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