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 FlashingComponent : Node
{
[Export] public Node2D Sprite { get; set; }
[Export] public float FlashDuration { get; set; } = 0.5f;
[Export] public float FlashTime { get; set; } = 0.1f;
[Export] public bool UseModulate { get; set; } = true;
[Export] public HealthComponent HealthComponent { get; set; }
private Tween _tween;
public override void _Ready()
{
if (HealthComponent != null)
{
HealthComponent.HealthChanged += OnHealthChanged;
HealthComponent.Death += OnDeath;
}
if (Sprite == null)
{
GD.PushError("FlashingComponent: Sprite node is not set.");
return;
}
}
public void StartFlashing()
{
if (Sprite == null) return;
_tween?.Kill();
_tween = CreateTween();
_tween.SetParallel(true);
var flashes = (int)(FlashDuration / FlashTime);
for (var i = 0; i < flashes; i++)
{
if (UseModulate)
{
var opacity = i % 2 == 0 ? 1.0f : 0.3f;
_tween.TweenProperty(Sprite, "modulate:a", opacity, FlashTime);
}
else
{
var visible = i % 2 == 0;
_tween.TweenProperty(Sprite, "visible", visible, FlashTime);
}
}
_tween.TweenCallback(Callable.From(StopFlashing));
}
public void StopFlashing()
{
if (UseModulate)
{
var modulateColor = Sprite.GetModulate();
modulateColor.A = 1.0f;
Sprite.SetModulate(modulateColor);
}
else
{
Sprite.SetVisible(true);
}
}
private void OnHealthChanged(float delta, float totalHealth)
{
if (delta < 0f)
{
StartFlashing();
}
}
private void OnDeath()
{
StopFlashing();
}
}