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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scripts/components/HomingMissileMotionComponent.cs
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64
scripts/components/HomingMissileMotionComponent.cs
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using Godot;
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namespace Mr.BrickAdventures.scripts.components;
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public partial class HomingMissileMotionComponent : Node
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{
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[Export] public LaunchComponent Launch { get; set; }
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[Export] public float MaxSpeed { get; set; } = 16f;
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[Export] public float Acceleration { get; set; } = 8f;
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[Export] public float MaxTurnRate { get; set; } = 180f; // degrees per second
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[Export] public float WobbleStrength { get; set; } = 5f; // degrees
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[Export] public float Drag { get; set; } = 0.98f;
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[Export] public float SteeringLerp { get; set; } = 0.05f; // low = sluggish, high = responsive
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[Export] public Area2D DetectionArea { get; set; }
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private Vector2 _steeringDirection = Vector2.Zero;
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private Vector2 _velocity = Vector2.Zero;
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private Node2D _target = null;
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public override void _Ready()
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{
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DetectionArea.BodyEntered += OnBodyEntered;
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_velocity = Launch.GetInitialVelocity();
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}
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public override void _PhysicsProcess(double delta)
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{
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if (Launch == null) return;
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if (Owner is not Node2D owner) return;
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if (_target == null)
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{
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owner.Position += _velocity * (float)delta;
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return;
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}
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var toTarget = (_target.GlobalPosition - owner.GlobalPosition).Normalized();
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_steeringDirection = _steeringDirection.Lerp(toTarget, SteeringLerp);
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var angleToTarget = _velocity.AngleTo(_steeringDirection);
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var maxAngle = Mathf.DegToRad(MaxTurnRate) * (float)delta;
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var clampedAngle = Mathf.Clamp(angleToTarget, -maxAngle, maxAngle);
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var rng = new RandomNumberGenerator();
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var wobble = Mathf.DegToRad(rng.RandfRange(-WobbleStrength, WobbleStrength));
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clampedAngle += wobble;
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_velocity = _velocity.Rotated(clampedAngle);
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_velocity *= Drag;
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var desiredSpeed = Mathf.Min(MaxSpeed, _velocity.Length() + Acceleration * (float)delta);
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_velocity = _velocity.Normalized() * desiredSpeed;
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owner.Position += _velocity * (float)delta;
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owner.Rotation = _velocity.Angle();
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}
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private void OnBodyEntered(Node2D body)
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{
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if (_target != null) return;
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if (body == null) return;
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_target = body;
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}
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}
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