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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117
scripts/components/SideToSideMovementComponent.cs
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117
scripts/components/SideToSideMovementComponent.cs
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using Godot;
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namespace Mr.BrickAdventures.scripts.components;
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public partial class SideToSideMovementComponent : Node
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{
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[Export] public Sprite2D Sprite { get; set; }
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[Export] public float Speed { get; set; } = 10.0f;
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[Export] public float WaitTime { get; set; } = 1.0f;
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[Export] public RayCast2D LeftRay { get; set; }
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[Export] public RayCast2D RightRay { get; set; }
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[Export] public RayCast2D LeftWallRay { get; set; }
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[Export] public RayCast2D RightWallRay { get; set; }
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private Vector2 _direction = Vector2.Left;
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private Vector2 _newDirection = Vector2.Left;
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private Timer _timer;
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private bool _triggeredDirectionChange = false;
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[Signal]
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public delegate void DirectionChangedEventHandler();
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public Vector2 Direction => _direction;
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public override void _Ready()
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{
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SetupTimer();
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DirectionChanged += OnDirectionChanged;
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}
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public override void _PhysicsProcess(double delta)
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{
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HandleDirection();
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HandleSpriteFlip();
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HandleMovement(delta);
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}
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private void HandleDirection()
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{
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// Check if we are colliding with the left wall
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if (LeftWallRay.IsColliding())
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{
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_newDirection = Vector2.Right;
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EmitSignalDirectionChanged();
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return;
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}
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// Check if we are colliding with the right wall
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if (RightWallRay.IsColliding())
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{
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_newDirection = Vector2.Left;
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EmitSignalDirectionChanged();
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return;
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}
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// We are not colliding with anything, which means we don't have ground to walk on. Stop moving.
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if (!LeftRay.IsColliding() && !RightRay.IsColliding())
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{
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_newDirection = Vector2.Zero;
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return;
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}
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// If the left ray is not colliding and the right ray is colliding, that means we have ground to the right and we should change direction to the right.
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if (!LeftRay.IsColliding() && RightRay.IsColliding())
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{
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_newDirection = Vector2.Right;
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EmitSignalDirectionChanged();
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return;
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}
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// If the right ray is not colliding and the left ray is colliding, that means we have ground to the left and we should change direction to the left.
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if (!RightRay.IsColliding() && LeftRay.IsColliding())
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{
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_newDirection = Vector2.Left;
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EmitSignalDirectionChanged();
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return;
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}
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}
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private void HandleSpriteFlip()
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{
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Sprite.FlipH = _direction == Vector2.Left;
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}
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private void HandleMovement(double delta)
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{
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var root = Owner as Node2D;
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if (root == null) return;
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root.Position += _direction * Speed * (float)delta;
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}
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private void OnDirectionChanged()
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{
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if (_direction == _newDirection || _triggeredDirectionChange)
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return;
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_triggeredDirectionChange = true;
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_direction = Vector2.Zero;
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_timer.Start();
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}
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private void OnTimerTimeout()
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{
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_timer.Stop();
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_direction = _newDirection;
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_triggeredDirectionChange = false;
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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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AddChild(_timer);
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_timer.WaitTime = WaitTime;
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_timer.OneShot = true;
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_timer.Timeout += OnTimerTimeout;
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}
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}
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