Refactor brick throwing mechanics; integrate new input handling and projectile initialization components

This commit is contained in:
2025-05-13 00:44:44 +02:00
parent 3d65daf0c5
commit c291f42531
25 changed files with 276 additions and 72 deletions

View File

@@ -5,7 +5,7 @@ extends Node
@export var fire_rate: float = 1.0
@export var player_controller: PlayerController
@export var timer: Timer
@export var charge_throw_component: ChargeThrowComponent
@export var throw_input_behavior: ThrowInputResource
var can_throw: bool = true
@@ -14,14 +14,18 @@ func _ready() -> void:
setup_timer()
can_throw = true
if throw_input_behavior:
throw_input_behavior.throw_requested.connect(throw_brick)
func _input(event: InputEvent) -> void:
if event.is_action_pressed("attack") and can_throw and charge_throw_component:
charge_throw_component.start_charging()
if throw_input_behavior:
throw_input_behavior.process_input(event)
if event.is_action_released("attack") and can_throw and charge_throw_component:
var power_multiplier: float = charge_throw_component.stop_charging()
throw_brick(power_multiplier)
func _process(delta: float) -> void:
if throw_input_behavior:
throw_input_behavior.update(delta)
func setup_timer() -> void:
@@ -36,18 +40,17 @@ func on_timer_timeout() -> void:
func throw_brick(power_multiplier: float = 1.0) -> void:
var brick_instance: Node2D = brick_scene.instantiate()
var instance: Node2D = brick_scene.instantiate()
var init := instance.get_node_or_null("ProjectileInitComponent") as ProjectileInitComponent
if init:
init.initialize({
"position": player_controller.global_position,
"rotation": player_controller.rotation,
"direction": player_controller.last_direction,
"power_multiplier": power_multiplier
})
var launch_component := brick_instance.get_node_or_null("LaunchComponent") as LaunchComponent
var chargable_component := brick_instance.get_node_or_null("ChargableComponent") as ChargableComponent
if launch_component:
launch_component.initial_direction = player_controller.last_direction
launch_component.spawn_position = player_controller.global_position
launch_component.spawn_rotation = player_controller.rotation
launch_component.speed *= power_multiplier if chargable_component else 1.0
brick_instance.global_position = player_controller.global_position
get_tree().current_scene.add_child(brick_instance)
get_tree().current_scene.add_child(instance)
can_throw = false
timer.start()
timer.start()

View File

@@ -1,2 +0,0 @@
class_name ChargableComponent
extends Node

View File

@@ -1 +0,0 @@
uid://ciowd622nk0i7

View File

@@ -0,0 +1,20 @@
class_name ProjectileInitComponent
extends Node
@export var launch_component: LaunchComponent
func initialize(params: Dictionary) -> void:
var position := params.get("position", Vector2.ZERO) as Vector2
var direction := params.get("direction", Vector2.RIGHT) as Vector2
var rotation := params.get("rotation", 0.0) as float
var power := params.get("power_multiplier", 1.0) as float
owner.global_position = position
owner.global_rotation = rotation
if launch_component:
launch_component.initial_direction = direction
launch_component.spawn_position = position
launch_component.spawn_rotation = rotation
launch_component.speed *= power

View File

@@ -0,0 +1 @@
uid://bgty7040ams6s