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
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39
scripts/components/JumpPadComponent.cs
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39
scripts/components/JumpPadComponent.cs
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using System.Threading.Tasks;
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using Godot;
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namespace Mr.BrickAdventures.scripts.components;
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public partial class JumpPadComponent : Node
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{
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[Export] public float JumpForce { get; set; } = 10f;
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[Export] public Area2D Area { get; set; }
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[Export] public Sprite2D Sprite { get; set; }
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[Export] public int StartAnimationIndex { get; set; } = 0;
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[Export] public float AnimationDuration { get; set; } = 0.5f;
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public override void _Ready()
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{
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Area.BodyEntered += OnBodyEntered;
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}
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private void OnBodyEntered(Node2D body)
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{
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var canBeLaunched = body.GetNodeOrNull<CanBeLaunchedComponent>("CanBeLaunchedComponent");
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if (canBeLaunched == null) return;
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if (body is not PlayerController { CurrentMovement: PlatformMovementComponent movement }) return;
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_ = HandleLaunchPadAnimation();
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movement.Body.Velocity = new Vector2(movement.Body.Velocity.X, -JumpForce);
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movement.JumpSfx?.Play();
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}
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private async Task HandleLaunchPadAnimation()
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{
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if (Sprite == null) return;
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var timer = GetTree().CreateTimer(AnimationDuration);
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Sprite.Frame = StartAnimationIndex + 1;
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await ToSignal(timer, Timer.SignalName.Timeout);
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Sprite.Frame = StartAnimationIndex;
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}
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}
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