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:
2025-08-15 00:45:57 +02:00
committed by GitHub
parent 2ad0fe26d2
commit d84f7d1740
188 changed files with 4774 additions and 18 deletions

View File

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using Godot;
namespace Mr.BrickAdventures.scripts.components;
public partial class ExplosiveComponent : Node2D
{
[Export] public DamageComponent Damage { get; set; }
[Export] public Area2D Area { get; set; }
[Export] public Area2D ExplodeArea { get; set; }
[Export] public PackedScene ExplosionEffect { get; set; }
[Export] public float TimeToExplode { get; set; } = 9f;
[Signal] public delegate void OnExplosionEventHandler(Node2D body);
private Timer _timer;
public override void _Ready()
{
if (Damage != null)
{
GD.PushError("ExplosiveComponent: DamageComponent is not set.");
return;
}
if (ExplodeArea != null)
{
GD.PushError("ExplosiveComponent: ExplodeArea is not set.");
return;
}
Area.BodyEntered += OnAreaBodyEntered;
Area.AreaEntered += OnAreaAreaEntered;
}
private void OnAreaAreaEntered(Area2D area)
{
Explode();
}
private void OnAreaBodyEntered(Node2D body)
{
Explode();
}
private void PrepareTimer()
{
_timer = new Timer();
_timer.SetWaitTime(TimeToExplode);
_timer.OneShot = true;
_timer.Autostart = true;
_timer.Timeout += Explode;
AddChild(_timer);
}
private void Explode()
{
_timer.Stop();
if (ExplosionEffect != null)
{
var explosionInstance = ExplosionEffect.Instantiate<GpuParticles2D>();
if (Owner is Node2D root) explosionInstance.SetGlobalPosition(root.GlobalPosition);
GetTree().CurrentScene.AddChild(explosionInstance);
explosionInstance.SetEmitting(true);
}
var bodies = ExplodeArea.GetOverlappingBodies();
foreach (var body in bodies)
{
var health = body.GetNodeOrNull<HealthComponent>("HealthComponent");
if (Damage != null && health != null)
{
Damage.DealDamage(health);
}
EmitSignalOnExplosion(body);
}
Owner.QueueFree();
}
}