Add FootstepGfx and JumpGfxComponent; implement particle effects for footsteps and jumps
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55
scripts/components/FootstepGfx.cs
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55
scripts/components/FootstepGfx.cs
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using Godot;
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namespace Mr.BrickAdventures.scripts.components;
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[GlobalClass]
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public partial class FootstepGfx : Node2D
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{
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[Export] private PackedScene _particles;
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[Export] private PlayerController _controller;
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[Export] private Marker2D _marker;
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[ExportGroup("Footstep Settings")]
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[Export] private double _stepInterval = 0.5; // Time in seconds between steps
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[Export] private double _stepIntervalRandomness = 0.1; // Randomness factor for step interval
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[Export] private double _minMoveSpeed = 10.0; // Minimum speed to trigger footsteps
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[Export] private double _randomOffsetRange = 5.0; // Range for random offset
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private double _timeSinceLastStep = 0.0;
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public override void _PhysicsProcess(double delta)
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{
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if (_controller == null || _particles == null) return;
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var canMakeFootstep = _controller.IsOnFloor() && _controller.Velocity.Length() >= _minMoveSpeed;
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if (canMakeFootstep)
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{
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_timeSinceLastStep += delta;
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var randomFactor = GD.RandRange(-_stepIntervalRandomness, _stepIntervalRandomness);
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var adjustedStepInterval = _stepInterval + randomFactor;
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if (_timeSinceLastStep >= adjustedStepInterval)
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{
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SpawnFootstep();
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_timeSinceLastStep = 0.0;
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}
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}
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else
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{
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_timeSinceLastStep = 0.0;
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}
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}
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private void SpawnFootstep()
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{
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if (_marker == null) return;
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var randomOffset = new Vector2(
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(float)GD.RandRange(-_randomOffsetRange, _randomOffsetRange),
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(float)GD.RandRange(-_randomOffsetRange, _randomOffsetRange)
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);
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var newParticles = _particles.Instantiate<GpuParticles2D>();
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newParticles.GlobalPosition = _marker.GlobalPosition + randomOffset;
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GetTree().CurrentScene.AddChild(newParticles);
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newParticles.Emitting = true;
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}
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}
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