Compare commits
6 Commits
clean-code
...
54ffa8a42c
Author | SHA1 | Date | |
---|---|---|---|
54ffa8a42c | |||
ac477115c5 | |||
99473d1295 | |||
5dbf04cc5f | |||
4098d192af | |||
8467f67090 |
25
Autoloads/ConfigFileHandler.cs
Normal file
25
Autoloads/ConfigFileHandler.cs
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@@ -0,0 +1,25 @@
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using Godot;
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namespace Mr.BrickAdventures.Autoloads;
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public partial class ConfigFileHandler : Node
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{
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private ConfigFile _settingsConfig = new();
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private const string SettingsPath = "user://settings.ini";
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public override void _Ready()
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{
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if (!FileAccess.FileExists(SettingsPath))
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{
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var err = _settingsConfig.Save(SettingsPath);
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if (err != Error.Ok)
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GD.PushError($"Failed to create settings file at {SettingsPath}: {err}");
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}
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else
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{
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var err = _settingsConfig.Load(SettingsPath);
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if (err != Error.Ok)
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GD.PushError($"Failed to load settings file at {SettingsPath}: {err}");
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}
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}
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}
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195
Autoloads/GameManager.cs
Normal file
195
Autoloads/GameManager.cs
Normal file
@@ -0,0 +1,195 @@
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using Godot;
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using Godot.Collections;
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using Mr.BrickAdventures.scripts.Resources;
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namespace Mr.BrickAdventures.Autoloads;
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public partial class GameManager : Node
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{
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[Export] public Array<PackedScene> LevelScenes { get; set; } = new();
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public Dictionary PlayerState { get; set; } = new()
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{
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{ "coins", 0 },
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{ "lives", 3 },
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{ "current_level", 0 },
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{ "completed_levels", new Array<int>() },
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{ "unlocked_levels", new Array<int>() {0}},
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{ "unlocked_skills", new Array<SkillData>() }
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};
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private Dictionary _currentSessionState = new()
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{
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{ "coins_collected", 0 },
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{ "skills_unlocked", new Array<SkillData>() }
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};
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public void AddCoins(int amount)
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{
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PlayerState["coins"] = Mathf.Max(0, (int)PlayerState["coins"] + amount);
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}
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public void SetCoins(int amount) => PlayerState["coins"] = Mathf.Max(0, amount);
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public int GetCoins() => (int)PlayerState["coins"] + (int)_currentSessionState["coins_collected"];
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public void RemoveCoins(int amount)
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{
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var sessionCoins = (int)_currentSessionState["coins_collected"];
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if (amount <= sessionCoins)
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{
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_currentSessionState["coins_collected"] = sessionCoins - amount;
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}
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else
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{
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var remaining = amount - sessionCoins;
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_currentSessionState["coins_collected"] = 0;
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PlayerState["coins"] = Mathf.Max(0, (int)PlayerState["coins"] - remaining);
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}
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PlayerState["coins"] = Mathf.Max(0, (int)PlayerState["coins"]);
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}
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public void AddLives(int amount) => PlayerState["lives"] = (int)PlayerState["lives"] + amount;
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public void RemoveLives(int amount) => PlayerState["lives"] = (int)PlayerState["lives"] - amount;
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public void SetLives(int amount) => PlayerState["lives"] = amount;
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public int GetLives() => (int)PlayerState["lives"];
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public bool IsSkillUnlocked(SkillData skill)
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{
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return ((Array)PlayerState["unlocked_skills"]).Contains(skill)
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|| ((Array)_currentSessionState["skills_unlocked"]).Contains(skill);
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}
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public void UnlockSkill(SkillData skill)
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{
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if (!IsSkillUnlocked(skill))
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((Array)PlayerState["unlocked_skills"]).Add(skill);
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}
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public void RemoveSkill(string skillName)
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{
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var arr = (Array)PlayerState["unlocked_skills"];
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foreach (SkillData s in arr)
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{
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if (s.Name != skillName) continue;
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arr.Remove(s);
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break;
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}
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}
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public void UnlockSkills(Array<SkillData> skills)
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{
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foreach (var s in skills)
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UnlockSkill(s);
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}
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public void ResetPlayerState()
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{
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PlayerState = new Dictionary
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{
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{ "coins", 0 },
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{ "lives", 3 },
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{ "current_level", 0 },
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{ "completed_levels", new Array<int>() },
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{ "unlocked_levels", new Array<int>() {0}},
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{ "unlocked_skills", new Array<SkillData>() }
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};
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}
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public void UnlockLevel(int levelIndex)
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{
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var unlocked = (Array)PlayerState["unlocked_levels"];
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if (!unlocked.Contains(levelIndex)) unlocked.Add(levelIndex);
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}
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public void TryToGoToNextLevel()
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{
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var next = (int)PlayerState["current_level"] + 1;
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var unlocked = (Array)PlayerState["unlocked_levels"];
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if (next < LevelScenes.Count && unlocked.Contains(next))
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{
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PlayerState["current_level"] = next;
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GetTree().ChangeSceneToPacked(LevelScenes[next]);
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}
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}
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public void MarkLevelComplete(int levelIndex)
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{
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UnlockLevel(levelIndex + 1);
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var completed = (Array)PlayerState["completed_levels"];
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if (!completed.Contains(levelIndex)) completed.Add(levelIndex);
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}
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public void ResetCurrentSessionState()
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{
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_currentSessionState = new Dictionary
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{
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{ "coins_collected", 0 },
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{ "skills_unlocked", new Array<SkillData>() }
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};
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}
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public void RestartGame()
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{
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ResetPlayerState();
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ResetCurrentSessionState();
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GetTree().ChangeSceneToPacked(LevelScenes[0]);
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GetNode<SaveSystem>("/root/SaveSystem").SaveGame();
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}
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public void QuitGame() => GetTree().Quit();
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public void PauseGame() => Engine.TimeScale = 0;
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public void ResumeGame() => Engine.TimeScale = 1;
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public void StartNewGame()
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{
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ResetPlayerState();
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ResetCurrentSessionState();
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GetTree().ChangeSceneToPacked(LevelScenes[0]);
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GetNode<SaveSystem>("/root/SaveSystem").SaveGame();
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}
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public void ContinueGame()
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{
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var save = GetNode<SaveSystem>("/root/SaveSystem");
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if (!save.LoadGame())
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{
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GD.PrintErr("Failed to load game. Starting a new game instead.");
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StartNewGame();
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return;
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}
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var idx = (int)PlayerState["current_level"];
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if (idx < LevelScenes.Count)
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GetTree().ChangeSceneToPacked(LevelScenes[idx]);
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else
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GD.PrintErr("No levels unlocked to continue.");
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}
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public void OnLevelComplete()
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{
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var levelIndex = (int)PlayerState["current_level"];
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MarkLevelComplete(levelIndex);
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AddCoins((int)_currentSessionState["coins_collected"]);
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foreach (var s in (Array)_currentSessionState["skills_unlocked"])
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UnlockSkill((SkillData)s);
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ResetCurrentSessionState();
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TryToGoToNextLevel();
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GetNode<SaveSystem>("/root/SaveSystem").SaveGame();
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}
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public Array GetUnlockedSkills()
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{
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var unlocked = (Array<SkillData>)PlayerState["unlocked_skills"];
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var session = (Array<SkillData>)_currentSessionState["skills_unlocked"];
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if ((((Array)session)!).Count == 0) return (Array)unlocked;
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if ((((Array)unlocked)!).Count == 0) return (Array)session;
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var joined = new Array();
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joined.AddRange((Array)unlocked ?? new Array());
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joined.AddRange((Array)session ?? new Array());
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return joined;
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}
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}
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46
Autoloads/SaveSystem.cs
Normal file
46
Autoloads/SaveSystem.cs
Normal file
@@ -0,0 +1,46 @@
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using Godot;
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using Godot.Collections;
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namespace Mr.BrickAdventures.Autoloads;
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public partial class SaveSystem : Node
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{
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[Export] public string SavePath { get; set; } = "user://savegame.save";
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[Export] public int Version { get; set; } = 1;
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//private GM _gm;
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public override void _Ready()
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{
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//_gm = GetNode<GM>("/root/GameManager");
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}
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public void SaveGame()
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{
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//TODO: Implement saving logic
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}
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public bool LoadGame()
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{
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//TODO: Implement loading logic
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if (!FileAccess.FileExists(SavePath))
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return false;
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using var file = FileAccess.Open(SavePath, FileAccess.ModeFlags.Read);
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var saveDataObj = (Dictionary)file.GetVar();
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if (saveDataObj.ContainsKey("version") && (int)saveDataObj["version"] != Version)
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{
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GD.Print($"Save file version mismatch. Expected: {Version}, Found: {saveDataObj["version"]}");
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return false;
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}
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GD.Print("Game state loaded from: ", SavePath);
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GD.Print("Player state: ", saveDataObj["player_state"]);
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return true;
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}
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public bool CheckSaveExists() => FileAccess.FileExists(SavePath);
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}
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65
Autoloads/UIManager.cs
Normal file
65
Autoloads/UIManager.cs
Normal file
@@ -0,0 +1,65 @@
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using Godot;
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using Godot.Collections;
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namespace Mr.BrickAdventures.Autoloads;
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public partial class UIManager : Node
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{
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[Export] public Array<Control> UiStack { get; set; } = new();
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[Signal] public delegate void ScreenPushedEventHandler(Control screen);
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[Signal] public delegate void ScreenPoppedEventHandler(Control screen);
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public void PushScreen(Control screen)
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{
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if (screen == null)
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{
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GD.PushError($"Cannot push a null screen.");
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return;
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}
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UiStack.Add(screen);
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screen.Show();
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screen.SetProcessInput(true);
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screen.SetFocusMode(Control.FocusModeEnum.All);
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screen.GrabFocus();
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EmitSignalScreenPushed(screen);
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}
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public void PopScreen()
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{
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if (UiStack.Count == 0)
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{
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GD.PushError($"Cannot pop screen from an empty stack.");
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return;
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}
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var top = (Control)UiStack[^1];
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UiStack.RemoveAt(UiStack.Count - 1);
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top.Hide();
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top.SetProcessInput(false);
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EmitSignalScreenPopped(top);
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top.AcceptEvent();
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if (UiStack.Count > 0) ((Control)UiStack[^1]).GrabFocus();
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}
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public Control TopScreen() => UiStack.Count > 0 ? (Control)UiStack[^1] : null;
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public bool IsScreenOnTop(Control screen) => UiStack.Count > 0 && (Control)UiStack[^1] == screen;
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public bool IsVisibleOnStack(Control screen) => UiStack.Contains(screen) && screen.Visible;
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public void CloseAll()
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{
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while (UiStack.Count > 0)
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PopScreen();
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}
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public static void HideAndDisable(Control screen)
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{
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screen.Hide();
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screen.SetProcessInput(false);
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}
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}
|
143
Mr. Brick Adventures.csproj
Normal file
143
Mr. Brick Adventures.csproj
Normal file
@@ -0,0 +1,143 @@
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<Project Sdk="Godot.NET.Sdk/4.4.1">
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||||
<PropertyGroup>
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||||
<TargetFramework>net8.0</TargetFramework>
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||||
<EnableDynamicLoading>true</EnableDynamicLoading>
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<RootNamespace>Mr.BrickAdventures</RootNamespace>
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</PropertyGroup>
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||||
<ItemGroup>
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||||
<Content Include="scripts\components\.idea\.gitignore" />
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||||
<Content Include="scripts\components\.idea\encodings.xml" />
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<Content Include="scripts\components\.idea\indexLayout.xml" />
|
||||
<Content Include="scripts\components\.idea\inspectionProfiles\Project_Default.xml" />
|
||||
<Content Include="scripts\components\.idea\projectSettingsUpdater.xml" />
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||||
<Content Include="scripts\components\.idea\vcs.xml" />
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||||
<Content Include="scripts\components\.idea\workspace.xml" />
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||||
<Content Include="scripts\components\BeamComponent.cs.uid" />
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||||
<Content Include="scripts\components\beam_component.gd" />
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||||
<Content Include="scripts\components\beam_component.gd.uid" />
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||||
<Content Include="scripts\components\brick_throw.gd" />
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||||
<Content Include="scripts\components\brick_throw.gd.uid" />
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||||
<Content Include="scripts\components\bullet_component.gd" />
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||||
<Content Include="scripts\components\bullet_component.gd.uid" />
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||||
<Content Include="scripts\components\cage_component.gd" />
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||||
<Content Include="scripts\components\cage_component.gd.uid" />
|
||||
<Content Include="scripts\components\cannot_stomp_component.gd" />
|
||||
<Content Include="scripts\components\cannot_stomp_component.gd.uid" />
|
||||
<Content Include="scripts\components\can_be_launched_component.gd" />
|
||||
<Content Include="scripts\components\can_be_launched_component.gd.uid" />
|
||||
<Content Include="scripts\components\can_pickup.gd" />
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||||
<Content Include="scripts\components\can_pickup.gd.uid" />
|
||||
<Content Include="scripts\components\charge_throw_component.gd" />
|
||||
<Content Include="scripts\components\charge_throw_component.gd.uid" />
|
||||
<Content Include="scripts\components\chase_level_component.gd" />
|
||||
<Content Include="scripts\components\chase_level_component.gd.uid" />
|
||||
<Content Include="scripts\components\cleanup_component.gd" />
|
||||
<Content Include="scripts\components\cleanup_component.gd.uid" />
|
||||
<Content Include="scripts\components\collapsable.gd" />
|
||||
<Content Include="scripts\components\collapsable.gd.uid" />
|
||||
<Content Include="scripts\components\collectable.gd" />
|
||||
<Content Include="scripts\components\collectable.gd.uid" />
|
||||
<Content Include="scripts\components\damage_component.gd" />
|
||||
<Content Include="scripts\components\damage_component.gd.uid" />
|
||||
<Content Include="scripts\components\destroyable_component.gd" />
|
||||
<Content Include="scripts\components\destroyable_component.gd.uid" />
|
||||
<Content Include="scripts\components\effect_inflictor_component.gd" />
|
||||
<Content Include="scripts\components\effect_inflictor_component.gd.uid" />
|
||||
<Content Include="scripts\components\enemy_death.gd" />
|
||||
<Content Include="scripts\components\enemy_death.gd.uid" />
|
||||
<Content Include="scripts\components\enemy_wave_trigger.gd" />
|
||||
<Content Include="scripts\components\enemy_wave_trigger.gd.uid" />
|
||||
<Content Include="scripts\components\exit_door_component.gd" />
|
||||
<Content Include="scripts\components\exit_door_component.gd.uid" />
|
||||
<Content Include="scripts\components\explosive_component.gd" />
|
||||
<Content Include="scripts\components\explosive_component.gd.uid" />
|
||||
<Content Include="scripts\components\fade_away.gd" />
|
||||
<Content Include="scripts\components\fade_away.gd.uid" />
|
||||
<Content Include="scripts\components\fire_effect_component.gd" />
|
||||
<Content Include="scripts\components\fire_effect_component.gd.uid" />
|
||||
<Content Include="scripts\components\flashing_component.gd" />
|
||||
<Content Include="scripts\components\flashing_component.gd.uid" />
|
||||
<Content Include="scripts\components\flip_player.gd" />
|
||||
<Content Include="scripts\components\flip_player.gd.uid" />
|
||||
<Content Include="scripts\components\gravity_motion_component.gd" />
|
||||
<Content Include="scripts\components\gravity_motion_component.gd.uid" />
|
||||
<Content Include="scripts\components\health.gd" />
|
||||
<Content Include="scripts\components\health.gd.uid" />
|
||||
<Content Include="scripts\components\heal_component.gd" />
|
||||
<Content Include="scripts\components\heal_component.gd.uid" />
|
||||
<Content Include="scripts\components\hit_component.gd" />
|
||||
<Content Include="scripts\components\hit_component.gd.uid" />
|
||||
<Content Include="scripts\components\homing_missile_motion.gd" />
|
||||
<Content Include="scripts\components\homing_missile_motion.gd.uid" />
|
||||
<Content Include="scripts\components\ice_effect_component.gd" />
|
||||
<Content Include="scripts\components\ice_effect_component.gd.uid" />
|
||||
<Content Include="scripts\components\invulnerability_component.gd" />
|
||||
<Content Include="scripts\components\invulnerability_component.gd.uid" />
|
||||
<Content Include="scripts\components\jump_pad_component.gd" />
|
||||
<Content Include="scripts\components\jump_pad_component.gd.uid" />
|
||||
<Content Include="scripts\components\kill_player_out_of_screen.gd" />
|
||||
<Content Include="scripts\components\kill_player_out_of_screen.gd.uid" />
|
||||
<Content Include="scripts\components\knockback.gd" />
|
||||
<Content Include="scripts\components\knockback.gd.uid" />
|
||||
<Content Include="scripts\components\launch_component.gd" />
|
||||
<Content Include="scripts\components\launch_component.gd.uid" />
|
||||
<Content Include="scripts\components\lever_component.gd" />
|
||||
<Content Include="scripts\components\lever_component.gd.uid" />
|
||||
<Content Include="scripts\components\lifetime_component.gd" />
|
||||
<Content Include="scripts\components\lifetime_component.gd.uid" />
|
||||
<Content Include="scripts\components\magnetic_skill.gd" />
|
||||
<Content Include="scripts\components\magnetic_skill.gd.uid" />
|
||||
<Content Include="scripts\components\out_of_screen_component.gd" />
|
||||
<Content Include="scripts\components\out_of_screen_component.gd.uid" />
|
||||
<Content Include="scripts\components\periodic_shooting.gd" />
|
||||
<Content Include="scripts\components\periodic_shooting.gd.uid" />
|
||||
<Content Include="scripts\components\PlatformMovement.cs.uid" />
|
||||
<Content Include="scripts\components\platform_movement.gd" />
|
||||
<Content Include="scripts\components\platform_movement.gd.uid" />
|
||||
<Content Include="scripts\components\PlayerController.cs.uid" />
|
||||
<Content Include="scripts\components\player_death.gd" />
|
||||
<Content Include="scripts\components\player_death.gd.uid" />
|
||||
<Content Include="scripts\components\player_movement.gd" />
|
||||
<Content Include="scripts\components\player_movement.gd.uid" />
|
||||
<Content Include="scripts\components\progressive_damage_component.gd" />
|
||||
<Content Include="scripts\components\progressive_damage_component.gd.uid" />
|
||||
<Content Include="scripts\components\projectile_component.gd" />
|
||||
<Content Include="scripts\components\projectile_component.gd.uid" />
|
||||
<Content Include="scripts\components\projectile_init_component.gd" />
|
||||
<Content Include="scripts\components\projectile_init_component.gd.uid" />
|
||||
<Content Include="scripts\components\requirement_component.gd" />
|
||||
<Content Include="scripts\components\requirement_component.gd.uid" />
|
||||
<Content Include="scripts\components\score.gd" />
|
||||
<Content Include="scripts\components\score.gd.uid" />
|
||||
<Content Include="scripts\components\ship_movement.gd" />
|
||||
<Content Include="scripts\components\ship_movement.gd.uid" />
|
||||
<Content Include="scripts\components\ship_shooter.gd" />
|
||||
<Content Include="scripts\components\ship_shooter.gd.uid" />
|
||||
<Content Include="scripts\components\side_to_side_movement.gd" />
|
||||
<Content Include="scripts\components\side_to_side_movement.gd.uid" />
|
||||
<Content Include="scripts\components\skill_unlocker_component.gd" />
|
||||
<Content Include="scripts\components\skill_unlocker_component.gd.uid" />
|
||||
<Content Include="scripts\components\spaceship_enter_component.gd" />
|
||||
<Content Include="scripts\components\spaceship_enter_component.gd.uid" />
|
||||
<Content Include="scripts\components\spaceship_exit_component.gd" />
|
||||
<Content Include="scripts\components\spaceship_exit_component.gd.uid" />
|
||||
<Content Include="scripts\components\spin_component.gd" />
|
||||
<Content Include="scripts\components\spin_component.gd.uid" />
|
||||
<Content Include="scripts\components\status_effect_component.gd" />
|
||||
<Content Include="scripts\components\status_effect_component.gd.uid" />
|
||||
<Content Include="scripts\components\stomp_damage_component.gd" />
|
||||
<Content Include="scripts\components\stomp_damage_component.gd.uid" />
|
||||
<Content Include="scripts\components\straight_motion_component.gd" />
|
||||
<Content Include="scripts\components\straight_motion_component.gd.uid" />
|
||||
<Content Include="scripts\components\terrain_hit_fx.gd" />
|
||||
<Content Include="scripts\components\terrain_hit_fx.gd.uid" />
|
||||
<Content Include="scripts\components\tooltip_component.gd" />
|
||||
<Content Include="scripts\components\tooltip_component.gd.uid" />
|
||||
<Content Include="scripts\components\trail_component.gd" />
|
||||
<Content Include="scripts\components\trail_component.gd.uid" />
|
||||
<Content Include="scripts\components\trigger_lever_component.gd" />
|
||||
<Content Include="scripts\components\trigger_lever_component.gd.uid" />
|
||||
<Content Include="scripts\components\unlock_on_requirement_component.gd" />
|
||||
<Content Include="scripts\components\unlock_on_requirement_component.gd.uid" />
|
||||
</ItemGroup>
|
||||
</Project>
|
19
Mr. Brick Adventures.sln
Normal file
19
Mr. Brick Adventures.sln
Normal file
@@ -0,0 +1,19 @@
|
||||
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
|
4
Mr. Brick Adventures.sln.DotSettings.user
Normal file
4
Mr. Brick Adventures.sln.DotSettings.user
Normal file
@@ -0,0 +1,4 @@
|
||||
<wpf:ResourceDictionary xml:space="preserve" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" xmlns:s="clr-namespace:System;assembly=mscorlib" xmlns:ss="urn:shemas-jetbrains-com:settings-storage-xaml" xmlns:wpf="http://schemas.microsoft.com/winfx/2006/xaml/presentation">
|
||||
<s:String x:Key="/Default/CodeInspection/ExcludedFiles/FilesAndFoldersToSkip2/=7020124F_002D9FFC_002D4AC3_002D8F3D_002DAAB8E0240759_002Ff_003ACollisionShape2D_002Ecs_002Fl_003A_002E_002E_003F_002E_002E_003F_002Econfig_003FJetBrains_003FRider2025_002E1_003Fresharper_002Dhost_003FSourcesCache_003F2ca9b7334678f5c97c7c2a9fbe4837be71cae11b6a30408dd4791b18f997e4a_003FCollisionShape2D_002Ecs/@EntryIndexedValue">ForceIncluded</s:String>
|
||||
<s:String x:Key="/Default/CodeInspection/ExcludedFiles/FilesAndFoldersToSkip2/=7020124F_002D9FFC_002D4AC3_002D8F3D_002DAAB8E0240759_002Ff_003ARectangleShape2D_002Ecs_002Fl_003A_002E_002E_003F_002E_002E_003F_002Econfig_003FJetBrains_003FRider2025_002E1_003Fresharper_002Dhost_003FSourcesCache_003Fa1cc98873548652da0c14ecefa4737431426fcbb24a7f0641e3d9c266c3_003FRectangleShape2D_002Ecs/@EntryIndexedValue">ForceIncluded</s:String>
|
||||
<s:String x:Key="/Default/CodeInspection/ExcludedFiles/FilesAndFoldersToSkip2/=7020124F_002D9FFC_002D4AC3_002D8F3D_002DAAB8E0240759_002Ff_003AShape2D_002Ecs_002Fl_003A_002E_002E_003F_002E_002E_003F_002Econfig_003FJetBrains_003FRider2025_002E1_003Fresharper_002Dhost_003FSourcesCache_003F3671dbbd9b17cdf2bf9075b468b6bd7e3ab13fc3be7a116484085d3b6cc9fe_003FShape2D_002Ecs/@EntryIndexedValue">ForceIncluded</s:String></wpf:ResourceDictionary>
|
@@ -19,7 +19,7 @@ config/version="in-dev"
|
||||
run/main_scene="uid://cl00e2ocomk3m"
|
||||
config/use_custom_user_dir=true
|
||||
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
|
||||
boot_splash/bg_color=Color(0, 0, 0, 1)
|
||||
boot_splash/show_image=false
|
||||
|
9
scripts/Resources/CollectableResource.cs
Normal file
9
scripts/Resources/CollectableResource.cs
Normal 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; }
|
||||
}
|
8
scripts/Resources/CollectableType.cs
Normal file
8
scripts/Resources/CollectableType.cs
Normal file
@@ -0,0 +1,8 @@
|
||||
namespace Mr.BrickAdventures.scripts.Resources;
|
||||
|
||||
public enum CollectableType
|
||||
{
|
||||
Coin,
|
||||
Kid,
|
||||
Health,
|
||||
}
|
19
scripts/Resources/SkillData.cs
Normal file
19
scripts/Resources/SkillData.cs
Normal 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; }
|
||||
}
|
8
scripts/Resources/SkillType.cs
Normal file
8
scripts/Resources/SkillType.cs
Normal file
@@ -0,0 +1,8 @@
|
||||
namespace Mr.BrickAdventures.scripts.Resources;
|
||||
|
||||
public enum SkillType
|
||||
{
|
||||
Attack,
|
||||
Throw,
|
||||
Misc,
|
||||
}
|
10
scripts/Resources/StatusEffectDataResource.cs
Normal file
10
scripts/Resources/StatusEffectDataResource.cs
Normal 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; }
|
||||
}
|
8
scripts/Resources/StatusEffectType.cs
Normal file
8
scripts/Resources/StatusEffectType.cs
Normal file
@@ -0,0 +1,8 @@
|
||||
namespace Mr.BrickAdventures.scripts.Resources;
|
||||
|
||||
public enum StatusEffectType
|
||||
{
|
||||
None,
|
||||
Fire,
|
||||
Ice
|
||||
}
|
15
scripts/Screenshot.cs
Normal file
15
scripts/Screenshot.cs
Normal file
@@ -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);
|
||||
}
|
||||
}
|
144
scripts/SkillManager.cs
Normal file
144
scripts/SkillManager.cs
Normal file
@@ -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);
|
||||
}
|
||||
}
|
109
scripts/components/BeamComponent.cs
Normal file
109
scripts/components/BeamComponent.cs
Normal file
@@ -0,0 +1,109 @@
|
||||
using Godot;
|
||||
|
||||
namespace Mr.BrickAdventures.scripts.components;
|
||||
|
||||
[GlobalClass]
|
||||
public partial class BeamComponent : Node2D
|
||||
{
|
||||
private float _currentLength = 0.0f;
|
||||
private const float PixelSize = 16.0f; // Assuming 16 pixels per unit for scaling
|
||||
|
||||
[Export]
|
||||
public float ExpansionSpeed { get; set; } = 100.0f;
|
||||
[Export]
|
||||
public float MaxLength { get; set; } = 512.0f;
|
||||
[Export]
|
||||
public Vector2 Direction { get; set; } = Vector2.Down;
|
||||
[Export]
|
||||
public Node2D Root { get; set; }
|
||||
[Export]
|
||||
public Sprite2D Sprite { get; set; }
|
||||
[Export]
|
||||
public CollisionShape2D CollisionShape { get; set; }
|
||||
|
||||
public override void _Ready()
|
||||
{
|
||||
if (Root == null)
|
||||
{
|
||||
GD.PrintErr("Root node is not set for BeamComponent.");
|
||||
}
|
||||
if (Sprite == null)
|
||||
{
|
||||
GD.PrintErr("Sprite node is not set for BeamComponent.");
|
||||
}
|
||||
if (CollisionShape == null)
|
||||
{
|
||||
GD.PrintErr("CollisionShape node is not set for BeamComponent.");
|
||||
}
|
||||
|
||||
var shape = CollisionShape?.Shape as RectangleShape2D;
|
||||
shape?.SetSize(new Vector2(_currentLength / 2.0f, _currentLength / 2.0f));
|
||||
Sprite?.SetScale(new Vector2(1f, 1f));
|
||||
CollisionShape?.SetPosition(Vector2.Zero);
|
||||
}
|
||||
|
||||
public override void _Process(double delta)
|
||||
{
|
||||
var newLength = _currentLength + ExpansionSpeed * (float)delta;
|
||||
if (newLength > MaxLength) newLength = MaxLength;
|
||||
|
||||
if (!CheckForObstacle(newLength)) ExpandBeam(newLength);
|
||||
}
|
||||
|
||||
private void ExpandBeam(float newLength)
|
||||
{
|
||||
_currentLength = newLength;
|
||||
|
||||
if (Direction == Vector2.Up)
|
||||
{
|
||||
var pos = Sprite.Position;
|
||||
var scale = Sprite.Scale;
|
||||
var shape = CollisionShape?.Shape as RectangleShape2D;
|
||||
Sprite.SetScale(new Vector2(scale.X, _currentLength / PixelSize));
|
||||
Sprite.SetPosition(new Vector2(pos.X, -_currentLength / 2.0f));
|
||||
shape?.SetSize(new Vector2(PixelSize / 2f, _currentLength / 2.0f));
|
||||
CollisionShape?.SetPosition(new Vector2(CollisionShape.Position.X, -_currentLength / 2.0f));
|
||||
} else if (Direction == Vector2.Down)
|
||||
{
|
||||
var pos = Sprite.Position;
|
||||
var scale = Sprite.Scale;
|
||||
var shape = CollisionShape?.Shape as RectangleShape2D;
|
||||
Sprite.SetScale(new Vector2(scale.X, _currentLength / PixelSize));
|
||||
Sprite.SetPosition(new Vector2(pos.X, _currentLength / 2.0f));
|
||||
shape?.SetSize(new Vector2(PixelSize / 2f, _currentLength / 2.0f));
|
||||
CollisionShape?.SetPosition(new Vector2(CollisionShape.Position.X, _currentLength / 2.0f));
|
||||
} else if (Direction == Vector2.Left)
|
||||
{
|
||||
var pos = Sprite.Position;
|
||||
var scale = Sprite.Scale;
|
||||
var shape = CollisionShape?.Shape as RectangleShape2D;
|
||||
Sprite.SetScale(new Vector2(_currentLength / PixelSize, scale.Y));
|
||||
Sprite.SetPosition(new Vector2(-_currentLength / 2.0f, pos.Y));
|
||||
shape?.SetSize(new Vector2(_currentLength / 2.0f, PixelSize / 2f));
|
||||
CollisionShape?.SetPosition(new Vector2(-_currentLength / 2.0f, CollisionShape.Position.Y));
|
||||
} else if (Direction == Vector2.Right)
|
||||
{
|
||||
var pos = Sprite.Position;
|
||||
var scale = Sprite.Scale;
|
||||
var shape = CollisionShape?.Shape as RectangleShape2D;
|
||||
Sprite.SetScale(new Vector2(_currentLength / PixelSize, scale.Y));
|
||||
Sprite.SetPosition(new Vector2(_currentLength / 2.0f, pos.Y));
|
||||
shape?.SetSize(new Vector2(_currentLength / 2.0f, PixelSize / 2f));
|
||||
CollisionShape?.SetPosition(new Vector2(_currentLength / 2.0f, CollisionShape.Position.Y));
|
||||
}
|
||||
}
|
||||
|
||||
private bool CheckForObstacle(float newLength)
|
||||
{
|
||||
var spaceState = GetWorld2D().DirectSpaceState;
|
||||
var queryStart = GlobalPosition;
|
||||
var queryEnd = queryStart + Direction.Normalized() * newLength;
|
||||
var query = PhysicsRayQueryParameters2D.Create(queryStart, queryEnd);
|
||||
|
||||
query.CollideWithAreas = false;
|
||||
query.CollideWithBodies = true;
|
||||
|
||||
var result = spaceState.IntersectRay(query);
|
||||
return result.Count > 0;
|
||||
}
|
||||
}
|
1
scripts/components/BeamComponent.cs.uid
Normal file
1
scripts/components/BeamComponent.cs.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://df1llrbm80e02
|
8
scripts/components/CanPickUpComponent.cs
Normal file
8
scripts/components/CanPickUpComponent.cs
Normal file
@@ -0,0 +1,8 @@
|
||||
using Godot;
|
||||
|
||||
namespace Mr.BrickAdventures.scripts.components;
|
||||
|
||||
public partial class CanPickUpComponent : Node
|
||||
{
|
||||
|
||||
}
|
81
scripts/components/CollapsableComponent.cs
Normal file
81
scripts/components/CollapsableComponent.cs
Normal file
@@ -0,0 +1,81 @@
|
||||
using System.Threading.Tasks;
|
||||
using Godot;
|
||||
|
||||
namespace Mr.BrickAdventures.scripts.components;
|
||||
|
||||
public partial class CollapsableComponent : Node
|
||||
{
|
||||
[Export] public Timer ToCollapseTimer { get; set; }
|
||||
[Export] public Timer ResetTimer { get; set; }
|
||||
[Export] public Sprite2D Sprite2D { get; set; }
|
||||
[Export] public CollisionShape2D CollisionShape { get; set; }
|
||||
[Export] public float CollapseTime { get; set; } = 0.5f;
|
||||
[Export] public float ResetTime { get; set; } = 0.5f;
|
||||
[Export] public float AnimationTime { get; set; } = 0.25f;
|
||||
|
||||
public override void _Ready()
|
||||
{
|
||||
ResetTimers();
|
||||
|
||||
ToCollapseTimer.Timeout += OnToCollapseTimerTimeout;
|
||||
ResetTimer.Timeout += OnResetTimerTimeout;
|
||||
}
|
||||
|
||||
public void OnCollapsableDetectorBodyEntered(Node2D body)
|
||||
{
|
||||
ToCollapseTimer.Start();
|
||||
}
|
||||
|
||||
public void OnCollapsableDetectorBodyExited(Node2D body)
|
||||
{
|
||||
var collapseTimeLeft = Mathf.Abs(ToCollapseTimer.TimeLeft - CollapseTime);
|
||||
if (collapseTimeLeft < (0.1f * CollapseTime))
|
||||
{
|
||||
ResetTimers();
|
||||
}
|
||||
}
|
||||
|
||||
private void OnToCollapseTimerTimeout()
|
||||
{
|
||||
_ = Collapse();
|
||||
}
|
||||
|
||||
private void OnResetTimerTimeout()
|
||||
{
|
||||
_ = Reactivate();
|
||||
}
|
||||
|
||||
private async Task Collapse()
|
||||
{
|
||||
ToCollapseTimer.Stop();
|
||||
ToCollapseTimer.SetWaitTime(CollapseTime);
|
||||
|
||||
var tween = CreateTween();
|
||||
tween.TweenProperty(Sprite2D, "modulate:a", 0f, AnimationTime);
|
||||
await ToSignal(tween, Tween.SignalName.Finished);
|
||||
|
||||
CollisionShape?.CallDeferred("set_disabled", true);
|
||||
ResetTimer.Start();
|
||||
}
|
||||
|
||||
private async Task Reactivate()
|
||||
{
|
||||
ResetTimer.Stop();
|
||||
ResetTimer.SetWaitTime(ResetTime);
|
||||
|
||||
var tween = CreateTween();
|
||||
tween.TweenProperty(Sprite2D, "modulate:a", 1f, AnimationTime);
|
||||
await ToSignal(tween, Tween.SignalName.Finished);
|
||||
|
||||
CollisionShape?.CallDeferred("set_disabled", false);
|
||||
}
|
||||
|
||||
private void ResetTimers()
|
||||
{
|
||||
ToCollapseTimer.Stop();
|
||||
ToCollapseTimer.SetWaitTime(CollapseTime);
|
||||
|
||||
ResetTimer.Stop();
|
||||
ResetTimer.SetWaitTime(ResetTime);
|
||||
}
|
||||
}
|
50
scripts/components/CollectableComponent.cs
Normal file
50
scripts/components/CollectableComponent.cs
Normal file
@@ -0,0 +1,50 @@
|
||||
using System;
|
||||
using Godot;
|
||||
using Mr.BrickAdventures.scripts.Resources;
|
||||
|
||||
namespace Mr.BrickAdventures.scripts.components;
|
||||
|
||||
public partial class CollectableComponent : Node
|
||||
{
|
||||
private bool _hasFadeAway = false;
|
||||
|
||||
[Export] public Area2D Area2D { get; set; }
|
||||
[Export] public CollisionShape2D CollisionShape { get; set; }
|
||||
[Export] public CollectableResource Data { get; set; }
|
||||
[Export] public AudioStreamPlayer2D Sfx {get; set; }
|
||||
|
||||
[Signal] public delegate void CollectedEventHandler(Variant amount, CollectableType type, Node2D body);
|
||||
|
||||
public override void _Ready()
|
||||
{
|
||||
if (Area2D != null)
|
||||
Area2D.BodyEntered += OnArea2DBodyEntered;
|
||||
else
|
||||
GD.PushError("Collectable node missing Area2D node.");
|
||||
|
||||
if (Owner.HasNode("FadeAwayComponent"))
|
||||
_hasFadeAway = true;
|
||||
}
|
||||
|
||||
private async void OnArea2DBodyEntered(Node2D body)
|
||||
{
|
||||
try
|
||||
{
|
||||
if (!body.HasNode("CanPickUpComponent")) return;
|
||||
|
||||
EmitSignalCollected(Data.Amount, Data.Type, body);
|
||||
CollisionShape?.CallDeferred("set_disabled", true);
|
||||
Sfx?.Play();
|
||||
|
||||
if (_hasFadeAway) return;
|
||||
|
||||
if (Sfx != null)
|
||||
await ToSignal(Sfx, AudioStreamPlayer2D.SignalName.Finished);
|
||||
Owner.QueueFree();
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
GD.PushError($"Error in CollectableComponent.OnArea2DBodyEntered: {e.Message}");
|
||||
}
|
||||
}
|
||||
}
|
105
scripts/components/DamageComponent.cs
Normal file
105
scripts/components/DamageComponent.cs
Normal file
@@ -0,0 +1,105 @@
|
||||
using Godot;
|
||||
using Mr.BrickAdventures.scripts.Resources;
|
||||
|
||||
namespace Mr.BrickAdventures.scripts.components;
|
||||
|
||||
public partial class DamageComponent : Node
|
||||
{
|
||||
[Export] public float Damage { get; set; } = 0.25f;
|
||||
[Export] public Area2D Area { get; set; }
|
||||
[Export] public StatusEffectDataResource StatusEffectData { get; set; }
|
||||
[Export] public Timer DamageTimer { get; set; }
|
||||
|
||||
private Node _currentTarget = null;
|
||||
|
||||
[Signal] public delegate void EffectInflictedEventHandler(Node2D target, StatusEffectDataResource effect);
|
||||
|
||||
public override void _Ready()
|
||||
{
|
||||
if (Area == null)
|
||||
{
|
||||
GD.PushError($"DamageComponent: Area2D node is not set.");
|
||||
return;
|
||||
}
|
||||
|
||||
Area.BodyEntered += OnAreaBodyEntered;
|
||||
Area.BodyExited += OnAreaBodyExited;
|
||||
Area.AreaEntered += OnAreaAreaEntered;
|
||||
|
||||
if (DamageTimer != null)
|
||||
{
|
||||
DamageTimer.Timeout += OnDamageTimerTimeout;
|
||||
}
|
||||
}
|
||||
|
||||
public override void _Process(double delta)
|
||||
{
|
||||
if (_currentTarget == null) return;
|
||||
if (DamageTimer != null) return;
|
||||
|
||||
ProcessEntityAndApplyDamage(_currentTarget as Node2D);
|
||||
}
|
||||
|
||||
public void DealDamage(HealthComponent target) => target.DecreaseHealth(Damage);
|
||||
|
||||
private void OnAreaAreaEntered(Area2D area)
|
||||
{
|
||||
if (!CheckIfProcessingIsOn())
|
||||
return;
|
||||
if (area == Area) return;
|
||||
|
||||
var parent = area.GetParent();
|
||||
if (parent.HasNode("DamageComponent"))
|
||||
ProcessEntityAndApplyDamage(parent as Node2D);
|
||||
}
|
||||
|
||||
private void OnAreaBodyExited(Node2D body)
|
||||
{
|
||||
if (body != _currentTarget) return;
|
||||
_currentTarget = null;
|
||||
DamageTimer?.Stop();
|
||||
}
|
||||
|
||||
private void OnAreaBodyEntered(Node2D body)
|
||||
{
|
||||
_currentTarget = body;
|
||||
|
||||
if (!CheckIfProcessingIsOn())
|
||||
return;
|
||||
|
||||
DamageTimer?.Start();
|
||||
|
||||
ProcessEntityAndApplyDamage(body);
|
||||
}
|
||||
|
||||
private void OnDamageTimerTimeout()
|
||||
{
|
||||
if (_currentTarget == null) return;
|
||||
|
||||
ProcessEntityAndApplyDamage(_currentTarget as Node2D);
|
||||
}
|
||||
|
||||
private void ProcessEntityAndApplyDamage(Node2D body)
|
||||
{
|
||||
if (body == null) return;
|
||||
|
||||
if (!body.HasNode("HealthComponent")) return;
|
||||
var health = body.GetNode<HealthComponent>("HealthComponent");
|
||||
var inv = body.GetNodeOrNull<InvulnerabilityComponent>("InvulnerabilityComponent");
|
||||
|
||||
if (inv != null && inv.IsInvulnerable())
|
||||
return;
|
||||
|
||||
if (StatusEffectData != null && StatusEffectData.Type != StatusEffectType.None)
|
||||
EmitSignalEffectInflicted(body, StatusEffectData);
|
||||
|
||||
DealDamage(health);
|
||||
|
||||
inv?.Activate();
|
||||
}
|
||||
|
||||
private bool CheckIfProcessingIsOn()
|
||||
{
|
||||
return ProcessMode is ProcessModeEnum.Inherit or ProcessModeEnum.Always;
|
||||
}
|
||||
}
|
35
scripts/components/DestroyableComponent.cs
Normal file
35
scripts/components/DestroyableComponent.cs
Normal file
@@ -0,0 +1,35 @@
|
||||
using Godot;
|
||||
|
||||
namespace Mr.BrickAdventures.scripts.components;
|
||||
|
||||
public partial class DestroyableComponent : Node2D
|
||||
{
|
||||
[Export] public HealthComponent Health { get; set; }
|
||||
[Export] public PackedScene DestroyEffect { get; set; }
|
||||
|
||||
public override void _Ready()
|
||||
{
|
||||
if (Health == null)
|
||||
{
|
||||
GD.PushError("DestroyableComponent: HealthComponent is not set.");
|
||||
return;
|
||||
}
|
||||
|
||||
Health.Death += OnHealthDeath;
|
||||
}
|
||||
|
||||
private void OnHealthDeath()
|
||||
{
|
||||
if (DestroyEffect == null)
|
||||
{
|
||||
Owner.QueueFree();
|
||||
return;
|
||||
}
|
||||
|
||||
var effect = DestroyEffect.Instantiate<Node2D>();
|
||||
Health.GetParent().AddChild(effect);
|
||||
effect.SetGlobalPosition(Health.GlobalPosition);
|
||||
Owner.QueueFree();
|
||||
}
|
||||
|
||||
}
|
27
scripts/components/EffectInflictorComponent.cs
Normal file
27
scripts/components/EffectInflictorComponent.cs
Normal file
@@ -0,0 +1,27 @@
|
||||
using Godot;
|
||||
using Mr.BrickAdventures.scripts.Resources;
|
||||
|
||||
namespace Mr.BrickAdventures.scripts.components;
|
||||
|
||||
public partial class EffectInflictorComponent : Node
|
||||
{
|
||||
[Export] public DamageComponent Damage { get; set; }
|
||||
|
||||
public override void _Ready()
|
||||
{
|
||||
if (Damage == null)
|
||||
{
|
||||
GD.PushError("EffectInflictorComponent requires a DamageComponent to be set.");
|
||||
return;
|
||||
}
|
||||
|
||||
Damage.EffectInflicted += OnEffectInflicted;
|
||||
}
|
||||
|
||||
private void OnEffectInflicted(Node2D target, StatusEffectDataResource effect)
|
||||
{
|
||||
var statusEffect = target.GetNodeOrNull<StatusEffectComponent>("StatusEffectComponent");
|
||||
|
||||
statusEffect?.ApplyEffect(effect);
|
||||
}
|
||||
}
|
42
scripts/components/EnemyDeathComponent.cs
Normal file
42
scripts/components/EnemyDeathComponent.cs
Normal file
@@ -0,0 +1,42 @@
|
||||
using System.Threading.Tasks;
|
||||
using Godot;
|
||||
|
||||
namespace Mr.BrickAdventures.scripts.components;
|
||||
|
||||
public partial class EnemyDeathComponent : Node
|
||||
{
|
||||
[Export] public float TweenDuration { get; set; } = 0.5f;
|
||||
[Export] public CollisionShape2D CollisionShape { get; set; }
|
||||
[Export] public HealthComponent Health { get; set; }
|
||||
|
||||
public override void _Ready()
|
||||
{
|
||||
if (CollisionShape == null)
|
||||
{
|
||||
GD.PushError("EnemyDeathComponent: CollisionShape is not set.");
|
||||
return;
|
||||
}
|
||||
|
||||
if (Health == null)
|
||||
{
|
||||
GD.PushError("EnemyDeathComponent: Health is not set.");
|
||||
return;
|
||||
}
|
||||
|
||||
Health.Death += OnDeath;
|
||||
}
|
||||
|
||||
private void OnDeath()
|
||||
{
|
||||
CallDeferred(nameof(Die));
|
||||
}
|
||||
|
||||
private async Task Die()
|
||||
{
|
||||
CollisionShape.SetDisabled(true);
|
||||
var tween = CreateTween();
|
||||
tween.TweenProperty(Owner, "scale", Vector2.Zero, TweenDuration);
|
||||
await ToSignal(tween, Tween.SignalName.Finished);
|
||||
Owner.QueueFree();
|
||||
}
|
||||
}
|
51
scripts/components/EnemyWaveTriggerComponent.cs
Normal file
51
scripts/components/EnemyWaveTriggerComponent.cs
Normal file
@@ -0,0 +1,51 @@
|
||||
using Godot;
|
||||
|
||||
namespace Mr.BrickAdventures.scripts.components;
|
||||
|
||||
public partial class EnemyWaveTriggerComponent : Node
|
||||
{
|
||||
[Export] public Area2D Area2D { get; set; }
|
||||
[Export] public PathFollow2D PathFollowNode { get; set; }
|
||||
[Export] public float Speed { get; set; } = 100f;
|
||||
[Export] public bool Loop { get; set; } = false;
|
||||
[Export] public bool ActivateOnEnter { get; set; } = true;
|
||||
|
||||
private bool _isActive = false;
|
||||
|
||||
public override void _Ready()
|
||||
{
|
||||
Area2D.BodyEntered += OnBodyEntered;
|
||||
|
||||
if (PathFollowNode == null) return;
|
||||
|
||||
PathFollowNode.SetProgress(0f);
|
||||
PathFollowNode.SetProcess(false);
|
||||
}
|
||||
|
||||
public override void _Process(double delta)
|
||||
{
|
||||
if (!_isActive || PathFollowNode == null) return;
|
||||
|
||||
var progress = PathFollowNode.Progress;
|
||||
progress += (float)(delta * Speed);
|
||||
PathFollowNode.SetProgress(progress);
|
||||
|
||||
if (!(PathFollowNode.ProgressRatio >= 1f) || Loop) return;
|
||||
|
||||
_isActive = false;
|
||||
PathFollowNode.SetProcess(false);
|
||||
}
|
||||
|
||||
private void OnBodyEntered(Node2D body)
|
||||
{
|
||||
if (ActivateOnEnter) StartWave();
|
||||
}
|
||||
|
||||
private void StartWave()
|
||||
{
|
||||
if (PathFollowNode == null) return;
|
||||
|
||||
PathFollowNode.SetProcess(true);
|
||||
_isActive = true;
|
||||
}
|
||||
}
|
51
scripts/components/ExitDoorComponent.cs
Normal file
51
scripts/components/ExitDoorComponent.cs
Normal file
@@ -0,0 +1,51 @@
|
||||
using Godot;
|
||||
using Mr.BrickAdventures.Autoloads;
|
||||
|
||||
namespace Mr.BrickAdventures.scripts.components;
|
||||
|
||||
public partial class ExitDoorComponent : Node
|
||||
{
|
||||
[Export] public bool Locked { get; set; } = true;
|
||||
[Export] public Area2D ExitArea { get; set; }
|
||||
[Export] public Sprite2D DoorSprite { get; set; }
|
||||
[Export] public AudioStreamPlayer2D OpenDoorSfx { get; set; }
|
||||
[Export] public int OpenedDoorFrame { get; set; } = 0;
|
||||
|
||||
[Signal] public delegate void ExitTriggeredEventHandler();
|
||||
|
||||
private GameManager _gameManager;
|
||||
|
||||
public override void _Ready()
|
||||
{
|
||||
if (ExitArea == null)
|
||||
{
|
||||
GD.PushError("ExitDoorComponent: ExitArea is not set.");
|
||||
return;
|
||||
}
|
||||
|
||||
ExitArea.BodyEntered += OnExitAreaBodyEntered;
|
||||
|
||||
_gameManager = GetNode<GameManager>("/root/gameManager");
|
||||
}
|
||||
|
||||
private void OnExitAreaBodyEntered(Node2D body)
|
||||
{
|
||||
throw new System.NotImplementedException();
|
||||
}
|
||||
|
||||
private void Unlock()
|
||||
{
|
||||
Locked = false;
|
||||
if (DoorSprite != null)
|
||||
{
|
||||
DoorSprite.Frame = OpenedDoorFrame;
|
||||
}
|
||||
|
||||
OpenDoorSfx?.Play();
|
||||
}
|
||||
|
||||
private void GoToNextLevel()
|
||||
{
|
||||
_gameManager.OnLevelComplete();
|
||||
}
|
||||
}
|
81
scripts/components/ExplosiveComponent.cs
Normal file
81
scripts/components/ExplosiveComponent.cs
Normal file
@@ -0,0 +1,81 @@
|
||||
using Godot;
|
||||
|
||||
namespace Mr.BrickAdventures.scripts.components;
|
||||
|
||||
public partial class ExplosiveComponent : Node2D
|
||||
{
|
||||
[Export] public DamageComponent Damage { get; set; }
|
||||
[Export] public Area2D Area { get; set; }
|
||||
[Export] public Area2D ExplodeArea { get; set; }
|
||||
[Export] public PackedScene ExplosionEffect { get; set; }
|
||||
[Export] public float TimeToExplode { get; set; } = 9f;
|
||||
|
||||
[Signal] public delegate void OnExplosionEventHandler(Node2D body);
|
||||
|
||||
private Timer _timer;
|
||||
|
||||
public override void _Ready()
|
||||
{
|
||||
if (Damage != null)
|
||||
{
|
||||
GD.PushError("ExplosiveComponent: DamageComponent is not set.");
|
||||
return;
|
||||
}
|
||||
|
||||
if (ExplodeArea != null)
|
||||
{
|
||||
GD.PushError("ExplosiveComponent: ExplodeArea is not set.");
|
||||
return;
|
||||
}
|
||||
|
||||
Area.BodyEntered += OnAreaBodyEntered;
|
||||
Area.AreaEntered += OnAreaAreaEntered;
|
||||
}
|
||||
|
||||
private void OnAreaAreaEntered(Area2D area)
|
||||
{
|
||||
Explode();
|
||||
}
|
||||
|
||||
private void OnAreaBodyEntered(Node2D body)
|
||||
{
|
||||
Explode();
|
||||
}
|
||||
|
||||
private void PrepareTimer()
|
||||
{
|
||||
_timer = new Timer();
|
||||
_timer.SetWaitTime(TimeToExplode);
|
||||
_timer.OneShot = true;
|
||||
_timer.Autostart = true;
|
||||
_timer.Timeout += Explode;
|
||||
AddChild(_timer);
|
||||
}
|
||||
|
||||
private void Explode()
|
||||
{
|
||||
_timer.Stop();
|
||||
|
||||
if (ExplosionEffect != null)
|
||||
{
|
||||
var explosionInstance = ExplosionEffect.Instantiate<GpuParticles2D>();
|
||||
if (Owner is Node2D root) explosionInstance.SetGlobalPosition(root.GlobalPosition);
|
||||
GetTree().CurrentScene.AddChild(explosionInstance);
|
||||
explosionInstance.SetEmitting(true);
|
||||
}
|
||||
|
||||
var bodies = ExplodeArea.GetOverlappingBodies();
|
||||
foreach (var body in bodies)
|
||||
{
|
||||
var health = body.GetNodeOrNull<HealthComponent>("HealthComponent");
|
||||
if (Damage != null && health != null)
|
||||
{
|
||||
Damage.DealDamage(health);
|
||||
}
|
||||
|
||||
EmitSignalOnExplosion(body);
|
||||
}
|
||||
|
||||
Owner.QueueFree();
|
||||
}
|
||||
}
|
32
scripts/components/FadeAwayComponent.cs
Normal file
32
scripts/components/FadeAwayComponent.cs
Normal file
@@ -0,0 +1,32 @@
|
||||
using System.Threading.Tasks;
|
||||
using Godot;
|
||||
|
||||
namespace Mr.BrickAdventures.scripts.components;
|
||||
|
||||
public partial class FadeAwayComponent : Node
|
||||
{
|
||||
[Export] public Sprite2D Sprite { get; set; }
|
||||
[Export] public float FadeDuration { get; set; } = 1f;
|
||||
[Export] public float Speed { get; set; } = 10f;
|
||||
[Export] public Vector2 Direction { get; set; } = Vector2.Up;
|
||||
[Export] public Area2D Area { get; set; }
|
||||
|
||||
public override void _Ready()
|
||||
{
|
||||
Area.BodyEntered += OnBodyEntered;
|
||||
}
|
||||
|
||||
private void OnBodyEntered(Node2D body)
|
||||
{
|
||||
_ = FadeAway();
|
||||
}
|
||||
|
||||
private async Task FadeAway()
|
||||
{
|
||||
var tween = CreateTween().SetParallel(true);
|
||||
tween.TweenProperty(Sprite, "modulate:a", 0f, FadeDuration);
|
||||
tween.TweenProperty(Sprite, "position", Sprite.Position + (Direction * Speed), FadeDuration);
|
||||
await ToSignal(tween, Tween.SignalName.Finished);
|
||||
Owner.QueueFree();
|
||||
}
|
||||
}
|
71
scripts/components/FireEffectComponent.cs
Normal file
71
scripts/components/FireEffectComponent.cs
Normal file
@@ -0,0 +1,71 @@
|
||||
using Godot;
|
||||
using Mr.BrickAdventures.scripts.Resources;
|
||||
|
||||
namespace Mr.BrickAdventures.scripts.components;
|
||||
|
||||
public partial class FireEffectComponent : Node
|
||||
{
|
||||
[Export] public HealthComponent Health { get; set; }
|
||||
[Export] public StatusEffectComponent StatusEffectComponent { get; set; }
|
||||
[Export] public GpuParticles2D FireFX { get; set; }
|
||||
|
||||
private StatusEffectDataResource _data = null;
|
||||
private bool _shouldDealDamage = false;
|
||||
private double _timeElapsed = 0f;
|
||||
|
||||
public override void _Ready()
|
||||
{
|
||||
if (Health == null)
|
||||
{
|
||||
Health = GetNode<HealthComponent>("HealthComponent");
|
||||
}
|
||||
if (StatusEffectComponent == null)
|
||||
{
|
||||
StatusEffectComponent = GetNode<StatusEffectComponent>("StatusEffectComponent");
|
||||
}
|
||||
|
||||
if (Health == null)
|
||||
{
|
||||
GD.PushError("FireEffectComponent: HealthComponent is not set.");
|
||||
return;
|
||||
}
|
||||
if (StatusEffectComponent == null)
|
||||
{
|
||||
GD.PushError("FireEffectComponent: StatusEffectComponent is not set.");
|
||||
return;
|
||||
}
|
||||
|
||||
StatusEffectComponent.EffectApplied += OnEffectApplied;
|
||||
StatusEffectComponent.EffectRemoved += OnEffectRemoved;
|
||||
}
|
||||
|
||||
public override void _Process(double delta)
|
||||
{
|
||||
if (!_shouldDealDamage || _data == null || Health == null) return;
|
||||
|
||||
_timeElapsed += delta;
|
||||
if (_timeElapsed >= 1f)
|
||||
{
|
||||
Health.DecreaseHealth(_data.DamagePerSecond);
|
||||
_timeElapsed = 0f;
|
||||
}
|
||||
}
|
||||
|
||||
private void OnEffectApplied(StatusEffect statusEffect)
|
||||
{
|
||||
if (statusEffect.EffectData.Type != StatusEffectType.Fire) return;
|
||||
|
||||
_data = statusEffect.EffectData;
|
||||
_shouldDealDamage = true;
|
||||
FireFX?.SetEmitting(true);
|
||||
}
|
||||
|
||||
private void OnEffectRemoved(StatusEffectType type)
|
||||
{
|
||||
if (type != StatusEffectType.Fire) return;
|
||||
|
||||
_shouldDealDamage = false;
|
||||
_data = null;
|
||||
FireFX?.SetEmitting(false);
|
||||
}
|
||||
}
|
83
scripts/components/FlashingComponent.cs
Normal file
83
scripts/components/FlashingComponent.cs
Normal file
@@ -0,0 +1,83 @@
|
||||
using Godot;
|
||||
|
||||
namespace Mr.BrickAdventures.scripts.components;
|
||||
|
||||
public partial class FlashingComponent : Node
|
||||
{
|
||||
[Export] public Node2D Sprite { get; set; }
|
||||
[Export] public float FlashDuration { get; set; } = 0.5f;
|
||||
[Export] public float FlashTime { get; set; } = 0.1f;
|
||||
[Export] public bool UseModulate { get; set; } = true;
|
||||
[Export] public HealthComponent HealthComponent { get; set; }
|
||||
|
||||
private Tween _tween;
|
||||
|
||||
public override void _Ready()
|
||||
{
|
||||
if (HealthComponent != null)
|
||||
{
|
||||
HealthComponent.HealthChanged += OnHealthChanged;
|
||||
HealthComponent.Death += OnDeath;
|
||||
}
|
||||
|
||||
if (Sprite == null)
|
||||
{
|
||||
GD.PushError("FlashingComponent: Sprite node is not set.");
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
public void StartFlashing()
|
||||
{
|
||||
if (Sprite == null) return;
|
||||
|
||||
_tween?.Kill();
|
||||
|
||||
_tween = CreateTween();
|
||||
_tween.SetParallel(true);
|
||||
|
||||
var flashes = (int)(FlashDuration / FlashTime);
|
||||
for (var i = 0; i < flashes; i++)
|
||||
{
|
||||
if (UseModulate)
|
||||
{
|
||||
var opacity = i % 2 == 0 ? 1.0f : 0.3f;
|
||||
_tween.TweenProperty(Sprite, "modulate:a", opacity, FlashTime);
|
||||
}
|
||||
else
|
||||
{
|
||||
var visible = i % 2 == 0;
|
||||
_tween.TweenProperty(Sprite, "visible", visible, FlashTime);
|
||||
}
|
||||
}
|
||||
|
||||
_tween.TweenCallback(Callable.From(StopFlashing));
|
||||
}
|
||||
|
||||
public void StopFlashing()
|
||||
{
|
||||
if (UseModulate)
|
||||
{
|
||||
var modulateColor = Sprite.GetModulate();
|
||||
modulateColor.A = 1.0f;
|
||||
Sprite.SetModulate(modulateColor);
|
||||
}
|
||||
else
|
||||
{
|
||||
Sprite.SetVisible(true);
|
||||
}
|
||||
}
|
||||
|
||||
private void OnHealthChanged(float delta, float totalHealth)
|
||||
{
|
||||
if (delta < 0f)
|
||||
{
|
||||
StartFlashing();
|
||||
}
|
||||
}
|
||||
|
||||
private void OnDeath()
|
||||
{
|
||||
StopFlashing();
|
||||
}
|
||||
}
|
36
scripts/components/FlipComponent.cs
Normal file
36
scripts/components/FlipComponent.cs
Normal file
@@ -0,0 +1,36 @@
|
||||
using Godot;
|
||||
|
||||
namespace Mr.BrickAdventures.scripts.components;
|
||||
|
||||
public partial class FlipComponent : Node2D
|
||||
{
|
||||
[Export] public Sprite2D LeftEye { get; set; }
|
||||
[Export] public Sprite2D RightEye { get; set; }
|
||||
[Export] public PlatformMovement PlatformMovement { get; set; }
|
||||
|
||||
public override void _Process(double delta)
|
||||
{
|
||||
if (PlatformMovement == null) return;
|
||||
|
||||
var velocity = PlatformMovement.LastDirection;
|
||||
switch (velocity.X)
|
||||
{
|
||||
case < 0f:
|
||||
LeftEye.Frame = 1;
|
||||
RightEye.Frame = 1;
|
||||
LeftEye.FlipH = true;
|
||||
RightEye.FlipH = true;
|
||||
break;
|
||||
case > 0f:
|
||||
LeftEye.Frame = 1;
|
||||
RightEye.Frame = 1;
|
||||
LeftEye.FlipH = false;
|
||||
RightEye.FlipH = false;
|
||||
break;
|
||||
default:
|
||||
LeftEye.Frame = 0;
|
||||
RightEye.Frame = 0;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
37
scripts/components/GravityMotionComponent.cs
Normal file
37
scripts/components/GravityMotionComponent.cs
Normal file
@@ -0,0 +1,37 @@
|
||||
using Godot;
|
||||
|
||||
namespace Mr.BrickAdventures.scripts.components;
|
||||
|
||||
public partial class GravityMotionComponent : Node2D
|
||||
{
|
||||
[Export] public CharacterBody2D Body { get; set; }
|
||||
[Export] public LaunchComponent LaunchComponent { get; set; }
|
||||
[Export] public Vector2 Gravity { get; set; } = new Vector2(0, 1000f);
|
||||
[Export] public Vector2 TargetDirection { get; set; } = Vector2.Up;
|
||||
|
||||
private Vector2 _velocity = Vector2.Zero;
|
||||
|
||||
public override void _Ready()
|
||||
{
|
||||
if (LaunchComponent == null) return;
|
||||
|
||||
var direction = LaunchComponent.InitialDirection.X > 0f ? TargetDirection : new Vector2(-TargetDirection.X, TargetDirection.Y);
|
||||
direction = direction.Normalized();
|
||||
_velocity = direction * LaunchComponent.Speed;
|
||||
}
|
||||
|
||||
public override void _PhysicsProcess(double delta)
|
||||
{
|
||||
if (Body == null) return;
|
||||
|
||||
_velocity += Gravity * (float)delta;
|
||||
Body.Velocity = _velocity;
|
||||
|
||||
Body.MoveAndSlide();
|
||||
|
||||
if (_velocity.LengthSquared() > 0.01f)
|
||||
{
|
||||
Body.Rotation = _velocity.Angle();
|
||||
}
|
||||
}
|
||||
}
|
65
scripts/components/HealthComponent.cs
Normal file
65
scripts/components/HealthComponent.cs
Normal file
@@ -0,0 +1,65 @@
|
||||
using System.Threading.Tasks;
|
||||
using Godot;
|
||||
|
||||
namespace Mr.BrickAdventures.scripts.components;
|
||||
|
||||
public partial class HealthComponent : Node2D
|
||||
{
|
||||
[Export] public float Health { get; set; } = 1.0f;
|
||||
[Export] public float MaxHealth { get; set; } = 1.0f;
|
||||
[Export] public AudioStreamPlayer2D HurtSfx { get; set; }
|
||||
[Export] public AudioStreamPlayer2D HealSfx { get; set; }
|
||||
|
||||
[Signal] public delegate void HealthChangedEventHandler(float delta, float totalHealth);
|
||||
[Signal] public delegate void DeathEventHandler();
|
||||
|
||||
public void SetHealth(float newValue)
|
||||
{
|
||||
_ = ApplyHealthChange(newValue);
|
||||
}
|
||||
|
||||
public void IncreaseHealth(float delta)
|
||||
{
|
||||
_ = ApplyHealthChange(Health + delta);
|
||||
}
|
||||
|
||||
public void DecreaseHealth(float delta)
|
||||
{
|
||||
_ = ApplyHealthChange(Health - delta);
|
||||
}
|
||||
|
||||
public float GetDelta(float newValue) => newValue - Health;
|
||||
|
||||
private async Task ApplyHealthChange(float newHealth, bool playSfx = true)
|
||||
{
|
||||
newHealth = Mathf.Clamp(newHealth, 0.0f, MaxHealth);
|
||||
var delta = newHealth - Health;
|
||||
|
||||
if (delta == 0.0f)
|
||||
return;
|
||||
|
||||
if (playSfx)
|
||||
{
|
||||
if (delta > 0f && HealSfx != null)
|
||||
{
|
||||
HealSfx.Play();
|
||||
}
|
||||
else if (delta < 0f && HurtSfx != null)
|
||||
{
|
||||
HurtSfx.Play();
|
||||
await HurtSfx.ToSignal(HurtSfx, AudioStreamPlayer2D.SignalName.Finished);
|
||||
}
|
||||
}
|
||||
|
||||
Health = newHealth;
|
||||
|
||||
if (Health <= 0f)
|
||||
{
|
||||
EmitSignalDeath();
|
||||
}
|
||||
else
|
||||
{
|
||||
EmitSignalHealthChanged(delta, Health);
|
||||
}
|
||||
}
|
||||
}
|
31
scripts/components/InvulnerabilityComponent.cs
Normal file
31
scripts/components/InvulnerabilityComponent.cs
Normal file
@@ -0,0 +1,31 @@
|
||||
using Godot;
|
||||
|
||||
namespace Mr.BrickAdventures.scripts.components;
|
||||
|
||||
public partial class InvulnerabilityComponent : Node
|
||||
{
|
||||
[Export] public float Duration { get; set; } = 1f;
|
||||
[Export] public FlashingComponent FlashingComponent { get; set; }
|
||||
|
||||
private bool _isInvulnerable = false;
|
||||
|
||||
public void Activate()
|
||||
{
|
||||
if (_isInvulnerable)
|
||||
return;
|
||||
|
||||
_isInvulnerable = true;
|
||||
FlashingComponent?.StartFlashing();
|
||||
|
||||
var timer = GetTree().CreateTimer(Duration);
|
||||
timer.Timeout += Deactivate;
|
||||
}
|
||||
|
||||
private void Deactivate()
|
||||
{
|
||||
_isInvulnerable = false;
|
||||
FlashingComponent?.StopFlashing();
|
||||
}
|
||||
|
||||
public bool IsInvulnerable() => _isInvulnerable;
|
||||
}
|
24
scripts/components/LaunchComponent.cs
Normal file
24
scripts/components/LaunchComponent.cs
Normal file
@@ -0,0 +1,24 @@
|
||||
using Godot;
|
||||
|
||||
namespace Mr.BrickAdventures.scripts.components;
|
||||
|
||||
public partial class LaunchComponent : Node2D
|
||||
{
|
||||
[Export] public Vector2 InitialDirection { get; set; } = Vector2.Right;
|
||||
[Export] public float Speed { get; set; } = 16f;
|
||||
[Export] public Vector2 SpawnPosition { get; set; } = Vector2.Zero;
|
||||
[Export] public float SpawnRotation { get; set; } = 0f;
|
||||
|
||||
public override void _Ready()
|
||||
{
|
||||
if (Owner is not Node2D root) return;
|
||||
|
||||
root.GlobalPosition = SpawnPosition;
|
||||
root.GlobalRotation = SpawnRotation;
|
||||
}
|
||||
|
||||
public Vector2 GetInitialVelocity()
|
||||
{
|
||||
return InitialDirection.Normalized() * Speed;
|
||||
}
|
||||
}
|
171
scripts/components/PlatformMovement.cs
Normal file
171
scripts/components/PlatformMovement.cs
Normal file
@@ -0,0 +1,171 @@
|
||||
using Godot;
|
||||
using Mr.BrickAdventures.scripts.interfaces;
|
||||
|
||||
namespace Mr.BrickAdventures.scripts.components;
|
||||
|
||||
public partial class PlatformMovement : Node2D, IMovement
|
||||
{
|
||||
[Export]
|
||||
public float Speed { get; set; } = 300.0f;
|
||||
|
||||
[Export]
|
||||
public float JumpHeight { get; set; } = 100f;
|
||||
|
||||
[Export]
|
||||
public float JumpTimeToPeak { get; set; } = 0.5f;
|
||||
|
||||
[Export]
|
||||
public float JumpTimeToDescent { get; set; } = 0.4f;
|
||||
|
||||
[Export]
|
||||
public int CoyoteFrames { get; set; } = 6;
|
||||
|
||||
[Export]
|
||||
public AudioStreamPlayer2D JumpSfx { get; set; }
|
||||
|
||||
[Export]
|
||||
public Node2D RotationTarget { get; set; }
|
||||
|
||||
[Export]
|
||||
public CharacterBody2D Body { get; set; }
|
||||
|
||||
private float _gravity;
|
||||
private bool _wasLastFloor = false;
|
||||
private bool _coyoteMode = false;
|
||||
private Timer _coyoteTimer;
|
||||
private Vector2 _lastDirection = new Vector2(1, 0);
|
||||
|
||||
private float _jumpVelocity;
|
||||
private float _jumpGravity;
|
||||
private float _fallGravity;
|
||||
|
||||
public Vector2 LastDirection => _lastDirection;
|
||||
|
||||
public override void _Ready()
|
||||
{
|
||||
base._Ready();
|
||||
|
||||
if (Body == null)
|
||||
return;
|
||||
|
||||
_gravity = (float)ProjectSettings.GetSetting("physics/2d/default_gravity");
|
||||
_jumpVelocity = ((2.0f * JumpHeight) / JumpTimeToPeak) * -1.0f;
|
||||
_jumpGravity = ((-2.0f * JumpHeight) / (JumpTimeToPeak * JumpTimeToPeak)) * -1.0f;
|
||||
_fallGravity = ((-2.0f * JumpHeight) / (JumpTimeToDescent * JumpTimeToDescent)) * -1.0f;
|
||||
|
||||
_coyoteTimer = new Timer
|
||||
{
|
||||
OneShot = true,
|
||||
WaitTime = CoyoteFrames / 60.0f
|
||||
};
|
||||
_coyoteTimer.Timeout += OnCoyoteTimerTimeout;
|
||||
AddChild(_coyoteTimer);
|
||||
}
|
||||
|
||||
public string MovementType { get; } = "platform";
|
||||
public bool Enabled { get; set; }
|
||||
public Vector2 PreviousVelocity { get; set; }
|
||||
|
||||
public override void _Process(double delta)
|
||||
{
|
||||
base._Process(delta);
|
||||
|
||||
if (Body == null || !Enabled)
|
||||
return;
|
||||
|
||||
if (Body.Velocity.X > 0.0f)
|
||||
RotationTarget.Rotation = Mathf.DegToRad(-10);
|
||||
else if (Body.Velocity.X < 0.0f)
|
||||
RotationTarget.Rotation = Mathf.DegToRad(10);
|
||||
else
|
||||
RotationTarget.Rotation = 0;
|
||||
|
||||
CalculateJumpVars();
|
||||
}
|
||||
|
||||
public override void _PhysicsProcess(double delta)
|
||||
{
|
||||
base._PhysicsProcess(delta);
|
||||
|
||||
if (Body == null || !Enabled)
|
||||
return;
|
||||
|
||||
if (Body.IsOnFloor())
|
||||
{
|
||||
_wasLastFloor = true;
|
||||
_coyoteMode = false; // Reset coyote mode when back on the floor
|
||||
_coyoteTimer.Stop(); // Stop timer when grounded
|
||||
}
|
||||
else
|
||||
{
|
||||
if (_wasLastFloor) // Start coyote timer only once
|
||||
{
|
||||
_coyoteMode = true;
|
||||
_coyoteTimer.Start();
|
||||
}
|
||||
_wasLastFloor = false;
|
||||
}
|
||||
|
||||
if (!Body.IsOnFloor())
|
||||
Body.Velocity += new Vector2(0, CalculateGravity()) * (float)delta;
|
||||
|
||||
if (Input.IsActionPressed("jump") && (Body.IsOnFloor() || _coyoteMode))
|
||||
Jump();
|
||||
|
||||
if (Input.IsActionJustPressed("down"))
|
||||
Body.Position += new Vector2(0, 1);
|
||||
|
||||
float direction = Input.GetAxis("left", "right");
|
||||
if (direction != 0)
|
||||
_lastDirection = HandleDirection(direction);
|
||||
|
||||
if (direction != 0)
|
||||
Body.Velocity = new Vector2(direction * Speed, Body.Velocity.Y);
|
||||
else
|
||||
Body.Velocity = new Vector2(Mathf.MoveToward(Body.Velocity.X, 0, Speed), Body.Velocity.Y);
|
||||
|
||||
Body.MoveAndSlide();
|
||||
}
|
||||
|
||||
private void Jump()
|
||||
{
|
||||
if (Body == null)
|
||||
return;
|
||||
|
||||
Body.Velocity = new Vector2(Body.Velocity.X, _jumpVelocity);
|
||||
_coyoteMode = false;
|
||||
if (JumpSfx != null)
|
||||
JumpSfx.Play();
|
||||
}
|
||||
|
||||
private float CalculateGravity()
|
||||
{
|
||||
return Body.Velocity.Y < 0.0f ? _jumpGravity : _fallGravity;
|
||||
}
|
||||
|
||||
private void OnCoyoteTimerTimeout()
|
||||
{
|
||||
_coyoteMode = false;
|
||||
}
|
||||
|
||||
private Vector2 HandleDirection(float inputDir)
|
||||
{
|
||||
if (inputDir > 0)
|
||||
return new Vector2(1, 0);
|
||||
else if (inputDir < 0)
|
||||
return new Vector2(-1, 0);
|
||||
return _lastDirection;
|
||||
}
|
||||
|
||||
public void OnShipEntered()
|
||||
{
|
||||
RotationTarget.Rotation = 0;
|
||||
}
|
||||
|
||||
private void CalculateJumpVars()
|
||||
{
|
||||
_jumpVelocity = ((2.0f * JumpHeight) / JumpTimeToPeak) * -1.0f;
|
||||
_jumpGravity = ((-2.0f * JumpHeight) / (JumpTimeToPeak * JumpTimeToPeak)) * -1.0f;
|
||||
_fallGravity = ((-2.0f * JumpHeight) / (JumpTimeToDescent * JumpTimeToDescent)) * -1.0f;
|
||||
}
|
||||
}
|
1
scripts/components/PlatformMovement.cs.uid
Normal file
1
scripts/components/PlatformMovement.cs.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://btlm1f3l70il
|
103
scripts/components/PlayerController.cs
Normal file
103
scripts/components/PlayerController.cs
Normal file
@@ -0,0 +1,103 @@
|
||||
using System.Collections.Generic;
|
||||
using Godot;
|
||||
using Mr.BrickAdventures.scripts.interfaces;
|
||||
|
||||
namespace Mr.BrickAdventures.scripts.components;
|
||||
|
||||
public partial class PlayerController : Node2D
|
||||
{
|
||||
[Export]
|
||||
public string DefaultMovementType { get; set; } = "platform";
|
||||
|
||||
[Export]
|
||||
public Godot.Collections.Dictionary<string, NodePath> MovementTypes { get; set; }
|
||||
|
||||
[Export]
|
||||
public Sprite2D ShipSprite { get; set; }
|
||||
|
||||
private IMovement _currentMovement = null;
|
||||
[Signal]
|
||||
public delegate void MovementSwitchedEventHandler(string movementType);
|
||||
|
||||
public override void _Ready()
|
||||
{
|
||||
base._Ready();
|
||||
|
||||
foreach (var movementType in MovementTypes.Keys)
|
||||
{
|
||||
var movementNode = GetNodeOrNull(movementType);
|
||||
if (movementNode is IMovement playerMovement)
|
||||
{
|
||||
playerMovement.Enabled = false;
|
||||
}
|
||||
}
|
||||
|
||||
SwitchMovement(DefaultMovementType);
|
||||
}
|
||||
|
||||
public override void _UnhandledInput(InputEvent @event)
|
||||
{
|
||||
base._UnhandledInput(@event);
|
||||
|
||||
if (@event is InputEventKey inputEventKey && inputEventKey.IsActionPressed("switch_movement"))
|
||||
{
|
||||
var nextMovementType = GetNextMovementType();
|
||||
SwitchMovement(nextMovementType);
|
||||
}
|
||||
}
|
||||
|
||||
private void SwitchMovement(string movementType)
|
||||
{
|
||||
if (_currentMovement != null)
|
||||
{
|
||||
_currentMovement.Enabled = false;
|
||||
}
|
||||
|
||||
if (MovementTypes.TryGetValue(movementType, out var movement))
|
||||
{
|
||||
_currentMovement = GetNodeOrNull<IMovement>(movement);
|
||||
if (_currentMovement == null)
|
||||
{
|
||||
GD.PushError($"Movement type '{movementType}' not found in MovementTypes.");
|
||||
return;
|
||||
}
|
||||
_currentMovement.Enabled = true;
|
||||
EmitSignalMovementSwitched(movementType);
|
||||
}
|
||||
else
|
||||
{
|
||||
GD.PushError($"Movement type '{movementType}' not found in MovementTypes.");
|
||||
}
|
||||
|
||||
if (_currentMovement == null)
|
||||
{
|
||||
GD.PushError("No current movement set after switching.");
|
||||
}
|
||||
}
|
||||
|
||||
private string GetNextMovementType()
|
||||
{
|
||||
var keys = new List<string>(MovementTypes.Keys);
|
||||
var currentIndex = keys.IndexOf(_currentMovement?.MovementType);
|
||||
|
||||
if (currentIndex == -1)
|
||||
{
|
||||
return DefaultMovementType;
|
||||
}
|
||||
|
||||
currentIndex = (currentIndex + 1) % keys.Count;
|
||||
return keys[currentIndex];
|
||||
}
|
||||
|
||||
public void OnSpaceshipEntered()
|
||||
{
|
||||
SwitchMovement("ship");
|
||||
ShipSprite.Visible = true;
|
||||
}
|
||||
|
||||
public void OnSpaceshipExited()
|
||||
{
|
||||
SwitchMovement(DefaultMovementType);
|
||||
ShipSprite.Visible = false;
|
||||
}
|
||||
}
|
1
scripts/components/PlayerController.cs.uid
Normal file
1
scripts/components/PlayerController.cs.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://csel4s0e4g5uf
|
55
scripts/components/StatusEffectComponent.cs
Normal file
55
scripts/components/StatusEffectComponent.cs
Normal file
@@ -0,0 +1,55 @@
|
||||
using System.Collections.Generic;
|
||||
using Godot;
|
||||
using Mr.BrickAdventures.scripts.Resources;
|
||||
|
||||
namespace Mr.BrickAdventures.scripts.components;
|
||||
|
||||
public partial class StatusEffect : GodotObject
|
||||
{
|
||||
public StatusEffectDataResource EffectData { get; set; }
|
||||
public float ElapsedTime { get; set; }
|
||||
public Timer Timer { get; set; }
|
||||
}
|
||||
|
||||
public partial class StatusEffectComponent : Node
|
||||
{
|
||||
private List<StatusEffect> _activeEffects = [];
|
||||
|
||||
[Signal] public delegate void EffectAppliedEventHandler(StatusEffect statusEffect);
|
||||
[Signal] public delegate void EffectRemovedEventHandler(StatusEffectType type);
|
||||
|
||||
public void ApplyEffect(StatusEffectDataResource effectData)
|
||||
{
|
||||
var data = effectData.Duplicate() as StatusEffectDataResource;
|
||||
var timer = CreateTimer(effectData.Duration, data);
|
||||
|
||||
var statusEffect = new StatusEffect
|
||||
{
|
||||
EffectData = data,
|
||||
ElapsedTime = 0f,
|
||||
Timer = timer
|
||||
};
|
||||
_activeEffects.Add(statusEffect);
|
||||
EmitSignalEffectApplied(statusEffect);
|
||||
}
|
||||
|
||||
public void RemoveEffect(StatusEffectType type)
|
||||
{
|
||||
var effectToRemove = _activeEffects.Find(effect => effect.EffectData.Type == type);
|
||||
if (effectToRemove.EffectData == null) return;
|
||||
_activeEffects.Remove(effectToRemove);
|
||||
effectToRemove.Timer.QueueFree();
|
||||
EmitSignalEffectRemoved(type);
|
||||
}
|
||||
|
||||
private Timer CreateTimer(float duration, StatusEffectDataResource effectData)
|
||||
{
|
||||
var timer = new Timer();
|
||||
timer.SetWaitTime(duration);
|
||||
timer.SetOneShot(true);
|
||||
timer.SetAutostart(true);
|
||||
timer.Timeout += () => RemoveEffect(effectData.Type);
|
||||
AddChild(timer);
|
||||
return timer;
|
||||
}
|
||||
}
|
@@ -1,4 +1,4 @@
|
||||
class_name BeamComponent
|
||||
# class_name BeamComponent
|
||||
extends Node2D
|
||||
|
||||
@export var expansion_speed: float = 16.0
|
||||
|
13
scripts/interfaces/IMovement.cs
Normal file
13
scripts/interfaces/IMovement.cs
Normal file
@@ -0,0 +1,13 @@
|
||||
using Godot;
|
||||
|
||||
namespace Mr.BrickAdventures.scripts.interfaces;
|
||||
|
||||
public interface IMovement
|
||||
{
|
||||
string MovementType { get; }
|
||||
bool Enabled { get; set; }
|
||||
Vector2 PreviousVelocity { get; set; }
|
||||
|
||||
void _Process(double delta);
|
||||
void _PhysicsProcess(double delta);
|
||||
}
|
1
scripts/interfaces/IMovement.cs.uid
Normal file
1
scripts/interfaces/IMovement.cs.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://bt2g2im63o8fh
|
@@ -13,7 +13,6 @@ extends Node
|
||||
|
||||
@onready var game_manager: GM = $"/root/GameManager"
|
||||
|
||||
|
||||
var unlock_buttons: Array[Button] = []
|
||||
var skill_buttons: Array[SkillButton] = []
|
||||
|
||||
@@ -36,6 +35,14 @@ func _ready() -> void:
|
||||
|
||||
skill_unlocker.skill_unlocked.connect(on_skill_unlocked)
|
||||
|
||||
func _process(_delta: float) -> void:
|
||||
for btn in skill_buttons:
|
||||
if not btn.skill_data:
|
||||
continue
|
||||
if btn.skill_data.is_active:
|
||||
btn.activate()
|
||||
else:
|
||||
btn.deactivate()
|
||||
|
||||
func _input(event: InputEvent) -> void:
|
||||
if event.is_action_pressed("show_marketplace"):
|
||||
@@ -53,7 +60,6 @@ func get_button_text(skill: SkillData) -> String:
|
||||
return tr(skill.name) + " " + str(skill.cost)
|
||||
|
||||
|
||||
|
||||
func create_upgrade_button(skill: SkillData) -> void:
|
||||
var button := marketplace_button.instantiate() as MarketplaceButton
|
||||
button.text = get_button_text(skill)
|
||||
@@ -102,17 +108,14 @@ func _on_button_pressed(skill: SkillData) -> void:
|
||||
|
||||
|
||||
func on_skill_unlocked(skill: SkillData) -> void:
|
||||
# need to fix this method
|
||||
if not skill:
|
||||
return
|
||||
if skill_buttons.size() == 0:
|
||||
create_skill_button(skill)
|
||||
|
||||
for button in skill_buttons:
|
||||
if button.skill_data.is_active:
|
||||
button.activate()
|
||||
else:
|
||||
button.deactivate()
|
||||
for btn in skill_buttons:
|
||||
if btn.skill_data and btn.skill_data.name == skill.name:
|
||||
return
|
||||
|
||||
create_skill_button(skill)
|
||||
|
||||
|
||||
func on_skill_button_pressed(button: SkillButton) -> void:
|
||||
@@ -120,8 +123,4 @@ func on_skill_button_pressed(button: SkillButton) -> void:
|
||||
return
|
||||
|
||||
skill_unlocker.skill_manager.toggle_skill_activation(button.skill_data)
|
||||
button.activate()
|
||||
for other_button in skill_buttons:
|
||||
if other_button != button:
|
||||
other_button.deactivate()
|
||||
|
||||
|
Reference in New Issue
Block a user