Commit Graph

114 Commits

Author SHA1 Message Date
e8d1da8f89 feat: lives and death move to the new domain (commit C of the swap)
fixes the regression commit B introduced: coins and skills lived in the
Attempt ledger, but nothing discarded it, because LivesStateHandler still
called the old store and HandlePlayerDeath was never invoked. Dying kept
everything earned that level. Discard-on-death is the ledger's purpose,
so it could not be separated from it.

new AttemptFailed(remaining, runOver) event, raised after the life is
spent and the ledger discarded. DeathScreen and GameOverScreen react to
that instead of being wired to HealthComponent.Death by scene connections
which fired *before* the life was charged - on the last life game-over
saw one life left and showed nothing, then the death screen saw zero and
refused to reload. 18 scene connections deleted; the race is now
unrepresentable rather than fixed.

DeathScreen also had two read paths for lives - a signal and a direct
store read - because neither was reliable alone. Now one.

Hud reads both facts from signals; only health still polls, and that
belongs to the component rather than to progression. GameManager no
longer touches GameStateStore or SaveSystem at all.
2026-07-28 20:19:35 +02:00
a1c9042652 feat: level progression moves to the new domain (slice 10b, step 1)
narrowest safe step: only level identity and progression move. Coins,
lives, skills and death stay entirely on GameStateStore and behave as
before, so nothing is tracked in two places.

GameManager addresses levels by stable LevelId via the catalogue;
LevelScenes is gone, so reordering levels no longer invalidates saves.
Every level entry goes through EnterLevel, which fixes LevelStarted never
firing on the first level or after Continue - ghost recording and splits
have been dead outside mid-campaign.

GoTo announces after a frame, once the incoming scene is actually
current. ChangeSceneToPacked is deferred, so the old code handed
GhostEventHandler the scene being torn down.

FinishLevel takes LevelTime? - GetCurrentLevelTime can legitimately be 0
and inventing a value is exactly the bad data LevelTime refuses.

Continue distinguishes absent from corrupt and refuses to overwrite a
corrupt save. Statistics move to the Profile. 69 tests.
2026-07-28 19:57:01 +02:00
627900b2e8 feat(progression): composition root and event republisher (slice 9)
ProgressionRoot autoload builds the JSON stores from
GlobalizePath("user://"), loads the Profile, reads the authored upgrade
tables into a SkillCatalogue, and owns the ProgressionService. Every
mutating operation is wrapped so draining and republishing cannot be
forgotten - the one risk of the DrainEvents design, now confined to one
file.

ProgressionEventRepublisher turns domain records into EventBus signals
(ADR-0004), so existing subscribers and scene wiring keep working. New
RunEnded signal: GameOverScreen reads Lives directly today, which is the
last-life soft-lock.

Registered after SkillManager, since the skill catalogue is built from
AvailableSkills. GameStateStore stays until slice 10 moves the callers.

Transitional: LevelStarted is republished with a catalogue index because
GhostManager names files ghost_level_{index}.json.
2026-07-28 19:43:04 +02:00
7f0869ffa4 fix: update unique IDs and texture path in collapsing_block scene 2026-04-26 03:36:23 +02:00
7f1b4b5e0e levels update 2026-04-26 03:15:44 +02:00
8769308c85 feat: add 'down' action to remappable actions and update unique IDs in input settings 2026-04-26 02:43:50 +02:00
cbf625d2ff fix: update scene files for unique IDs and adjust JumpForce in JumpPadComponent 2026-03-19 11:32:48 +01:00
38c86f1a67 feat: gameplay settings screen (deadzone + sensitivity) 2026-03-19 03:47:15 +01:00
e647cd7b29 feat: marketplace keyboard/gamepad navigation 2026-03-19 03:44:35 +01:00
dc46769c11 feat: input remapping screen with conflict detection and config persistence 2026-03-19 03:39:19 +01:00
8cce1866b1 feat: display settings screen with window mode and resolution picker 2026-03-19 03:32:40 +01:00
53ebbbbac3 feat: add movement presets for platform and spaceship, update abilities in scenes 2026-03-19 02:55:03 +01:00
3616f4ba79 Update collectable resources and improve FloatingTextManager integration 2026-02-02 12:45:48 +01:00
bfe951939d refactor (#6)
Reviewed-on: #6
2026-02-01 11:47:40 +00:00
dde3eaa52e godot-4.5 (#5)
Reviewed-on: #5
2026-01-31 13:06:43 +00:00
bc3108ea37 Add MovingPlatformComponent and moving platform scene; implement movement along a path with customizable speed and loop modes 2025-09-13 14:43:58 +02:00
7257242fce Add cannon_bullet scene and update cannon settings; implement new bullet behavior and shooting interval 2025-09-13 14:22:12 +02:00
03abf91f59 Add RecoilComponent and SquashAndStretchComponent; implement recoil and animation effects on shooting 2025-09-13 14:18:43 +02:00
e6f8989d16 Add EnemyControllerComponent and PeriodicShootingComponent; implement enemy shooting behavior and bullet spawning 2025-09-13 13:53:40 +02:00
db2a090acc Add FootstepGfx and JumpGfxComponent; implement particle effects for footsteps and jumps 2025-09-13 05:19:37 +02:00
dfc9201f62 Add EventBus, SpeedRunManager, and GhostManager; implement ghost recording and playback features 2025-09-13 03:30:15 +02:00
46553a351a Add achievement panel texture and update AchievementPopup design 2025-09-13 02:26:40 +02:00
a8ff492aed Pacxon (#12)
* Add GridMovementAbility and PacXonGridInteractor for grid-based movement; integrate with PlayerController and PacXonLevel

* Add GhostMovementComponent and PacXonTrailComponent; integrate ghost movement and trail features in PacXonLevel

* Update main menu button focus and add new movement abilities; adjust player and ghost initialization in PacXonLevel
2025-09-13 01:52:07 +02:00
aa73e54b3e Add KnockbackComponent and HazardComponent for enhanced enemy interactions; integrate knockback effects in DamageComponent 2025-09-11 05:09:24 +02:00
98b3202361 Update FloatingTextManager colors and integrate floating text display in LeverComponent; replace enemy sprite in basic_enemy scene 2025-09-11 04:42:59 +02:00
6e2bdcdf95 Add FloatingText and FloatingTextManager for UI message display; create basic_enemy scene and integrate components 2025-09-11 04:35:39 +02:00
f229ff5b7d Add FloatingTextManager and FloatingText for displaying UI messages; update CollectableComponent and HealthComponent to utilize new floating text features 2025-09-11 04:35:30 +02:00
f9cb59d182 Add HealthComponent to bullet and update various resources for skill upgrades 2025-08-31 15:17:47 +02:00
ead52f6d51 Add new skills: Double Jump, Ground Pound, Brick Armor, and Brick Shield; implement skill removal signal in SkillManager (#11) 2025-08-31 15:17:11 +02:00
bd40c797d4 Add SkillManager class and integrate with PlayerController and SkillUnlockerComponent (#10) 2025-08-31 13:04:50 +02:00
2d520a708f Add SkillManager node to village levels and update references 2025-08-31 03:01:24 +02:00
257a492f72 clean up 2025-08-31 02:57:22 +02:00
fd10e566b3 Add ProgressiveDamageComponent for dynamic damage feedback 2025-08-31 02:56:33 +02:00
021e984877 Add DamageNumberManager and DamageNumber for displaying damage feedback 2025-08-31 02:30:42 +02:00
51aecf7da5 Refactor FlipComponent to use PlayerController and remove ProgressiveDamageComponent from scene 2025-08-31 02:11:05 +02:00
604520cad5 Wave enemies (#9)
* Add enemy wave management and path following components

* cleanup
2025-08-31 02:08:35 +02:00
36d1cac284 Add PlayerGraphicsComponent to manage player sprite visibility based on movement abilities 2025-08-31 01:14:00 +02:00
53b5f968fd Add achievement system with unlock and UI popup functionality (#8) 2025-08-31 00:50:53 +02:00
88c7a0a055 Movement refactor 2025-08-30 23:06:12 +02:00
d786ef4c22 Complete C# rewrite with working game in Editor (#6)
* Refactor collectable components to C# and update resource scripts for consistency

* Update resource paths and refactor properties for consistency

* Refactor UI components to inherit from Control and update node paths for consistency

* Update node paths and group assignments for consistency across scenes

* Refactor GameManager and PlayerDeathComponent for improved state management and logging; update scene connections for player death handling

* Add PhantomCamera components and UI elements for improved scene management; refactor existing components for better integration

* Refactor skill components and update resource paths for consistency; enhance skill management in scenes

* Add new UID files and update scene configurations for dialogue components; refactor skill management and input handling

* Add next level command and refactor player retrieval in GameManager; update scene files for consistency

* Add skill upgrade system and refactor skill components for enhanced functionality; update resource paths and configurations

* Enhance ChargeProgressBar and Marketplace functionality; add owner exit handling and update skill button states

* Refactor ChargeProgressBar and SkillManager; update skill handling and improve component interactions

* Refactor player and level configurations; streamline FlipPlayerComponent and reposition Spaceship Enter
2025-08-27 01:12:26 +02:00
58eeef60dc Refactor skill management and marketplace UI for improved functionality 2025-06-19 16:37:31 +02:00
d73931dad4 Update scene resources and improve health management logic 2025-06-12 23:36:34 +02:00
cc737f22cf Add marketplace button functionality and skill unlocker integration 2025-06-05 22:50:45 +02:00
039dc1d5e5 Add screenshot functionality and new level scene to game manager 2025-06-05 01:00:10 +02:00
df154a786c Add minimum jump height, fire rate configuration, and improve throw input handling 2025-05-29 01:33:54 +02:00
26af7a591d Add terrain hit effects, progressive damage component, and update collectable signals 2025-05-29 01:00:19 +02:00
37b96c0f11 Add spaceship exit component, enemy wave trigger, and update various scene properties 2025-05-25 20:10:48 +02:00
bac0a8c5f7 Add spaceship interaction components and update player movement logic 2025-05-25 19:26:41 +02:00
99ed007593 Refactor save system and game manager; improve game restart functionality and state management 2025-05-25 18:36:02 +02:00
7c0778702d Fix scene path in village_3.tres and update level_scenes in game_manager.tscn; clean up whitespace in settings_menu.gd 2025-05-25 18:16:17 +02:00