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

This commit is contained in:
2025-08-12 03:38:23 +02:00
parent f3aa2631f2
commit ef4d128869
28 changed files with 869 additions and 145 deletions

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using Godot;
namespace Mr.BrickAdventures.scripts.components;
public partial class KnockbackComponent : Node
{
[Export] public CharacterBody2D Body { get; set; }
[Export] public float KnockbackForce { get; set; } = 25f;
[Export] public HealthComponent HealthComponent { get; set; }
private bool _knockbackMode = false;
private int _knockbackFrames = 0;
public override void _Ready()
{
HealthComponent.HealthChanged += OnHealthChanged;
}
public override void _Process(double delta)
{
if (_knockbackMode) _knockbackFrames++;
if (_knockbackFrames <= 1) return;
_knockbackMode = false;
_knockbackFrames = 0;
}
public override void _PhysicsProcess(double delta)
{
if (_knockbackMode) ApplyKnockback((float)delta);
}
private void OnHealthChanged(float delta, float totalHealth)
{
if (totalHealth <= 0f || delta >= 0f) return;
_knockbackMode = true;
}
private void ApplyKnockback(float delta)
{
var velocity = Body.Velocity.Normalized();
var knockbackDirection = new Vector2(Mathf.Sign(velocity.X), 0.4f);
var knockbackVector = -knockbackDirection * KnockbackForce * delta;
Body.Velocity += knockbackVector;
}
}