Compare commits
8 Commits
clean-code
...
ef4d128869
Author | SHA1 | Date | |
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ef4d128869 | |||
f3aa2631f2 | |||
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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public Dictionary CurrentSessionState { get; private set; } = 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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|
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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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|
|
||||||
|
}
|
141
Mr. Brick Adventures.csproj
Normal file
141
Mr. Brick Adventures.csproj
Normal file
@@ -0,0 +1,141 @@
|
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|
<Project Sdk="Godot.NET.Sdk/4.4.1">
|
||||||
|
<PropertyGroup>
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|
<TargetFramework>net8.0</TargetFramework>
|
||||||
|
<EnableDynamicLoading>true</EnableDynamicLoading>
|
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|
<RootNamespace>Mr.BrickAdventures</RootNamespace>
|
||||||
|
</PropertyGroup>
|
||||||
|
<ItemGroup>
|
||||||
|
<Content Include="scripts\components\.idea\.gitignore" />
|
||||||
|
<Content Include="scripts\components\.idea\encodings.xml" />
|
||||||
|
<Content Include="scripts\components\.idea\indexLayout.xml" />
|
||||||
|
<Content Include="scripts\components\.idea\inspectionProfiles\Project_Default.xml" />
|
||||||
|
<Content Include="scripts\components\.idea\projectSettingsUpdater.xml" />
|
||||||
|
<Content Include="scripts\components\.idea\vcs.xml" />
|
||||||
|
<Content Include="scripts\components\.idea\workspace.xml" />
|
||||||
|
<Content Include="scripts\components\BeamComponent.cs.uid" />
|
||||||
|
<Content Include="scripts\components\beam_component.gd" />
|
||||||
|
<Content Include="scripts\components\beam_component.gd.uid" />
|
||||||
|
<Content Include="scripts\components\brick_throw.gd" />
|
||||||
|
<Content Include="scripts\components\brick_throw.gd.uid" />
|
||||||
|
<Content Include="scripts\components\bullet_component.gd" />
|
||||||
|
<Content Include="scripts\components\bullet_component.gd.uid" />
|
||||||
|
<Content Include="scripts\components\cage_component.gd" />
|
||||||
|
<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" />
|
||||||
|
<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\PlatformMovementComponent.cs.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
|
6
Mr. Brick Adventures.sln.DotSettings.user
Normal file
6
Mr. Brick Adventures.sln.DotSettings.user
Normal file
@@ -0,0 +1,6 @@
|
|||||||
|
<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_003ACanvasItem_002Ecs_002Fl_003A_002E_002E_003F_002E_002E_003F_002Econfig_003FJetBrains_003FRider2025_002E1_003Fresharper_002Dhost_003FSourcesCache_003Fef7b819b226fab796d1dfe66d415dd7510bcac87675020ddb8f03a828e763_003FCanvasItem_002Ecs/@EntryIndexedValue">ForceIncluded</s:String>
|
||||||
|
<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_003ANode2D_002Ecs_002Fl_003A_002E_002E_003F_002E_002E_003F_002Econfig_003FJetBrains_003FRider2025_002E1_003Fresharper_002Dhost_003FSourcesCache_003F86db9cd834346aad02d74c1b66dd9c64d6ef3147435dd9c9c9477b48f7_003FNode2D_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>
|
@@ -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)
|
||||||
|
@@ -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
|
||||||
|
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/CanBeLaunchedComponent.cs
Normal file
8
scripts/components/CanBeLaunchedComponent.cs
Normal file
@@ -0,0 +1,8 @@
|
|||||||
|
using Godot;
|
||||||
|
|
||||||
|
namespace Mr.BrickAdventures.scripts.components;
|
||||||
|
|
||||||
|
public partial class CanBeLaunchedComponent : Node
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
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 PlatformMovementComponent 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();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
48
scripts/components/HealComponent.cs
Normal file
48
scripts/components/HealComponent.cs
Normal file
@@ -0,0 +1,48 @@
|
|||||||
|
using Godot;
|
||||||
|
using Mr.BrickAdventures.scripts.Resources;
|
||||||
|
|
||||||
|
namespace Mr.BrickAdventures.scripts.components;
|
||||||
|
|
||||||
|
public partial class HealComponent : Node
|
||||||
|
{
|
||||||
|
[Export] public GpuParticles2D HealFx { get; set; }
|
||||||
|
[Export] public CollectableComponent Collectable { get; set; }
|
||||||
|
|
||||||
|
public override void _Ready()
|
||||||
|
{
|
||||||
|
if (Collectable == null)
|
||||||
|
{
|
||||||
|
GD.PushError("HealComponent: Collectable is not set.");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
Collectable.Collected += OnCollected;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnCollected(Variant amount, CollectableType type, Node2D body)
|
||||||
|
{
|
||||||
|
if (type != CollectableType.Health) return;
|
||||||
|
|
||||||
|
if (Collectable == null) return;
|
||||||
|
|
||||||
|
var healthComponent = body.GetNodeOrNull<HealthComponent>("HealthComponent");
|
||||||
|
if (healthComponent == null) return;
|
||||||
|
|
||||||
|
var value = amount.AsSingle();
|
||||||
|
healthComponent.IncreaseHealth(value);
|
||||||
|
if (HealFx != null)
|
||||||
|
{
|
||||||
|
PlayHealFx();
|
||||||
|
}
|
||||||
|
|
||||||
|
Owner.QueueFree();
|
||||||
|
}
|
||||||
|
|
||||||
|
private void PlayHealFx()
|
||||||
|
{
|
||||||
|
if (HealFx == null) return;
|
||||||
|
|
||||||
|
HealFx.Restart();
|
||||||
|
HealFx.Emitting = true;
|
||||||
|
}
|
||||||
|
}
|
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);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
75
scripts/components/HitComponent.cs
Normal file
75
scripts/components/HitComponent.cs
Normal file
@@ -0,0 +1,75 @@
|
|||||||
|
using Godot;
|
||||||
|
|
||||||
|
namespace Mr.BrickAdventures.scripts.components;
|
||||||
|
|
||||||
|
public partial class HitComponent : Node
|
||||||
|
{
|
||||||
|
[Export] public Sprite2D Sprite { get; set; }
|
||||||
|
[Export] public HealthComponent Health { get; set; }
|
||||||
|
[Export] public float HitDuration { get; set; } = 0.1f;
|
||||||
|
[Export] public GpuParticles2D HitFx { get; set; }
|
||||||
|
[Export] public bool FlashMode { get; set; } = true;
|
||||||
|
|
||||||
|
public override void _Ready()
|
||||||
|
{
|
||||||
|
if (Health != null)
|
||||||
|
{
|
||||||
|
Health.HealthChanged += OnHealthChange;
|
||||||
|
Health.Death += OnDeath;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (Sprite == null)
|
||||||
|
{
|
||||||
|
GD.PushError("HitComponent: Sprite is null");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (Sprite.Material != null && FlashMode)
|
||||||
|
{
|
||||||
|
Sprite.Material = (Material)Sprite.Material.Duplicate();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private void Activate()
|
||||||
|
{
|
||||||
|
if (!FlashMode) return;
|
||||||
|
|
||||||
|
Sprite.SetInstanceShaderParameter("enabled", true);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void Deactivate()
|
||||||
|
{
|
||||||
|
if (!FlashMode) return;
|
||||||
|
|
||||||
|
Sprite.SetInstanceShaderParameter("enabled", false);
|
||||||
|
}
|
||||||
|
|
||||||
|
private async void OnHealthChange(float delta, float totalHealth)
|
||||||
|
{
|
||||||
|
if (!(delta < 0f)) return;
|
||||||
|
|
||||||
|
Activate();
|
||||||
|
await ToSignal(GetTree().CreateTimer(HitDuration), Timer.SignalName.Timeout);
|
||||||
|
Deactivate();
|
||||||
|
|
||||||
|
if (totalHealth > 0f && delta < 0f)
|
||||||
|
{
|
||||||
|
HandleHitFx();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private async void OnDeath()
|
||||||
|
{
|
||||||
|
Activate();
|
||||||
|
await ToSignal(GetTree().CreateTimer(HitDuration), Timer.SignalName.Timeout);
|
||||||
|
Deactivate();
|
||||||
|
}
|
||||||
|
|
||||||
|
private void HandleHitFx()
|
||||||
|
{
|
||||||
|
if (HitFx == null) return;
|
||||||
|
|
||||||
|
HitFx.Restart();
|
||||||
|
HitFx.Emitting = true;
|
||||||
|
}
|
||||||
|
}
|
64
scripts/components/HomingMissileMotionComponent.cs
Normal file
64
scripts/components/HomingMissileMotionComponent.cs
Normal file
@@ -0,0 +1,64 @@
|
|||||||
|
using Godot;
|
||||||
|
|
||||||
|
namespace Mr.BrickAdventures.scripts.components;
|
||||||
|
|
||||||
|
public partial class HomingMissileMotionComponent : Node
|
||||||
|
{
|
||||||
|
[Export] public LaunchComponent Launch { get; set; }
|
||||||
|
[Export] public float MaxSpeed { get; set; } = 16f;
|
||||||
|
[Export] public float Acceleration { get; set; } = 8f;
|
||||||
|
[Export] public float MaxTurnRate { get; set; } = 180f; // degrees per second
|
||||||
|
[Export] public float WobbleStrength { get; set; } = 5f; // degrees
|
||||||
|
[Export] public float Drag { get; set; } = 0.98f;
|
||||||
|
[Export] public float SteeringLerp { get; set; } = 0.05f; // low = sluggish, high = responsive
|
||||||
|
[Export] public Area2D DetectionArea { get; set; }
|
||||||
|
|
||||||
|
private Vector2 _steeringDirection = Vector2.Zero;
|
||||||
|
private Vector2 _velocity = Vector2.Zero;
|
||||||
|
private Node2D _target = null;
|
||||||
|
|
||||||
|
public override void _Ready()
|
||||||
|
{
|
||||||
|
DetectionArea.BodyEntered += OnBodyEntered;
|
||||||
|
_velocity = Launch.GetInitialVelocity();
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void _PhysicsProcess(double delta)
|
||||||
|
{
|
||||||
|
if (Launch == null) return;
|
||||||
|
if (Owner is not Node2D owner) return;
|
||||||
|
if (_target == null)
|
||||||
|
{
|
||||||
|
owner.Position += _velocity * (float)delta;
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
var toTarget = (_target.GlobalPosition - owner.GlobalPosition).Normalized();
|
||||||
|
_steeringDirection = _steeringDirection.Lerp(toTarget, SteeringLerp);
|
||||||
|
|
||||||
|
var angleToTarget = _velocity.AngleTo(_steeringDirection);
|
||||||
|
var maxAngle = Mathf.DegToRad(MaxTurnRate) * (float)delta;
|
||||||
|
var clampedAngle = Mathf.Clamp(angleToTarget, -maxAngle, maxAngle);
|
||||||
|
|
||||||
|
var rng = new RandomNumberGenerator();
|
||||||
|
var wobble = Mathf.DegToRad(rng.RandfRange(-WobbleStrength, WobbleStrength));
|
||||||
|
clampedAngle += wobble;
|
||||||
|
|
||||||
|
_velocity = _velocity.Rotated(clampedAngle);
|
||||||
|
_velocity *= Drag;
|
||||||
|
|
||||||
|
var desiredSpeed = Mathf.Min(MaxSpeed, _velocity.Length() + Acceleration * (float)delta);
|
||||||
|
_velocity = _velocity.Normalized() * desiredSpeed;
|
||||||
|
|
||||||
|
owner.Position += _velocity * (float)delta;
|
||||||
|
owner.Rotation = _velocity.Angle();
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnBodyEntered(Node2D body)
|
||||||
|
{
|
||||||
|
if (_target != null) return;
|
||||||
|
if (body == null) return;
|
||||||
|
|
||||||
|
_target = body;
|
||||||
|
}
|
||||||
|
}
|
70
scripts/components/IceEffectComponent.cs
Normal file
70
scripts/components/IceEffectComponent.cs
Normal file
@@ -0,0 +1,70 @@
|
|||||||
|
using Godot;
|
||||||
|
using Godot.Collections;
|
||||||
|
using Mr.BrickAdventures.scripts.Resources;
|
||||||
|
|
||||||
|
namespace Mr.BrickAdventures.scripts.components;
|
||||||
|
|
||||||
|
public partial class IceEffectComponent : Node
|
||||||
|
{
|
||||||
|
[Export] public Array<Node> ComponentsToDisable { get; set; } = [];
|
||||||
|
[Export] public StatusEffectComponent StatusEffectComponent { get; set; }
|
||||||
|
[Export] public Node2D IceFx { get; set; }
|
||||||
|
|
||||||
|
private StatusEffectDataResource _data = null;
|
||||||
|
private int _iceEffectsApplied = 0;
|
||||||
|
|
||||||
|
public override void _Ready()
|
||||||
|
{
|
||||||
|
StatusEffectComponent.EffectApplied += OnEffectApplied;
|
||||||
|
StatusEffectComponent.EffectRemoved += OnEffectRemoved;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnEffectApplied(StatusEffect statusEffect)
|
||||||
|
{
|
||||||
|
if (statusEffect.EffectData.Type != StatusEffectType.Ice) return;
|
||||||
|
|
||||||
|
_data = statusEffect.EffectData;
|
||||||
|
_iceEffectsApplied++;
|
||||||
|
ApplyFreeze();
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnEffectRemoved(StatusEffectType type)
|
||||||
|
{
|
||||||
|
if (type != StatusEffectType.Ice) return;
|
||||||
|
_data = null;
|
||||||
|
_iceEffectsApplied--;
|
||||||
|
RemoveFreeze();
|
||||||
|
}
|
||||||
|
|
||||||
|
private void ApplyFreeze()
|
||||||
|
{
|
||||||
|
if (IceFx != null)
|
||||||
|
{
|
||||||
|
IceFx.Visible = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
foreach (var component in ComponentsToDisable)
|
||||||
|
{
|
||||||
|
if (component == null || _iceEffectsApplied == 0) continue;
|
||||||
|
|
||||||
|
component.ProcessMode = ProcessModeEnum.Disabled;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private void RemoveFreeze()
|
||||||
|
{
|
||||||
|
if (_iceEffectsApplied > 0) return;
|
||||||
|
|
||||||
|
if (IceFx != null)
|
||||||
|
{
|
||||||
|
IceFx.Visible = false;
|
||||||
|
}
|
||||||
|
|
||||||
|
foreach (var component in ComponentsToDisable)
|
||||||
|
{
|
||||||
|
if (component == null) continue;
|
||||||
|
|
||||||
|
component.ProcessMode = ProcessModeEnum.Inherit;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
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;
|
||||||
|
}
|
39
scripts/components/JumpPadComponent.cs
Normal file
39
scripts/components/JumpPadComponent.cs
Normal file
@@ -0,0 +1,39 @@
|
|||||||
|
using System.Threading.Tasks;
|
||||||
|
using Godot;
|
||||||
|
|
||||||
|
namespace Mr.BrickAdventures.scripts.components;
|
||||||
|
|
||||||
|
public partial class JumpPadComponent : Node
|
||||||
|
{
|
||||||
|
[Export] public float JumpForce { get; set; } = 10f;
|
||||||
|
[Export] public Area2D Area { get; set; }
|
||||||
|
[Export] public Sprite2D Sprite { get; set; }
|
||||||
|
[Export] public int StartAnimationIndex { get; set; } = 0;
|
||||||
|
[Export] public float AnimationDuration { get; set; } = 0.5f;
|
||||||
|
|
||||||
|
public override void _Ready()
|
||||||
|
{
|
||||||
|
Area.BodyEntered += OnBodyEntered;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnBodyEntered(Node2D body)
|
||||||
|
{
|
||||||
|
var canBeLaunched = body.GetNodeOrNull<CanBeLaunchedComponent>("CanBeLaunchedComponent");
|
||||||
|
if (canBeLaunched == null) return;
|
||||||
|
|
||||||
|
if (body is not PlayerController { CurrentMovement: PlatformMovementComponent movement }) return;
|
||||||
|
_ = HandleLaunchPadAnimation();
|
||||||
|
movement.Body.Velocity = new Vector2(movement.Body.Velocity.X, -JumpForce);
|
||||||
|
movement.JumpSfx?.Play();
|
||||||
|
}
|
||||||
|
|
||||||
|
private async Task HandleLaunchPadAnimation()
|
||||||
|
{
|
||||||
|
if (Sprite == null) return;
|
||||||
|
|
||||||
|
var timer = GetTree().CreateTimer(AnimationDuration);
|
||||||
|
Sprite.Frame = StartAnimationIndex + 1;
|
||||||
|
await ToSignal(timer, Timer.SignalName.Timeout);
|
||||||
|
Sprite.Frame = StartAnimationIndex;
|
||||||
|
}
|
||||||
|
}
|
21
scripts/components/KillPlayerOutOfScreenComponent.cs
Normal file
21
scripts/components/KillPlayerOutOfScreenComponent.cs
Normal file
@@ -0,0 +1,21 @@
|
|||||||
|
using Godot;
|
||||||
|
|
||||||
|
namespace Mr.BrickAdventures.scripts.components;
|
||||||
|
|
||||||
|
public partial class KillPlayerOutOfScreenComponent : Node
|
||||||
|
{
|
||||||
|
[Export] public VisibleOnScreenNotifier2D ScreenNotifier { get; set; }
|
||||||
|
[Export] public HealthComponent HealthComponent { get; set; }
|
||||||
|
|
||||||
|
private const float Damage = 6000f;
|
||||||
|
|
||||||
|
public override void _Ready()
|
||||||
|
{
|
||||||
|
ScreenNotifier.ScreenExited += HandleOutOfScreen;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void HandleOutOfScreen()
|
||||||
|
{
|
||||||
|
HealthComponent?.DecreaseHealth(Damage);
|
||||||
|
}
|
||||||
|
}
|
48
scripts/components/KnockbackComponent.cs
Normal file
48
scripts/components/KnockbackComponent.cs
Normal file
@@ -0,0 +1,48 @@
|
|||||||
|
using Godot;
|
||||||
|
|
||||||
|
namespace Mr.BrickAdventures.scripts.components;
|
||||||
|
|
||||||
|
public partial class KnockbackComponent : Node
|
||||||
|
{
|
||||||
|
[Export] public CharacterBody2D Body { get; set; }
|
||||||
|
[Export] public float KnockbackForce { get; set; } = 25f;
|
||||||
|
[Export] public HealthComponent HealthComponent { get; set; }
|
||||||
|
|
||||||
|
private bool _knockbackMode = false;
|
||||||
|
private int _knockbackFrames = 0;
|
||||||
|
|
||||||
|
public override void _Ready()
|
||||||
|
{
|
||||||
|
HealthComponent.HealthChanged += OnHealthChanged;
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void _Process(double delta)
|
||||||
|
{
|
||||||
|
if (_knockbackMode) _knockbackFrames++;
|
||||||
|
|
||||||
|
if (_knockbackFrames <= 1) return;
|
||||||
|
|
||||||
|
_knockbackMode = false;
|
||||||
|
_knockbackFrames = 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void _PhysicsProcess(double delta)
|
||||||
|
{
|
||||||
|
if (_knockbackMode) ApplyKnockback((float)delta);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnHealthChanged(float delta, float totalHealth)
|
||||||
|
{
|
||||||
|
if (totalHealth <= 0f || delta >= 0f) return;
|
||||||
|
|
||||||
|
_knockbackMode = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void ApplyKnockback(float delta)
|
||||||
|
{
|
||||||
|
var velocity = Body.Velocity.Normalized();
|
||||||
|
var knockbackDirection = new Vector2(Mathf.Sign(velocity.X), 0.4f);
|
||||||
|
var knockbackVector = -knockbackDirection * KnockbackForce * delta;
|
||||||
|
Body.Velocity += knockbackVector;
|
||||||
|
}
|
||||||
|
}
|
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;
|
||||||
|
}
|
||||||
|
}
|
66
scripts/components/LeverComponent.cs
Normal file
66
scripts/components/LeverComponent.cs
Normal file
@@ -0,0 +1,66 @@
|
|||||||
|
using System.Threading.Tasks;
|
||||||
|
using Godot;
|
||||||
|
|
||||||
|
namespace Mr.BrickAdventures.scripts.components;
|
||||||
|
|
||||||
|
public partial class LeverComponent : Node
|
||||||
|
{
|
||||||
|
[Export] public Area2D Area { get; set; }
|
||||||
|
[Export] public Sprite2D Sprite { get; set; }
|
||||||
|
[Export] public int StartAnimationIndex { get; set; } = 0;
|
||||||
|
[Export] public float AnimationDuration { get; set; } = 0.5f;
|
||||||
|
[Export] public AudioStreamPlayer2D Sfx { get; set; }
|
||||||
|
|
||||||
|
[Signal]
|
||||||
|
public delegate void ActivatedEventHandler();
|
||||||
|
|
||||||
|
public override void _Ready()
|
||||||
|
{
|
||||||
|
if (Area == null)
|
||||||
|
{
|
||||||
|
GD.PushError("LeverComponent: Area is not set.");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (Sprite == null)
|
||||||
|
{
|
||||||
|
GD.PushError("LeverComponent: Sprite is not set.");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
Area.BodyEntered += OnBodyEntered;
|
||||||
|
Area.AreaEntered += OnAreaEntered;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnAreaEntered(Area2D area)
|
||||||
|
{
|
||||||
|
HandleTriggerLogic(area);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnBodyEntered(Node2D body)
|
||||||
|
{
|
||||||
|
HandleTriggerLogic(body);
|
||||||
|
}
|
||||||
|
|
||||||
|
private async Task Activate()
|
||||||
|
{
|
||||||
|
EmitSignalActivated();
|
||||||
|
Sfx?.Play();
|
||||||
|
Sprite.Frame = StartAnimationIndex + 1;
|
||||||
|
var timer = GetTree().CreateTimer(AnimationDuration);
|
||||||
|
await timer.ToSignal(timer, Timer.SignalName.Timeout);
|
||||||
|
Sprite.Frame = StartAnimationIndex;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void HandleTriggerLogic(Node2D obj)
|
||||||
|
{
|
||||||
|
var triggerLever = obj.GetNodeOrNull<TriggerLeverComponent>("TriggerLeverComponent");
|
||||||
|
if (triggerLever == null)
|
||||||
|
{
|
||||||
|
GD.PushWarning("LeverComponent: TriggerLeverComponent not found in body.");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
_ = Activate();
|
||||||
|
}
|
||||||
|
}
|
27
scripts/components/LifetimeComponent.cs
Normal file
27
scripts/components/LifetimeComponent.cs
Normal file
@@ -0,0 +1,27 @@
|
|||||||
|
using Godot;
|
||||||
|
|
||||||
|
namespace Mr.BrickAdventures.scripts.components;
|
||||||
|
|
||||||
|
public partial class LifetimeComponent : Node
|
||||||
|
{
|
||||||
|
[Export] public float LifeTime { get; set; } = 5.0f;
|
||||||
|
|
||||||
|
private Timer _lifetimeTimer;
|
||||||
|
|
||||||
|
public override void _Ready()
|
||||||
|
{
|
||||||
|
_lifetimeTimer = new Timer();
|
||||||
|
_lifetimeTimer.WaitTime = LifeTime;
|
||||||
|
_lifetimeTimer.OneShot = true;
|
||||||
|
_lifetimeTimer.Autostart = true;
|
||||||
|
_lifetimeTimer.Timeout += OnLifetimeTimeout;
|
||||||
|
|
||||||
|
AddChild(_lifetimeTimer);
|
||||||
|
_lifetimeTimer.Start();
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnLifetimeTimeout()
|
||||||
|
{
|
||||||
|
Owner.QueueFree();
|
||||||
|
}
|
||||||
|
}
|
78
scripts/components/MagneticSkillComponent.cs
Normal file
78
scripts/components/MagneticSkillComponent.cs
Normal file
@@ -0,0 +1,78 @@
|
|||||||
|
using System;
|
||||||
|
using Godot;
|
||||||
|
using Godot.Collections;
|
||||||
|
|
||||||
|
namespace Mr.BrickAdventures.scripts.components;
|
||||||
|
|
||||||
|
public partial class MagneticSkillComponent : Node
|
||||||
|
{
|
||||||
|
[Export] public Area2D MagneticArea { get; set; }
|
||||||
|
[Export] public float MagneticMoveDuration { get; set; } = 1.25f;
|
||||||
|
|
||||||
|
private Array<Node2D> _collectablesToPickUp = [];
|
||||||
|
|
||||||
|
public override void _Ready()
|
||||||
|
{
|
||||||
|
MagneticArea.AreaEntered += OnAreaEntered;
|
||||||
|
MagneticArea.BodyEntered += OnBodyEntered;
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void _Process(double delta)
|
||||||
|
{
|
||||||
|
foreach (var collectable in _collectablesToPickUp)
|
||||||
|
{
|
||||||
|
if (!IsInstanceValid(collectable))
|
||||||
|
{
|
||||||
|
_collectablesToPickUp.Remove(collectable);
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
|
MoveCollectableToOwner(collectable);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnBodyEntered(Node2D body)
|
||||||
|
{
|
||||||
|
if (!HasComponentInChildren(body, "Collectable")) return;
|
||||||
|
|
||||||
|
if (_collectablesToPickUp.Contains(body)) return;
|
||||||
|
_collectablesToPickUp.Add(body);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnAreaEntered(Area2D area)
|
||||||
|
{
|
||||||
|
if (!HasComponentInChildren(area, "Collectable")) return;
|
||||||
|
|
||||||
|
if (_collectablesToPickUp.Contains(area)) return;
|
||||||
|
_collectablesToPickUp.Add(area);
|
||||||
|
}
|
||||||
|
|
||||||
|
private bool HasComponentInChildren(Node node, string componentName)
|
||||||
|
{
|
||||||
|
if (node == null) return false;
|
||||||
|
|
||||||
|
if (node.HasNode(componentName)) return true;
|
||||||
|
|
||||||
|
foreach (var child in node.GetChildren())
|
||||||
|
{
|
||||||
|
if (child is { } childNode && HasComponentInChildren(childNode, componentName))
|
||||||
|
{
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void MoveCollectableToOwner(Node2D collectable)
|
||||||
|
{
|
||||||
|
if (!IsInstanceValid(collectable)) return;
|
||||||
|
|
||||||
|
if (Owner is not Node2D root) return;
|
||||||
|
|
||||||
|
var direction = (root.GlobalPosition - collectable.GlobalPosition).Normalized();
|
||||||
|
var speed = direction.Length() / MagneticMoveDuration;
|
||||||
|
|
||||||
|
collectable.GlobalPosition += direction.Normalized() * speed;
|
||||||
|
}
|
||||||
|
}
|
18
scripts/components/OutOfScreenComponent.cs
Normal file
18
scripts/components/OutOfScreenComponent.cs
Normal file
@@ -0,0 +1,18 @@
|
|||||||
|
using Godot;
|
||||||
|
|
||||||
|
namespace Mr.BrickAdventures.scripts.components;
|
||||||
|
|
||||||
|
public partial class OutOfScreenComponent : Node
|
||||||
|
{
|
||||||
|
[Export] public VisibleOnScreenNotifier2D VisibilityNotifier { get; set; }
|
||||||
|
|
||||||
|
public override void _Ready()
|
||||||
|
{
|
||||||
|
VisibilityNotifier.ScreenExited += OnScreenExited;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnScreenExited()
|
||||||
|
{
|
||||||
|
Owner?.QueueFree();
|
||||||
|
}
|
||||||
|
}
|
71
scripts/components/PeriodicShootingComponent.cs
Normal file
71
scripts/components/PeriodicShootingComponent.cs
Normal file
@@ -0,0 +1,71 @@
|
|||||||
|
using Godot;
|
||||||
|
|
||||||
|
namespace Mr.BrickAdventures.scripts.components;
|
||||||
|
|
||||||
|
public partial class PeriodicShootingComponent : Node
|
||||||
|
{
|
||||||
|
[Export] public PackedScene BulletScene { get; set; }
|
||||||
|
[Export] public float ShootInterval { get; set; } = 1.0f;
|
||||||
|
[Export] public Vector2 ShootDirection { get; set; } = Vector2.Right;
|
||||||
|
[Export] public SideToSideMovementComponent SideToSideMovement { get; set; }
|
||||||
|
[Export] public Node2D BulletSpawnRight { get; set; }
|
||||||
|
[Export] public Node2D BulletSpawnLeft { get; set; }
|
||||||
|
[Export] public float ShootingIntervalVariation { get; set; } = 0.0f;
|
||||||
|
|
||||||
|
private Timer _timer;
|
||||||
|
|
||||||
|
public override void _Ready()
|
||||||
|
{
|
||||||
|
SetupTimer();
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void _Process(double delta)
|
||||||
|
{
|
||||||
|
if (SideToSideMovement == null) return;
|
||||||
|
|
||||||
|
ShootDirection = SideToSideMovement.Direction != Vector2.Zero ? SideToSideMovement.Direction : Vector2.Right;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void SetupTimer()
|
||||||
|
{
|
||||||
|
_timer = new Timer();
|
||||||
|
_timer.WaitTime = GetShootInterval();
|
||||||
|
_timer.OneShot = false;
|
||||||
|
_timer.Autostart = true;
|
||||||
|
_timer.Timeout += OnTimerTimeout;
|
||||||
|
AddChild(_timer);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnTimerTimeout()
|
||||||
|
{
|
||||||
|
Shoot();
|
||||||
|
_timer.Start();
|
||||||
|
}
|
||||||
|
|
||||||
|
private double GetShootInterval()
|
||||||
|
{
|
||||||
|
if (ShootingIntervalVariation == 0f) return ShootInterval;
|
||||||
|
|
||||||
|
var rng = new RandomNumberGenerator();
|
||||||
|
return ShootInterval + rng.RandfRange(-ShootingIntervalVariation, ShootingIntervalVariation);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void Shoot()
|
||||||
|
{
|
||||||
|
if (ShootDirection == Vector2.Zero) return;
|
||||||
|
|
||||||
|
var root = Owner as Node2D;
|
||||||
|
var bulletInstance = BulletScene.Instantiate<Node2D>();
|
||||||
|
var launchComponent = bulletInstance.GetNodeOrNull<LaunchComponent>("LaunchComponent");
|
||||||
|
var spawnPosition = ShootDirection == Vector2.Right ? BulletSpawnRight.GlobalPosition : BulletSpawnLeft.GlobalPosition;
|
||||||
|
if (launchComponent != null)
|
||||||
|
{
|
||||||
|
launchComponent.InitialDirection = ShootDirection;
|
||||||
|
launchComponent.SpawnPosition = spawnPosition;
|
||||||
|
if (root != null) launchComponent.SpawnRotation = root.Rotation;
|
||||||
|
}
|
||||||
|
|
||||||
|
bulletInstance.Position = spawnPosition;
|
||||||
|
GetTree().CurrentScene.AddChild(bulletInstance);
|
||||||
|
}
|
||||||
|
}
|
171
scripts/components/PlatformMovementComponent.cs
Normal file
171
scripts/components/PlatformMovementComponent.cs
Normal file
@@ -0,0 +1,171 @@
|
|||||||
|
using Godot;
|
||||||
|
using Mr.BrickAdventures.scripts.interfaces;
|
||||||
|
|
||||||
|
namespace Mr.BrickAdventures.scripts.components;
|
||||||
|
|
||||||
|
public partial class PlatformMovementComponent : 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/PlatformMovementComponent.cs.uid
Normal file
1
scripts/components/PlatformMovementComponent.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; }
|
||||||
|
|
||||||
|
public 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
|
36
scripts/components/PlayerDeathComponent.cs
Normal file
36
scripts/components/PlayerDeathComponent.cs
Normal file
@@ -0,0 +1,36 @@
|
|||||||
|
using Godot;
|
||||||
|
using Mr.BrickAdventures.Autoloads;
|
||||||
|
|
||||||
|
namespace Mr.BrickAdventures.scripts.components;
|
||||||
|
|
||||||
|
public partial class PlayerDeathComponent : Node2D
|
||||||
|
{
|
||||||
|
[Export] public AudioStreamPlayer2D DeathSfx { get; set; }
|
||||||
|
[Export] public PackedScene DeathEffect { get; set; }
|
||||||
|
[Export] public HealthComponent HealthComponent { get; set; }
|
||||||
|
[Export] public Vector2 EffectScale { get; set; } = new Vector2(1.5f, 1.5f);
|
||||||
|
|
||||||
|
private GameManager _gameManager;
|
||||||
|
|
||||||
|
public override void _Ready()
|
||||||
|
{
|
||||||
|
_gameManager = GetNode<GameManager>("/root/gameManager");
|
||||||
|
HealthComponent.Death += OnDeath;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnDeath()
|
||||||
|
{
|
||||||
|
DeathSfx?.Play();
|
||||||
|
|
||||||
|
if (DeathEffect != null)
|
||||||
|
{
|
||||||
|
var effect = DeathEffect.Instantiate<Node2D>();
|
||||||
|
GetParent().AddChild(effect);
|
||||||
|
effect.GlobalPosition = GlobalPosition;
|
||||||
|
effect.Scale = EffectScale;
|
||||||
|
}
|
||||||
|
|
||||||
|
_gameManager.RemoveLives(1);
|
||||||
|
_gameManager.ResetCurrentSessionState();
|
||||||
|
}
|
||||||
|
}
|
65
scripts/components/ProgressiveDamageComponent.cs
Normal file
65
scripts/components/ProgressiveDamageComponent.cs
Normal file
@@ -0,0 +1,65 @@
|
|||||||
|
using Godot;
|
||||||
|
|
||||||
|
namespace Mr.BrickAdventures.scripts.components;
|
||||||
|
|
||||||
|
public partial class ProgressiveDamageComponent : Node
|
||||||
|
{
|
||||||
|
[Export] public HealthComponent HealthComponent { get; set; }
|
||||||
|
[Export] public Sprite2D Sprite { get; set; }
|
||||||
|
[Export] public PlatformMovementComponent PlatformMovement { get; set; }
|
||||||
|
[Export] public float MinJumpHeight { get; set; } = 60f;
|
||||||
|
[Export] public float JumpReductionPercentage { get; set; } = 0.1f; // this is a percentage of the jump height per hit
|
||||||
|
|
||||||
|
private float _maxHealth;
|
||||||
|
private float _ogJumpHeight;
|
||||||
|
|
||||||
|
public override void _Ready()
|
||||||
|
{
|
||||||
|
_maxHealth = HealthComponent.MaxHealth;
|
||||||
|
HealthComponent.HealthChanged += OnHealthChanged;
|
||||||
|
|
||||||
|
if (PlatformMovement != null)
|
||||||
|
{
|
||||||
|
_ogJumpHeight = PlatformMovement.JumpHeight;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnHealthChanged(float delta, float totalHealth)
|
||||||
|
{
|
||||||
|
var frame = GetDamageFrame();
|
||||||
|
if (frame < 0 || frame >= Sprite.GetHframes()) return;
|
||||||
|
|
||||||
|
Sprite.Frame = frame;
|
||||||
|
if (PlatformMovement != null)
|
||||||
|
{
|
||||||
|
PlatformMovement.JumpHeight = GetJumpHeight();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private int GetDamageFrame()
|
||||||
|
{
|
||||||
|
if (Sprite == null || HealthComponent == null) return 0;
|
||||||
|
|
||||||
|
var framesCount = Sprite.GetHframes();
|
||||||
|
if (framesCount == 0) return 0;
|
||||||
|
|
||||||
|
var currentHealth = HealthComponent.Health;
|
||||||
|
var healthRatio = currentHealth / _maxHealth;
|
||||||
|
return (int)(framesCount * (1f - healthRatio));
|
||||||
|
}
|
||||||
|
|
||||||
|
private float GetJumpHeight()
|
||||||
|
{
|
||||||
|
if (PlatformMovement == null) return 0f;
|
||||||
|
|
||||||
|
var jumpHeight = _ogJumpHeight;
|
||||||
|
if (jumpHeight <= 0f) return 0f;
|
||||||
|
|
||||||
|
var damageFrame = GetDamageFrame();
|
||||||
|
if (damageFrame < 0 || damageFrame >= Sprite.GetHframes()) return jumpHeight;
|
||||||
|
|
||||||
|
var reduction = JumpReductionPercentage * jumpHeight;
|
||||||
|
var calculatedJumpHeight = jumpHeight - (damageFrame * reduction);
|
||||||
|
return Mathf.Max(calculatedJumpHeight, MinJumpHeight);
|
||||||
|
}
|
||||||
|
}
|
26
scripts/components/ProjectileComponent.cs
Normal file
26
scripts/components/ProjectileComponent.cs
Normal file
@@ -0,0 +1,26 @@
|
|||||||
|
using Godot;
|
||||||
|
|
||||||
|
namespace Mr.BrickAdventures.scripts.components;
|
||||||
|
|
||||||
|
public partial class ProjectileComponent : Node2D
|
||||||
|
{
|
||||||
|
[Export] public float Speed { get; set; } = 16f;
|
||||||
|
[Export] public float AngleDirection { get; set; }
|
||||||
|
[Export] public Vector2 SpawnPosition { get; set; } = Vector2.Zero;
|
||||||
|
[Export] public float SpawnRotation { get; set; } = 0f;
|
||||||
|
[Export] public CharacterBody2D Body { get; set; }
|
||||||
|
|
||||||
|
public override void _Ready()
|
||||||
|
{
|
||||||
|
GlobalPosition = SpawnPosition;
|
||||||
|
GlobalRotation = SpawnRotation;
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void _PhysicsProcess(double delta)
|
||||||
|
{
|
||||||
|
if (Body == null) return;
|
||||||
|
|
||||||
|
Body.Velocity += new Vector2(0f, -Speed).Rotated(AngleDirection);
|
||||||
|
Body.MoveAndSlide();
|
||||||
|
}
|
||||||
|
}
|
37
scripts/components/ProjectileInitComponent.cs
Normal file
37
scripts/components/ProjectileInitComponent.cs
Normal file
@@ -0,0 +1,37 @@
|
|||||||
|
using Godot;
|
||||||
|
|
||||||
|
namespace Mr.BrickAdventures.scripts.components;
|
||||||
|
|
||||||
|
public partial class ProjectileInitParams
|
||||||
|
{
|
||||||
|
public Vector2 Position { get; set; } = Vector2.Zero;
|
||||||
|
public Vector2 Direction { get; set; } = Vector2.Right;
|
||||||
|
public float Rotation { get; set; } = 0f;
|
||||||
|
public float PowerMultiplier { get; set; } = 1f;
|
||||||
|
}
|
||||||
|
|
||||||
|
public partial class ProjectileInitComponent : Node
|
||||||
|
{
|
||||||
|
[Export] public LaunchComponent LaunchComponent { get; set; }
|
||||||
|
|
||||||
|
public void Initialize(ProjectileInitParams p)
|
||||||
|
{
|
||||||
|
var position = p.Position;
|
||||||
|
var direction = p.Direction;
|
||||||
|
var rotation = p.Rotation;
|
||||||
|
var power = p.PowerMultiplier;
|
||||||
|
|
||||||
|
if (Owner is Node2D root)
|
||||||
|
{
|
||||||
|
root.GlobalPosition = position;
|
||||||
|
root.GlobalRotation = rotation;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (LaunchComponent == null) return;
|
||||||
|
|
||||||
|
LaunchComponent.InitialDirection = direction;
|
||||||
|
LaunchComponent.SpawnPosition = position;
|
||||||
|
LaunchComponent.SpawnRotation = rotation;
|
||||||
|
LaunchComponent.Speed *= power;
|
||||||
|
}
|
||||||
|
}
|
44
scripts/components/RequirementComponent.cs
Normal file
44
scripts/components/RequirementComponent.cs
Normal file
@@ -0,0 +1,44 @@
|
|||||||
|
using Godot;
|
||||||
|
using Mr.BrickAdventures.scripts.Resources;
|
||||||
|
|
||||||
|
namespace Mr.BrickAdventures.scripts.components;
|
||||||
|
|
||||||
|
public partial class RequirementComponent : Node
|
||||||
|
{
|
||||||
|
[Export] public CollectableType RequirementType { get; set; }
|
||||||
|
[Export] public int RequirementAmount { get; set; } = 1;
|
||||||
|
|
||||||
|
private int _currentAmount = 0;
|
||||||
|
|
||||||
|
private const string CollectableGroupName = "Collectables";
|
||||||
|
|
||||||
|
[Signal]
|
||||||
|
public delegate void RequirementMetEventHandler(CollectableType requirementType);
|
||||||
|
|
||||||
|
public override void _Ready()
|
||||||
|
{
|
||||||
|
var collectables = GetTree().GetNodesInGroup(CollectableGroupName);
|
||||||
|
foreach (var collectable in collectables)
|
||||||
|
{
|
||||||
|
var c = collectable.GetNodeOrNull<CollectableComponent>("CollectableComponent");
|
||||||
|
if (c != null && c.Data.Type == RequirementType)
|
||||||
|
{
|
||||||
|
c.Collected += OnCollected;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnCollected(Variant amount, CollectableType type, Node2D body)
|
||||||
|
{
|
||||||
|
AddProgress(amount.As<int>());
|
||||||
|
}
|
||||||
|
|
||||||
|
private void AddProgress(int amount = 1)
|
||||||
|
{
|
||||||
|
_currentAmount += amount;
|
||||||
|
if (_currentAmount >= RequirementAmount)
|
||||||
|
{
|
||||||
|
EmitSignalRequirementMet(RequirementType);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
42
scripts/components/ScoreComponent.cs
Normal file
42
scripts/components/ScoreComponent.cs
Normal file
@@ -0,0 +1,42 @@
|
|||||||
|
using Godot;
|
||||||
|
using Mr.BrickAdventures.Autoloads;
|
||||||
|
using Mr.BrickAdventures.scripts.Resources;
|
||||||
|
|
||||||
|
namespace Mr.BrickAdventures.scripts.components;
|
||||||
|
|
||||||
|
public partial class ScoreComponent : Node
|
||||||
|
{
|
||||||
|
private GameManager _gameManager;
|
||||||
|
private const string CoinsGroupName = "Coins";
|
||||||
|
|
||||||
|
public override async void _Ready()
|
||||||
|
{
|
||||||
|
await ToSignal(GetTree(), SceneTree.SignalName.ProcessFrame);
|
||||||
|
|
||||||
|
_gameManager = GetNode<GameManager>("/root/GameManager");
|
||||||
|
if (_gameManager == null)
|
||||||
|
{
|
||||||
|
GD.PrintErr("GameManager not found in the scene tree.");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
var coins = GetTree().GetNodesInGroup("Coins");
|
||||||
|
foreach (var coin in coins)
|
||||||
|
{
|
||||||
|
var c = coin.GetNodeOrNull<CollectableComponent>("CollectableComponent");
|
||||||
|
if (c != null)
|
||||||
|
{
|
||||||
|
c.Collected += OnCollected;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnCollected(Variant amount, CollectableType type, Node2D body)
|
||||||
|
{
|
||||||
|
if (type != CollectableType.Coin) return;
|
||||||
|
|
||||||
|
var coinAmount = amount.As<int>();
|
||||||
|
var currentCoins = (int)_gameManager.CurrentSessionState["coins_collected"];
|
||||||
|
_gameManager.CurrentSessionState["coins_collected"] = currentCoins + coinAmount;
|
||||||
|
}
|
||||||
|
}
|
37
scripts/components/ShipMovementComponent.cs
Normal file
37
scripts/components/ShipMovementComponent.cs
Normal file
@@ -0,0 +1,37 @@
|
|||||||
|
using Godot;
|
||||||
|
using Mr.BrickAdventures.scripts.interfaces;
|
||||||
|
|
||||||
|
namespace Mr.BrickAdventures.scripts.components;
|
||||||
|
|
||||||
|
public partial class ShipMovementComponent : Node, IMovement
|
||||||
|
{
|
||||||
|
[Export] public float MaxSpeed { get; set; } = 200f;
|
||||||
|
[Export] public float Acceleration { get; set; } = 100f;
|
||||||
|
[Export] public float Friction { get; set; } = 50f;
|
||||||
|
[Export] public CharacterBody2D Body { get; set; }
|
||||||
|
|
||||||
|
public string MovementType { get; } = "ship";
|
||||||
|
public bool Enabled { get; set; }
|
||||||
|
public Vector2 PreviousVelocity { get; set; }
|
||||||
|
|
||||||
|
private Vector2 _velocity = Vector2.Zero;
|
||||||
|
|
||||||
|
public Vector2 Velocity => _velocity;
|
||||||
|
|
||||||
|
public override void _PhysicsProcess(double delta)
|
||||||
|
{
|
||||||
|
if (Body == null || !Enabled) return;
|
||||||
|
|
||||||
|
var inputVector = new Vector2(
|
||||||
|
Input.GetActionStrength("right") - Input.GetActionStrength("left"),
|
||||||
|
Input.GetActionStrength("down") - Input.GetActionStrength("up")
|
||||||
|
).Normalized();
|
||||||
|
|
||||||
|
_velocity = inputVector != Vector2.Zero ? _velocity.MoveToward(inputVector * MaxSpeed, Acceleration * (float)delta) : _velocity.MoveToward(Vector2.Zero, Friction * (float)delta);
|
||||||
|
|
||||||
|
_velocity = _velocity.LimitLength(MaxSpeed);
|
||||||
|
Body.Velocity = _velocity;
|
||||||
|
PreviousVelocity = Body.Velocity;
|
||||||
|
Body.MoveAndSlide();
|
||||||
|
}
|
||||||
|
}
|
59
scripts/components/ShipShooterComponent.cs
Normal file
59
scripts/components/ShipShooterComponent.cs
Normal file
@@ -0,0 +1,59 @@
|
|||||||
|
using System.Threading.Tasks;
|
||||||
|
using Godot;
|
||||||
|
|
||||||
|
namespace Mr.BrickAdventures.scripts.components;
|
||||||
|
|
||||||
|
public partial class ShipShooterComponent : Node
|
||||||
|
{
|
||||||
|
[Export] public PackedScene BulletScene { get; set; }
|
||||||
|
[Export] public float FireRate { get; set; } = 0.2f;
|
||||||
|
[Export] public Marker2D BulletSpawn { get; set; }
|
||||||
|
[Export] public AudioStreamPlayer2D ShootSfx { get; set; }
|
||||||
|
|
||||||
|
private bool _canShoot = false;
|
||||||
|
|
||||||
|
public override void _Ready()
|
||||||
|
{
|
||||||
|
SetProcess(false);
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void _Process(double delta)
|
||||||
|
{
|
||||||
|
if (Input.IsActionJustPressed("attack") && _canShoot)
|
||||||
|
{
|
||||||
|
_ = Shoot();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private async Task Shoot()
|
||||||
|
{
|
||||||
|
if (!_canShoot) return;
|
||||||
|
|
||||||
|
var bullet = BulletScene.Instantiate<Node2D>();
|
||||||
|
var init = bullet.GetNodeOrNull<ProjectileInitComponent>("ProjectileInitComponent");
|
||||||
|
init?.Initialize(new ProjectileInitParams()
|
||||||
|
{
|
||||||
|
Position = BulletSpawn.GlobalPosition,
|
||||||
|
});
|
||||||
|
|
||||||
|
GetTree().CurrentScene.AddChild(bullet);
|
||||||
|
ShootSfx?.Play();
|
||||||
|
|
||||||
|
_canShoot = false;
|
||||||
|
await ToSignal(GetTree().CreateTimer(FireRate), Timer.SignalName.Timeout);
|
||||||
|
_canShoot = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnShipEntered()
|
||||||
|
{
|
||||||
|
_canShoot = true;
|
||||||
|
SetProcess(true);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnShipExited()
|
||||||
|
{
|
||||||
|
_canShoot = false;
|
||||||
|
SetProcess(false);
|
||||||
|
ShootSfx?.Stop();
|
||||||
|
}
|
||||||
|
}
|
117
scripts/components/SideToSideMovementComponent.cs
Normal file
117
scripts/components/SideToSideMovementComponent.cs
Normal file
@@ -0,0 +1,117 @@
|
|||||||
|
using Godot;
|
||||||
|
|
||||||
|
namespace Mr.BrickAdventures.scripts.components;
|
||||||
|
|
||||||
|
public partial class SideToSideMovementComponent : Node
|
||||||
|
{
|
||||||
|
[Export] public Sprite2D Sprite { get; set; }
|
||||||
|
[Export] public float Speed { get; set; } = 10.0f;
|
||||||
|
[Export] public float WaitTime { get; set; } = 1.0f;
|
||||||
|
[Export] public RayCast2D LeftRay { get; set; }
|
||||||
|
[Export] public RayCast2D RightRay { get; set; }
|
||||||
|
[Export] public RayCast2D LeftWallRay { get; set; }
|
||||||
|
[Export] public RayCast2D RightWallRay { get; set; }
|
||||||
|
|
||||||
|
private Vector2 _direction = Vector2.Left;
|
||||||
|
private Vector2 _newDirection = Vector2.Left;
|
||||||
|
private Timer _timer;
|
||||||
|
private bool _triggeredDirectionChange = false;
|
||||||
|
|
||||||
|
[Signal]
|
||||||
|
public delegate void DirectionChangedEventHandler();
|
||||||
|
|
||||||
|
public Vector2 Direction => _direction;
|
||||||
|
|
||||||
|
public override void _Ready()
|
||||||
|
{
|
||||||
|
SetupTimer();
|
||||||
|
DirectionChanged += OnDirectionChanged;
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void _PhysicsProcess(double delta)
|
||||||
|
{
|
||||||
|
HandleDirection();
|
||||||
|
HandleSpriteFlip();
|
||||||
|
HandleMovement(delta);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void HandleDirection()
|
||||||
|
{
|
||||||
|
// Check if we are colliding with the left wall
|
||||||
|
if (LeftWallRay.IsColliding())
|
||||||
|
{
|
||||||
|
_newDirection = Vector2.Right;
|
||||||
|
EmitSignalDirectionChanged();
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Check if we are colliding with the right wall
|
||||||
|
if (RightWallRay.IsColliding())
|
||||||
|
{
|
||||||
|
_newDirection = Vector2.Left;
|
||||||
|
EmitSignalDirectionChanged();
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
// We are not colliding with anything, which means we don't have ground to walk on. Stop moving.
|
||||||
|
if (!LeftRay.IsColliding() && !RightRay.IsColliding())
|
||||||
|
{
|
||||||
|
_newDirection = Vector2.Zero;
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
// If the left ray is not colliding and the right ray is colliding, that means we have ground to the right and we should change direction to the right.
|
||||||
|
if (!LeftRay.IsColliding() && RightRay.IsColliding())
|
||||||
|
{
|
||||||
|
_newDirection = Vector2.Right;
|
||||||
|
EmitSignalDirectionChanged();
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
// If the right ray is not colliding and the left ray is colliding, that means we have ground to the left and we should change direction to the left.
|
||||||
|
if (!RightRay.IsColliding() && LeftRay.IsColliding())
|
||||||
|
{
|
||||||
|
_newDirection = Vector2.Left;
|
||||||
|
EmitSignalDirectionChanged();
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private void HandleSpriteFlip()
|
||||||
|
{
|
||||||
|
Sprite.FlipH = _direction == Vector2.Left;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void HandleMovement(double delta)
|
||||||
|
{
|
||||||
|
var root = Owner as Node2D;
|
||||||
|
if (root == null) return;
|
||||||
|
|
||||||
|
root.Position += _direction * Speed * (float)delta;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnDirectionChanged()
|
||||||
|
{
|
||||||
|
if (_direction == _newDirection || _triggeredDirectionChange)
|
||||||
|
return;
|
||||||
|
|
||||||
|
_triggeredDirectionChange = true;
|
||||||
|
_direction = Vector2.Zero;
|
||||||
|
_timer.Start();
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnTimerTimeout()
|
||||||
|
{
|
||||||
|
_timer.Stop();
|
||||||
|
_direction = _newDirection;
|
||||||
|
_triggeredDirectionChange = false;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void SetupTimer()
|
||||||
|
{
|
||||||
|
_timer = new Timer();
|
||||||
|
AddChild(_timer);
|
||||||
|
_timer.WaitTime = WaitTime;
|
||||||
|
_timer.OneShot = true;
|
||||||
|
_timer.Timeout += OnTimerTimeout;
|
||||||
|
}
|
||||||
|
}
|
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;
|
||||||
|
}
|
||||||
|
}
|
8
scripts/components/TriggerLeverComponent.cs
Normal file
8
scripts/components/TriggerLeverComponent.cs
Normal file
@@ -0,0 +1,8 @@
|
|||||||
|
using Godot;
|
||||||
|
|
||||||
|
namespace Mr.BrickAdventures.scripts.components;
|
||||||
|
|
||||||
|
public partial class TriggerLeverComponent : Node
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
@@ -1,4 +1,4 @@
|
|||||||
class_name BeamComponent
|
# class_name BeamComponent
|
||||||
extends Node2D
|
extends Node2D
|
||||||
|
|
||||||
@export var expansion_speed: float = 16.0
|
@export var expansion_speed: float = 16.0
|
||||||
|
@@ -1,118 +0,0 @@
|
|||||||
class_name PlatformMovement
|
|
||||||
extends PlayerMovement
|
|
||||||
|
|
||||||
@export var speed: float = 300.0
|
|
||||||
@export var jump_height: float = 100
|
|
||||||
@export var jump_time_to_peak: float = 0.5
|
|
||||||
@export var jump_time_to_descent: float = 0.4
|
|
||||||
@export var coyote_frames: int = 6
|
|
||||||
@export var jump_sfx: AudioStreamPlayer2D
|
|
||||||
@export var rotation_target: Node2D
|
|
||||||
@export var body: CharacterBody2D
|
|
||||||
|
|
||||||
var gravity = ProjectSettings.get_setting("physics/2d/default_gravity")
|
|
||||||
var was_last_floor := false
|
|
||||||
var coyote_mode := false
|
|
||||||
var coyote_timer: Timer
|
|
||||||
var last_direction := Vector2.RIGHT
|
|
||||||
|
|
||||||
@onready var jump_velocity: float = ((2.0 * jump_height) / jump_time_to_peak) * -1.0
|
|
||||||
@onready var jump_gravity: float = ((-2.0 * jump_height) / (jump_time_to_peak * jump_time_to_peak)) * -1.0
|
|
||||||
@onready var fall_gravity: float = ((-2.0 * jump_height) / (jump_time_to_descent * jump_time_to_descent)) * -1.0
|
|
||||||
|
|
||||||
|
|
||||||
func _ready() -> void:
|
|
||||||
if not body:
|
|
||||||
return
|
|
||||||
|
|
||||||
coyote_timer = Timer.new()
|
|
||||||
coyote_timer.one_shot = true
|
|
||||||
coyote_timer.wait_time = coyote_frames / 60.0
|
|
||||||
coyote_timer.timeout.connect(on_coyote_timer_timeout)
|
|
||||||
add_child(coyote_timer)
|
|
||||||
|
|
||||||
|
|
||||||
func _process(_delta: float) -> void:
|
|
||||||
if not body or not enabled:
|
|
||||||
return
|
|
||||||
|
|
||||||
if body.velocity.x > 0.0:
|
|
||||||
rotation_target.rotation = deg_to_rad(-10)
|
|
||||||
elif body.velocity.x < 0.0:
|
|
||||||
rotation_target.rotation = deg_to_rad(10)
|
|
||||||
else:
|
|
||||||
rotation_target.rotation = 0
|
|
||||||
|
|
||||||
calculate_jump_vars()
|
|
||||||
|
|
||||||
|
|
||||||
func _physics_process(delta) -> void:
|
|
||||||
if not body or not enabled:
|
|
||||||
return
|
|
||||||
|
|
||||||
if body.is_on_floor():
|
|
||||||
was_last_floor = true
|
|
||||||
coyote_mode = false # Reset coyote mode when back on the floor
|
|
||||||
coyote_timer.stop() # Stop timer when grounded
|
|
||||||
else:
|
|
||||||
if was_last_floor: # Start coyote timer only once
|
|
||||||
coyote_mode = true
|
|
||||||
coyote_timer.start()
|
|
||||||
was_last_floor = false
|
|
||||||
|
|
||||||
if not body.is_on_floor():
|
|
||||||
body.velocity.y += calculate_gravity() * delta
|
|
||||||
|
|
||||||
if Input.is_action_pressed("jump") and (body.is_on_floor() or coyote_mode):
|
|
||||||
jump()
|
|
||||||
|
|
||||||
if Input.is_action_just_pressed("down"):
|
|
||||||
body.position.y += 1
|
|
||||||
|
|
||||||
var direction := Input.get_axis("left", "right")
|
|
||||||
if direction != 0:
|
|
||||||
last_direction = handle_direction(direction)
|
|
||||||
|
|
||||||
if direction:
|
|
||||||
body.velocity.x = direction * speed
|
|
||||||
else:
|
|
||||||
body.velocity.x = move_toward(body.velocity.x, 0, speed)
|
|
||||||
|
|
||||||
previous_velocity = body.velocity
|
|
||||||
body.move_and_slide()
|
|
||||||
|
|
||||||
|
|
||||||
func jump() -> void:
|
|
||||||
if not body:
|
|
||||||
return
|
|
||||||
|
|
||||||
body.velocity.y = jump_velocity
|
|
||||||
coyote_mode = false
|
|
||||||
if jump_sfx:
|
|
||||||
jump_sfx.play()
|
|
||||||
|
|
||||||
|
|
||||||
func calculate_gravity() -> float:
|
|
||||||
return jump_gravity if body.velocity.y < 0.0 else fall_gravity
|
|
||||||
|
|
||||||
|
|
||||||
func on_coyote_timer_timeout() -> void:
|
|
||||||
coyote_mode = false
|
|
||||||
|
|
||||||
|
|
||||||
func handle_direction(input_dir: float) -> Vector2:
|
|
||||||
if input_dir > 0:
|
|
||||||
return Vector2.RIGHT
|
|
||||||
elif input_dir < 0:
|
|
||||||
return Vector2.LEFT
|
|
||||||
return last_direction
|
|
||||||
|
|
||||||
|
|
||||||
func on_ship_entered() -> void:
|
|
||||||
rotation_target.rotation = 0
|
|
||||||
|
|
||||||
|
|
||||||
func calculate_jump_vars() -> void:
|
|
||||||
jump_velocity = ((2.0 * jump_height) / jump_time_to_peak) * -1.0
|
|
||||||
jump_gravity = ((-2.0 * jump_height) / (jump_time_to_peak * jump_time_to_peak)) * -1.0
|
|
||||||
fall_gravity = ((-2.0 * jump_height) / (jump_time_to_descent * jump_time_to_descent)) * -1.0
|
|
@@ -1 +0,0 @@
|
|||||||
uid://c1wtrgw0x77xo
|
|
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"
|
@onready var game_manager: GM = $"/root/GameManager"
|
||||||
|
|
||||||
|
|
||||||
var unlock_buttons: Array[Button] = []
|
var unlock_buttons: Array[Button] = []
|
||||||
var skill_buttons: Array[SkillButton] = []
|
var skill_buttons: Array[SkillButton] = []
|
||||||
|
|
||||||
@@ -36,6 +35,14 @@ func _ready() -> void:
|
|||||||
|
|
||||||
skill_unlocker.skill_unlocked.connect(on_skill_unlocked)
|
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:
|
func _input(event: InputEvent) -> void:
|
||||||
if event.is_action_pressed("show_marketplace"):
|
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)
|
return tr(skill.name) + " " + str(skill.cost)
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
func create_upgrade_button(skill: SkillData) -> void:
|
func create_upgrade_button(skill: SkillData) -> void:
|
||||||
var button := marketplace_button.instantiate() as MarketplaceButton
|
var button := marketplace_button.instantiate() as MarketplaceButton
|
||||||
button.text = get_button_text(skill)
|
button.text = get_button_text(skill)
|
||||||
@@ -102,26 +108,19 @@ func _on_button_pressed(skill: SkillData) -> void:
|
|||||||
|
|
||||||
|
|
||||||
func on_skill_unlocked(skill: SkillData) -> void:
|
func on_skill_unlocked(skill: SkillData) -> void:
|
||||||
# need to fix this method
|
|
||||||
if not skill:
|
if not skill:
|
||||||
return
|
return
|
||||||
if skill_buttons.size() == 0:
|
|
||||||
create_skill_button(skill)
|
|
||||||
|
|
||||||
for button in skill_buttons:
|
for btn in skill_buttons:
|
||||||
if button.skill_data.is_active:
|
if btn.skill_data and btn.skill_data.name == skill.name:
|
||||||
button.activate()
|
return
|
||||||
else:
|
|
||||||
button.deactivate()
|
|
||||||
|
|
||||||
|
create_skill_button(skill)
|
||||||
|
|
||||||
|
|
||||||
func on_skill_button_pressed(button: SkillButton) -> void:
|
func on_skill_button_pressed(button: SkillButton) -> void:
|
||||||
if not skill_unlocker or not button.skill_data:
|
if not skill_unlocker or not button.skill_data:
|
||||||
return
|
return
|
||||||
|
|
||||||
skill_unlocker.skill_manager.toggle_skill_activation(button.skill_data)
|
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