr.BrickAdventures.scripts.components; using Mr.BrickAdventures.scripts.components;
@@ -15,7 +16,7 @@ public partial class Hud : Control
public override void _Ready() public override void _Ready()
{ {
_gameManager = GetNode<GameManager>("/root/GameManager"); _gameManager = GameManager.Instance;
} }
public override void _Process(double delta) public override void _Process(double delta)

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@@ -1,4 +1,5 @@
using Godot; using Godot;
using Mr.BrickAdventures;
using Mr.BrickAdventures.Autoloads; using Mr.BrickAdventures.Autoloads;
namespace Mr.BrickAdventures.scripts.UI; namespace Mr.BrickAdventures.scripts.UI;
@@ -21,9 +22,9 @@ public partial class MainMenu : Control
public override void _Ready() public override void _Ready()
{ {
_saveSystem = GetNode<SaveSystem>("/root/SaveSystem"); _saveSystem = SaveSystem.Instance;
_gameManager = GetNode<GameManager>("/root/GameManager"); _gameManager = GameManager.Instance;
_uiManager = GetNode<UIManager>("/root/UIManager"); _uiManager = GetNode<UIManager>(Constants.UIManagerPath);
NewGameButton.Pressed += OnNewGamePressed; NewGameButton.Pressed += OnNewGamePressed;
ContinueButton.Pressed += OnContinuePressed; ContinueButton.Pressed += OnContinuePressed;

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@@ -1,6 +1,7 @@
using System.Collections.Generic; using System.Collections.Generic;
using Godot; using Godot;
using Godot.Collections; using Godot.Collections;
using Mr.BrickAdventures;
using Mr.BrickAdventures.Autoloads; using Mr.BrickAdventures.Autoloads;
using Mr.BrickAdventures.scripts.components; using Mr.BrickAdventures.scripts.components;
using Mr.BrickAdventures.scripts.Resources; using Mr.BrickAdventures.scripts.Resources;
@@ -25,9 +26,8 @@ public partial class Marketplace : Control
public override void _Ready() public override void _Ready()
{ {
_gameManager = GetNode<GameManager>("/root/GameManager"); _gameManager = GameManager.Instance;
_skillManager = GetNode<SkillManager>("/root/SkillManager"); _skillManager = SkillManager.Instance;
_skillManager.SkillRemoved += OnSkillRemoved;
Skills = _skillManager.AvailableSkills; Skills = _skillManager.AvailableSkills;
@@ -41,11 +41,16 @@ public partial class Marketplace : Control
foreach (var skill in unlockedSkills) CreateSkillButton(skill); foreach (var skill in unlockedSkills) CreateSkillButton(skill);
SkillUnlockerComponent.SkillUnlocked += OnSkillUnlocked; SkillUnlockerComponent.SkillUnlocked += OnSkillUnlocked;
EventBus.Instance.SkillCollected += OnGlobalSkillCollected;
} }
public override void _ExitTree() public override void _ExitTree()
{ {
SkillUnlockerComponent.SkillUnlocked -= OnSkillUnlocked; SkillUnlockerComponent.SkillUnlocked -= OnSkillUnlocked;
if (EventBus.Instance != null)
{
EventBus.Instance.SkillCollected -= OnGlobalSkillCollected;
}
} }
public override void _Input(InputEvent @event) public override void _Input(InputEvent @event)
@@ -80,7 +85,7 @@ public partial class Marketplace : Control
foreach (var btn in _skillButtons) foreach (var btn in _skillButtons)
{ {
if (btn.Data.IsActive) btn.Activate(); if (_skillManager.IsSkillActive(btn.Data)) btn.Activate();
else btn.Deactivate(); else btn.Deactivate();
} }
} }
@@ -117,7 +122,7 @@ public partial class Marketplace : Control
if (skill.Level < skill.MaxLevel) if (skill.Level < skill.MaxLevel)
{ {
SkillUnlockerComponent.TryUpgradeSkill(skill); SkillUnlockerComponent.TryUpgradeSkill(skill);
if (!skill.IsActive) SkillUnlockerComponent.SkillManager.ToggleSkillActivation(skill); if (!SkillUnlockerComponent.SkillManager.IsSkillActive(skill)) SkillUnlockerComponent.SkillManager.ToggleSkillActivation(skill);
} }
else else
{ {
@@ -136,28 +141,15 @@ public partial class Marketplace : Control
foreach (var btn in _skillButtons) foreach (var btn in _skillButtons)
{ {
if (btn.Data.IsActive) if (SkillUnlockerComponent.SkillManager.IsSkillActive(btn.Data))
btn.Activate(); btn.Activate();
else else
btn.Deactivate(); btn.Deactivate();
} }
} }
private void OnSkillRemoved(SkillData skill) private void OnGlobalSkillCollected(SkillData skill, Vector2 position)
{ {
SkillButton buttonToRemove = null; OnSkillUnlocked(skill);
foreach (var button in _skillButtons)
{
if (button.Data == skill)
{
buttonToRemove = button;
break;
}
}
if (buttonToRemove != null)
{
_skillButtons.Remove(buttonToRemove);
buttonToRemove.QueueFree();
}
} }
} }

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@@ -1,4 +1,5 @@
using Godot; using Godot;
using Mr.BrickAdventures;
using Mr.BrickAdventures.Autoloads; using Mr.BrickAdventures.Autoloads;
using Mr.BrickAdventures.scripts.components; using Mr.BrickAdventures.scripts.components;
using Mr.BrickAdventures.scripts.Resources; using Mr.BrickAdventures.scripts.Resources;
@@ -18,7 +19,7 @@ public partial class MarketplaceButton : Button
public override void _Ready() public override void _Ready()
{ {
_gameManager = GetNode<GameManager>("/root/GameManager"); _gameManager = GameManager.Instance;
var player = _gameManager.Player; var player = _gameManager.Player;
if (player == null) return; if (player == null) return;
@@ -28,7 +29,7 @@ public partial class MarketplaceButton : Button
_skillUnlockerComponent.SkillUnlocked += OnSkillStateChanged; _skillUnlockerComponent.SkillUnlocked += OnSkillStateChanged;
} }
_skillManager = GetNode<SkillManager>("/root/SkillManager"); _skillManager = SkillManager.Instance;
_skillManager.SkillRemoved += OnSkillStateChanged; _skillManager.SkillRemoved += OnSkillStateChanged;
UpdateButtonState(); UpdateButtonState();

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@@ -1,4 +1,5 @@
using Godot; using Godot;
using Mr.BrickAdventures;
using Mr.BrickAdventures.Autoloads; using Mr.BrickAdventures.Autoloads;
namespace Mr.BrickAdventures.scripts.UI; namespace Mr.BrickAdventures.scripts.UI;
@@ -18,8 +19,8 @@ public partial class PauseMenu : Control
public override void _Ready() public override void _Ready()
{ {
_gameManager = GetNode<GameManager>("/root/GameManager"); _gameManager = GameManager.Instance;
_uiManager = GetNode<UIManager>("/root/UIManager"); _uiManager = GetNode<UIManager>(Constants.UIManagerPath);
ResumeButton.Pressed += OnResumePressed; ResumeButton.Pressed += OnResumePressed;
MainMenuButton.Pressed += OnMainMenuPressed; MainMenuButton.Pressed += OnMainMenuPressed;

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@@ -1,4 +1,5 @@
using Godot; using Godot;
using Mr.BrickAdventures;
using Mr.BrickAdventures.Autoloads; using Mr.BrickAdventures.Autoloads;
namespace Mr.BrickAdventures.scripts.UI; namespace Mr.BrickAdventures.scripts.UI;
@@ -19,7 +20,7 @@ public partial class SettingsMenu : Control
public override void _Ready() public override void _Ready()
{ {
_uiManager = GetNode<UIManager>("/root/UIManager"); _uiManager = GetNode<UIManager>(Constants.UIManagerPath);
InputSettingsButton.Pressed += OnInputSettingsPressed; InputSettingsButton.Pressed += OnInputSettingsPressed;
AudioSettingsButton.Pressed += OnAudioSettingsPressed; AudioSettingsButton.Pressed += OnAudioSettingsPressed;

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@@ -1,4 +1,5 @@
using Godot; using Godot;
using Mr.BrickAdventures;
using Mr.BrickAdventures.Autoloads; using Mr.BrickAdventures.Autoloads;
namespace Mr.BrickAdventures.scripts.UI; namespace Mr.BrickAdventures.scripts.UI;
@@ -12,7 +13,7 @@ public partial class SpeedRunHud : Control
public override void _Ready() public override void _Ready()
{ {
_speedRunManager = GetNode<SpeedRunManager>("/root/SpeedRunManager"); _speedRunManager = GetNode<SpeedRunManager>(Constants.SpeedRunManagerPath);
_speedRunManager.TimeUpdated += OnTimerUpdated; _speedRunManager.TimeUpdated += OnTimerUpdated;

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@@ -5,26 +5,27 @@ using Mr.BrickAdventures.scripts.Resources;
namespace Mr.BrickAdventures.scripts.components; namespace Mr.BrickAdventures.scripts.components;
[GlobalClass] [GlobalClass]
public partial class BrickArmorSkillComponent : Node, ISkill public partial class BrickArmorSkillComponent : SkillComponentBase
{ {
private HealthComponent _healthComponent; private HealthComponent _healthComponent;
private SkillData _skillData;
private float _armorBonus = 0; private float _armorBonus = 0;
public void Initialize(Node owner, SkillData data) public override void Initialize(Node owner, SkillData data)
{ {
if (owner is not PlayerController player) return; base.Initialize(owner, data);
_healthComponent = player.GetNode<HealthComponent>("HealthComponent"); if (Player != null)
_skillData = data; {
_healthComponent = Player.GetNode<HealthComponent>("HealthComponent");
}
} }
public void Activate() public override void Activate()
{ {
if (_healthComponent == null || _skillData == null) return; if (_healthComponent == null || Data == null) return;
ApplyUpgrade(_skillData.Upgrades[_skillData.Level - 1]); ApplyUpgrade(Data.Upgrades[Data.Level - 1]);
} }
public void Deactivate() public override void Deactivate()
{ {
if (_healthComponent == null) return; if (_healthComponent == null) return;
_healthComponent.MaxHealth -= _armorBonus; _healthComponent.MaxHealth -= _armorBonus;
@@ -35,7 +36,7 @@ public partial class BrickArmorSkillComponent : Node, ISkill
_armorBonus = 0; _armorBonus = 0;
} }
public void ApplyUpgrade(SkillUpgrade upgrade) public override void ApplyUpgrade(SkillUpgrade upgrade)
{ {
if (_healthComponent == null || upgrade == null) return; if (_healthComponent == null || upgrade == null) return;

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@@ -1,4 +1,5 @@
using Godot; using Godot;
using Mr.BrickAdventures;
using Mr.BrickAdventures.Autoloads; using Mr.BrickAdventures.Autoloads;
using Mr.BrickAdventures.scripts.interfaces; using Mr.BrickAdventures.scripts.interfaces;
using Mr.BrickAdventures.scripts.Resources; using Mr.BrickAdventures.scripts.Resources;
@@ -6,41 +7,33 @@ using Mr.BrickAdventures.scripts.Resources;
namespace Mr.BrickAdventures.scripts.components; namespace Mr.BrickAdventures.scripts.components;
[GlobalClass] [GlobalClass]
public partial class BrickShieldSkillComponent : Node, ISkill public partial class BrickShieldSkillComponent : SkillComponentBase
{ {
[Export] public PackedScene ShieldScene { get; set; } [Export] public PackedScene ShieldScene { get; set; }
private PlayerController _player;
private Node2D _shieldInstance; private Node2D _shieldInstance;
private SkillData _skillData;
private GameManager _gameManager; private GameManager _gameManager;
private SkillManager _skillManager; private SkillManager _skillManager;
private HealthComponent _shieldHealth; private HealthComponent _shieldHealth;
public override void _Ready() public override void _Ready()
{ {
_gameManager = GetNode<GameManager>("/root/GameManager"); _gameManager = GameManager.Instance;
_skillManager = GetNode<SkillManager>("/root/SkillManager"); _skillManager = SkillManager.Instance;
} }
public void Initialize(Node owner, SkillData data) public override void Activate()
{ {
_player = owner as PlayerController; if (Player == null || ShieldScene == null || _shieldInstance != null) return;
_skillData = data;
}
public void Activate()
{
if (_player == null || ShieldScene == null || _shieldInstance != null) return;
_shieldInstance = ShieldScene.Instantiate<Node2D>(); _shieldInstance = ShieldScene.Instantiate<Node2D>();
_player.AddChild(_shieldInstance); Player.AddChild(_shieldInstance);
_shieldInstance.Position = Vector2.Zero; _shieldInstance.Position = Vector2.Zero;
_shieldInstance.TreeExiting += OnShieldDestroyed; _shieldInstance.TreeExiting += OnShieldDestroyed;
_shieldHealth = _shieldInstance.GetNode<HealthComponent>("HealthComponent"); _shieldHealth = _shieldInstance.GetNode<HealthComponent>("HealthComponent");
} }
public void Deactivate() public override void Deactivate()
{ {
if (_shieldInstance != null && IsInstanceValid(_shieldInstance)) if (_shieldInstance != null && IsInstanceValid(_shieldInstance))
{ {
@@ -50,7 +43,7 @@ public partial class BrickShieldSkillComponent : Node, ISkill
_shieldInstance = null; _shieldInstance = null;
} }
public void ApplyUpgrade(SkillUpgrade upgrade) public override void ApplyUpgrade(SkillUpgrade upgrade)
{ {
upgrade.Properties.TryGetValue("shield_health", out var newHealth); upgrade.Properties.TryGetValue("shield_health", out var newHealth);
if (_shieldHealth != null) if (_shieldHealth != null)
@@ -62,10 +55,10 @@ public partial class BrickShieldSkillComponent : Node, ISkill
private void OnShieldDestroyed() private void OnShieldDestroyed()
{ {
if (_gameManager != null && _skillData != null && _skillManager != null) if (_gameManager != null && Data != null && _skillManager != null)
{ {
_gameManager.RemoveSkill(_skillData.Name); _gameManager.RemoveSkill(Data.Name);
_skillManager.RemoveSkill(_skillData.Name); _skillManager.RemoveSkill(Data.Name);
} }
_shieldInstance = null; _shieldInstance = null;
} }

View File

@@ -5,16 +5,14 @@ using Mr.BrickAdventures.scripts.Resources;
namespace Mr.BrickAdventures.scripts.components; namespace Mr.BrickAdventures.scripts.components;
[GlobalClass] [GlobalClass]
public partial class BrickThrowComponent : Node, ISkill public partial class BrickThrowComponent : SkillComponentBase
{ {
[Export] public PackedScene BrickScene { get; set; } [Export] public PackedScene BrickScene { get; set; }
[Export] public float FireRate { get; set; } = 1.0f; [Export] public float FireRate { get; set; } = 1.0f;
[Export] public PlayerController PlayerController { get; set; }
[Export] public ThrowInputResource ThrowInputBehavior { get; set; } [Export] public ThrowInputResource ThrowInputBehavior { get; set; }
private bool _canThrow = true; private bool _canThrow = true;
private Timer _timer; private Timer _timer;
private SkillData _skillData;
public override void _Ready() public override void _Ready()
{ {
@@ -59,7 +57,7 @@ public partial class BrickThrowComponent : Node, ISkill
private void ThrowBrick(float powerMultiplier = 1f) private void ThrowBrick(float powerMultiplier = 1f)
{ {
if (!_canThrow || PlayerController == null || BrickScene == null) if (!_canThrow || Player == null || BrickScene == null)
return; return;
var instance = BrickScene.Instantiate<Node2D>(); var instance = BrickScene.Instantiate<Node2D>();
@@ -69,9 +67,9 @@ public partial class BrickThrowComponent : Node, ISkill
{ {
var @params = new ProjectileInitParams() var @params = new ProjectileInitParams()
{ {
Position = PlayerController.GlobalPosition, Position = Player.GlobalPosition,
Rotation = PlayerController.Rotation, Rotation = Player.Rotation,
Direction = PlayerController.LastDirection, Direction = Player.LastDirection,
PowerMultiplier = powerMultiplier, PowerMultiplier = powerMultiplier,
}; };
@@ -83,36 +81,30 @@ public partial class BrickThrowComponent : Node, ISkill
_timer.Start(); _timer.Start();
} }
public void Initialize(Node owner, SkillData data) public override void Initialize(Node owner, SkillData data)
{ {
PlayerController = owner as PlayerController; base.Initialize(owner, data);
_skillData = data;
ThrowInputBehavior = (ThrowInputResource)ThrowInputBehavior?.Duplicate(); ThrowInputBehavior = (ThrowInputResource)ThrowInputBehavior?.Duplicate();
if (PlayerController == null) if (Data.Level > 0 && Data.Upgrades.Count >= Data.Level)
{ {
GD.PushError("BrickThrowComponent: Owner is not a PlayerController."); ApplyUpgrade(Data.Upgrades[Data.Level - 1]);
}
if (_skillData.Level > 0 && _skillData.Upgrades.Count >= _skillData.Level)
{
ApplyUpgrade(_skillData.Upgrades[_skillData.Level - 1]);
} }
} }
public void Activate() public override void Activate()
{ {
if (ThrowInputBehavior != null) ThrowInputBehavior.ThrowRequested += ThrowBrick; if (ThrowInputBehavior != null) ThrowInputBehavior.ThrowRequested += ThrowBrick;
SetProcessInput(true); SetProcessInput(true);
} }
public void Deactivate() public override void Deactivate()
{ {
if (ThrowInputBehavior != null) ThrowInputBehavior.ThrowRequested -= ThrowBrick; if (ThrowInputBehavior != null) ThrowInputBehavior.ThrowRequested -= ThrowBrick;
} }
public void ApplyUpgrade(SkillUpgrade upgrade) public override void ApplyUpgrade(SkillUpgrade upgrade)
{ {
foreach (var property in upgrade.Properties) foreach (var property in upgrade.Properties)
{ {

View File

@@ -1,5 +1,6 @@
using System; using System;
using Godot; using Godot;
using Mr.BrickAdventures;
using Mr.BrickAdventures.Autoloads; using Mr.BrickAdventures.Autoloads;
using Mr.BrickAdventures.scripts.Resources; using Mr.BrickAdventures.scripts.Resources;
@@ -35,7 +36,7 @@ public partial class CollectableComponent : Node
if (Owner.HasNode("FadeAwayComponent")) if (Owner.HasNode("FadeAwayComponent"))
_hasFadeAway = true; _hasFadeAway = true;
_floatingTextManager = GetNode<FloatingTextManager>("/root/FloatingTextManager"); _floatingTextManager = GetNode<FloatingTextManager>(Constants.FloatingTextManagerPath);
} }
private async void OnArea2DBodyEntered(Node2D body) private async void OnArea2DBodyEntered(Node2D body)
@@ -53,12 +54,25 @@ public partial class CollectableComponent : Node
{ {
case CollectableType.Coin: case CollectableType.Coin:
_floatingTextManager?.ShowCoin((int)Data.Amount, ownerNode.GlobalPosition); _floatingTextManager?.ShowCoin((int)Data.Amount, ownerNode.GlobalPosition);
EventBus.EmitCoinCollected((int)Data.Amount, ownerNode.GlobalPosition);
break; break;
case CollectableType.Health: case CollectableType.Health:
_floatingTextManager?.ShowMessage("Healed!", ownerNode.GlobalPosition); _floatingTextManager?.ShowMessage("Healed!", ownerNode.GlobalPosition);
EventBus.EmitItemCollected(Data.Type, Data.Amount, ownerNode.GlobalPosition);
break; break;
case CollectableType.Kid: case CollectableType.Kid:
_floatingTextManager?.ShowMessage("Rescued!", ownerNode.GlobalPosition); _floatingTextManager?.ShowMessage("Rescued!", ownerNode.GlobalPosition);
EventBus.EmitChildRescued(ownerNode.GlobalPosition);
break;
case CollectableType.Skill:
if (Data.Skill != null)
{
_floatingTextManager?.ShowMessage($"{Data.Skill.Name} Unlocked!", ownerNode.GlobalPosition);
EventBus.EmitSkillCollected(Data.Skill, ownerNode.GlobalPosition);
}
break;
default:
EventBus.EmitItemCollected(Data.Type, Data.Amount, ownerNode.GlobalPosition);
break; break;
} }
} }

View File

@@ -6,40 +6,25 @@ using Mr.BrickAdventures.scripts.Resources;
namespace Mr.BrickAdventures.scripts.components; namespace Mr.BrickAdventures.scripts.components;
[GlobalClass] [GlobalClass]
public partial class DoubleJumpSkillComponent : Node, ISkill public partial class DoubleJumpSkillComponent : SkillComponentBase
{ {
[Export] private PackedScene _doubleJumpAbilityScene; [Export] private PackedScene _doubleJumpAbilityScene;
private PlayerController _playerController;
public void Initialize(Node owner, SkillData data) public override void Activate()
{ {
_playerController = owner as PlayerController; if (Player == null) return;
if (_playerController == null)
{
GD.PrintErr("DoubleJumpSkillComponent must be a child of a PlayerController.");
}
}
public void Activate() var hasAbility = Player.GetActiveAbilities().Any(ability => ability is DoubleJumpAbility);
{
if (_playerController == null) return;
var hasAbility = _playerController.GetActiveAbilities().Any(ability => ability is DoubleJumpAbility);
if (!hasAbility) if (!hasAbility)
{ {
var abilityInstance = _doubleJumpAbilityScene.Instantiate<DoubleJumpAbility>(); var abilityInstance = _doubleJumpAbilityScene.Instantiate<DoubleJumpAbility>();
_playerController.AddAbility(abilityInstance); Player.AddAbility(abilityInstance);
} }
} }
public void Deactivate() public override void Deactivate()
{ {
_playerController?.RemoveAbility<DoubleJumpAbility>(); Player?.RemoveAbility<DoubleJumpAbility>();
}
public void ApplyUpgrade(SkillUpgrade upgrade)
{
} }
} }

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@@ -1,5 +1,6 @@
using System.Threading.Tasks; using System.Threading.Tasks;
using Godot; using Godot;
using Mr.BrickAdventures.Autoloads;
namespace Mr.BrickAdventures.scripts.components; namespace Mr.BrickAdventures.scripts.components;
@@ -34,6 +35,12 @@ public partial class EnemyDeathComponent : Node
private async Task Die() private async Task Die()
{ {
// Emit enemy defeated event for statistics and other systems
if (Owner is Node2D ownerNode)
{
EventBus.EmitEnemyDefeated(Owner, ownerNode.GlobalPosition);
}
CollisionShape.SetDisabled(true); CollisionShape.SetDisabled(true);
var tween = CreateTween(); var tween = CreateTween();
tween.TweenProperty(Owner, "scale", Vector2.Zero, TweenDuration); tween.TweenProperty(Owner, "scale", Vector2.Zero, TweenDuration);

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@@ -1,6 +1,8 @@
using Godot; using Godot;
using Mr.BrickAdventures;
using Mr.BrickAdventures.Autoloads; using Mr.BrickAdventures.Autoloads;
using Mr.BrickAdventures.scripts.interfaces; using Mr.BrickAdventures.scripts.interfaces;
using Mr.BrickAdventures.scripts.State;
namespace Mr.BrickAdventures.scripts.components; namespace Mr.BrickAdventures.scripts.components;
@@ -20,8 +22,8 @@ public partial class ExitDoorComponent : Area2D, IUnlockable
public override void _Ready() public override void _Ready()
{ {
_gameManager = GetNode<GameManager>("/root/GameManager"); _gameManager = GameManager.Instance;
_achievementManager = GetNode<AchievementManager>("/root/AchievementManager"); _achievementManager = GetNode<AchievementManager>(Constants.AchievementManagerPath);
BodyEntered += OnExitAreaBodyEntered; BodyEntered += OnExitAreaBodyEntered;
@@ -33,7 +35,9 @@ public partial class ExitDoorComponent : Area2D, IUnlockable
EmitSignalExitTriggered(); EmitSignalExitTriggered();
_achievementManager.UnlockAchievement(AchievementId); _achievementManager.UnlockAchievement(AchievementId);
_gameManager.UnlockLevel((int)_gameManager.PlayerState["current_level"] + 1); // Get current level from GameStateStore
var currentLevel = GameStateStore.Instance?.Session.CurrentLevel ?? 0;
_gameManager.UnlockLevel(currentLevel + 1);
CallDeferred(nameof(GoToNextLevel)); CallDeferred(nameof(GoToNextLevel));
} }

View File

@@ -5,62 +5,59 @@ using Mr.BrickAdventures.scripts.Resources;
namespace Mr.BrickAdventures.scripts.components; namespace Mr.BrickAdventures.scripts.components;
[GlobalClass] [GlobalClass]
public partial class GroundPoundSkillComponent : Node, ISkill public partial class GroundPoundSkillComponent : SkillComponentBase
{ {
[Export] public float PoundForce { get; set; } = 1200f; [Export] public float PoundForce { get; set; } = 1200f;
[Export] public PackedScene ShockwaveScene { get; set; } [Export] public PackedScene ShockwaveScene { get; set; }
private PlayerController _player;
private PlayerInputHandler _input; private PlayerInputHandler _input;
private bool _isPounding = false; private bool _isPounding = false;
public void Initialize(Node owner, SkillData data) public override void Initialize(Node owner, SkillData data)
{ {
_player = owner as PlayerController; base.Initialize(owner, data);
if (_player != null) if (Player != null)
{ {
_input = _player.GetNode<PlayerInputHandler>("PlayerInputHandler"); _input = Player.GetNode<PlayerInputHandler>("PlayerInputHandler");
} }
} }
public override void _PhysicsProcess(double delta) public override void _PhysicsProcess(double delta)
{ {
if (_player == null || _input == null) if (Player == null || _input == null)
{ {
return; return;
} }
// Check if we just landed from a ground pound to create the shockwave. // Check if we just landed from a ground pound to create the shockwave.
if (_isPounding && _player.IsOnFloor()) if (_isPounding && Player.IsOnFloor())
{ {
_isPounding = false; _isPounding = false;
if (ShockwaveScene != null) if (ShockwaveScene != null)
{ {
var shockwave = ShockwaveScene.Instantiate<Node2D>(); var shockwave = ShockwaveScene.Instantiate<Node2D>();
_player.GetParent()?.AddChild(shockwave); Player.GetParent()?.AddChild(shockwave);
shockwave.GlobalPosition = _player.GlobalPosition; shockwave.GlobalPosition = Player.GlobalPosition;
} }
} }
// Check to initiate a ground pound. The player must be in the air. // Check to initiate a ground pound. The player must be in the air.
if (_input.DownHeld && !_player.IsOnFloor() && !_isPounding) if (_input.DownHeld && !Player.IsOnFloor() && !_isPounding)
{ {
// Apply a strong downward force, zeroing out horizontal movement. // Apply a strong downward force, zeroing out horizontal movement.
_player.Velocity = new Vector2(0, PoundForce); Player.Velocity = new Vector2(0, PoundForce);
_isPounding = true; _isPounding = true;
} }
} }
public void Activate() public override void Activate()
{ {
SetPhysicsProcess(true); SetPhysicsProcess(true);
} }
public void Deactivate() public override void Deactivate()
{ {
SetPhysicsProcess(false); SetPhysicsProcess(false);
_isPounding = false; _isPounding = false;
} }
public void ApplyUpgrade(SkillUpgrade upgrade) { }
} }

View File

@@ -1,5 +1,6 @@
using System.Threading.Tasks; using System.Threading.Tasks;
using Godot; using Godot;
using Mr.BrickAdventures;
using Mr.BrickAdventures.Autoloads; using Mr.BrickAdventures.Autoloads;
namespace Mr.BrickAdventures.scripts.components; namespace Mr.BrickAdventures.scripts.components;
@@ -19,7 +20,7 @@ public partial class HealthComponent : Node2D
public override void _Ready() public override void _Ready()
{ {
_floatingTextManager = GetNode<FloatingTextManager>("/root/FloatingTextManager"); _floatingTextManager = GetNode<FloatingTextManager>(Constants.FloatingTextManagerPath);
} }
public void SetHealth(float newValue) public void SetHealth(float newValue)
@@ -70,10 +71,21 @@ public partial class HealthComponent : Node2D
if (Health <= 0f) if (Health <= 0f)
{ {
EmitSignalDeath(); EmitSignalDeath();
// Emit global event if this is the player
if (Owner is PlayerController)
EventBus.EmitPlayerDied(GlobalPosition);
} }
else else
{ {
EmitSignalHealthChanged(delta, Health); EmitSignalHealthChanged(delta, Health);
// Emit global events if this is the player
if (Owner is PlayerController)
{
if (delta < 0f)
EventBus.EmitPlayerDamaged(Mathf.Abs(delta), Health, GlobalPosition);
else
EventBus.EmitPlayerHealed(delta, Health, GlobalPosition);
}
} }
} }
} }

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@@ -1,5 +1,6 @@
using System.Threading.Tasks; using System.Threading.Tasks;
using Godot; using Godot;
using Mr.BrickAdventures;
using Mr.BrickAdventures.Autoloads; using Mr.BrickAdventures.Autoloads;
namespace Mr.BrickAdventures.scripts.components; namespace Mr.BrickAdventures.scripts.components;
@@ -20,7 +21,7 @@ public partial class LeverComponent : Node
public override void _Ready() public override void _Ready()
{ {
_floatingTextManager = GetNode<FloatingTextManager>("/root/FloatingTextManager"); _floatingTextManager = GetNode<FloatingTextManager>(Constants.FloatingTextManagerPath);
if (Area == null) if (Area == null)
{ {

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@@ -7,14 +7,12 @@ using Mr.BrickAdventures.scripts.Resources;
namespace Mr.BrickAdventures.scripts.components; namespace Mr.BrickAdventures.scripts.components;
[GlobalClass] [GlobalClass]
public partial class MagneticSkillComponent : Node, ISkill public partial class MagneticSkillComponent : SkillComponentBase
{ {
[Export] public Area2D MagneticArea { get; set; } [Export] public Area2D MagneticArea { get; set; }
[Export] public float MagneticMoveDuration { get; set; } = 1.25f; [Export] public float MagneticMoveDuration { get; set; } = 1.25f;
private Array<Node2D> _collectablesToPickUp = []; private Array<Node2D> _collectablesToPickUp = [];
private Node2D _owner;
private SkillData _skillData;
public override void _Process(double delta) public override void _Process(double delta)
{ {
@@ -65,22 +63,21 @@ public partial class MagneticSkillComponent : Node, ISkill
private void MoveCollectableToOwner(Node2D collectable) private void MoveCollectableToOwner(Node2D collectable)
{ {
if (!IsInstanceValid(collectable) || !IsInstanceValid(_owner)) return; if (!IsInstanceValid(collectable) || !IsInstanceValid(Player)) return;
var direction = (_owner.GlobalPosition - collectable.GlobalPosition).Normalized(); var direction = (Player.GlobalPosition - collectable.GlobalPosition).Normalized();
var speed = direction.Length() / MagneticMoveDuration; var speed = direction.Length() / MagneticMoveDuration;
collectable.GlobalPosition += direction.Normalized() * speed; collectable.GlobalPosition += direction.Normalized() * speed;
} }
public void Initialize(Node owner, SkillData data) public override void Initialize(Node owner, SkillData data)
{ {
_owner = owner as Node2D; base.Initialize(owner, data);
_skillData = data;
if (_owner == null) if (Player == null)
{ {
GD.PushWarning("MagneticSkillComponent: Owner is not a Node2D."); GD.PushWarning("MagneticSkillComponent: Owner is not a Player/Node2D.");
} }
if (MagneticArea == null) if (MagneticArea == null)
@@ -97,13 +94,13 @@ public partial class MagneticSkillComponent : Node, ISkill
} }
} }
if (_skillData.Level > 0 && _skillData.Upgrades.Count >= _skillData.Level) if (Data.Level > 0 && Data.Upgrades.Count >= Data.Level)
{ {
ApplyUpgrade(_skillData.Upgrades[_skillData.Level - 1]); ApplyUpgrade(Data.Upgrades[Data.Level - 1]);
} }
} }
public void Activate() public override void Activate()
{ {
if (MagneticArea == null) if (MagneticArea == null)
{ {
@@ -115,7 +112,7 @@ public partial class MagneticSkillComponent : Node, ISkill
MagneticArea.AreaEntered += OnAreaEntered; MagneticArea.AreaEntered += OnAreaEntered;
} }
public void Deactivate() public override void Deactivate()
{ {
if (MagneticArea == null) return; if (MagneticArea == null) return;
@@ -123,7 +120,7 @@ public partial class MagneticSkillComponent : Node, ISkill
MagneticArea.AreaEntered -= OnAreaEntered; MagneticArea.AreaEntered -= OnAreaEntered;
} }
public void ApplyUpgrade(SkillUpgrade upgrade) public override void ApplyUpgrade(SkillUpgrade upgrade)
{ {
foreach (var property in upgrade.Properties) foreach (var property in upgrade.Properties)
{ {

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@@ -2,6 +2,7 @@ using System.Collections.Generic;
using System.Linq; using System.Linq;
using System.Threading.Tasks; using System.Threading.Tasks;
using Godot; using Godot;
using Mr.BrickAdventures;
using Mr.BrickAdventures.Autoloads; using Mr.BrickAdventures.Autoloads;
namespace Mr.BrickAdventures.scripts.components; namespace Mr.BrickAdventures.scripts.components;
@@ -33,7 +34,7 @@ public partial class PlayerController : CharacterBody2D
public override void _Ready() public override void _Ready()
{ {
var skillManager = GetNodeOrNull<SkillManager>("/root/SkillManager"); var skillManager = GetNodeOrNull<SkillManager>(Constants.SkillManagerPath);
skillManager?.RegisterPlayer(this); skillManager?.RegisterPlayer(this);
_inputHandler = GetNode<PlayerInputHandler>("PlayerInputHandler"); _inputHandler = GetNode<PlayerInputHandler>("PlayerInputHandler");

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@@ -1,4 +1,5 @@
using Godot; using Godot;
using Mr.BrickAdventures;
using Mr.BrickAdventures.Autoloads; using Mr.BrickAdventures.Autoloads;
namespace Mr.BrickAdventures.scripts.components; namespace Mr.BrickAdventures.scripts.components;
@@ -15,7 +16,7 @@ public partial class PlayerDeathComponent : Node2D
public override void _Ready() public override void _Ready()
{ {
_gameManager = GetNode<GameManager>("/root/GameManager"); _gameManager = GameManager.Instance;
HealthComponent.Death += OnDeath; HealthComponent.Death += OnDeath;
} }
@@ -31,7 +32,7 @@ public partial class PlayerDeathComponent : Node2D
effect.Scale = EffectScale; effect.Scale = EffectScale;
} }
_gameManager.RemoveLives(1); // Lives are now decremented by LivesStateHandler via PlayerDied event
_gameManager.ResetCurrentSessionState(); // Session state is reset by LivesStateHandler as well
} }
} }

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@@ -1,43 +0,0 @@
using Godot;
using Mr.BrickAdventures.Autoloads;
using Mr.BrickAdventures.scripts.Resources;
namespace Mr.BrickAdventures.scripts.components;
[GlobalClass]
public partial class ScoreComponent : Node
{
private GameManager _gameManager;
private const string CoinsGroupName = "coins";
public override async void _Ready()
{
await ToSignal(GetTree(), SceneTree.SignalName.ProcessFrame);
_gameManager = GetNode<GameManager>("/root/GameManager");
if (_gameManager == null)
{
GD.PrintErr("GameManager not found in the scene tree.");
return;
}
var coins = GetTree().GetNodesInGroup(CoinsGroupName);
foreach (var coin in coins)
{
var c = coin.GetNodeOrNull<CollectableComponent>("CollectableComponent");
if (c != null)
{
c.Collected += OnCollected;
}
}
}
private void OnCollected(float amount, CollectableType type, Node2D body)
{
if (type != CollectableType.Coin) return;
var coinAmount = (int)amount;
var currentCoins = (int)_gameManager.CurrentSessionState["coins_collected"];
_gameManager.CurrentSessionState["coins_collected"] = currentCoins + coinAmount;
}
}

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@@ -1 +0,0 @@
uid://ccqb8kd5m0eh7

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@@ -0,0 +1,29 @@
using Godot;
using Mr.BrickAdventures.scripts.interfaces;
using Mr.BrickAdventures.scripts.Resources;
namespace Mr.BrickAdventures.scripts.components;
/// <summary>
/// Base class for all skill components to reduce boilerplate.
/// </summary>
public abstract partial class SkillComponentBase : Node, ISkill
{
protected PlayerController Player { get; private set; }
protected SkillData Data { get; private set; }
public virtual void Initialize(Node owner, SkillData data)
{
Player = owner as PlayerController;
Data = data;
if (Player == null)
{
GD.PrintErr($"{GetType().Name} must be a child of a PlayerController.");
}
}
public abstract void Activate();
public abstract void Deactivate();
public virtual void ApplyUpgrade(SkillUpgrade upgrade) { }
}

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@@ -0,0 +1 @@
uid://dvuevrf5vr5jk

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@@ -1,8 +1,10 @@
using Godot; using Godot;
using Godot.Collections; using Godot.Collections;
using Mr.BrickAdventures;
using Mr.BrickAdventures.Autoloads; using Mr.BrickAdventures.Autoloads;
using Mr.BrickAdventures.scripts.interfaces; using Mr.BrickAdventures.scripts.interfaces;
using Mr.BrickAdventures.scripts.Resources; using Mr.BrickAdventures.scripts.Resources;
using Mr.BrickAdventures.scripts.State;
namespace Mr.BrickAdventures.scripts.components; namespace Mr.BrickAdventures.scripts.components;
@@ -18,8 +20,8 @@ public partial class SkillUnlockerComponent : Node
public override void _Ready() public override void _Ready()
{ {
_gameManager = GetNode<GameManager>("/root/GameManager"); _gameManager = GameManager.Instance;
SkillManager = GetNode<SkillManager>("/root/SkillManager"); SkillManager = SkillManager.Instance;
} }
private bool HasEnoughCoins(int amount) private bool HasEnoughCoins(int amount)
@@ -34,11 +36,10 @@ public partial class SkillUnlockerComponent : Node
if (!HasEnoughCoins(skill.Upgrades[0].Cost)) return false; if (!HasEnoughCoins(skill.Upgrades[0].Cost)) return false;
skill.Level = 1; skill.Level = 1;
skill.IsActive = true;
_gameManager.RemoveCoins(skill.Upgrades[0].Cost); _gameManager.RemoveCoins(skill.Upgrades[0].Cost);
var skillsUnlocked = (Array<SkillData>)_gameManager.CurrentSessionState["skills_unlocked"]; // Add to session state via GameStateStore
skillsUnlocked.Add(skill); GameStateStore.Instance?.UnlockSkillInSession(skill);
SkillManager.AddSkill(skill); SkillManager.AddSkill(skill);
EmitSignalSkillUnlocked(skill); EmitSignalSkillUnlocked(skill);

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@@ -5,7 +5,7 @@ using Mr.BrickAdventures.scripts.Resources;
namespace Mr.BrickAdventures.scripts.components; namespace Mr.BrickAdventures.scripts.components;
[GlobalClass] [GlobalClass]
public partial class XRayVisionSkillComponent : Node, ISkill public partial class XRayVisionSkillComponent : SkillComponentBase
{ {
[Export(PropertyHint.Layers2DRender)] public uint SecretLayer { get; set; } [Export(PropertyHint.Layers2DRender)] public uint SecretLayer { get; set; }
[Export] public float Duration { get; set; } = 5.0f; [Export] public float Duration { get; set; } = 5.0f;
@@ -15,8 +15,9 @@ public partial class XRayVisionSkillComponent : Node, ISkill
private uint _originalVisibilityLayer; private uint _originalVisibilityLayer;
private Timer _timer; private Timer _timer;
public void Initialize(Node owner, SkillData data) public override void Initialize(Node owner, SkillData data)
{ {
base.Initialize(owner, data);
_viewport = GetViewport(); _viewport = GetViewport();
_camera = GetViewport().GetCamera2D(); _camera = GetViewport().GetCamera2D();
_timer = new Timer { OneShot = true }; _timer = new Timer { OneShot = true };
@@ -24,7 +25,7 @@ public partial class XRayVisionSkillComponent : Node, ISkill
_timer.Timeout += Deactivate; _timer.Timeout += Deactivate;
} }
public void Activate() public override void Activate()
{ {
if (_camera == null) return; if (_camera == null) return;
@@ -33,7 +34,7 @@ public partial class XRayVisionSkillComponent : Node, ISkill
_timer.Start(Duration); _timer.Start(Duration);
} }
public void Deactivate() public override void Deactivate()
{ {
if (_camera != null) if (_camera != null)
{ {
@@ -41,7 +42,7 @@ public partial class XRayVisionSkillComponent : Node, ISkill
} }
} }
public void ApplyUpgrade(SkillUpgrade upgrade) public override void ApplyUpgrade(SkillUpgrade upgrade)
{ {
if (upgrade.Properties.TryGetValue("duration", out var newDuration)) if (upgrade.Properties.TryGetValue("duration", out var newDuration))
{ {