Add EnemyControllerComponent and PeriodicShootingComponent; implement enemy shooting behavior and bullet spawning
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20
scripts/components/EnemyControllerComponent.cs
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20
scripts/components/EnemyControllerComponent.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 EnemyControllerComponent : Node
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{
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[Export] public SideToSideMovementComponent MovementComponent { get; set; }
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[Export] public PeriodicShootingComponent ShootingComponent { get; set; }
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public override void _Process(double delta)
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{
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if (MovementComponent == null || ShootingComponent == null) return;
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if (MovementComponent.Direction != Vector2.Zero)
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{
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ShootingComponent.ShootDirection = MovementComponent.Direction;
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}
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}
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}
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1
scripts/components/EnemyControllerComponent.cs.uid
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1
scripts/components/EnemyControllerComponent.cs.uid
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@@ -0,0 +1 @@
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uid://bhbgjr8ty2n85
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@@ -1,3 +1,4 @@
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using System;
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using Godot;
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namespace Mr.BrickAdventures.scripts.components;
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@@ -8,31 +9,27 @@ public partial class PeriodicShootingComponent : Node
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[Export] public PackedScene BulletScene { get; set; }
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[Export] public float ShootInterval { get; set; } = 1.0f;
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[Export] public Vector2 ShootDirection { get; set; } = Vector2.Right;
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[Export] public SideToSideMovementComponent SideToSideMovement { get; set; }
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[Export] public Node2D BulletSpawnRight { get; set; }
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[Export] public Node2D BulletSpawnLeft { get; set; }
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[Export] public Node2D BulletSpawnPointRight { get; set; }
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[Export] public Node2D BulletSpawnPointLeft { get; set; }
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[Export] public float ShootingIntervalVariation { get; set; } = 0.0f;
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private Timer _timer;
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private RandomNumberGenerator _rng;
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public override void _Ready()
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{
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_rng = new RandomNumberGenerator();
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SetupTimer();
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}
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public override void _Process(double delta)
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{
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if (SideToSideMovement == null) return;
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ShootDirection = SideToSideMovement.Direction != Vector2.Zero ? SideToSideMovement.Direction : Vector2.Right;
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}
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private void SetupTimer()
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{
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_timer = new Timer();
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_timer.WaitTime = GetShootInterval();
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_timer.OneShot = false;
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_timer.Autostart = true;
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_timer = new Timer
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{
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WaitTime = GetNextShootInterval(),
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OneShot = false,
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Autostart = true
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};
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_timer.Timeout += OnTimerTimeout;
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AddChild(_timer);
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}
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@@ -40,33 +37,52 @@ public partial class PeriodicShootingComponent : Node
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private void OnTimerTimeout()
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{
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Shoot();
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_timer.Start();
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_timer.WaitTime = GetNextShootInterval();
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}
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private double GetShootInterval()
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private double GetNextShootInterval()
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{
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if (ShootingIntervalVariation == 0f) return ShootInterval;
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if (ShootingIntervalVariation <= 0f)
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{
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return ShootInterval;
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}
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var rng = new RandomNumberGenerator();
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return ShootInterval + rng.RandfRange(-ShootingIntervalVariation, ShootingIntervalVariation);
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return Math.Max(0.01, ShootInterval + _rng.RandfRange(-ShootingIntervalVariation, ShootingIntervalVariation));
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}
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private void Shoot()
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{
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if (BulletScene == null)
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{
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GD.PushError("PeriodicShootingComponent: BulletScene is not set.");
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return;
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}
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if (ShootDirection == Vector2.Zero) return;
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var spawnNode = (ShootDirection.X >= 0 || BulletSpawnPointLeft == null)
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? BulletSpawnPointRight
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: BulletSpawnPointLeft;
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if (spawnNode == null)
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{
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GD.PrintErr("PeriodicShootingComponent: A suitable bullet spawn point is not set.");
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return;
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}
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var root = Owner as Node2D;
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var spawnPosition = spawnNode.GlobalPosition;
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var owner = Owner as Node2D;
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var ownerRotation = owner?.Rotation ?? 0f;
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var bulletInstance = BulletScene.Instantiate<Node2D>();
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var launchComponent = bulletInstance.GetNodeOrNull<LaunchComponent>("LaunchComponent");
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var spawnPosition = ShootDirection == Vector2.Right ? BulletSpawnRight.GlobalPosition : BulletSpawnLeft.GlobalPosition;
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if (launchComponent != null)
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if (bulletInstance.GetNodeOrNull<LaunchComponent>("LaunchComponent") is { } launchComponent)
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{
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launchComponent.InitialDirection = ShootDirection;
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launchComponent.SpawnPosition = spawnPosition;
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if (root != null) launchComponent.SpawnRotation = root.Rotation;
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launchComponent.SpawnRotation = ownerRotation;
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}
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bulletInstance.Position = spawnPosition;
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bulletInstance.GlobalPosition = spawnPosition;
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GetTree().CurrentScene.AddChild(bulletInstance);
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}
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}
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