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
This commit is contained in:
79
scripts/components/ChaseLevelComponent.cs
Normal file
79
scripts/components/ChaseLevelComponent.cs
Normal file
@@ -0,0 +1,79 @@
|
||||
using Godot;
|
||||
|
||||
namespace Mr.BrickAdventures.scripts.components;
|
||||
|
||||
public partial class ChaseLevelComponent : Node
|
||||
{
|
||||
[Export] public float ChaseSpeed { get; set; } = 200.0f;
|
||||
[Export] public Marker2D ChaseTarget { get; set; }
|
||||
[Export] public GodotObject PhantomCamera { get; set; }
|
||||
[Export] public float MinimumDistance { get; set; } = 10f;
|
||||
|
||||
[Signal]
|
||||
public delegate void ChaseStartedEventHandler();
|
||||
|
||||
[Signal]
|
||||
public delegate void ChaseStoppedEventHandler();
|
||||
|
||||
private bool _isChasing = false;
|
||||
private Node2D _previousCameraFollowTarget = null;
|
||||
|
||||
public override void _Process(double delta)
|
||||
{
|
||||
if (!_isChasing) return;
|
||||
if (ChaseTarget == null) return;
|
||||
|
||||
if (CheckIfReachedTarget())
|
||||
{
|
||||
StopChasing();
|
||||
return;
|
||||
}
|
||||
|
||||
var targetPosition = ChaseTarget.GlobalPosition;
|
||||
|
||||
if (Owner is not Node2D root) return;
|
||||
|
||||
var direction = (targetPosition - root.GlobalPosition).Normalized();
|
||||
root.GlobalPosition += direction * ChaseSpeed * (float)delta;
|
||||
}
|
||||
|
||||
public void OnShipEntered()
|
||||
{
|
||||
if (ChaseTarget == null || PhantomCamera == null)
|
||||
return;
|
||||
|
||||
if (_isChasing) return;
|
||||
|
||||
_previousCameraFollowTarget = (Node2D)PhantomCamera.Call("get_follow_target");
|
||||
PhantomCamera.Call("set_follow_target", Owner as Node2D);
|
||||
EmitSignalChaseStarted();
|
||||
_isChasing = true;
|
||||
}
|
||||
|
||||
public void OnShipExited()
|
||||
{
|
||||
StopChasing();
|
||||
}
|
||||
|
||||
private bool CheckIfReachedTarget()
|
||||
{
|
||||
if (ChaseTarget == null)
|
||||
return false;
|
||||
|
||||
if (Owner is not Node2D root) return false;
|
||||
|
||||
var targetPosition = ChaseTarget.GlobalPosition;
|
||||
var currentPosition = root.GlobalPosition;
|
||||
return currentPosition.DistanceTo(targetPosition) <= MinimumDistance;
|
||||
|
||||
}
|
||||
|
||||
private void StopChasing()
|
||||
{
|
||||
if (PhantomCamera == null) return;
|
||||
|
||||
PhantomCamera.Call("set_follow_target", _previousCameraFollowTarget);
|
||||
EmitSignalChaseStopped();
|
||||
_isChasing = false;
|
||||
}
|
||||
}
|
Reference in New Issue
Block a user