Add new components: CannotStompComponent, SkillUnlockedComponent, SpaceshipEnterComponent, SpaceshipExitComponent, SpinComponent, StompDamageComponent, StraightMotionComponent, TerrainHitFx, TooltipComponent, TrailComponent, and UnlockOnRequirementComponent
This commit is contained in:
8
scripts/components/CannotStompComponent.cs
Normal file
8
scripts/components/CannotStompComponent.cs
Normal file
@@ -0,0 +1,8 @@
|
|||||||
|
using Godot;
|
||||||
|
|
||||||
|
namespace Mr.BrickAdventures.scripts.components;
|
||||||
|
|
||||||
|
public partial class CannotStompComponent : Node
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
@@ -1,9 +1,10 @@
|
|||||||
using Godot;
|
using Godot;
|
||||||
using Mr.BrickAdventures.Autoloads;
|
using Mr.BrickAdventures.Autoloads;
|
||||||
|
using Mr.BrickAdventures.scripts.interfaces;
|
||||||
|
|
||||||
namespace Mr.BrickAdventures.scripts.components;
|
namespace Mr.BrickAdventures.scripts.components;
|
||||||
|
|
||||||
public partial class ExitDoorComponent : Node
|
public partial class ExitDoorComponent : Node, IUnlockable
|
||||||
{
|
{
|
||||||
[Export] public bool Locked { get; set; } = true;
|
[Export] public bool Locked { get; set; } = true;
|
||||||
[Export] public Area2D ExitArea { get; set; }
|
[Export] public Area2D ExitArea { get; set; }
|
||||||
@@ -33,7 +34,7 @@ public partial class ExitDoorComponent : Node
|
|||||||
throw new System.NotImplementedException();
|
throw new System.NotImplementedException();
|
||||||
}
|
}
|
||||||
|
|
||||||
private void Unlock()
|
public void Unlock()
|
||||||
{
|
{
|
||||||
Locked = false;
|
Locked = false;
|
||||||
if (DoorSprite != null)
|
if (DoorSprite != null)
|
||||||
|
70
scripts/components/SkillUnlockedComponent.cs
Normal file
70
scripts/components/SkillUnlockedComponent.cs
Normal file
@@ -0,0 +1,70 @@
|
|||||||
|
using Godot;
|
||||||
|
using Godot.Collections;
|
||||||
|
using Mr.BrickAdventures.Autoloads;
|
||||||
|
using Mr.BrickAdventures.scripts.Resources;
|
||||||
|
|
||||||
|
namespace Mr.BrickAdventures.scripts.components;
|
||||||
|
|
||||||
|
public partial class SkillUnlockedComponent : Node
|
||||||
|
{
|
||||||
|
[Export] public SkillManager SkillManager { get; set; }
|
||||||
|
|
||||||
|
[Signal]
|
||||||
|
public delegate void SkillUnlockedEventHandler(SkillData skill);
|
||||||
|
|
||||||
|
private GameManager _gameManager;
|
||||||
|
|
||||||
|
public override void _Ready()
|
||||||
|
{
|
||||||
|
_gameManager = GetNode<GameManager>("/root/GameManager");
|
||||||
|
}
|
||||||
|
|
||||||
|
private bool HasEnoughCoins(int amount)
|
||||||
|
{
|
||||||
|
return _gameManager != null && _gameManager.GetCoins() >= amount;
|
||||||
|
}
|
||||||
|
|
||||||
|
public bool TryUnlockSkill(SkillData skill)
|
||||||
|
{
|
||||||
|
if (_gameManager == null) return false;
|
||||||
|
if (_gameManager.IsSkillUnlocked(skill)) return false;
|
||||||
|
if (!HasEnoughCoins(skill.Cost)) return false;
|
||||||
|
|
||||||
|
skill.Level = 1;
|
||||||
|
skill.IsActive = true;
|
||||||
|
_gameManager.RemoveCoins(skill.Cost);
|
||||||
|
|
||||||
|
var skillsUnlocked = (Array<SkillData>)_gameManager.CurrentSessionState["skills_unlocked"];
|
||||||
|
skillsUnlocked.Add(skill);
|
||||||
|
SkillManager.AddSkill(skill);
|
||||||
|
EmitSignalSkillUnlocked(skill);
|
||||||
|
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
public void UnlockAllSkills()
|
||||||
|
{
|
||||||
|
var availableSkills = SkillManager.AvailableSkills;
|
||||||
|
|
||||||
|
foreach (var skill in availableSkills)
|
||||||
|
{
|
||||||
|
EmitSignalSkillUnlocked(skill);
|
||||||
|
}
|
||||||
|
|
||||||
|
_gameManager.UnlockSkills(availableSkills);
|
||||||
|
SkillManager.ApplyUnlockedSkills();
|
||||||
|
}
|
||||||
|
|
||||||
|
public bool TryUpgradeSkill(SkillData skill)
|
||||||
|
{
|
||||||
|
if (_gameManager == null) return false;
|
||||||
|
if (!_gameManager.IsSkillUnlocked(skill)) return false;
|
||||||
|
if (!HasEnoughCoins(skill.Cost)) return false;
|
||||||
|
if (skill.Level >= skill.MaxLevel) return false;
|
||||||
|
|
||||||
|
_gameManager.RemoveCoins(skill.Cost);
|
||||||
|
skill.Level++;
|
||||||
|
EmitSignalSkillUnlocked(skill);
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
}
|
21
scripts/components/SpaceshipEnterComponent.cs
Normal file
21
scripts/components/SpaceshipEnterComponent.cs
Normal file
@@ -0,0 +1,21 @@
|
|||||||
|
using Godot;
|
||||||
|
|
||||||
|
namespace Mr.BrickAdventures.scripts.components;
|
||||||
|
|
||||||
|
public partial class SpaceshipEnterComponent : Node
|
||||||
|
{
|
||||||
|
[Export] public Area2D Area { get; set; }
|
||||||
|
[Signal] public delegate void SpaceshipEnteredEventHandler();
|
||||||
|
|
||||||
|
public override void _Ready()
|
||||||
|
{
|
||||||
|
Area.BodyEntered += OnBodyEntered;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnBodyEntered(Node2D body)
|
||||||
|
{
|
||||||
|
if (body is not PlayerController) return;
|
||||||
|
EmitSignalSpaceshipEntered();
|
||||||
|
Owner.QueueFree();
|
||||||
|
}
|
||||||
|
}
|
20
scripts/components/SpaceshipExitComponent.cs
Normal file
20
scripts/components/SpaceshipExitComponent.cs
Normal file
@@ -0,0 +1,20 @@
|
|||||||
|
using Godot;
|
||||||
|
|
||||||
|
namespace Mr.BrickAdventures.scripts.components;
|
||||||
|
|
||||||
|
public partial class SpaceshipExitComponent : Node
|
||||||
|
{
|
||||||
|
[Export] public Area2D Area { get; set; }
|
||||||
|
[Signal] public delegate void SpaceshipExitEventHandler();
|
||||||
|
|
||||||
|
public override void _Ready()
|
||||||
|
{
|
||||||
|
Area.BodyEntered += OnBodyEntered;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnBodyEntered(Node2D body)
|
||||||
|
{
|
||||||
|
if (body is not PlayerController) return;
|
||||||
|
EmitSignalSpaceshipExit();
|
||||||
|
}
|
||||||
|
}
|
23
scripts/components/SpinComponent.cs
Normal file
23
scripts/components/SpinComponent.cs
Normal file
@@ -0,0 +1,23 @@
|
|||||||
|
using Godot;
|
||||||
|
|
||||||
|
namespace Mr.BrickAdventures.scripts.components;
|
||||||
|
|
||||||
|
public partial class SpinComponent : Node
|
||||||
|
{
|
||||||
|
[Export] public float SpinSpeed { get; set; } = 8f;
|
||||||
|
[Export] public Vector2 SpinDirection { get; set; } = Vector2.Right;
|
||||||
|
|
||||||
|
public override void _Process(double delta)
|
||||||
|
{
|
||||||
|
Spin((float)delta);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void Spin(float delta)
|
||||||
|
{
|
||||||
|
var rotationSpeed = SpinSpeed * SpinDirection.X * delta;
|
||||||
|
if (Owner is Node2D root)
|
||||||
|
{
|
||||||
|
root.Rotation += rotationSpeed;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
43
scripts/components/StompDamageComponent.cs
Normal file
43
scripts/components/StompDamageComponent.cs
Normal file
@@ -0,0 +1,43 @@
|
|||||||
|
using Godot;
|
||||||
|
|
||||||
|
namespace Mr.BrickAdventures.scripts.components;
|
||||||
|
|
||||||
|
public partial class StompDamageComponent : Node
|
||||||
|
{
|
||||||
|
[Export] public float Damage { get; set; } = 0.25f;
|
||||||
|
[Export] public Area2D Area { get; set; }
|
||||||
|
[Export] public PlayerController Root { get; set; }
|
||||||
|
|
||||||
|
public override void _Ready()
|
||||||
|
{
|
||||||
|
Area.BodyEntered += OnBodyEntered;
|
||||||
|
}
|
||||||
|
|
||||||
|
private async void OnBodyEntered(Node2D body)
|
||||||
|
{
|
||||||
|
var health = body.GetNodeOrNull<HealthComponent>("HealthComponent");
|
||||||
|
if (health == null) return;
|
||||||
|
|
||||||
|
var cannotStompComponent = body.GetNodeOrNull<CannotStompComponent>("CannotStompComponent");
|
||||||
|
if (cannotStompComponent != null) return;
|
||||||
|
|
||||||
|
if (!(Root.GlobalPosition.Y < body.GlobalPosition.Y)) return;
|
||||||
|
|
||||||
|
var velocity = Root.CurrentMovement.PreviousVelocity;
|
||||||
|
if (!(velocity.Y > 0f)) return;
|
||||||
|
|
||||||
|
DealDamage(health);
|
||||||
|
|
||||||
|
var damageComponent = body.GetNodeOrNull<DamageComponent>("DamageComponent");
|
||||||
|
if (damageComponent == null) return;
|
||||||
|
|
||||||
|
damageComponent.SetProcess(false);
|
||||||
|
await ToSignal(GetTree(), SceneTree.SignalName.ProcessFrame);
|
||||||
|
damageComponent.SetProcess(true);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void DealDamage(HealthComponent target)
|
||||||
|
{
|
||||||
|
target.DecreaseHealth(Damage);
|
||||||
|
}
|
||||||
|
}
|
19
scripts/components/StraightMotionComponent.cs
Normal file
19
scripts/components/StraightMotionComponent.cs
Normal file
@@ -0,0 +1,19 @@
|
|||||||
|
using Godot;
|
||||||
|
|
||||||
|
namespace Mr.BrickAdventures.scripts.components;
|
||||||
|
|
||||||
|
public partial class StraightMotionComponent : Node
|
||||||
|
{
|
||||||
|
[Export] public LaunchComponent LaunchComponent { get; set; }
|
||||||
|
|
||||||
|
public override void _PhysicsProcess(double delta)
|
||||||
|
{
|
||||||
|
var root = Owner as Node2D;
|
||||||
|
if (root == null || LaunchComponent == null)
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
root.Position += LaunchComponent.GetInitialVelocity() * (float)delta;
|
||||||
|
}
|
||||||
|
}
|
33
scripts/components/TerrainHitFx.cs
Normal file
33
scripts/components/TerrainHitFx.cs
Normal file
@@ -0,0 +1,33 @@
|
|||||||
|
using System;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using System.Linq;
|
||||||
|
using Godot;
|
||||||
|
|
||||||
|
namespace Mr.BrickAdventures.scripts.components;
|
||||||
|
|
||||||
|
public partial class TerrainHitFx : Node
|
||||||
|
{
|
||||||
|
private List<GpuParticles2D> _gpuParticles = [];
|
||||||
|
|
||||||
|
public override void _Ready()
|
||||||
|
{
|
||||||
|
if (Owner is GpuParticles2D gpuParticle) _gpuParticles.Add(gpuParticle);
|
||||||
|
|
||||||
|
foreach (var child in GetChildren())
|
||||||
|
{
|
||||||
|
if (child is GpuParticles2D p)
|
||||||
|
{
|
||||||
|
_gpuParticles.Add(p);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public void TriggerFx()
|
||||||
|
{
|
||||||
|
foreach (var fx in _gpuParticles.Where(fx => fx != null))
|
||||||
|
{
|
||||||
|
fx.Restart();
|
||||||
|
fx.Emitting = true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
39
scripts/components/TooltipComponent.cs
Normal file
39
scripts/components/TooltipComponent.cs
Normal file
@@ -0,0 +1,39 @@
|
|||||||
|
using Godot;
|
||||||
|
|
||||||
|
namespace Mr.BrickAdventures.scripts.components;
|
||||||
|
|
||||||
|
public partial class TooltipComponent : Node
|
||||||
|
{
|
||||||
|
[Export] public Area2D Area { get; set; }
|
||||||
|
[Export] public Control UiRoot { get; set; }
|
||||||
|
[Export] public string Text { get; set; } = string.Empty;
|
||||||
|
[Export] public Label TooltipLabel { get; set; }
|
||||||
|
|
||||||
|
public override void _Ready()
|
||||||
|
{
|
||||||
|
TooltipLabel.Text = Text;
|
||||||
|
UiRoot.Visible = false;
|
||||||
|
Area.BodyEntered += OnBodyEntered;
|
||||||
|
Area.BodyExited += OnBodyExited;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnBodyEntered(Node2D body)
|
||||||
|
{
|
||||||
|
ShowTooltip();
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnBodyExited(Node2D body)
|
||||||
|
{
|
||||||
|
HideTooltip();
|
||||||
|
}
|
||||||
|
|
||||||
|
private void ShowTooltip()
|
||||||
|
{
|
||||||
|
UiRoot.Visible = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void HideTooltip()
|
||||||
|
{
|
||||||
|
UiRoot.Visible = false;
|
||||||
|
}
|
||||||
|
}
|
22
scripts/components/TrailComponent.cs
Normal file
22
scripts/components/TrailComponent.cs
Normal file
@@ -0,0 +1,22 @@
|
|||||||
|
using System.Collections.Generic;
|
||||||
|
using Godot;
|
||||||
|
|
||||||
|
namespace Mr.BrickAdventures.scripts.components;
|
||||||
|
|
||||||
|
public partial class TrailComponent : Line2D
|
||||||
|
{
|
||||||
|
[Export] public int MaxPoints { get; set; } = 100;
|
||||||
|
|
||||||
|
private readonly Queue<Vector2> _queue = new();
|
||||||
|
|
||||||
|
public override void _Process(double delta)
|
||||||
|
{
|
||||||
|
if (Owner is Node2D root) _queue.Enqueue(root.GlobalPosition);
|
||||||
|
|
||||||
|
if (_queue.Count > MaxPoints) _queue.Dequeue();
|
||||||
|
|
||||||
|
ClearPoints();
|
||||||
|
|
||||||
|
foreach (var point in _queue) AddPoint(point);
|
||||||
|
}
|
||||||
|
}
|
25
scripts/components/UnlockOnRequirementComponent.cs
Normal file
25
scripts/components/UnlockOnRequirementComponent.cs
Normal file
@@ -0,0 +1,25 @@
|
|||||||
|
using Godot;
|
||||||
|
using Mr.BrickAdventures.scripts.interfaces;
|
||||||
|
using Mr.BrickAdventures.scripts.Resources;
|
||||||
|
|
||||||
|
namespace Mr.BrickAdventures.scripts.components;
|
||||||
|
|
||||||
|
public partial class UnlockOnRequirementComponent : Node
|
||||||
|
{
|
||||||
|
[Export] public RequirementComponent RequirementComponent { get; set; }
|
||||||
|
[Export] public Node UnlockTarget { get; set; }
|
||||||
|
|
||||||
|
public override void _Ready()
|
||||||
|
{
|
||||||
|
RequirementComponent.RequirementMet += OnRequirementMet;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnRequirementMet(CollectableType requirementType)
|
||||||
|
{
|
||||||
|
if (requirementType != RequirementComponent.RequirementType) return;
|
||||||
|
if (UnlockTarget is IUnlockable unlockable)
|
||||||
|
{
|
||||||
|
unlockable.Unlock();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
6
scripts/interfaces/IUnlockable.cs
Normal file
6
scripts/interfaces/IUnlockable.cs
Normal file
@@ -0,0 +1,6 @@
|
|||||||
|
namespace Mr.BrickAdventures.scripts.interfaces;
|
||||||
|
|
||||||
|
public interface IUnlockable
|
||||||
|
{
|
||||||
|
void Unlock();
|
||||||
|
}
|
Reference in New Issue
Block a user