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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65
scripts/components/ProgressiveDamageComponent.cs
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65
scripts/components/ProgressiveDamageComponent.cs
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using Godot;
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namespace Mr.BrickAdventures.scripts.components;
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public partial class ProgressiveDamageComponent : Node
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{
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[Export] public HealthComponent HealthComponent { get; set; }
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[Export] public Sprite2D Sprite { get; set; }
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[Export] public PlatformMovementComponent PlatformMovement { get; set; }
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[Export] public float MinJumpHeight { get; set; } = 60f;
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[Export] public float JumpReductionPercentage { get; set; } = 0.1f; // this is a percentage of the jump height per hit
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private float _maxHealth;
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private float _ogJumpHeight;
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public override void _Ready()
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{
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_maxHealth = HealthComponent.MaxHealth;
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HealthComponent.HealthChanged += OnHealthChanged;
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if (PlatformMovement != null)
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{
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_ogJumpHeight = PlatformMovement.JumpHeight;
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}
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}
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private void OnHealthChanged(float delta, float totalHealth)
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{
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var frame = GetDamageFrame();
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if (frame < 0 || frame >= Sprite.GetHframes()) return;
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Sprite.Frame = frame;
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if (PlatformMovement != null)
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{
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PlatformMovement.JumpHeight = GetJumpHeight();
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}
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}
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private int GetDamageFrame()
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{
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if (Sprite == null || HealthComponent == null) return 0;
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var framesCount = Sprite.GetHframes();
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if (framesCount == 0) return 0;
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var currentHealth = HealthComponent.Health;
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var healthRatio = currentHealth / _maxHealth;
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return (int)(framesCount * (1f - healthRatio));
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}
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private float GetJumpHeight()
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{
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if (PlatformMovement == null) return 0f;
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var jumpHeight = _ogJumpHeight;
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if (jumpHeight <= 0f) return 0f;
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var damageFrame = GetDamageFrame();
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if (damageFrame < 0 || damageFrame >= Sprite.GetHframes()) return jumpHeight;
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var reduction = JumpReductionPercentage * jumpHeight;
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var calculatedJumpHeight = jumpHeight - (damageFrame * reduction);
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return Mathf.Max(calculatedJumpHeight, MinJumpHeight);
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}
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}
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