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25 changed files with 731 additions and 8 deletions

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@@ -1,5 +1,6 @@
using Godot;
using Godot.Collections;
using Mr.BrickAdventures.scripts.Resources;
namespace Mr.BrickAdventures.Autoloads;
@@ -8,22 +9,28 @@ public partial class SaveSystem : Node
[Export] public string SavePath { get; set; } = "user://savegame.save";
[Export] public int Version { get; set; } = 1;
//private GM _gm;
private GameManager _gameManager;
public override void _Ready()
{
//_gm = GetNode<GM>("/root/GameManager");
_gameManager = GetNode<GameManager>("/root/GameManager");
}
public void SaveGame()
{
//TODO: Implement saving logic
var saveData = new Dictionary
{
{ "player_state", _gameManager.PlayerState},
{ "version", Version}
};
using var file = FileAccess.Open(SavePath, FileAccess.ModeFlags.Write);
file.StoreVar(saveData);
GD.Print("Game state saved to: ", SavePath);
}
public bool LoadGame()
{
//TODO: Implement loading logic
if (!FileAccess.FileExists(SavePath))
return false;
@@ -38,7 +45,15 @@ public partial class SaveSystem : Node
GD.Print("Game state loaded from: ", SavePath);
GD.Print("Player state: ", saveDataObj["player_state"]);
_gameManager.PlayerState = (Dictionary)saveDataObj["player_state"];
var skills = new Array<SkillData>();
foreach (var skill in (Array<SkillData>)_gameManager.PlayerState["unlocked_skills"])
{
skills.Add(skill);
}
_gameManager.UnlockSkills(skills);
return true;
}

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

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

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

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@@ -0,0 +1,70 @@
using Godot;
using Mr.BrickAdventures.scripts.interfaces;
using Mr.BrickAdventures.scripts.Resources;
namespace Mr.BrickAdventures.scripts.components;
public partial class BrickThrowComponent : Node
{
[Export] public PackedScene BrickScene { get; set; }
[Export] public float FireRate { get; set; } = 1.0f;
[Export] public PlayerController PlayerController { get; set; }
[Export] public ThrowInputResource ThrowInputBehavior { get; set; }
private bool _canThrow = true;
private Timer _timer;
public override void _Ready()
{
SetupTimer();
_canThrow = true;
if (ThrowInputBehavior != null) ThrowInputBehavior.ThrowRequested += ThrowBrick;
}
public override void _Input(InputEvent @event)
{
ThrowInputBehavior?.ProcessInput(@event);
}
public override void _Process(double delta)
{
ThrowInputBehavior?.Update(delta);
}
private void SetupTimer()
{
_timer.WaitTime = FireRate;
_timer.OneShot = false;
_timer.Autostart = false;
_timer.Timeout += OnTimerTimeout;
}
private void OnTimerTimeout()
{
_canThrow = true;
}
private void ThrowBrick(float powerMultiplier = 1f)
{
if (!_canThrow || PlayerController == null || BrickScene == null)
return;
var instance = BrickScene.Instantiate<Node2D>();
var init = instance.GetNodeOrNull<ProjectileInitComponent>("ProjectileInitComponent");
if (init != null && PlayerController.CurrentMovement is PlatformMovementComponent)
{
init.Initialize(new ProjectileInitParams()
{
Position = PlayerController.GlobalPosition,
Rotation = PlayerController.Rotation,
Direction = PlayerController.CurrentMovement.LastDirection,
PowerMultiplier = powerMultiplier,
});
}
GetTree().CurrentScene.AddChild(instance);
_canThrow = false;
_timer.Start();
}
}

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@@ -0,0 +1,45 @@
using Godot;
namespace Mr.BrickAdventures.scripts.components;
public partial class BulletComponent : Node
{
[Export] public Area2D Area { get; set; }
[Export] public TerrainHitFx TerrainHitFx { get; set; }
[Export] public Sprite2D BulletSprite { get; set; }
public override void _Ready()
{
Area.BodyEntered += OnBodyEntered;
}
private void OnBodyEntered(Node2D body)
{
if (body is TileMapLayer)
{
if (BulletSprite != null)
{
BulletSprite.Visible = false;
}
PlayTerrainHitFx();
return;
}
Owner.QueueFree();
}
private void OnAreaEntered(Area2D area)
{
Owner.QueueFree();
}
private void PlayTerrainHitFx()
{
if (TerrainHitFx == null) return;
TerrainHitFx.TriggerFx();
Owner.QueueFree();
}
}

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@@ -0,0 +1,47 @@
using System.Threading.Tasks;
using Godot;
namespace Mr.BrickAdventures.scripts.components;
public partial class CageComponent : Node
{
[Export] public LeverComponent Lever { get; set; }
[Export] public Vector2 MoveValue { get; set; } = new(0, -100f);
[Export] public float TweenDuration { get; set; } = 0.5f;
[Export] public bool ShouldFree { get; set; } = true;
private const string LeverGroupName = "levers";
public override async void _Ready()
{
await ToSignal(GetTree(), SceneTree.SignalName.ProcessFrame);
if (Lever == null)
{
var leverNodes = GetTree().GetNodesInGroup(LeverGroupName);
foreach (var leverNode in leverNodes)
{
var lever = leverNode.GetNodeOrNull<LeverComponent>("LeverComponent");
if (lever != null) lever.Activated += OnLeverActivated;
}
}
}
private void OnLeverActivated()
{
var tween = CreateTween();
if (Owner is Node2D root)
{
var endPosition = root.Position + MoveValue;
tween.TweenProperty(root, "position", endPosition, TweenDuration);
}
tween.TweenCallback(Callable.From(OnTweenCompleted));
}
private void OnTweenCompleted()
{
if (!ShouldFree) return;
Owner.QueueFree();
}
}

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@@ -0,0 +1,8 @@
using Godot;
namespace Mr.BrickAdventures.scripts.components;
public partial class CannotStompComponent : Node
{
}

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@@ -0,0 +1,79 @@
using Godot;
namespace Mr.BrickAdventures.scripts.components;
public partial class ChaseLevelComponent : Node
{
[Export] public float ChaseSpeed { get; set; } = 200.0f;
[Export] public Marker2D ChaseTarget { get; set; }
[Export] public GodotObject PhantomCamera { get; set; }
[Export] public float MinimumDistance { get; set; } = 10f;
[Signal]
public delegate void ChaseStartedEventHandler();
[Signal]
public delegate void ChaseStoppedEventHandler();
private bool _isChasing = false;
private Node2D _previousCameraFollowTarget = null;
public override void _Process(double delta)
{
if (!_isChasing) return;
if (ChaseTarget == null) return;
if (CheckIfReachedTarget())
{
StopChasing();
return;
}
var targetPosition = ChaseTarget.GlobalPosition;
if (Owner is not Node2D root) return;
var direction = (targetPosition - root.GlobalPosition).Normalized();
root.GlobalPosition += direction * ChaseSpeed * (float)delta;
}
public void OnShipEntered()
{
if (ChaseTarget == null || PhantomCamera == null)
return;
if (_isChasing) return;
_previousCameraFollowTarget = (Node2D)PhantomCamera.Call("get_follow_target");
PhantomCamera.Call("set_follow_target", Owner as Node2D);
EmitSignalChaseStarted();
_isChasing = true;
}
public void OnShipExited()
{
StopChasing();
}
private bool CheckIfReachedTarget()
{
if (ChaseTarget == null)
return false;
if (Owner is not Node2D root) return false;
var targetPosition = ChaseTarget.GlobalPosition;
var currentPosition = root.GlobalPosition;
return currentPosition.DistanceTo(targetPosition) <= MinimumDistance;
}
private void StopChasing()
{
if (PhantomCamera == null) return;
PhantomCamera.Call("set_follow_target", _previousCameraFollowTarget);
EmitSignalChaseStopped();
_isChasing = false;
}
}

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@@ -0,0 +1,11 @@
using Godot;
namespace Mr.BrickAdventures.scripts.components;
public partial class CleanupComponent : Node
{
public void CleanUp()
{
Owner.QueueFree();
}
}

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@@ -1,9 +1,10 @@
using Godot;
using Mr.BrickAdventures.Autoloads;
using Mr.BrickAdventures.scripts.interfaces;
namespace Mr.BrickAdventures.scripts.components;
public partial class ExitDoorComponent : Node
public partial class ExitDoorComponent : Node, IUnlockable
{
[Export] public bool Locked { get; set; } = true;
[Export] public Area2D ExitArea { get; set; }
@@ -33,7 +34,7 @@ public partial class ExitDoorComponent : Node
throw new System.NotImplementedException();
}
private void Unlock()
public void Unlock()
{
Locked = false;
if (DoorSprite != null)

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@@ -17,6 +17,7 @@ public partial class ShipMovementComponent : Node, IMovement
private Vector2 _velocity = Vector2.Zero;
public Vector2 Velocity => _velocity;
public Vector2 LastDirection => _velocity.Normalized();
public override void _PhysicsProcess(double delta)
{

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@@ -0,0 +1,70 @@
using Godot;
using Godot.Collections;
using Mr.BrickAdventures.Autoloads;
using Mr.BrickAdventures.scripts.Resources;
namespace Mr.BrickAdventures.scripts.components;
public partial class SkillUnlockedComponent : Node
{
[Export] public SkillManager SkillManager { get; set; }
[Signal]
public delegate void SkillUnlockedEventHandler(SkillData skill);
private GameManager _gameManager;
public override void _Ready()
{
_gameManager = GetNode<GameManager>("/root/GameManager");
}
private bool HasEnoughCoins(int amount)
{
return _gameManager != null && _gameManager.GetCoins() >= amount;
}
public bool TryUnlockSkill(SkillData skill)
{
if (_gameManager == null) return false;
if (_gameManager.IsSkillUnlocked(skill)) return false;
if (!HasEnoughCoins(skill.Cost)) return false;
skill.Level = 1;
skill.IsActive = true;
_gameManager.RemoveCoins(skill.Cost);
var skillsUnlocked = (Array<SkillData>)_gameManager.CurrentSessionState["skills_unlocked"];
skillsUnlocked.Add(skill);
SkillManager.AddSkill(skill);
EmitSignalSkillUnlocked(skill);
return true;
}
public void UnlockAllSkills()
{
var availableSkills = SkillManager.AvailableSkills;
foreach (var skill in availableSkills)
{
EmitSignalSkillUnlocked(skill);
}
_gameManager.UnlockSkills(availableSkills);
SkillManager.ApplyUnlockedSkills();
}
public bool TryUpgradeSkill(SkillData skill)
{
if (_gameManager == null) return false;
if (!_gameManager.IsSkillUnlocked(skill)) return false;
if (!HasEnoughCoins(skill.Cost)) return false;
if (skill.Level >= skill.MaxLevel) return false;
_gameManager.RemoveCoins(skill.Cost);
skill.Level++;
EmitSignalSkillUnlocked(skill);
return true;
}
}

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@@ -0,0 +1,21 @@
using Godot;
namespace Mr.BrickAdventures.scripts.components;
public partial class SpaceshipEnterComponent : Node
{
[Export] public Area2D Area { get; set; }
[Signal] public delegate void SpaceshipEnteredEventHandler();
public override void _Ready()
{
Area.BodyEntered += OnBodyEntered;
}
private void OnBodyEntered(Node2D body)
{
if (body is not PlayerController) return;
EmitSignalSpaceshipEntered();
Owner.QueueFree();
}
}

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@@ -0,0 +1,20 @@
using Godot;
namespace Mr.BrickAdventures.scripts.components;
public partial class SpaceshipExitComponent : Node
{
[Export] public Area2D Area { get; set; }
[Signal] public delegate void SpaceshipExitEventHandler();
public override void _Ready()
{
Area.BodyEntered += OnBodyEntered;
}
private void OnBodyEntered(Node2D body)
{
if (body is not PlayerController) return;
EmitSignalSpaceshipExit();
}
}

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@@ -0,0 +1,23 @@
using Godot;
namespace Mr.BrickAdventures.scripts.components;
public partial class SpinComponent : Node
{
[Export] public float SpinSpeed { get; set; } = 8f;
[Export] public Vector2 SpinDirection { get; set; } = Vector2.Right;
public override void _Process(double delta)
{
Spin((float)delta);
}
private void Spin(float delta)
{
var rotationSpeed = SpinSpeed * SpinDirection.X * delta;
if (Owner is Node2D root)
{
root.Rotation += rotationSpeed;
}
}
}

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@@ -0,0 +1,43 @@
using Godot;
namespace Mr.BrickAdventures.scripts.components;
public partial class StompDamageComponent : Node
{
[Export] public float Damage { get; set; } = 0.25f;
[Export] public Area2D Area { get; set; }
[Export] public PlayerController Root { get; set; }
public override void _Ready()
{
Area.BodyEntered += OnBodyEntered;
}
private async void OnBodyEntered(Node2D body)
{
var health = body.GetNodeOrNull<HealthComponent>("HealthComponent");
if (health == null) return;
var cannotStompComponent = body.GetNodeOrNull<CannotStompComponent>("CannotStompComponent");
if (cannotStompComponent != null) return;
if (!(Root.GlobalPosition.Y < body.GlobalPosition.Y)) return;
var velocity = Root.CurrentMovement.PreviousVelocity;
if (!(velocity.Y > 0f)) return;
DealDamage(health);
var damageComponent = body.GetNodeOrNull<DamageComponent>("DamageComponent");
if (damageComponent == null) return;
damageComponent.SetProcess(false);
await ToSignal(GetTree(), SceneTree.SignalName.ProcessFrame);
damageComponent.SetProcess(true);
}
private void DealDamage(HealthComponent target)
{
target.DecreaseHealth(Damage);
}
}

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@@ -0,0 +1,19 @@
using Godot;
namespace Mr.BrickAdventures.scripts.components;
public partial class StraightMotionComponent : Node
{
[Export] public LaunchComponent LaunchComponent { get; set; }
public override void _PhysicsProcess(double delta)
{
var root = Owner as Node2D;
if (root == null || LaunchComponent == null)
{
return;
}
root.Position += LaunchComponent.GetInitialVelocity() * (float)delta;
}
}

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@@ -0,0 +1,33 @@
using System;
using System.Collections.Generic;
using System.Linq;
using Godot;
namespace Mr.BrickAdventures.scripts.components;
public partial class TerrainHitFx : Node
{
private List<GpuParticles2D> _gpuParticles = [];
public override void _Ready()
{
if (Owner is GpuParticles2D gpuParticle) _gpuParticles.Add(gpuParticle);
foreach (var child in GetChildren())
{
if (child is GpuParticles2D p)
{
_gpuParticles.Add(p);
}
}
}
public void TriggerFx()
{
foreach (var fx in _gpuParticles.Where(fx => fx != null))
{
fx.Restart();
fx.Emitting = true;
}
}
}

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@@ -0,0 +1,39 @@
using Godot;
namespace Mr.BrickAdventures.scripts.components;
public partial class TooltipComponent : Node
{
[Export] public Area2D Area { get; set; }
[Export] public Control UiRoot { get; set; }
[Export] public string Text { get; set; } = string.Empty;
[Export] public Label TooltipLabel { get; set; }
public override void _Ready()
{
TooltipLabel.Text = Text;
UiRoot.Visible = false;
Area.BodyEntered += OnBodyEntered;
Area.BodyExited += OnBodyExited;
}
private void OnBodyEntered(Node2D body)
{
ShowTooltip();
}
private void OnBodyExited(Node2D body)
{
HideTooltip();
}
private void ShowTooltip()
{
UiRoot.Visible = true;
}
private void HideTooltip()
{
UiRoot.Visible = false;
}
}

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@@ -0,0 +1,22 @@
using System.Collections.Generic;
using Godot;
namespace Mr.BrickAdventures.scripts.components;
public partial class TrailComponent : Line2D
{
[Export] public int MaxPoints { get; set; } = 100;
private readonly Queue<Vector2> _queue = new();
public override void _Process(double delta)
{
if (Owner is Node2D root) _queue.Enqueue(root.GlobalPosition);
if (_queue.Count > MaxPoints) _queue.Dequeue();
ClearPoints();
foreach (var point in _queue) AddPoint(point);
}
}

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@@ -0,0 +1,25 @@
using Godot;
using Mr.BrickAdventures.scripts.interfaces;
using Mr.BrickAdventures.scripts.Resources;
namespace Mr.BrickAdventures.scripts.components;
public partial class UnlockOnRequirementComponent : Node
{
[Export] public RequirementComponent RequirementComponent { get; set; }
[Export] public Node UnlockTarget { get; set; }
public override void _Ready()
{
RequirementComponent.RequirementMet += OnRequirementMet;
}
private void OnRequirementMet(CollectableType requirementType)
{
if (requirementType != RequirementComponent.RequirementType) return;
if (UnlockTarget is IUnlockable unlockable)
{
unlockable.Unlock();
}
}
}

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@@ -7,6 +7,7 @@ public interface IMovement
string MovementType { get; }
bool Enabled { get; set; }
Vector2 PreviousVelocity { get; set; }
Vector2 LastDirection { get; }
void _Process(double delta);
void _PhysicsProcess(double delta);

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@@ -0,0 +1,10 @@
using Godot;
namespace Mr.BrickAdventures.scripts.interfaces;
public interface IThrowInput
{
public void ProcessInput(InputEvent @event);
public void Update(double delta);
public bool SupportsCharging();
}

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@@ -0,0 +1,6 @@
namespace Mr.BrickAdventures.scripts.interfaces;
public interface IUnlockable
{
void Unlock();
}