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...

8 Commits

Author SHA1 Message Date
817bd96433 Refactor HUD and MainMenu components to use Node attribute for better scene integration 2025-08-15 03:15:54 +02:00
2cc54f7b37 Add game scene and level catalog interfaces, and implement scene management in AppRoot 2025-08-15 03:04:21 +02:00
406036504a Implement core game functionality with AppRoot, SaveClient, PlayerRepository, and LevelRepository classes 2025-08-15 02:46:02 +02:00
173f0e5703 Add Chickensoft packages for enhanced functionality and dependency management 2025-08-15 00:58:19 +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
2ad0fe26d2 Fix formatting in README.md for improved readability 2025-08-13 00:57:38 +02:00
c4f7be1b10 Remove license badge from README.md for cleaner presentation (#3) 2025-08-13 00:54:21 +02:00
b957b56567 Enhance README.md with project badges and statistics for improved visibility 2025-08-13 00:52:04 +02:00
233 changed files with 5219 additions and 71 deletions

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using Godot;
namespace Mr.BrickAdventures.Autoloads;
public partial class ConfigFileHandler : Node
{
private ConfigFile _settingsConfig = new();
public const string SettingsPath = "user://settings.ini";
public ConfigFile SettingsConfig => _settingsConfig;
public override void _Ready()
{
if (!FileAccess.FileExists(SettingsPath))
{
var err = _settingsConfig.Save(SettingsPath);
if (err != Error.Ok)
GD.PushError($"Failed to create settings file at {SettingsPath}: {err}");
}
else
{
var err = _settingsConfig.Load(SettingsPath);
if (err != Error.Ok)
GD.PushError($"Failed to load settings file at {SettingsPath}: {err}");
}
}
}

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uid://8cyvbeyd13cj

241
Autoloads/GameManager.cs Normal file
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using System.Collections.Generic;
using System.Linq;
using Godot;
using Godot.Collections;
using Mr.BrickAdventures.scripts.components;
using Mr.BrickAdventures.scripts.Resources;
namespace Mr.BrickAdventures.Autoloads;
public partial class GameManager : Node
{
[Export] public Array<PackedScene> LevelScenes { get; set; } = new();
public PlayerController Player { get; set; }
private List<Node> _sceneNodes = new();
public Dictionary PlayerState { get; set; } = new()
{
{ "coins", 0 },
{ "lives", 3 },
{ "current_level", 0 },
{ "completed_levels", new Array<int>() },
{ "unlocked_levels", new Array<int>() {0}},
{ "unlocked_skills", new Array<SkillData>() }
};
public Dictionary CurrentSessionState { get; private set; } = new()
{
{ "coins_collected", 0 },
{ "skills_unlocked", new Array<SkillData>() }
};
public override void _EnterTree()
{
GetTree().NodeAdded += OnNodeAdded;
GetTree().NodeRemoved += OnNodeRemoved;
}
public override void _ExitTree()
{
GetTree().NodeAdded -= OnNodeAdded;
GetTree().NodeRemoved -= OnNodeRemoved;
_sceneNodes.Clear();
}
private void OnNodeAdded(Node node)
{
_sceneNodes.Add(node);
}
private void OnNodeRemoved(Node node)
{
_sceneNodes.Remove(node);
}
public void AddCoins(int amount)
{
PlayerState["coins"] = Mathf.Max(0, (int)PlayerState["coins"] + amount);
}
public void SetCoins(int amount) => PlayerState["coins"] = Mathf.Max(0, amount);
public int GetCoins() => (int)PlayerState["coins"] + (int)CurrentSessionState["coins_collected"];
public void RemoveCoins(int amount)
{
var sessionCoins = (int)CurrentSessionState["coins_collected"];
if (amount <= sessionCoins)
{
CurrentSessionState["coins_collected"] = sessionCoins - amount;
}
else
{
var remaining = amount - sessionCoins;
CurrentSessionState["coins_collected"] = 0;
PlayerState["coins"] = Mathf.Max(0, (int)PlayerState["coins"] - remaining);
}
PlayerState["coins"] = Mathf.Max(0, (int)PlayerState["coins"]);
}
public void AddLives(int amount) => PlayerState["lives"] = (int)PlayerState["lives"] + amount;
public void RemoveLives(int amount) => PlayerState["lives"] = (int)PlayerState["lives"] - amount;
public void SetLives(int amount) => PlayerState["lives"] = amount;
public int GetLives() => (int)PlayerState["lives"];
public bool IsSkillUnlocked(SkillData skill)
{
return ((Array)PlayerState["unlocked_skills"]).Contains(skill)
|| ((Array)CurrentSessionState["skills_unlocked"]).Contains(skill);
}
public void UnlockSkill(SkillData skill)
{
if (!IsSkillUnlocked(skill))
((Array)PlayerState["unlocked_skills"]).Add(skill);
}
public void RemoveSkill(string skillName)
{
var arr = (Array)PlayerState["unlocked_skills"];
foreach (SkillData s in arr)
{
if (s.Name != skillName) continue;
arr.Remove(s);
break;
}
}
public void UnlockSkills(Array<SkillData> skills)
{
foreach (var s in skills)
UnlockSkill(s);
}
public void ResetPlayerState()
{
PlayerState = new Dictionary
{
{ "coins", 0 },
{ "lives", 3 },
{ "current_level", 0 },
{ "completed_levels", new Array<int>() },
{ "unlocked_levels", new Array<int>() {0}},
{ "unlocked_skills", new Array<SkillData>() }
};
}
public void UnlockLevel(int levelIndex)
{
var unlocked = (Array)PlayerState["unlocked_levels"];
if (!unlocked.Contains(levelIndex)) unlocked.Add(levelIndex);
}
public void TryToGoToNextLevel()
{
var next = (int)PlayerState["current_level"] + 1;
var unlocked = (Array)PlayerState["unlocked_levels"];
if (next < LevelScenes.Count && unlocked.Contains(next))
{
PlayerState["current_level"] = next;
GetTree().ChangeSceneToPacked(LevelScenes[next]);
}
}
public void MarkLevelComplete(int levelIndex)
{
UnlockLevel(levelIndex + 1);
var completed = (Array)PlayerState["completed_levels"];
if (!completed.Contains(levelIndex)) completed.Add(levelIndex);
}
public void ResetCurrentSessionState()
{
CurrentSessionState = new Dictionary
{
{ "coins_collected", 0 },
{ "skills_unlocked", new Array<SkillData>() }
};
}
public void RestartGame()
{
ResetPlayerState();
ResetCurrentSessionState();
GetTree().ChangeSceneToPacked(LevelScenes[0]);
GetNode<SaveSystem>("/root/SaveSystem").SaveGame();
}
public void QuitGame() => GetTree().Quit();
public void PauseGame() => Engine.TimeScale = 0;
public void ResumeGame() => Engine.TimeScale = 1;
public void StartNewGame()
{
ResetPlayerState();
ResetCurrentSessionState();
GetTree().ChangeSceneToPacked(LevelScenes[0]);
GetNode<SaveSystem>("/root/SaveSystem").SaveGame();
}
public void ContinueGame()
{
var save = GetNode<SaveSystem>("/root/SaveSystem");
if (!save.LoadGame())
{
GD.PrintErr("Failed to load game. Starting a new game instead.");
StartNewGame();
return;
}
var idx = (int)PlayerState["current_level"];
if (idx < LevelScenes.Count)
GetTree().ChangeSceneToPacked(LevelScenes[idx]);
else
GD.PrintErr("No levels unlocked to continue.");
}
public void OnLevelComplete()
{
var levelIndex = (int)PlayerState["current_level"];
MarkLevelComplete(levelIndex);
AddCoins((int)CurrentSessionState["coins_collected"]);
foreach (var s in (Array)CurrentSessionState["skills_unlocked"])
UnlockSkill((SkillData)s);
ResetCurrentSessionState();
TryToGoToNextLevel();
GetNode<SaveSystem>("/root/SaveSystem").SaveGame();
}
public Array<SkillData> GetUnlockedSkills()
{
var unlocked = (Array<SkillData>)PlayerState["unlocked_skills"];
var session = (Array<SkillData>)CurrentSessionState["skills_unlocked"];
if (session!.Count == 0) return unlocked;
if (unlocked!.Count == 0) return session;
var joined = new Array<SkillData>();
joined.AddRange(unlocked);
joined.AddRange(session);
return joined;
}
public PlayerController GetPlayer()
{
if (Player != null) return Player;
foreach (var node in _sceneNodes)
{
if (node is not PlayerController player) continue;
Player = player;
return Player;
}
GD.PrintErr("PlayerController not found in the scene tree.");
return null;
}
}

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61
Autoloads/SaveSystem.cs Normal file
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using Godot;
using Godot.Collections;
using Mr.BrickAdventures.scripts.Resources;
namespace Mr.BrickAdventures.Autoloads;
public partial class SaveSystem : Node
{
[Export] public string SavePath { get; set; } = "user://savegame.save";
[Export] public int Version { get; set; } = 1;
private GameManager _gameManager;
public override void _Ready()
{
_gameManager = GetNode<GameManager>("/root/GameManager");
}
public void SaveGame()
{
var saveData = new Dictionary
{
{ "player_state", _gameManager.PlayerState},
{ "version", Version}
};
using var file = FileAccess.Open(SavePath, FileAccess.ModeFlags.Write);
file.StoreVar(saveData);
GD.Print("Game state saved to: ", SavePath);
}
public bool LoadGame()
{
if (!FileAccess.FileExists(SavePath))
return false;
using var file = FileAccess.Open(SavePath, FileAccess.ModeFlags.Read);
var saveDataObj = (Dictionary)file.GetVar();
if (saveDataObj.ContainsKey("version") && (int)saveDataObj["version"] != Version)
{
GD.Print($"Save file version mismatch. Expected: {Version}, Found: {saveDataObj["version"]}");
return false;
}
GD.Print("Game state loaded from: ", SavePath);
GD.Print("Player state: ", saveDataObj["player_state"]);
_gameManager.PlayerState = (Dictionary)saveDataObj["player_state"];
var skills = new Array<SkillData>();
foreach (var skill in (Array<SkillData>)_gameManager.PlayerState["unlocked_skills"])
{
skills.Add(skill);
}
_gameManager.UnlockSkills(skills);
return true;
}
public bool CheckSaveExists() => FileAccess.FileExists(SavePath);
}

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Autoloads/UIManager.cs Normal file
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using Godot;
using Godot.Collections;
namespace Mr.BrickAdventures.Autoloads;
public partial class UIManager : Node
{
[Export] public Array<Control> UiStack { get; set; } = new();
[Signal] public delegate void ScreenPushedEventHandler(Control screen);
[Signal] public delegate void ScreenPoppedEventHandler(Control screen);
public void PushScreen(Control screen)
{
if (screen == null)
{
GD.PushError($"Cannot push a null screen.");
return;
}
UiStack.Add(screen);
screen.Show();
screen.SetProcessInput(true);
screen.SetFocusMode(Control.FocusModeEnum.All);
screen.GrabFocus();
EmitSignalScreenPushed(screen);
}
public void PopScreen()
{
if (UiStack.Count == 0)
{
GD.PushError($"Cannot pop screen from an empty stack.");
return;
}
var top = (Control)UiStack[^1];
UiStack.RemoveAt(UiStack.Count - 1);
top.Hide();
top.SetProcessInput(false);
EmitSignalScreenPopped(top);
top.AcceptEvent();
if (UiStack.Count > 0) ((Control)UiStack[^1]).GrabFocus();
}
public Control TopScreen() => UiStack.Count > 0 ? (Control)UiStack[^1] : null;
public bool IsScreenOnTop(Control screen) => UiStack.Count > 0 && (Control)UiStack[^1] == screen;
public bool IsVisibleOnStack(Control screen) => UiStack.Contains(screen) && screen.Visible;
public void CloseAll()
{
while (UiStack.Count > 0)
PopScreen();
}
public static void HideAndDisable(Control screen)
{
screen.Hide();
screen.SetProcessInput(false);
}
}

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uid://c3ldmnrwperr4

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<Project Sdk="Godot.NET.Sdk/4.4.1">
<PropertyGroup>
<TargetFramework>net8.0</TargetFramework>
<EnableDynamicLoading>true</EnableDynamicLoading>
<RootNamespace>Mr.BrickAdventures</RootNamespace>
</PropertyGroup>
<ItemGroup>
<PackageReference Include="Chickensoft.AutoInject" Version="2.8.21" />
<PackageReference Include="Chickensoft.GodotNodeInterfaces" Version="2.4.31" />
<PackageReference Include="Chickensoft.Introspection" Version="3.0.2" />
<PackageReference Include="Chickensoft.Introspection.Generator" Version="3.0.2" PrivateAssets="all" OutputItemType="analyzer" />
</ItemGroup>
</Project>

19
Mr. Brick Adventures.sln Normal file
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Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio 2012
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Mr. Brick Adventures", "Mr. Brick Adventures.csproj", "{A1D482B9-207B-4D6C-A0A0-D9E6D1AE2356}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Any CPU = Debug|Any CPU
ExportDebug|Any CPU = ExportDebug|Any CPU
ExportRelease|Any CPU = ExportRelease|Any CPU
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{A1D482B9-207B-4D6C-A0A0-D9E6D1AE2356}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{A1D482B9-207B-4D6C-A0A0-D9E6D1AE2356}.Debug|Any CPU.Build.0 = Debug|Any CPU
{A1D482B9-207B-4D6C-A0A0-D9E6D1AE2356}.ExportDebug|Any CPU.ActiveCfg = ExportDebug|Any CPU
{A1D482B9-207B-4D6C-A0A0-D9E6D1AE2356}.ExportDebug|Any CPU.Build.0 = ExportDebug|Any CPU
{A1D482B9-207B-4D6C-A0A0-D9E6D1AE2356}.ExportRelease|Any CPU.ActiveCfg = ExportRelease|Any CPU
{A1D482B9-207B-4D6C-A0A0-D9E6D1AE2356}.ExportRelease|Any CPU.Build.0 = ExportRelease|Any CPU
EndGlobalSection
EndGlobal

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# Przygody Pana Cegły # Przygody Pana Cegły
[![Steam Wishlist](https://img.shields.io/badge/🎮%20PLAY%20NOW%20on%20Steam-FF4C4C?style=for-the-badge&logo=steam&logoColor=white)](https://store.steampowered.com/app/3575090/Mr_Brick_Adventures/)
![Made With Godot](https://img.shields.io/badge/Made%20With-Godot-478CBF?style=for-the-badge&logo=godot-engine&logoColor=white)
![Lines of Code](https://tokei.rs/b1/github/GKaszewski/ppc_v2?style=for-the-badge&category=code)
![Last Commit](https://img.shields.io/github/last-commit/GKaszewski/ppc_v2?style=for-the-badge)
![Stars](https://img.shields.io/github/stars/GKaszewski/ppc_v2?style=for-the-badge)
*"The worlds only brick-throwing dad simulator (probably)."* *"The worlds only brick-throwing dad simulator (probably)."*
--- ---
@@ -41,6 +48,15 @@ Run, jump, and hurl bricks with pinpoint accuracy as you navigate dangerous worl
--- ---
## 📊 Project Stats
📦 **Lines of Code:**
![Lines of code](https://tokei.rs/b1/github/GKaszewski/ppc_v2)
📈 **Repo Activity:**
![Commit activity](https://img.shields.io/github/commit-activity/m/GKaszewski/ppc_v2)
---
## License ## License
Check the [LICENSE](./LICENSE) for the legal stuff. Check the [LICENSE](./LICENSE) for the legal stuff.
@@ -53,4 +69,4 @@ Not open to code contributions right now but you *can* help by:
* Reporting bugs * Reporting bugs
* Suggesting evil new trap ideas * Suggesting evil new trap ideas
* Spreading the word so Mr. Brick can find his kids faster * Spreading the word so Mr. Brick can find his kids faster

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app/IGameScenes.cs Normal file
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using Godot;
namespace Mr.BrickAdventures.app;
public interface IGameScenes
{
void Load(PackedScene scene);
void Restart();
void ReturnToMain(PackedScene mainMenu);
}

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uid://b7d1ospa5p4nx

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using Godot;
namespace Mr.BrickAdventures.app;
public interface ILevelCatalog
{
int Count { get; }
PackedScene? Get(int index);
PackedScene First { get; }
PackedScene MainMenu { get; }
}

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app/ILevelCatalog.cs.uid Normal file
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@@ -51,4 +51,4 @@ func close_all() -> void:
func hide_and_disable(screen: Control) -> void: func hide_and_disable(screen: Control) -> void:
screen.hide() screen.hide()
screen.set_process_input(false) screen.set_process_input(false)

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common/AppRoot.cs Normal file
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using Chickensoft.AutoInject;
using Chickensoft.Introspection;
using Godot;
using Godot.Collections;
using Mr.BrickAdventures.app;
using Mr.BrickAdventures.data;
using Mr.BrickAdventures.game.repositories;
using Mr.BrickAdventures.game.services;
namespace Mr.BrickAdventures.common;
[Meta(typeof(IAutoNode))]
public partial class AppRoot : Node2D,
IProvide<PlayerRepository>,
IProvide<LevelRepository>,
IProvide<SaveClient>,
IProvide<SaveService>,
IProvide<LevelService>,
IProvide<IGameScenes>,
IProvide<ILevelCatalog>,
IGameScenes
{
public override void _Notification(int what) => this.Notify(what);
[Export] private Array<PackedScene> _levels = [];
[Export] private PackedScene _mainMenu = null!;
private readonly SaveClient _save = new("user://savegame.save", version: 2);
private readonly PlayerRepository _players = new();
private readonly LevelRepository _levelsRepo = new();
private SaveService _saveService = null!;
private LevelService _levelService = null!;
private ILevelCatalog _catalog = null!;
PlayerRepository IProvide<PlayerRepository>.Value() => _players;
LevelRepository IProvide<LevelRepository>.Value() => _levelsRepo;
SaveClient IProvide<SaveClient>.Value() => _save;
SaveService IProvide<SaveService>.Value() => _saveService;
LevelService IProvide<LevelService>.Value() => _levelService;
ILevelCatalog IProvide<ILevelCatalog>.Value() => _catalog;
IGameScenes IProvide<IGameScenes>.Value() => this;
public void OnReady()
{
_saveService = new SaveService(_players, _levelsRepo, _save);
_levelService = new LevelService(_levelsRepo);
_catalog = new ExportedLevelCatalog(_levels, _mainMenu);
_saveService.TryLoad();
this.Provide();
}
public void Load(PackedScene scene) => GetTree().ChangeSceneToPacked(scene);
public void Restart() => GetTree().ReloadCurrentScene();
public void ReturnToMain(PackedScene mainMenu) => GetTree().ChangeSceneToPacked(mainMenu);
private sealed class ExportedLevelCatalog : ILevelCatalog
{
private readonly Array<PackedScene> _levels;
public PackedScene MainMenu { get; }
public ExportedLevelCatalog(Array<PackedScene> levels, PackedScene mainMenu) {
_levels = levels; MainMenu = mainMenu;
}
public int Count => _levels.Count;
public PackedScene? Get(int index) => (index >= 0 && index < _levels.Count) ? _levels[index] : null;
public PackedScene First => _levels.Count > 0 ? _levels[0] : MainMenu;
}
}

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data/ConfigClient.cs Normal file
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namespace Mr.BrickAdventures.data;
public class ConfigClient
{
}

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data/ConfigClient.cs.uid Normal file
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data/SaveClient.cs Normal file
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using System;
using System.Collections.Generic;
using System.Linq;
using Godot;
using Godot.Collections;
using Mr.BrickAdventures.game.repositories;
namespace Mr.BrickAdventures.data;
public sealed class SaveClient
{
private readonly string _path;
private readonly int _version;
public SaveClient(string path, int version) { _path = path; _version = version; }
public bool Exists() => FileAccess.FileExists(_path);
public bool TryLoad(out PlayerState player, out LevelState level) {
player = null!; level = null!;
if (!Exists()) return false;
using var f = FileAccess.Open(_path, FileAccess.ModeFlags.Read);
var dict = (Dictionary)f.GetVar();
if ((int)dict.GetValueOrDefault("version", -1) != _version) return false;
player = ToPlayer((Dictionary)dict["player"]);
level = ToLevel((Dictionary)dict["level"]);
return true;
}
// Strict load: requires version + player_state + level_state.
// If anything is off, delete the file and act as "no save".
public bool TryLoadStrict(out PlayerState player, out LevelState level) {
player = default!;
level = default!;
if (!Exists()) return false;
try {
using var f = FileAccess.Open(_path, FileAccess.ModeFlags.Read);
if (f == null) { Delete(); return false; }
var dictionary = (Dictionary)f.GetVar();
if (!dictionary.TryGetValue("version", out var v) || (int)v != _version) { Delete(); return false; }
if (!dictionary.TryGetValue("player_state", out var pObj) || (Dictionary)pObj is not { } p) { Delete(); return false; }
if (!dictionary.TryGetValue("level_state", out var lObj) || (Dictionary)lObj is not { } l) { Delete(); return false; }
player = ToPlayer(p);
level = ToLevel(l);
return true;
}
catch (Exception e) {
GD.PushWarning($"SaveClient: load failed — deleting bad save. {e.GetType().Name}: {e.Message}");
Delete();
return false;
}
}
public void Save(PlayerState player, LevelState level) {
using var f = FileAccess.Open(_path, FileAccess.ModeFlags.Write);
var dict = new Dictionary {
{ "version", _version },
{ "player", FromPlayer(player) },
{ "level", FromLevel(level) }
};
f.StoreVar(dict);
}
public void Delete() {
if (!Exists()) return;
var abs = ProjectSettings.GlobalizePath(_path);
var ok = DirAccess.RemoveAbsolute(abs);
if (ok != Error.Ok) GD.PushWarning($"SaveClient: failed to delete {_path}: {ok}");
}
private static Dictionary FromPlayer(PlayerState s) => new() { { "coins", s.Coins }, { "lives", s.Lives } };
private static PlayerState ToPlayer(Dictionary d) => new() {
Coins = d.TryGetValue("coins", out var c) ? (int)c : 0,
Lives = d.TryGetValue("lives", out var l) ? (int)l : 3
};
private static Dictionary FromLevel(LevelState s) => new() {
{ "current", s.Current },
{ "unlocked", new Array<int>(s.Unlocked) },
{ "completed", new Array<int>(s.Completed) },
};
private static LevelState ToLevel(Dictionary d) => new() {
Current = d.TryGetValue("current", out var cur) ? (int)cur : 0,
Unlocked = d.TryGetValue("unlocked", out var ul) && (Array<int>)ul is { } a1 ? a1.ToArray() : [0],
Completed = d.TryGetValue("completed", out var cl) && (Array<int>)cl is { } a2 ? a2.ToArray() : [],
};
}
public record SaveSnapshot {
public required PlayerState PlayerState { get; init; }
public required LevelState LevelState { get; init; }
}

1
data/SaveClient.cs.uid Normal file
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uid://bsf45t7m2wa07

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using Chickensoft.AutoInject;
using Chickensoft.Introspection;
using Godot;
using Mr.BrickAdventures.app;
using Mr.BrickAdventures.game.services;
namespace Mr.BrickAdventures.features.level;
[Meta(typeof(IAutoNode))]
public partial class ExitDoorComponent : Area2D
{
public override void _Notification(int what) => this.Notify(what);
[Export] public CollisionShape2D UnlockIndicator { get; set; } = null!;
[Export] public bool Unlocked { get; set; } = false;
[Dependency] public LevelService Levels => this.DependOn<LevelService>();
[Dependency] public ILevelCatalog Catalog => this.DependOn<ILevelCatalog>();
[Dependency] public IGameScenes Scenes => this.DependOn<IGameScenes>();
public void OnReady() {
BodyEntered += OnBodyEntered;
UpdateVisuals();
}
private void OnBodyEntered(Node body) {
if (!Unlocked) return;
if (body is not CharacterBody2D) return;
var nextIdx = Levels.CompleteAndAdvance();
var next = Catalog.Get(nextIdx);
if (next != null) Scenes.Load(next); else Scenes.ReturnToMain(Catalog.MainMenu);
}
private void UpdateVisuals() {
if (UnlockIndicator != null) UnlockIndicator.Disabled = !Unlocked;
}
public void SetUnlocked(bool value) { Unlocked = value; UpdateVisuals(); }
}

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uid://ddh0jm0heqtc3

34
features/ui/hud/Hud.cs Normal file
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using Chickensoft.AutoInject;
using Chickensoft.Introspection;
using Godot;
using Mr.BrickAdventures.game.repositories;
using Mr.BrickAdventures.scripts.components;
namespace Mr.BrickAdventures.features.ui.hud;
[Meta(typeof(IAutoNode))]
public partial class Hud : Node
{
public override void _Notification(int what) => this.Notify(what);
[Export] public HealthComponent Health { get; set; } = null!;
[Node] public Label CoinsLabel { get; set; } = null!;
[Node] public ProgressBar HealthBar { get; set; } = null!;
[Node] public Label LivesLabel { get; set; } = null!;
[Dependency] public PlayerRepository Player => this.DependOn<PlayerRepository>();
public void OnResolved() {
CoinsLabel.Text = $"{Tr("COINS_LABEL")}: {Player.Coins}";
LivesLabel.Text = $"{Tr("LIVES_LABEL")}: {Player.Lives}";
Player.CoinsChanged += c => CoinsLabel.Text = $"{Tr("COINS_LABEL")}: {c}";
Player.LivesChanged += l => LivesLabel.Text = $"{Tr("LIVES_LABEL")}: {l}";
if (Health != null) {
HealthBar.MaxValue = Health.MaxHealth;
HealthBar.Value = Health.Health;
Health.HealthChanged += (_, total) => { HealthBar.Value = total; };
}
}
}

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uid://c1uwe5e1cfdxl

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@@ -1,7 +1,7 @@
[gd_scene load_steps=8 format=3 uid="uid://byxf45ukq82pe"] [gd_scene load_steps=8 format=3 uid="uid://byxf45ukq82pe"]
[ext_resource type="LabelSettings" uid="uid://rvn5ivivfvv6" path="res://resources/ui/hud_label_settings.tres" id="1_4dsh5"] [ext_resource type="LabelSettings" uid="uid://rvn5ivivfvv6" path="res://resources/ui/hud_label_settings.tres" id="1_4dsh5"]
[ext_resource type="Script" uid="uid://c3pde84b3kdco" path="res://scripts/ui/hud.gd" id="1_ueofj"] [ext_resource type="Script" uid="uid://c1uwe5e1cfdxl" path="res://features/ui/hud/Hud.cs" id="1_m4pq7"]
[ext_resource type="FontFile" uid="uid://xm0vbusjr7b7" path="res://fonts/PressStart2P-Regular.ttf" id="1_ygmwt"] [ext_resource type="FontFile" uid="uid://xm0vbusjr7b7" path="res://fonts/PressStart2P-Regular.ttf" id="1_ygmwt"]
[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_mmcdi"] [sub_resource type="StyleBoxFlat" id="StyleBoxFlat_mmcdi"]
@@ -16,7 +16,7 @@ bg_color = Color(0.47451, 0.47451, 0.47451, 1)
[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_22dp1"] [sub_resource type="StyleBoxFlat" id="StyleBoxFlat_22dp1"]
bg_color = Color(0.858824, 0.254902, 0.380392, 1) bg_color = Color(0.858824, 0.254902, 0.380392, 1)
[node name="HUD" type="Control" node_paths=PackedStringArray("coins_label", "health_progressbar", "lives_label")] [node name="HUD" type="Control"]
layout_mode = 3 layout_mode = 3
anchors_preset = 15 anchors_preset = 15
anchor_right = 1.0 anchor_right = 1.0
@@ -25,10 +25,7 @@ grow_horizontal = 2
grow_vertical = 2 grow_vertical = 2
size_flags_horizontal = 4 size_flags_horizontal = 4
size_flags_vertical = 4 size_flags_vertical = 4
script = ExtResource("1_ueofj") script = ExtResource("1_m4pq7")
coins_label = NodePath("PanelContainer/MarginContainer/HBoxContainer/Coins label")
health_progressbar = NodePath("PanelContainer/MarginContainer/HBoxContainer/ProgressBar")
lives_label = NodePath("PanelContainer/MarginContainer/HBoxContainer/Lives")
[node name="PanelContainer" type="PanelContainer" parent="."] [node name="PanelContainer" type="PanelContainer" parent="."]
layout_mode = 1 layout_mode = 1
@@ -57,7 +54,8 @@ text = "HEALTH_LABEL"
label_settings = ExtResource("1_4dsh5") label_settings = ExtResource("1_4dsh5")
uppercase = true uppercase = true
[node name="ProgressBar" type="ProgressBar" parent="PanelContainer/MarginContainer/HBoxContainer"] [node name="HealthBar" type="ProgressBar" parent="PanelContainer/MarginContainer/HBoxContainer"]
unique_name_in_owner = true
visible = false visible = false
layout_mode = 2 layout_mode = 2
size_flags_horizontal = 3 size_flags_horizontal = 3
@@ -69,7 +67,8 @@ step = 0.1
value = 60.0 value = 60.0
show_percentage = false show_percentage = false
[node name="Lives" type="Label" parent="PanelContainer/MarginContainer/HBoxContainer"] [node name="LivesLabel" type="Label" parent="PanelContainer/MarginContainer/HBoxContainer"]
unique_name_in_owner = true
layout_mode = 2 layout_mode = 2
size_flags_horizontal = 3 size_flags_horizontal = 3
text = "LIVES_LABEL" text = "LIVES_LABEL"
@@ -77,7 +76,8 @@ label_settings = ExtResource("1_4dsh5")
horizontal_alignment = 1 horizontal_alignment = 1
uppercase = true uppercase = true
[node name="Coins label" type="Label" parent="PanelContainer/MarginContainer/HBoxContainer"] [node name="CoinsLabel" type="Label" parent="PanelContainer/MarginContainer/HBoxContainer"]
unique_name_in_owner = true
layout_mode = 2 layout_mode = 2
size_flags_horizontal = 3 size_flags_horizontal = 3
text = "COINS_LABEL" text = "COINS_LABEL"

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using Chickensoft.AutoInject;
using Chickensoft.Introspection;
using Godot;
using Mr.BrickAdventures.app;
namespace Mr.BrickAdventures.features.ui.menus;
[Meta(typeof(IAutoNode))]
public partial class GameOverScreen : Control
{
public override void _Notification(int what) => this.Notify(what);
[Export] public Button RestartButton { get; set; } = null!;
[Export] public Button MainMenuButton { get; set; } = null!;
[Export] public PackedScene MainMenuScene { get; set; } = null!;
[Dependency] public IGameScenes Scenes => this.DependOn<IGameScenes>();
public void OnReady() {
Visible = false;
RestartButton.Pressed += () => Scenes.Restart();
MainMenuButton.Pressed += () => Scenes.ReturnToMain(MainMenuScene);
}
public void ShowGameOver() => Show();
}

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uid://b36jv878751ta

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using Chickensoft.AutoInject;
using Chickensoft.Introspection;
using Godot;
using Mr.BrickAdventures.app;
using Mr.BrickAdventures.game.repositories;
using Mr.BrickAdventures.game.services;
namespace Mr.BrickAdventures.features.ui.menus;
[Meta(typeof(IAutoNode))]
public partial class MainMenu : Control
{
public override void _Notification(int what) => this.Notify(what);
[Node] public Button NewGameButton { get; set; } = null!;
[Node] public Button ContinueButton { get; set; } = null!;
[Node] public Button SettingsButton { get; set; } = null!;
[Node] public Button CreditsButton { get; set; } = null!;
[Node] public Button ExitButton { get; set; } = null!;
[Node] public Label VersionLabel { get; set; } = null!;
[Export] public Control SettingsControl { get; set; } = null!;
[Export] public Control CreditsControl { get; set; } = null!;
[Dependency] public SaveService Save => this.DependOn<SaveService>();
[Dependency] public LevelRepository Levels => this.DependOn<LevelRepository>();
[Dependency] public IGameScenes Scenes => this.DependOn<IGameScenes>();
[Dependency] public ILevelCatalog Catalog => this.DependOn<ILevelCatalog>();
public void OnReady() {
VersionLabel.Text = $"v. {ProjectSettings.GetSetting("application/config/version")}";
NewGameButton.Pressed += OnNewGamePressed;
ContinueButton.Pressed += OnContinuePressed;
SettingsButton.Pressed += () => SettingsControl.Show();
CreditsButton.Pressed += () => CreditsControl.Show();
ExitButton.Pressed += () => GetTree().Quit();
}
public void OnResolved()
{
ContinueButton.Disabled = !Save.Exists();
(ContinueButton.Disabled ? NewGameButton : ContinueButton).GrabFocus();
}
private void OnNewGamePressed() {
Save.NewGame();
Levels.SetCurrent(0);
var first = Catalog.First;
Scenes.Load(first);
}
private void OnContinuePressed() {
if (!Save.TryLoad()) { OnNewGamePressed(); return; }
var scene = Catalog.Get(Levels.Current) ?? Catalog.First;
Scenes.Load(scene);
}
}

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uid://fcsg0e8s36in

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using Chickensoft.AutoInject;
using Chickensoft.Introspection;
using Godot;
using Mr.BrickAdventures.app;
using Mr.BrickAdventures.game.services;
namespace Mr.BrickAdventures.features.ui.menus;
[Meta(typeof(IAutoNode))]
public partial class PauseMenu : Control
{
public override void _Notification(int what) => this.Notify(what);
[Export] public Button ResumeButton { get; set; } = null!;
[Export] public Button RestartButton { get; set; } = null!;
[Export] public Button MainMenuButton { get; set; } = null!;
[Dependency] public IGameScenes Scenes => this.DependOn<IGameScenes>();
[Dependency] public ILevelCatalog Catalog => this.DependOn<ILevelCatalog>();
[Dependency] public LevelService Levels => this.DependOn<LevelService>();
public void OnReady() {
Visible = false;
ResumeButton.Pressed += () => { GetTree().Paused = false; Hide(); };
RestartButton.Pressed += () => { GetTree().Paused = false; Scenes.Restart(); };
MainMenuButton.Pressed += () => { GetTree().Paused = false; Scenes.ReturnToMain(Catalog.MainMenu); };
}
public void Toggle() {
if (Visible) { GetTree().Paused = false; Hide(); }
else { Show(); GetTree().Paused = true; }
}
}

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uid://bwgs02wcfnm8u

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@@ -1,25 +1,18 @@
[gd_scene load_steps=3 format=3 uid="uid://8b6ol5sssbgo"] [gd_scene load_steps=3 format=3 uid="uid://8b6ol5sssbgo"]
[ext_resource type="Script" uid="uid://hyfvthdbgjbc" path="res://scripts/ui/main_menu.gd" id="1_epxpl"] [ext_resource type="Script" uid="uid://fcsg0e8s36in" path="res://features/ui/menus/MainMenu.cs" id="1_q8hru"]
[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_qv2q0"] [sub_resource type="StyleBoxFlat" id="StyleBoxFlat_qv2q0"]
bg_color = Color(0, 0, 0, 1) bg_color = Color(0, 0, 0, 1)
[node name="MainMenu" type="Control" node_paths=PackedStringArray("main_menu_control", "new_game_button", "continue_button", "settings_button", "credits_button", "exit_button", "version_label")] [node name="MainMenu" type="Control"]
layout_mode = 3 layout_mode = 3
anchors_preset = 15 anchors_preset = 15
anchor_right = 1.0 anchor_right = 1.0
anchor_bottom = 1.0 anchor_bottom = 1.0
grow_horizontal = 2 grow_horizontal = 2
grow_vertical = 2 grow_vertical = 2
script = ExtResource("1_epxpl") script = ExtResource("1_q8hru")
main_menu_control = NodePath(".")
new_game_button = NodePath("PanelContainer/MarginContainer/VBoxContainer/NewGameButton")
continue_button = NodePath("PanelContainer/MarginContainer/VBoxContainer/ContinueButton")
settings_button = NodePath("PanelContainer/MarginContainer/VBoxContainer/SettingsButton")
credits_button = NodePath("PanelContainer/MarginContainer/VBoxContainer/CreditsButton")
exit_button = NodePath("PanelContainer/MarginContainer/VBoxContainer/QuitButton")
version_label = NodePath("PanelContainer/MarginContainer/VBoxContainer/version")
[node name="PanelContainer" type="PanelContainer" parent="."] [node name="PanelContainer" type="PanelContainer" parent="."]
layout_mode = 1 layout_mode = 1
@@ -53,31 +46,37 @@ layout_mode = 2
size_flags_vertical = 3 size_flags_vertical = 3
[node name="ContinueButton" type="Button" parent="PanelContainer/MarginContainer/VBoxContainer"] [node name="ContinueButton" type="Button" parent="PanelContainer/MarginContainer/VBoxContainer"]
unique_name_in_owner = true
layout_mode = 2 layout_mode = 2
text = "CONTINUE_BUTTON" text = "CONTINUE_BUTTON"
flat = true flat = true
[node name="NewGameButton" type="Button" parent="PanelContainer/MarginContainer/VBoxContainer"] [node name="NewGameButton" type="Button" parent="PanelContainer/MarginContainer/VBoxContainer"]
unique_name_in_owner = true
layout_mode = 2 layout_mode = 2
text = "NEW_GAME_BUTTON" text = "NEW_GAME_BUTTON"
flat = true flat = true
[node name="SettingsButton" type="Button" parent="PanelContainer/MarginContainer/VBoxContainer"] [node name="SettingsButton" type="Button" parent="PanelContainer/MarginContainer/VBoxContainer"]
unique_name_in_owner = true
layout_mode = 2 layout_mode = 2
text = "SETTINGS_BUTTON" text = "SETTINGS_BUTTON"
flat = true flat = true
[node name="CreditsButton" type="Button" parent="PanelContainer/MarginContainer/VBoxContainer"] [node name="CreditsButton" type="Button" parent="PanelContainer/MarginContainer/VBoxContainer"]
unique_name_in_owner = true
layout_mode = 2 layout_mode = 2
text = "CREDITS_BUTTON" text = "CREDITS_BUTTON"
flat = true flat = true
[node name="QuitButton" type="Button" parent="PanelContainer/MarginContainer/VBoxContainer"] [node name="ExitButton" type="Button" parent="PanelContainer/MarginContainer/VBoxContainer"]
unique_name_in_owner = true
layout_mode = 2 layout_mode = 2
text = "QUIT_BUTTON" text = "QUIT_BUTTON"
flat = true flat = true
[node name="version" type="Label" parent="PanelContainer/MarginContainer/VBoxContainer"] [node name="VersionLabel" type="Label" parent="PanelContainer/MarginContainer/VBoxContainer"]
unique_name_in_owner = true
layout_mode = 2 layout_mode = 2
size_flags_horizontal = 0 size_flags_horizontal = 0
size_flags_vertical = 8 size_flags_vertical = 8

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namespace Mr.BrickAdventures.features.ui.settings;
public class AudioSettings
{
}

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uid://bnj36dhskiem

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using System;
using System.Collections.Generic;
using System.Linq;
namespace Mr.BrickAdventures.game.repositories;
public sealed class LevelRepository
{
public int Current { get; private set; } = 0;
public HashSet<int> Unlocked { get; } = new() { 0 };
public HashSet<int> Completed { get; } = new();
public event Action<int>? CurrentChanged;
public void SetCurrent(int idx) { Current = idx; CurrentChanged?.Invoke(Current); }
public void Unlock(int idx) => Unlocked.Add(idx);
public void Complete(int idx) { Completed.Add(idx); Unlock(idx + 1); }
public LevelState Export() => new() {
Current = Current, Unlocked = [..Unlocked], Completed = [..Completed]
};
public void Load(LevelState s) {
Current = s.Current;
Unlocked.Clear(); foreach (var i in s.Unlocked) Unlocked.Add(i);
Completed.Clear(); foreach (var i in s.Completed) Completed.Add(i);
CurrentChanged?.Invoke(Current);
}
}
public record LevelState {
public int Current;
public int[] Unlocked = [];
public int[] Completed = [];
}

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uid://d0604lmwpadt5

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using System;
namespace Mr.BrickAdventures.game.repositories;
public sealed class PlayerRepository
{
public int Coins { get; private set; } = 0;
public int Lives { get; private set; } = 3;
public event Action<int>? CoinsChanged;
public event Action<int>? LivesChanged;
public void SetCoins(int value) { Coins = Math.Max(0, value); CoinsChanged?.Invoke(Coins); }
public void AddCoins(int amount) { SetCoins(Coins + amount); }
public void RemoveCoins(int amount){ SetCoins(Coins - amount); }
public void SetLives(int value) { Lives = value; LivesChanged?.Invoke(Lives); }
public void AddLives(int amount) { SetLives(Lives + amount); }
public void RemoveLives(int amount){ SetLives(Lives - amount); }
public PlayerState Export() => new() { Coins = Coins, Lives = Lives };
public void Load(PlayerState s) { SetCoins(s.Coins); SetLives(s.Lives); }
}
public record PlayerState { public int Coins; public int Lives; }

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uid://d1dijkt574x4b

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namespace Mr.BrickAdventures.game.repositories;
public sealed class SessionRepository
{
}

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uid://b550hcqugygv0

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namespace Mr.BrickAdventures.game.repositories;
public class SettingsRepository
{
}

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uid://bk11iduo7bg2h

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namespace Mr.BrickAdventures.game.repositories;
public class SkillsRepository
{
}

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uid://cymx7mtmdblun

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using Mr.BrickAdventures.game.repositories;
namespace Mr.BrickAdventures.game.services;
public sealed class LevelService
{
private readonly LevelRepository _levels;
public LevelService(LevelRepository levels) => _levels = levels;
public int CompleteAndAdvance() {
var cur = _levels.Current;
_levels.Complete(cur);
var next = cur + 1;
_levels.SetCurrent(next);
return next;
}
public void StartNew() {
_levels.Load(new LevelState { Current = 0, Unlocked = new [] { 0 }, Completed = [] });
}
}

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uid://b2tsi3cjnh5xq

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using Mr.BrickAdventures.data;
using Mr.BrickAdventures.game.repositories;
namespace Mr.BrickAdventures.game.services;
public sealed class SaveService
{
private readonly PlayerRepository _players;
private readonly LevelRepository _levels;
private readonly SaveClient _save;
public SaveService(PlayerRepository players, LevelRepository levels, SaveClient save) {
_players = players; _levels = levels; _save = save;
}
public bool TryLoad() {
if (!_save.TryLoad(out var p, out var l)) return false;
_players.Load(p);
_levels.Load(l);
return true;
}
public void Save() => _save.Save(_players.Export(), _levels.Export());
public bool Exists() => _save.Exists();
public void NewGame() {
_players.Load(new PlayerState { Coins = 0, Lives = 3 });
_levels.Load(new LevelState { Current = 0, Unlocked = [0], Completed = [] });
Save();
}
}

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uid://dxqkxlkkivxog

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namespace Mr.BrickAdventures.game.services;
public sealed class SkillService
{
}

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uid://dim21hs12wdi5

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@@ -32,7 +32,7 @@
[ext_resource type="PackedScene" uid="uid://bg76mtpcmfm2j" path="res://objects/ui/charging_bar_layer.tscn" id="28_3f5nm"] [ext_resource type="PackedScene" uid="uid://bg76mtpcmfm2j" path="res://objects/ui/charging_bar_layer.tscn" id="28_3f5nm"]
[ext_resource type="PackedScene" uid="uid://b12tppjkkqpt4" path="res://objects/fxs/hit_particles.tscn" id="28_jh5m0"] [ext_resource type="PackedScene" uid="uid://b12tppjkkqpt4" path="res://objects/fxs/hit_particles.tscn" id="28_jh5m0"]
[ext_resource type="Script" uid="uid://ceq8n7yw7qxpi" path="res://scripts/components/hit_component.gd" id="29_jh5m0"] [ext_resource type="Script" uid="uid://ceq8n7yw7qxpi" path="res://scripts/components/hit_component.gd" id="29_jh5m0"]
[ext_resource type="Script" uid="uid://c1wtrgw0x77xo" path="res://scripts/components/platform_movement.gd" id="31_xoue7"] [ext_resource type="Script" uid="uid://cflncpa377l8l" path="res://scripts/components/platform_movement.gd" id="31_xoue7"]
[ext_resource type="AudioStream" uid="uid://dyev46uqusimi" path="res://sfx/shoot.wav" id="32_x2b7c"] [ext_resource type="AudioStream" uid="uid://dyev46uqusimi" path="res://sfx/shoot.wav" id="32_x2b7c"]
[ext_resource type="Script" uid="uid://d1ctdx52gskv1" path="res://scripts/components/ship_shooter.gd" id="34_gwc8i"] [ext_resource type="Script" uid="uid://d1ctdx52gskv1" path="res://scripts/components/ship_shooter.gd" id="34_gwc8i"]
[ext_resource type="PackedScene" uid="uid://dtem8jgcyoqar" path="res://objects/entities/green_laser.tscn" id="36_oxudy"] [ext_resource type="PackedScene" uid="uid://dtem8jgcyoqar" path="res://objects/entities/green_laser.tscn" id="36_oxudy"]

View File

@@ -62,9 +62,6 @@ process_material = SubResource("ParticleProcessMaterial_lgb3u")
[node name="UI Layer" parent="." instance=ExtResource("2_lbnsn")] [node name="UI Layer" parent="." instance=ExtResource("2_lbnsn")]
[node name="HUD" parent="UI Layer" index="0" node_paths=PackedStringArray("player_health")]
player_health = NodePath("../../Brick Player/HealthComponent")
[node name="DeathScreen" parent="UI Layer" index="1" node_paths=PackedStringArray("nodes_to_disable")] [node name="DeathScreen" parent="UI Layer" index="1" node_paths=PackedStringArray("nodes_to_disable")]
current_level = ExtResource("4_c2yv5") current_level = ExtResource("4_c2yv5")
nodes_to_disable = [NodePath("../../Brick Player")] nodes_to_disable = [NodePath("../../Brick Player")]

View File

@@ -1,6 +1,6 @@
[gd_scene load_steps=11 format=3 uid="uid://6foggu31cu14"] [gd_scene load_steps=11 format=3 uid="uid://6foggu31cu14"]
[ext_resource type="PackedScene" uid="uid://byxf45ukq82pe" path="res://objects/ui/hud.tscn" id="1_tgtfe"] [ext_resource type="PackedScene" uid="uid://byxf45ukq82pe" path="res://features/ui/hud/hud.tscn" id="1_tgtfe"]
[ext_resource type="PackedScene" uid="uid://dulkm3ah4tm0u" path="res://objects/ui/death_screen.tscn" id="2_ln68j"] [ext_resource type="PackedScene" uid="uid://dulkm3ah4tm0u" path="res://objects/ui/death_screen.tscn" id="2_ln68j"]
[ext_resource type="Script" uid="uid://cp68km8bykymb" path="res://scripts/resources/level_resource.gd" id="3_5kt5k"] [ext_resource type="Script" uid="uid://cp68km8bykymb" path="res://scripts/resources/level_resource.gd" id="3_5kt5k"]
[ext_resource type="PackedScene" uid="uid://wmw6gaisyrvx" path="res://objects/ui/game_over_screen.tscn" id="4_11xmk"] [ext_resource type="PackedScene" uid="uid://wmw6gaisyrvx" path="res://objects/ui/game_over_screen.tscn" id="4_11xmk"]
@@ -34,9 +34,8 @@ visible = false
offset_top = 32.0 offset_top = 32.0
components_to_disable = [null] components_to_disable = [null]
[node name="Pause menu" parent="." node_paths=PackedStringArray("settings_menu") instance=ExtResource("6_1q4vn")] [node name="Pause menu" parent="." instance=ExtResource("6_1q4vn")]
visible = false visible = false
settings_menu = NodePath("../Settings menu")
[node name="Settings menu" parent="." node_paths=PackedStringArray("input_settings", "audio_settings") instance=ExtResource("7_hkjav")] [node name="Settings menu" parent="." node_paths=PackedStringArray("input_settings", "audio_settings") instance=ExtResource("7_hkjav")]
visible = false visible = false

View File

@@ -1,12 +1,11 @@
[gd_scene load_steps=4 format=3 uid="uid://i6mnjbjcoqe5"] [gd_scene load_steps=3 format=3 uid="uid://i6mnjbjcoqe5"]
[ext_resource type="Script" uid="uid://cugifchx6jhuk" path="res://scripts/ui/pause_menu.gd" id="1_aktha"] [ext_resource type="Script" uid="uid://bwgs02wcfnm8u" path="res://features/ui/menus/PauseMenu.cs" id="1_ljtns"]
[ext_resource type="PackedScene" uid="uid://cl00e2ocomk3m" path="res://scenes/main_menu.tscn" id="2_h4pd5"]
[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_g4ivv"] [sub_resource type="StyleBoxFlat" id="StyleBoxFlat_g4ivv"]
bg_color = Color(0, 0, 0, 1) bg_color = Color(0, 0, 0, 1)
[node name="Pause menu" type="Control" node_paths=PackedStringArray("pause_menu_control", "resume_button", "quit_button", "settings_button", "exit_to_menu_button")] [node name="Pause menu" type="Control" node_paths=PackedStringArray("ResumeButton", "RestartButton", "MainMenuButton")]
layout_mode = 3 layout_mode = 3
anchors_preset = 15 anchors_preset = 15
anchor_right = 1.0 anchor_right = 1.0
@@ -15,13 +14,10 @@ grow_horizontal = 2
grow_vertical = 2 grow_vertical = 2
size_flags_horizontal = 6 size_flags_horizontal = 6
size_flags_vertical = 6 size_flags_vertical = 6
script = ExtResource("1_aktha") script = ExtResource("1_ljtns")
pause_menu_control = NodePath(".") ResumeButton = NodePath("PanelContainer/MarginContainer/VBoxContainer/Resume Button")
resume_button = NodePath("PanelContainer/MarginContainer/VBoxContainer/Resume Button") RestartButton = NodePath("PanelContainer/MarginContainer/VBoxContainer/Settings Button")
quit_button = NodePath("PanelContainer/MarginContainer/VBoxContainer/Quit game Button") MainMenuButton = NodePath("PanelContainer/MarginContainer/VBoxContainer/Exit to menu Button")
settings_button = NodePath("PanelContainer/MarginContainer/VBoxContainer/Settings Button")
exit_to_menu_button = NodePath("PanelContainer/MarginContainer/VBoxContainer/Exit to menu Button")
exit_to_menu_scene = ExtResource("2_h4pd5")
[node name="PanelContainer" type="PanelContainer" parent="."] [node name="PanelContainer" type="PanelContainer" parent="."]
layout_mode = 1 layout_mode = 1

View File

@@ -19,7 +19,7 @@ config/version="in-dev"
run/main_scene="uid://cl00e2ocomk3m" run/main_scene="uid://cl00e2ocomk3m"
config/use_custom_user_dir=true config/use_custom_user_dir=true
config/custom_user_dir_name="MrBrickAdventures" config/custom_user_dir_name="MrBrickAdventures"
config/features=PackedStringArray("4.4", "GL Compatibility") config/features=PackedStringArray("4.4", "C#", "GL Compatibility")
run/max_fps=180 run/max_fps=180
boot_splash/bg_color=Color(0, 0, 0, 1) boot_splash/bg_color=Color(0, 0, 0, 1)
boot_splash/show_image=false boot_splash/show_image=false

View File

@@ -66,9 +66,6 @@ process_material = SubResource("ParticleProcessMaterial_lgb3u")
[node name="UI Layer" parent="." instance=ExtResource("3_4fsls")] [node name="UI Layer" parent="." instance=ExtResource("3_4fsls")]
[node name="HUD" parent="UI Layer" index="0" node_paths=PackedStringArray("player_health")]
player_health = NodePath("../../Brick Player/HealthComponent")
[node name="DeathScreen" parent="UI Layer" index="1" node_paths=PackedStringArray("nodes_to_disable")] [node name="DeathScreen" parent="UI Layer" index="1" node_paths=PackedStringArray("nodes_to_disable")]
current_level = ExtResource("4_onnch") current_level = ExtResource("4_onnch")
nodes_to_disable = [NodePath("../../Brick Player")] nodes_to_disable = [NodePath("../../Brick Player")]

View File

@@ -1,27 +1,38 @@
[gd_scene load_steps=6 format=3 uid="uid://cl00e2ocomk3m"] [gd_scene load_steps=12 format=3 uid="uid://cl00e2ocomk3m"]
[ext_resource type="PackedScene" uid="uid://8b6ol5sssbgo" path="res://objects/ui/main_menu.tscn" id="1_ekxnf"] [ext_resource type="PackedScene" uid="uid://8b6ol5sssbgo" path="res://features/ui/menus/main_menu.tscn" id="1_ekxnf"]
[ext_resource type="Script" uid="uid://dg2l7cw6da4vb" path="res://common/AppRoot.cs" id="1_rtw2f"]
[ext_resource type="PackedScene" uid="uid://y0ae6e7t70fj" path="res://objects/ui/settings_menu.tscn" id="2_bqqt6"] [ext_resource type="PackedScene" uid="uid://y0ae6e7t70fj" path="res://objects/ui/settings_menu.tscn" id="2_bqqt6"]
[ext_resource type="PackedScene" uid="uid://bwgmrcyj4mvu" path="res://objects/ui/credits.tscn" id="3_bqqt6"] [ext_resource type="PackedScene" uid="uid://bwgmrcyj4mvu" path="res://objects/ui/credits.tscn" id="3_bqqt6"]
[ext_resource type="PackedScene" uid="uid://chqb11pfoqmeb" path="res://scenes/level_village_2.tscn" id="3_lgwnu"]
[ext_resource type="PackedScene" uid="uid://bol7g83v2accs" path="res://scenes/level_village_1.tscn" id="3_oa1go"]
[ext_resource type="PackedScene" uid="uid://b5fx1vdfky307" path="res://objects/ui/audio_settings.tscn" id="4_8ln24"] [ext_resource type="PackedScene" uid="uid://b5fx1vdfky307" path="res://objects/ui/audio_settings.tscn" id="4_8ln24"]
[ext_resource type="PackedScene" uid="uid://h60obxmju6mo" path="res://scenes/level_village_3.tscn" id="4_flqon"]
[ext_resource type="PackedScene" uid="uid://bhad760x3vvco" path="res://scenes/level_village_4.tscn" id="5_rcqid"]
[ext_resource type="PackedScene" uid="uid://cvfsbiy5ggrpg" path="res://objects/ui/input_settings.tscn" id="5_rtw2f"] [ext_resource type="PackedScene" uid="uid://cvfsbiy5ggrpg" path="res://objects/ui/input_settings.tscn" id="5_rtw2f"]
[ext_resource type="PackedScene" uid="uid://dagpmlgvr262d" path="res://scenes/level_forest_5.tscn" id="6_1ajci"]
[node name="Main menu" type="CanvasLayer"] [node name="AppRoot" type="Node2D"]
script = ExtResource("1_rtw2f")
_levels = Array[PackedScene]([ExtResource("3_oa1go"), ExtResource("3_lgwnu"), ExtResource("4_flqon"), ExtResource("5_rcqid"), ExtResource("6_1ajci")])
_mainMenu = null
[node name="MainMenu" parent="." node_paths=PackedStringArray("settings_control", "credits_control") instance=ExtResource("1_ekxnf")] [node name="Main menu" type="CanvasLayer" parent="."]
settings_control = NodePath("../Settings menu")
credits_control = NodePath("../Credits")
[node name="Settings menu" parent="." node_paths=PackedStringArray("input_settings", "audio_settings") instance=ExtResource("2_bqqt6")] [node name="MainMenu" parent="Main menu" node_paths=PackedStringArray("SettingsControl", "CreditsControl") instance=ExtResource("1_ekxnf")]
SettingsControl = NodePath("../Settings menu")
CreditsControl = NodePath("../Credits")
[node name="Settings menu" parent="Main menu" node_paths=PackedStringArray("input_settings", "audio_settings") instance=ExtResource("2_bqqt6")]
visible = false visible = false
input_settings = NodePath("../Input Settings") input_settings = NodePath("../Input Settings")
audio_settings = NodePath("../Audio settings") audio_settings = NodePath("../Audio settings")
[node name="Credits" parent="." instance=ExtResource("3_bqqt6")] [node name="Credits" parent="Main menu" instance=ExtResource("3_bqqt6")]
visible = false visible = false
[node name="Audio settings" parent="." instance=ExtResource("4_8ln24")] [node name="Audio settings" parent="Main menu" instance=ExtResource("4_8ln24")]
visible = false visible = false
[node name="Input Settings" parent="." instance=ExtResource("5_rtw2f")] [node name="Input Settings" parent="Main menu" instance=ExtResource("5_rtw2f")]
visible = false visible = false

View File

@@ -0,0 +1,70 @@
using Godot;
namespace Mr.BrickAdventures.scripts.Resources;
public partial class ChargeThrowInputResource : ThrowInputResource
{
[Export] public float MinPower { get; set; } = 0.5f;
[Export] public float MaxPower { get; set; } = 2.0f;
[Export] public float MaxChargeTime { get; set; } = 2.0f;
[Export] public float MinChargeDuration { get; set; } = 0.1f;
private bool _isCharging = false;
private float _chargeStartTime = 0f;
[Signal] public delegate void ChargeStartedEventHandler();
[Signal] public delegate void ChargeUpdatedEventHandler(float chargeRatio);
[Signal] public delegate void ChargeStoppedEventHandler();
public override void ProcessInput(InputEvent @event)
{
if (@event.IsActionPressed("attack"))
{
_isCharging = true;
_chargeStartTime = Time.GetTicksMsec() / 1000f;
EmitSignalChargeStarted();
}
if (@event.IsActionReleased("attack") && _isCharging)
{
var power = CalculatePower();
_isCharging = false;
EmitSignalThrowRequested(power);
EmitSignalChargeStopped();
}
}
public override void Update(double delta)
{
if (!_isCharging) return;
var t = Mathf.Clamp(GetChargeRatio(), MinPower, MaxPower);
EmitSignalChargeUpdated(t);
}
public override bool SupportsCharging()
{
return true;
}
private float CalculatePower()
{
var now = Time.GetTicksMsec() / 1000f;
var heldTime = now - _chargeStartTime;
if (heldTime < MinChargeDuration)
return MinPower;
var t = Mathf.Clamp(heldTime / MaxChargeTime, 0f, 1f);
return Mathf.Lerp(MinPower, MaxPower, t);
}
private float GetChargeRatio()
{
if (!_isCharging) return MinPower;
var now = Time.GetTicksMsec() / 1000f;
var heldTime = now - _chargeStartTime;
var t = Mathf.Clamp(heldTime / MaxChargeTime, 0f, 1f);
return Mathf.Lerp(MinPower, MaxPower, t);
}
}

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@@ -0,0 +1 @@
uid://dtpdh4jp51jis

View File

@@ -0,0 +1,9 @@
using Godot;
namespace Mr.BrickAdventures.scripts.Resources;
public partial class CollectableResource : Resource
{
[Export] public Variant Amount { get; set; } = 0.0;
[Export] public CollectableType Type { get; set; }
}

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@@ -0,0 +1 @@
uid://gptsgaw3agkf

View File

@@ -0,0 +1,8 @@
namespace Mr.BrickAdventures.scripts.Resources;
public enum CollectableType
{
Coin,
Kid,
Health,
}

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@@ -0,0 +1 @@
uid://2ql8wj3vfeke

View File

@@ -0,0 +1,19 @@
using System;
using Godot;
using Godot.Collections;
namespace Mr.BrickAdventures.scripts.Resources;
public partial class SkillData : Resource
{
[Export] public string Name { get; set; } = "New Skill";
[Export] public string Description { get; set; } = "New Skill";
[Export] public Dictionary<string, Variant> Config { get; set; } = new();
[Export] public int Cost { get; set; } = 0;
[Export] public Texture2D Icon { get; set; }
[Export] public bool IsActive { get; set; } = false;
[Export] public int Level { get; set; } = 1;
[Export] public int MaxLevel { get; set; } = 1;
[Export] public SkillType Type { get; set; } = SkillType.Throw;
[Export] public PackedScene Node { get; set; }
}

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@@ -0,0 +1 @@
uid://d4crrfmbgxnqf

View File

@@ -0,0 +1,8 @@
namespace Mr.BrickAdventures.scripts.Resources;
public enum SkillType
{
Attack,
Throw,
Misc,
}

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@@ -0,0 +1 @@
uid://sma20qug2r0q

View File

@@ -0,0 +1,10 @@
using Godot;
namespace Mr.BrickAdventures.scripts.Resources;
public partial class StatusEffectDataResource : Resource
{
[Export] public float Duration { get; set; } = 1f;
[Export] public float DamagePerSecond { get; set; } = 0.25f;
[Export] public StatusEffectType Type { get; set; }
}

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@@ -0,0 +1 @@
uid://pw0pu6gb21y2

View File

@@ -0,0 +1,8 @@
namespace Mr.BrickAdventures.scripts.Resources;
public enum StatusEffectType
{
None,
Fire,
Ice
}

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@@ -0,0 +1 @@
uid://b0a7k7mse3l68

View File

@@ -0,0 +1,20 @@
using Godot;
using Mr.BrickAdventures.scripts.interfaces;
namespace Mr.BrickAdventures.scripts.Resources;
public partial class TapThrowInputResource : ThrowInputResource
{
public override void Update(double delta)
{
if (Input.IsActionPressed("attack"))
{
EmitSignalThrowRequested(1f);
}
}
public override bool SupportsCharging()
{
return false;
}
}

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@@ -0,0 +1 @@
uid://cx7ryqxemgs56

View File

@@ -0,0 +1,24 @@
using Godot;
using Mr.BrickAdventures.scripts.interfaces;
namespace Mr.BrickAdventures.scripts.Resources;
public abstract partial class ThrowInputResource : Resource, IThrowInput
{
[Signal] public delegate void ThrowRequestedEventHandler(float powerMultiplier = 1f);
public virtual void ProcessInput(InputEvent @event)
{
throw new System.NotImplementedException();
}
public virtual void Update(double delta)
{
throw new System.NotImplementedException();
}
public virtual bool SupportsCharging()
{
throw new System.NotImplementedException();
}
}

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@@ -0,0 +1 @@
uid://mnn5wy5cyr4m

15
scripts/Screenshot.cs Normal file
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@@ -0,0 +1,15 @@
using Godot;
namespace Mr.BrickAdventures.scripts;
public partial class Screenshot : Node
{
public override void _Process(double delta)
{
if (!OS.IsDebugBuild() || !Input.IsActionJustPressed("screenshot")) return;
var img = GetViewport().GetTexture().GetImage();
var id = OS.GetUniqueId() + "_" + Time.GetDatetimeStringFromSystem();
var path = "user://screenshots/screenshot_" + id + ".png";
img.SavePng(path);
}
}

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@@ -0,0 +1 @@
uid://chrhjch4ymfvr

144
scripts/SkillManager.cs Normal file
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@@ -0,0 +1,144 @@
using Godot;
using Godot.Collections;
using Mr.BrickAdventures.Autoloads;
using Mr.BrickAdventures.scripts.Resources;
namespace Mr.BrickAdventures.scripts;
public partial class SkillManager : Node
{
private GameManager _gameManager;
[Export] public Array<SkillData> AvailableSkills { get; set; } = [];
public Dictionary ActiveComponents { get; private set; } = new();
public override void _Ready()
{
_gameManager = GetNode<GameManager>("/root/GameManager");
ApplyUnlockedSkills();
}
public void AddSkill(SkillData skillData)
{
if (ActiveComponents.ContainsKey(skillData.Name))
return;
if (skillData.Type == SkillType.Throw)
{
var unlocked = _gameManager.GetUnlockedSkills();
foreach (var skill in unlocked)
{
SkillData data = null;
foreach (var s in AvailableSkills)
{
if (s == (SkillData)skill)
{
data = s;
break;
}
}
if (data != null && data.Type == SkillType.Throw)
RemoveSkill(data.Name);
}
}
var instance = skillData.Node.Instantiate();
foreach (var key in skillData.Config.Keys)
{
if (instance.HasMethod("get")) // rough presence check
{
var value = skillData.Config[key];
var parent = GetParent();
if (value.VariantType == Variant.Type.NodePath)
{
var np = (NodePath)value;
if (parent.HasNode(np))
value = parent.GetNode(np);
else if (instance.HasNode(np))
value = instance.GetNode(np);
else
continue;
}
// Set via property if exists
instance.Set(key, value);
}
}
Owner.AddChild(instance);
ActiveComponents[skillData.Name] = instance;
}
public void RemoveSkill(string skillName)
{
if (!ActiveComponents.TryGetValue(skillName, out var component))
return;
var inst = (Node)component;
if (IsInstanceValid(inst))
inst.QueueFree();
var skills = _gameManager.GetUnlockedSkills();
foreach (SkillData s in skills)
{
if (s.Name == skillName)
{
s.IsActive = false;
break;
}
}
ActiveComponents.Remove(skillName);
}
public void ApplyUnlockedSkills()
{
foreach (var sd in AvailableSkills)
{
if (_gameManager.IsSkillUnlocked(sd))
{
GD.Print("Applying skill: ", sd.Name);
CallDeferred(MethodName.AddSkill, sd);
}
else
{
RemoveSkill(sd.Name);
}
}
}
public SkillData GetSkillByName(string skillName)
{
foreach (var sd in AvailableSkills)
if (sd.Name == skillName) return sd;
return null;
}
public void ActivateSkill(SkillData skill)
{
if (!ActiveComponents.ContainsKey(skill.Name))
{
AddSkill(skill);
skill.IsActive = true;
}
}
public void DeactivateSkill(SkillData skill)
{
if (ActiveComponents.ContainsKey(skill.Name))
{
RemoveSkill(skill.Name);
skill.IsActive = false;
}
}
public void ToggleSkillActivation(SkillData skill)
{
if (skill == null) return;
if (ActiveComponents.ContainsKey(skill.Name))
DeactivateSkill(skill);
else
ActivateSkill(skill);
}
}

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@@ -0,0 +1 @@
uid://di572axt0c3s8

102
scripts/UI/AudioSettings.cs Normal file
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@@ -0,0 +1,102 @@
using Godot;
using Mr.BrickAdventures.Autoloads;
namespace Mr.BrickAdventures.scripts.UI;
public partial class AudioSettings : Node
{
[Export] public Slider MasterVolumeSlider { get; set; }
[Export] public Slider MusicVolumeSlider { get; set; }
[Export] public Slider SfxVolumeSlider { get; set; }
[Export] public Control AudioSettingsControl { get; set; }
[Export] public float MuteThreshold { get; set; } = -20f;
private UIManager _uiManager;
private ConfigFileHandler _configFileHandler;
public override void _Ready()
{
_uiManager = GetNode<UIManager>("/root/UIManager");
_configFileHandler = GetNode<ConfigFileHandler>("/root/ConfigFileHandler");
Initialize();
MasterVolumeSlider.ValueChanged += OnMasterVolumeChanged;
MusicVolumeSlider.ValueChanged += OnMusicVolumeChanged;
SfxVolumeSlider.ValueChanged += OnSfxVolumeChanged;
}
public override void _UnhandledInput(InputEvent @event)
{
if (!@event.IsActionReleased("ui_cancel")) return;
if (!_uiManager.IsScreenOnTop(AudioSettingsControl)) return;
SaveSettings();
_uiManager.PopScreen();
}
private void OnSfxVolumeChanged(double value)
{
AudioServer.SetBusVolumeDb(AudioServer.GetBusIndex("sfx"), (float)value);
HandleMute(AudioServer.GetBusIndex("sfx"), (float)value);
}
private void OnMusicVolumeChanged(double value)
{
AudioServer.SetBusVolumeDb(AudioServer.GetBusIndex("music"), (float)value);
HandleMute(AudioServer.GetBusIndex("music"), (float)value);
}
private void OnMasterVolumeChanged(double value)
{
AudioServer.SetBusVolumeDb(AudioServer.GetBusIndex("Master"), (float)value);
HandleMute(AudioServer.GetBusIndex("Master"), (float)value);
}
private void Initialize()
{
var volumeDb = AudioServer.GetBusVolumeDb(AudioServer.GetBusIndex("Master"));
MasterVolumeSlider.Value = volumeDb;
MasterVolumeSlider.MinValue = MuteThreshold;
MasterVolumeSlider.MaxValue = 0f;
var musicVolumeDb = AudioServer.GetBusVolumeDb(AudioServer.GetBusIndex("music"));
MusicVolumeSlider.Value = musicVolumeDb;
MusicVolumeSlider.MinValue = MuteThreshold;
MusicVolumeSlider.MaxValue = 0f;
var sfxVolumeDb = AudioServer.GetBusVolumeDb(AudioServer.GetBusIndex("sfx"));
SfxVolumeSlider.Value = sfxVolumeDb;
SfxVolumeSlider.MinValue = MuteThreshold;
SfxVolumeSlider.MaxValue = 0f;
}
private void HandleMute(int busIndex, float value)
{
AudioServer.SetBusMute(busIndex, value <= MuteThreshold);
}
private void SaveSettings()
{
var settingsConfig = _configFileHandler.SettingsConfig;
settingsConfig.SetValue("audio_settings", "master_volume", MasterVolumeSlider.Value);
settingsConfig.SetValue("audio_settings", "music_volume", MusicVolumeSlider.Value);
settingsConfig.SetValue("audio_settings", "sfx_volume", SfxVolumeSlider.Value);
settingsConfig.SetValue("audio_settings", "mute_threshold", MuteThreshold);
settingsConfig.Save(ConfigFileHandler.SettingsPath);
}
private void LoadSettings()
{
var settingsConfig = _configFileHandler.SettingsConfig;
if (!settingsConfig.HasSection("audio_settings")) return;
var masterVolume = (float)settingsConfig.GetValue("audio_settings", "master_volume", MasterVolumeSlider.Value);
var musicVolume = (float)settingsConfig.GetValue("audio_settings", "music_volume", MusicVolumeSlider.Value);
var sfxVolume = (float)settingsConfig.GetValue("audio_settings", "sfx_volume", SfxVolumeSlider.Value);
var muteThreshold = (float)settingsConfig.GetValue("audio_settings", "mute_threshold", MuteThreshold);
MasterVolumeSlider.Value = masterVolume;
MusicVolumeSlider.Value = musicVolume;
SfxVolumeSlider.Value = sfxVolume;
MuteThreshold = muteThreshold;
}
}

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@@ -0,0 +1 @@
uid://g61qqsymqfxd

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using Godot;
using Mr.BrickAdventures.scripts.components;
using Mr.BrickAdventures.scripts.Resources;
namespace Mr.BrickAdventures.scripts.UI;
public partial class ChargeProgressBar : Node
{
[Export] public ProgressBar ProgressBar { get; set; }
[Export] public BrickThrowComponent ThrowComponent { get; set; }
private ChargeThrowInputResource _throwInput;
public override void _Ready()
{
Owner.ChildEnteredTree += OnNodeEntered;
ProgressBar.Hide();
SetupDependencies();
}
private void OnNodeEntered(Node node)
{
if (node is not BrickThrowComponent throwComponent || ThrowComponent != null) return;
ThrowComponent = throwComponent;
SetupDependencies();
}
private void SetupDependencies()
{
if (ThrowComponent.ThrowInputBehavior is ChargeThrowInputResource throwInput)
{
_throwInput = throwInput;
}
else
{
_throwInput = null;
}
if (_throwInput == null)
{
return;
}
if (!_throwInput.SupportsCharging())
{
ProgressBar.Hide();
return;
}
SetupProgressBar();
_throwInput.ChargeStarted += OnChargeStarted;
_throwInput.ChargeStopped += OnChargeStopped;
_throwInput.ChargeUpdated += OnChargeUpdated;
}
private void SetupProgressBar()
{
ProgressBar.MinValue = _throwInput.MinPower;
ProgressBar.MaxValue = _throwInput.MaxPower;
ProgressBar.Value = _throwInput.MinPower;
ProgressBar.Step = 0.01f;
ProgressBar.Hide();
}
private void OnChargeStarted()
{
ProgressBar.Show();
}
private void OnChargeStopped()
{
ProgressBar.Hide();
}
private void OnChargeUpdated(float chargeRatio)
{
ProgressBar.Value = chargeRatio;
ProgressBar.Show();
}
}

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23
scripts/UI/Credits.cs Normal file
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using Godot;
using Mr.BrickAdventures.Autoloads;
namespace Mr.BrickAdventures.scripts.UI;
public partial class Credits : Control
{
private UIManager _uiManager;
public override void _Ready()
{
_uiManager = GetNode<UIManager>("/root/UIManager");
}
public override void _UnhandledInput(InputEvent @event)
{
if (!@event.IsActionPressed("ui_cancel")) return;
if (_uiManager != null && _uiManager.IsScreenOnTop(this))
{
_uiManager.PopScreen();
}
}
}

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using Godot;
using Mr.BrickAdventures.Autoloads;
namespace Mr.BrickAdventures.scripts.UI;
public partial class GameOverScreen : Node
{
[Export] public Control GameOverPanel { get; set; }
[Export] public Button RestartButton { get; set; }
[Export] public Button MainMenuButton { get; set; }
[Export] public PackedScene MainMenuScene { get; set; }
private GameManager _gameManager;
public override void _Ready()
{
_gameManager = GetNode<GameManager>("/root/GameManager");
RestartButton.Pressed += OnRestartClicked;
MainMenuButton.Pressed += OnMainMenuClicked;
}
private void OnMainMenuClicked()
{
_gameManager.ResetPlayerState();
GetTree().ChangeSceneToPacked(MainMenuScene);
}
private void OnRestartClicked()
{
_gameManager.RestartGame();
}
public void OnPlayerDeath()
{
if (_gameManager == null || _gameManager.GetLives() != 0) return;
GameOverPanel.Show();
}
}

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67
scripts/UI/MainMenu.cs Normal file
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using Godot;
using Mr.BrickAdventures.Autoloads;
namespace Mr.BrickAdventures.scripts.UI;
public partial class MainMenu : Node
{
[Export] public Control MainMenuControl { get; set; }
[Export] public Button NewGameButton { get; set; }
[Export] public Button ContinueButton { get; set; }
[Export] public Button SettingsButton { get; set; }
[Export] public Button CreditsButton { get; set; }
[Export] public Button ExitButton { get; set; }
[Export] public Label VersionLabel { get; set; }
[Export] public Control SettingsControl { get; set; }
[Export] public Control CreditsControl { get; set; }
private SaveSystem _saveSystem;
private GameManager _gameManager;
private UIManager _uiManager;
public override void _Ready()
{
_saveSystem = GetNode<SaveSystem>("/root/SaveSystem");
_gameManager = GetNode<GameManager>("/root/GameManager");
_uiManager = GetNode<UIManager>("/root/UIManager");
NewGameButton.Pressed += OnNewGamePressed;
ContinueButton.Pressed += OnContinuePressed;
SettingsButton.Pressed += OnSettingsPressed;
CreditsButton.Pressed += OnCreditsPressed;
ExitButton.Pressed += OnExitPressed;
VersionLabel.Text = $"v. {ProjectSettings.GetSetting("application/config/version")}";
ContinueButton.Disabled = !_saveSystem.CheckSaveExists();
if (_saveSystem.CheckSaveExists())
ContinueButton.GrabFocus();
else
NewGameButton.GrabFocus();
}
private void OnExitPressed()
{
_gameManager.QuitGame();
}
private void OnCreditsPressed()
{
_uiManager.PushScreen(CreditsControl);
}
private void OnSettingsPressed()
{
_uiManager.PushScreen(SettingsControl);
}
private void OnContinuePressed()
{
_gameManager.ContinueGame();
}
private void OnNewGamePressed()
{
_gameManager.StartNewGame();
}
}

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142
scripts/UI/Marketplace.cs Normal file
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using System.Collections.Generic;
using Godot;
using Godot.Collections;
using Mr.BrickAdventures.Autoloads;
using Mr.BrickAdventures.scripts.components;
using Mr.BrickAdventures.scripts.Resources;
namespace Mr.BrickAdventures.scripts.UI;
public partial class Marketplace : Node
{
[Export] public Array<SkillData> Skills { get; set; } = [];
[Export] public GridContainer ToUnlockGrid { get; set; }
[Export] public GridContainer UnlockedGrid { get; set; }
[Export] public Font Font { get; set; }
[Export] public SkillUnlockedComponent SkillUnlockedComponent { get; set; }
[Export] public Array<Node> ComponentsToDisable { get; set; } = [];
[Export] public PackedScene MarketplaceButtonScene { get; set; }
[Export] public PackedScene SkillButtonScene { get; set; }
private GameManager _gameManager;
private readonly List<Button> _unlockButtons = [];
private readonly List<SkillButton> _skillButtons = [];
public override void _Ready()
{
var skillsToUnlock = new List<SkillData>();
foreach (var skill in Skills) skillsToUnlock.Add(skill);
foreach (var skill in skillsToUnlock) CreateUpgradeButton(skill);
var unlockedSkills = _gameManager.GetUnlockedSkills();
foreach (var skill in unlockedSkills) CreateSkillButton(skill);
SkillUnlockedComponent.SkillUnlocked += OnSkillUnlocked;
}
public override void _ExitTree()
{
SkillUnlockedComponent.SkillUnlocked -= OnSkillUnlocked;
}
public override void _Input(InputEvent @event)
{
var root = Owner as Control;
if (!@event.IsActionPressed("show_marketplace")) return;
if (root != null && root.IsVisible())
{
root.Hide();
foreach (var c in ComponentsToDisable) c.ProcessMode = ProcessModeEnum.Inherit;
}
else
{
root?.Show();
foreach (var c in ComponentsToDisable) c.ProcessMode = ProcessModeEnum.Disabled;
}
}
private string GetButtonText(SkillData skill)
{
return $"{Tr(skill.Name)} {skill.Cost}";
}
private void OnSkillUnlocked(SkillData skill)
{
if (_skillButtons.Count == 0) CreateSkillButton(skill);
foreach (var btn in _skillButtons)
{
if (btn.Data.IsActive)
btn.Activate();
else
btn.Deactivate();
}
}
private void CreateSkillButton(SkillData skill)
{
var button = SkillButtonScene.Instantiate<SkillButton>();
button.Data = skill;
button.Setup();
button.Pressed += () => OnSkillButtonPressed(button);
button.Activate();
_skillButtons.Add(button);
UnlockedGrid.AddChild(button);
UnlockedGrid.QueueSort();
}
private void CreateUpgradeButton(SkillData skill)
{
var button = MarketplaceButtonScene.Instantiate<MarketplaceButton>();
button.Text = GetButtonText(skill);
button.Data = skill;
button.Icon = skill.Icon;
button.Pressed += () => OnUpgradeButtonPressed(skill);
_unlockButtons.Add(button);
UnlockedGrid.AddChild(button);
UnlockedGrid.QueueSort();
}
private void OnUpgradeButtonPressed(SkillData skill)
{
if (_gameManager.IsSkillUnlocked(skill))
{
if (skill.Level < skill.MaxLevel)
{
SkillUnlockedComponent.TryUpgradeSkill(skill);
if (!skill.IsActive) SkillUnlockedComponent.SkillManager.ToggleSkillActivation(skill);
}
else
{
SkillUnlockedComponent.SkillManager.ToggleSkillActivation(skill);
}
}
else
{
SkillUnlockedComponent.TryUnlockSkill(skill);
}
}
private void RemoveButton(SkillData skill)
{
foreach (var node in ToUnlockGrid.GetChildren())
{
var child = (Button)node;
if (child.Text != GetButtonText(skill)) continue;
child.QueueFree();
break;
}
}
private void OnSkillButtonPressed(SkillButton button)
{
SkillUnlockedComponent.SkillManager.ToggleSkillActivation(button.Data);
}
}

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using Godot;
using Mr.BrickAdventures.Autoloads;
using Mr.BrickAdventures.scripts.components;
using Mr.BrickAdventures.scripts.Resources;
namespace Mr.BrickAdventures.scripts.UI;
public partial class MarketplaceButton : Button
{
[Export] public SkillData Data { get; set; }
[Export] public Texture2D UnlockedSkillIcon { get; set; }
[Export] public Texture2D LockedSkillIcon { get; set; }
[Export] public Container SkillLevelContainer { get; set; }
private GameManager _gameManager;
private SkillUnlockedComponent _skillUnlockedComponent;
public override void _Ready()
{
_gameManager = GetNode<GameManager>("/root/GameManager");
Setup();
var player = _gameManager.Player;
var skillUnlockerComponent = player?.GetNodeOrNull<SkillUnlockedComponent>("SkillUnlockerComponent");
if (skillUnlockerComponent == null) return;
skillUnlockerComponent.SkillUnlocked += OnSkillUnlock;
}
public override void _ExitTree()
{
_skillUnlockedComponent.SkillUnlocked -= OnSkillUnlock;
}
private void Setup()
{
if (Data == null) return;
for (var i = 0; i < Data.MaxLevel; i++)
{
var icon = new TextureRect()
{
Texture = i < Data.Level ? UnlockedSkillIcon : LockedSkillIcon,
};
SkillLevelContainer.AddChild(icon);
}
}
private void OnSkillUnlock(SkillData skill)
{
if (skill.Name != Data.Name) return;
for (var i = 0; i < Data.MaxLevel; i++)
{
var icon = SkillLevelContainer.GetChildOrNull<TextureRect>(i);
if (icon == null) continue;
icon.Texture = i < Data.Level ? UnlockedSkillIcon : LockedSkillIcon;
Disabled = i >= Data.Level;
}
}
}

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scripts/UI/PauseMenu.cs Normal file
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using Godot;
using Mr.BrickAdventures.Autoloads;
namespace Mr.BrickAdventures.scripts.UI;
public partial class PauseMenu : Node
{
[Export] public Control PauseMenuControl { get; set; }
[Export] public Control SettingsControl { get; set; }
[Export] public Button ResumeButton { get; set; }
[Export] public Button MainMenuButton { get; set; }
[Export] public Button QuitButton { get; set; }
[Export] public Button SettingsButton { get; set; }
[Export] public PackedScene MainMenuScene { get; set; }
private GameManager _gameManager;
private UIManager _uiManager;
public override void _Ready()
{
_gameManager = GetNode<GameManager>("/root/GameManager");
_uiManager = GetNode<UIManager>("/root/UIManager");
ResumeButton.Pressed += OnResumePressed;
MainMenuButton.Pressed += OnMainMenuPressed;
QuitButton.Pressed += OnQuitPressed;
SettingsButton.Pressed += OnSettingsPressed;
PauseMenuControl.Hide();
}
public override void _UnhandledInput(InputEvent @event)
{
if (!@event.IsActionPressed("pause")) return;
if (_uiManager.IsVisibleOnStack(PauseMenuControl))
OnResumePressed();
else
{
_uiManager.PushScreen(PauseMenuControl);
_gameManager.PauseGame();
}
}
private void OnSettingsPressed()
{
_uiManager.PushScreen(SettingsControl);
_gameManager.PauseGame();
}
private void OnQuitPressed()
{
_gameManager.QuitGame();
}
private void OnMainMenuPressed()
{
_gameManager.ResumeGame();
_gameManager.ResetCurrentSessionState();
GetTree().ChangeSceneToPacked(MainMenuScene);
}
private void OnResumePressed()
{
_uiManager.PopScreen();
_gameManager.ResumeGame();
}
}

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using Godot;
using Mr.BrickAdventures.Autoloads;
namespace Mr.BrickAdventures.scripts.UI;
public partial class SettingsMenu : Node
{
[Export] public Control InputSettingsControl { get; set; }
[Export] public Control AudioSettingsControl { get; set; }
[Export] public Control DisplaySettingsControl { get; set; }
[Export] public Control GameplaySettingsControl { get; set; }
[Export] public Control SettingsMenuControl { get; set; }
[Export] public Button InputSettingsButton { get; set; }
[Export] public Button AudioSettingsButton { get; set; }
[Export] public Button DisplaySettingsButton { get; set; }
[Export] public Button GameplaySettingsButton { get; set; }
private UIManager _uiManager;
public override void _Ready()
{
_uiManager = GetNode<UIManager>("/root/UIManager");
InputSettingsButton.Pressed += OnInputSettingsPressed;
AudioSettingsButton.Pressed += OnAudioSettingsPressed;
DisplaySettingsButton.Pressed += OnDisplaySettingsPressed;
GameplaySettingsButton.Pressed += OnGameplaySettingsPressed;
InputSettingsControl.Hide();
AudioSettingsControl.Hide();
DisplaySettingsControl.Hide();
GameplaySettingsControl.Hide();
}
public override void _UnhandledInput(InputEvent @event)
{
if (!@event.IsActionPressed("ui_cancel")) return;
if (_uiManager.IsScreenOnTop(SettingsMenuControl)) _uiManager.PopScreen();
}
private void OnInputSettingsPressed()
{
_uiManager.PushScreen(InputSettingsControl);
}
private void OnAudioSettingsPressed()
{
_uiManager.PushScreen(AudioSettingsControl);
}
private void OnDisplaySettingsPressed()
{
_uiManager.PushScreen(DisplaySettingsControl);
}
private void OnGameplaySettingsPressed()
{
_uiManager.PushScreen(GameplaySettingsControl);
}
}

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