Commit Graph

7 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
f4411e05a3 fix: SpeedRunHud never detached from the autoload's signal
every level load left another handler attached to a freed HUD.
SpeedRunManager outlives the scene, so it kept calling them and each one
wrote to a disposed Label - thousands of ObjectDisposedException per
frame, growing with each load.

Latent all along: StartTimer was only ever called from StartNewGame, so
after a Continue the timer never ticked and the dead handlers never ran.
Calling StartTimer on Continue (needed for splits and best times) made
it visible.

Also stop the timer when leaving to the menu - StopTimer existed and had
no callers, so the run kept ticking in the main menu.
2026-07-28 20:00:55 +02:00
3b18e328b2 feat: gamepad/keyboard UI navigation on all menus 2026-03-19 03:26:50 +01:00
eeefca4d4e refactor: enhance GameStateStore integration and improve skill management 2026-03-19 02:33:07 +01:00
bfe951939d refactor (#6)
Reviewed-on: #6
2026-02-01 11:47:40 +00:00
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
d84f7d1740 Csharp rewrite (#4)
* Implement BeamComponent in C# and enhance marketplace button functionality

* Add core game components including ConfigFileHandler, GameManager, SaveSystem, and UIManager

* cleanup

* Add new components: CanPickUpComponent, CollapsableComponent, DestroyableComponent, EffectInflictorComponent, StatusEffectComponent, and StatusEffectDataResource

* Add new components: EnemyDeathComponent, EnemyWaveTriggerComponent, and ExitDoorComponent

* Add new components: ExplosiveComponent, FadeAwayComponent, FireEffectComponent, FlipComponent, GravityMotionComponent, LaunchComponent, and update PlatformMovement with LastDirection property

* Add new components: HealComponent, HitComponent, HomingMissileMotionComponent, LeverComponent, and TriggerLeverComponent

* 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

* Add new components: CannotStompComponent, SkillUnlockedComponent, SpaceshipEnterComponent, SpaceshipExitComponent, SpinComponent, StompDamageComponent, StraightMotionComponent, TerrainHitFx, TooltipComponent, TrailComponent, and UnlockOnRequirementComponent

* Add new components: BrickThrowComponent, BulletComponent, CageComponent, ChaseLevelComponent, CleanupComponent, and ThrowInputResource classes; implement game saving and loading logic in SaveSystem

* Add audio settings management and platform movement component

* Add ChargeProgressBar, Credits, and GameOverScreen components for UI management

* Add UID files for ConfigFileHandler, GameManager, SaveSystem, and UIManager components

* Add README.md file with game description and features; include project license and contribution guidelines

* Add Hud component for UI management; display health, coins, and lives

* Add MainMenu and Marketplace components; implement game management and skill unlocking features

* Add PauseMenu, SettingsMenu, and SkillButton components; enhance game management and UI functionality
2025-08-15 00:45:57 +02:00