Complete C# rewrite with working game in Editor (#6)

* Refactor collectable components to C# and update resource scripts for consistency

* Update resource paths and refactor properties for consistency

* Refactor UI components to inherit from Control and update node paths for consistency

* Update node paths and group assignments for consistency across scenes

* Refactor GameManager and PlayerDeathComponent for improved state management and logging; update scene connections for player death handling

* Add PhantomCamera components and UI elements for improved scene management; refactor existing components for better integration

* Refactor skill components and update resource paths for consistency; enhance skill management in scenes

* Add new UID files and update scene configurations for dialogue components; refactor skill management and input handling

* Add next level command and refactor player retrieval in GameManager; update scene files for consistency

* Add skill upgrade system and refactor skill components for enhanced functionality; update resource paths and configurations

* Enhance ChargeProgressBar and Marketplace functionality; add owner exit handling and update skill button states

* Refactor ChargeProgressBar and SkillManager; update skill handling and improve component interactions

* Refactor player and level configurations; streamline FlipPlayerComponent and reposition Spaceship Enter
This commit is contained in:
2025-08-27 01:12:26 +02:00
committed by GitHub
parent d84f7d1740
commit d786ef4c22
532 changed files with 22009 additions and 6630 deletions

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@@ -3,7 +3,7 @@ using Mr.BrickAdventures.Autoloads;
namespace Mr.BrickAdventures.scripts.UI;
public partial class AudioSettings : Node
public partial class AudioSettings : Control
{
[Export] public Slider MasterVolumeSlider { get; set; }
[Export] public Slider MusicVolumeSlider { get; set; }
@@ -22,8 +22,15 @@ public partial class AudioSettings : Node
MasterVolumeSlider.ValueChanged += OnMasterVolumeChanged;
MusicVolumeSlider.ValueChanged += OnMusicVolumeChanged;
SfxVolumeSlider.ValueChanged += OnSfxVolumeChanged;
LoadSettings();
}
public override void _ExitTree()
{
SaveSettings();
}
public override void _UnhandledInput(InputEvent @event)
{
if (!@event.IsActionReleased("ui_cancel")) return;

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@@ -1,33 +1,64 @@
using Godot;
using Mr.BrickAdventures.Autoloads;
using Mr.BrickAdventures.scripts.components;
using Mr.BrickAdventures.scripts.Resources;
namespace Mr.BrickAdventures.scripts.UI;
public partial class ChargeProgressBar : Node
public partial class ChargeProgressBar : ProgressBar
{
[Export] public ProgressBar ProgressBar { get; set; }
[Export] public BrickThrowComponent ThrowComponent { get; set; }
[Export] private SkillManager _skillManager;
private BrickThrowComponent _throwComponent;
private ChargeThrowInputResource _throwInput;
public override void _Ready()
{
Owner.ChildEnteredTree += OnNodeEntered;
ProgressBar.Hide();
if (_skillManager == null)
{
return;
}
_skillManager.ActiveThrowSkillChanged += OnActiveThrowSkillChanged;
SetupDependencies();
}
private void OnActiveThrowSkillChanged(BrickThrowComponent throwComponent)
{
OnOwnerExiting();
if (throwComponent == null) return;
_throwComponent = throwComponent;
_throwComponent.TreeExiting += OnOwnerExiting;
SetupDependencies();
}
private void OnNodeEntered(Node node)
private void OnOwnerExiting()
{
if (node is not BrickThrowComponent throwComponent || ThrowComponent != null) return;
ThrowComponent = throwComponent;
SetupDependencies();
if (_throwInput != null)
{
_throwInput.ChargeStarted -= OnChargeStarted;
_throwInput.ChargeStopped -= OnChargeStopped;
_throwInput.ChargeUpdated -= OnChargeUpdated;
_throwInput = null;
}
_throwComponent = null;
}
private void SetupDependencies()
{
if (ThrowComponent.ThrowInputBehavior is ChargeThrowInputResource throwInput)
if (_throwComponent == null || ProgressBar == null)
{
return;
}
if (_throwComponent.ThrowInputBehavior is ChargeThrowInputResource throwInput)
{
_throwInput = throwInput;
}

72
scripts/UI/DeathScreen.cs Normal file
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@@ -0,0 +1,72 @@
using Godot;
using Mr.BrickAdventures.Autoloads;
using Mr.BrickAdventures.scripts.Resources;
namespace Mr.BrickAdventures.scripts.UI;
[GlobalClass]
public partial class DeathScreen : Control
{
[Export] public LevelResource CurrentLevel { get; set; }
[Export] public Label CurrentLevelLabel { get; set; }
[Export] public Label LivesLeftLabel { get; set; }
[Export] public float TimeoutTime { get; set; } = 2.0f;
[Export] public Godot.Collections.Array<Node> NodesToDisable { get; set; } = new();
private GameManager _gameManager;
private Timer _timer;
public override void _Ready()
{
_gameManager = GetNode<GameManager>("/root/GameManager");
SetLabels();
}
private void SetLabels()
{
if (_gameManager == null) return;
if (CurrentLevel != null)
{
CurrentLevelLabel.Text = CurrentLevel.LevelName;
}
LivesLeftLabel.Text = $" x {_gameManager.GetLives()}";
}
private void SetupTimer()
{
_timer = new Timer();
_timer.WaitTime = TimeoutTime;
_timer.OneShot = true;
_timer.Timeout += OnTimeout;
AddChild(_timer);
_timer.Start();
}
private void ToggleNodes()
{
foreach (var node in NodesToDisable)
{
node.ProcessMode = node.ProcessMode == ProcessModeEnum.Disabled
? ProcessModeEnum.Inherit
: ProcessModeEnum.Disabled;
}
}
public void OnPlayerDeath()
{
if (_gameManager == null) return;
ToggleNodes();
SetLabels();
Show();
SetupTimer();
}
private void OnTimeout()
{
if (_gameManager == null || _gameManager.GetLives() == 0) return;
GetTree().ReloadCurrentScene();
}
}

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@@ -0,0 +1 @@
uid://csprksav8mj1h

View File

@@ -3,7 +3,7 @@ using Mr.BrickAdventures.Autoloads;
namespace Mr.BrickAdventures.scripts.UI;
public partial class GameOverScreen : Node
public partial class GameOverScreen : Control
{
[Export] public Control GameOverPanel { get; set; }
[Export] public Button RestartButton { get; set; }

View File

@@ -4,7 +4,7 @@ using Mr.BrickAdventures.scripts.components;
namespace Mr.BrickAdventures.scripts.UI;
public partial class Hud : Node
public partial class Hud : Control
{
[Export] public HealthComponent Health { get; set; }
[Export] public Label CoinsLabel { get; set; }

View File

@@ -3,7 +3,7 @@ using Mr.BrickAdventures.Autoloads;
namespace Mr.BrickAdventures.scripts.UI;
public partial class MainMenu : Node
public partial class MainMenu : Control
{
[Export] public Control MainMenuControl { get; set; }
[Export] public Button NewGameButton { get; set; }

View File

@@ -7,13 +7,13 @@ using Mr.BrickAdventures.scripts.Resources;
namespace Mr.BrickAdventures.scripts.UI;
public partial class Marketplace : Node
public partial class Marketplace : Control
{
[Export] public Array<SkillData> Skills { get; set; } = [];
[Export] public GridContainer ToUnlockGrid { get; set; }
[Export] public GridContainer UnlockedGrid { get; set; }
[Export] public Font Font { get; set; }
[Export] public SkillUnlockedComponent SkillUnlockedComponent { get; set; }
[Export] public SkillUnlockerComponent SkillUnlockerComponent { get; set; }
[Export] public Array<Node> ComponentsToDisable { get; set; } = [];
[Export] public PackedScene MarketplaceButtonScene { get; set; }
[Export] public PackedScene SkillButtonScene { get; set; }
@@ -24,6 +24,8 @@ public partial class Marketplace : Node
public override void _Ready()
{
_gameManager = GetNode<GameManager>("/root/GameManager");
var skillsToUnlock = new List<SkillData>();
foreach (var skill in Skills) skillsToUnlock.Add(skill);
@@ -33,47 +35,48 @@ public partial class Marketplace : Node
var unlockedSkills = _gameManager.GetUnlockedSkills();
foreach (var skill in unlockedSkills) CreateSkillButton(skill);
SkillUnlockedComponent.SkillUnlocked += OnSkillUnlocked;
SkillUnlockerComponent.SkillUnlocked += OnSkillUnlocked;
}
public override void _ExitTree()
{
SkillUnlockedComponent.SkillUnlocked -= OnSkillUnlocked;
SkillUnlockerComponent.SkillUnlocked -= OnSkillUnlocked;
}
public override void _Input(InputEvent @event)
{
var root = Owner as Control;
if (!@event.IsActionPressed("show_marketplace")) return;
if (root != null && root.IsVisible())
if (IsVisible())
{
root.Hide();
Hide();
foreach (var c in ComponentsToDisable) c.ProcessMode = ProcessModeEnum.Inherit;
}
else
{
root?.Show();
Show();
foreach (var c in ComponentsToDisable) c.ProcessMode = ProcessModeEnum.Disabled;
}
}
private string GetButtonText(SkillData skill)
{
return $"{Tr(skill.Name)} {skill.Cost}";
}
private void OnSkillUnlocked(SkillData skill)
{
if (_skillButtons.Count == 0) CreateSkillButton(skill);
var buttonExists = false;
foreach (var existingButton in _skillButtons)
{
if (existingButton.Name == skill.Name)
{
buttonExists = true;
break;
}
}
if (!buttonExists) CreateSkillButton(skill);
foreach (var btn in _skillButtons)
{
if (btn.Data.IsActive)
btn.Activate();
else
btn.Deactivate();
if (btn.Data.IsActive) btn.Activate();
else btn.Deactivate();
}
}
@@ -93,14 +96,13 @@ public partial class Marketplace : Node
private void CreateUpgradeButton(SkillData skill)
{
var button = MarketplaceButtonScene.Instantiate<MarketplaceButton>();
button.Text = GetButtonText(skill);
button.Data = skill;
button.Icon = skill.Icon;
button.Pressed += () => OnUpgradeButtonPressed(skill);
_unlockButtons.Add(button);
UnlockedGrid.AddChild(button);
UnlockedGrid.QueueSort();
ToUnlockGrid.AddChild(button);
ToUnlockGrid.QueueSort();
}
private void OnUpgradeButtonPressed(SkillData skill)
@@ -109,34 +111,30 @@ public partial class Marketplace : Node
{
if (skill.Level < skill.MaxLevel)
{
SkillUnlockedComponent.TryUpgradeSkill(skill);
if (!skill.IsActive) SkillUnlockedComponent.SkillManager.ToggleSkillActivation(skill);
SkillUnlockerComponent.TryUpgradeSkill(skill);
if (!skill.IsActive) SkillUnlockerComponent.SkillManager.ToggleSkillActivation(skill);
}
else
{
SkillUnlockedComponent.SkillManager.ToggleSkillActivation(skill);
SkillUnlockerComponent.SkillManager.ToggleSkillActivation(skill);
}
}
else
{
SkillUnlockedComponent.TryUnlockSkill(skill);
}
}
private void RemoveButton(SkillData skill)
{
foreach (var node in ToUnlockGrid.GetChildren())
{
var child = (Button)node;
if (child.Text != GetButtonText(skill)) continue;
child.QueueFree();
break;
SkillUnlockerComponent.TryUnlockSkill(skill);
}
}
private void OnSkillButtonPressed(SkillButton button)
{
SkillUnlockedComponent.SkillManager.ToggleSkillActivation(button.Data);
SkillUnlockerComponent.SkillManager.ToggleSkillActivation(button.Data);
foreach (var btn in _skillButtons)
{
if (btn.Data.IsActive)
btn.Activate();
else
btn.Deactivate();
}
}
}

View File

@@ -13,50 +13,78 @@ public partial class MarketplaceButton : Button
[Export] public Container SkillLevelContainer { get; set; }
private GameManager _gameManager;
private SkillUnlockedComponent _skillUnlockedComponent;
private SkillUnlockerComponent _skillUnlockerComponent;
public override void _Ready()
{
_gameManager = GetNode<GameManager>("/root/GameManager");
Setup();
var player = _gameManager.Player;
var skillUnlockerComponent = player?.GetNodeOrNull<SkillUnlockedComponent>("SkillUnlockerComponent");
if (skillUnlockerComponent == null) return;
if (player == null) return;
skillUnlockerComponent.SkillUnlocked += OnSkillUnlock;
_skillUnlockerComponent = player.GetNodeOrNull<SkillUnlockerComponent>("SkillUnlockerComponent");
if (_skillUnlockerComponent != null)
{
_skillUnlockerComponent.SkillUnlocked += OnSkillStateChanged;
}
UpdateButtonState();
}
public override void _ExitTree()
{
_skillUnlockedComponent.SkillUnlocked -= OnSkillUnlock;
if (_skillUnlockerComponent != null)
{
_skillUnlockerComponent.SkillUnlocked -= OnSkillStateChanged;
}
}
private void OnSkillStateChanged(SkillData skill)
{
if (skill.Name == Data.Name)
{
UpdateButtonState();
}
}
private void Setup()
private void UpdateButtonState()
{
if (Data == null) return;
if (Data == null || Data.Upgrades.Count == 0)
{
Visible = false;
return;
}
var isUnlocked = _gameManager.IsSkillUnlocked(Data);
for (var i = 0; i < SkillLevelContainer.GetChildCount(); i++)
{
SkillLevelContainer.GetChild(i).QueueFree();
}
for (var i = 0; i < Data.MaxLevel; i++)
{
var icon = new TextureRect()
{
Texture = i < Data.Level ? UnlockedSkillIcon : LockedSkillIcon,
Texture = (isUnlocked && i < Data.Level) ? UnlockedSkillIcon : LockedSkillIcon,
ExpandMode = TextureRect.ExpandModeEnum.FitWidthProportional
};
SkillLevelContainer.AddChild(icon);
}
}
private void OnSkillUnlock(SkillData skill)
{
if (skill.Name != Data.Name) return;
for (var i = 0; i < Data.MaxLevel; i++)
if (!isUnlocked)
{
var icon = SkillLevelContainer.GetChildOrNull<TextureRect>(i);
if (icon == null) continue;
icon.Texture = i < Data.Level ? UnlockedSkillIcon : LockedSkillIcon;
Disabled = i >= Data.Level;
Text = $"{Tr(Data.Name)} ({Data.Upgrades[0].Cost})";
Disabled = false;
}
else if (Data.Level < Data.MaxLevel)
{
Text = $"{Tr(Data.Name)} ({Data.Upgrades[Data.Level].Cost})";
Disabled = false;
}
else
{
Text = $"{Tr(Data.Name)} (MAX)";
Disabled = true;
}
}
}

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@@ -3,7 +3,7 @@ using Mr.BrickAdventures.Autoloads;
namespace Mr.BrickAdventures.scripts.UI;
public partial class PauseMenu : Node
public partial class PauseMenu : Control
{
[Export] public Control PauseMenuControl { get; set; }
[Export] public Control SettingsControl { get; set; }

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@@ -3,7 +3,7 @@ using Mr.BrickAdventures.Autoloads;
namespace Mr.BrickAdventures.scripts.UI;
public partial class SettingsMenu : Node
public partial class SettingsMenu : Control
{
[Export] public Control InputSettingsControl { get; set; }
[Export] public Control AudioSettingsControl { get; set; }
@@ -26,10 +26,10 @@ public partial class SettingsMenu : Node
DisplaySettingsButton.Pressed += OnDisplaySettingsPressed;
GameplaySettingsButton.Pressed += OnGameplaySettingsPressed;
InputSettingsControl.Hide();
AudioSettingsControl.Hide();
DisplaySettingsControl.Hide();
GameplaySettingsControl.Hide();
InputSettingsControl?.Hide();
AudioSettingsControl?.Hide();
DisplaySettingsControl?.Hide();
GameplaySettingsControl?.Hide();
}
public override void _UnhandledInput(InputEvent @event)