Csharp rewrite (#4)
* Implement BeamComponent in C# and enhance marketplace button functionality * Add core game components including ConfigFileHandler, GameManager, SaveSystem, and UIManager * cleanup * Add new components: CanPickUpComponent, CollapsableComponent, DestroyableComponent, EffectInflictorComponent, StatusEffectComponent, and StatusEffectDataResource * Add new components: EnemyDeathComponent, EnemyWaveTriggerComponent, and ExitDoorComponent * Add new components: ExplosiveComponent, FadeAwayComponent, FireEffectComponent, FlipComponent, GravityMotionComponent, LaunchComponent, and update PlatformMovement with LastDirection property * Add new components: HealComponent, HitComponent, HomingMissileMotionComponent, LeverComponent, and TriggerLeverComponent * Refactor GameManager session state handling and add new components: CanBeLaunchedComponent, IceEffectComponent, JumpPadComponent, KillPlayerOutOfScreenComponent, KnockbackComponent, LifetimeComponent, MagneticSkillComponent, OutOfScreenComponent, PeriodicShootingComponent, PlayerDeathComponent, ProgressiveDamageComponent, ProjectileComponent, ProjectileInitComponent, RequirementComponent, ScoreComponent, ShipMovementComponent, ShipShooterComponent, and SideToSideMovementComponent * Add new components: CannotStompComponent, SkillUnlockedComponent, SpaceshipEnterComponent, SpaceshipExitComponent, SpinComponent, StompDamageComponent, StraightMotionComponent, TerrainHitFx, TooltipComponent, TrailComponent, and UnlockOnRequirementComponent * Add new components: BrickThrowComponent, BulletComponent, CageComponent, ChaseLevelComponent, CleanupComponent, and ThrowInputResource classes; implement game saving and loading logic in SaveSystem * Add audio settings management and platform movement component * Add ChargeProgressBar, Credits, and GameOverScreen components for UI management * Add UID files for ConfigFileHandler, GameManager, SaveSystem, and UIManager components * Add README.md file with game description and features; include project license and contribution guidelines * Add Hud component for UI management; display health, coins, and lives * Add MainMenu and Marketplace components; implement game management and skill unlocking features * Add PauseMenu, SettingsMenu, and SkillButton components; enhance game management and UI functionality
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109
scripts/components/BeamComponent.cs
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109
scripts/components/BeamComponent.cs
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using Godot;
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namespace Mr.BrickAdventures.scripts.components;
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[GlobalClass]
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public partial class BeamComponent : Node2D
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{
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private float _currentLength = 0.0f;
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private const float PixelSize = 16.0f; // Assuming 16 pixels per unit for scaling
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[Export]
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public float ExpansionSpeed { get; set; } = 100.0f;
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[Export]
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public float MaxLength { get; set; } = 512.0f;
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[Export]
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public Vector2 Direction { get; set; } = Vector2.Down;
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[Export]
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public Node2D Root { get; set; }
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[Export]
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public Sprite2D Sprite { get; set; }
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[Export]
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public CollisionShape2D CollisionShape { get; set; }
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public override void _Ready()
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{
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if (Root == null)
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{
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GD.PrintErr("Root node is not set for BeamComponent.");
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}
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if (Sprite == null)
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{
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GD.PrintErr("Sprite node is not set for BeamComponent.");
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}
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if (CollisionShape == null)
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{
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GD.PrintErr("CollisionShape node is not set for BeamComponent.");
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}
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var shape = CollisionShape?.Shape as RectangleShape2D;
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shape?.SetSize(new Vector2(_currentLength / 2.0f, _currentLength / 2.0f));
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Sprite?.SetScale(new Vector2(1f, 1f));
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CollisionShape?.SetPosition(Vector2.Zero);
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}
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public override void _Process(double delta)
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{
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var newLength = _currentLength + ExpansionSpeed * (float)delta;
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if (newLength > MaxLength) newLength = MaxLength;
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if (!CheckForObstacle(newLength)) ExpandBeam(newLength);
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}
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private void ExpandBeam(float newLength)
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{
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_currentLength = newLength;
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if (Direction == Vector2.Up)
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{
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var pos = Sprite.Position;
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var scale = Sprite.Scale;
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var shape = CollisionShape?.Shape as RectangleShape2D;
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Sprite.SetScale(new Vector2(scale.X, _currentLength / PixelSize));
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Sprite.SetPosition(new Vector2(pos.X, -_currentLength / 2.0f));
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shape?.SetSize(new Vector2(PixelSize / 2f, _currentLength / 2.0f));
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CollisionShape?.SetPosition(new Vector2(CollisionShape.Position.X, -_currentLength / 2.0f));
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} else if (Direction == Vector2.Down)
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{
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var pos = Sprite.Position;
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var scale = Sprite.Scale;
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var shape = CollisionShape?.Shape as RectangleShape2D;
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Sprite.SetScale(new Vector2(scale.X, _currentLength / PixelSize));
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Sprite.SetPosition(new Vector2(pos.X, _currentLength / 2.0f));
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shape?.SetSize(new Vector2(PixelSize / 2f, _currentLength / 2.0f));
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CollisionShape?.SetPosition(new Vector2(CollisionShape.Position.X, _currentLength / 2.0f));
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} else if (Direction == Vector2.Left)
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{
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var pos = Sprite.Position;
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var scale = Sprite.Scale;
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var shape = CollisionShape?.Shape as RectangleShape2D;
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Sprite.SetScale(new Vector2(_currentLength / PixelSize, scale.Y));
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Sprite.SetPosition(new Vector2(-_currentLength / 2.0f, pos.Y));
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shape?.SetSize(new Vector2(_currentLength / 2.0f, PixelSize / 2f));
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CollisionShape?.SetPosition(new Vector2(-_currentLength / 2.0f, CollisionShape.Position.Y));
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} else if (Direction == Vector2.Right)
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{
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var pos = Sprite.Position;
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var scale = Sprite.Scale;
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var shape = CollisionShape?.Shape as RectangleShape2D;
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Sprite.SetScale(new Vector2(_currentLength / PixelSize, scale.Y));
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Sprite.SetPosition(new Vector2(_currentLength / 2.0f, pos.Y));
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shape?.SetSize(new Vector2(_currentLength / 2.0f, PixelSize / 2f));
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CollisionShape?.SetPosition(new Vector2(_currentLength / 2.0f, CollisionShape.Position.Y));
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}
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}
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private bool CheckForObstacle(float newLength)
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{
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var spaceState = GetWorld2D().DirectSpaceState;
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var queryStart = GlobalPosition;
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var queryEnd = queryStart + Direction.Normalized() * newLength;
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var query = PhysicsRayQueryParameters2D.Create(queryStart, queryEnd);
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query.CollideWithAreas = false;
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query.CollideWithBodies = true;
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var result = spaceState.IntersectRay(query);
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return result.Count > 0;
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}
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}
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