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40 changed files with 505 additions and 256 deletions

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@@ -1,5 +1,6 @@
using Godot;
using Godot.Collections;
using Mr.BrickAdventures;
using Mr.BrickAdventures.scripts.Resources;
namespace Mr.BrickAdventures.Autoloads;
@@ -8,14 +9,14 @@ public partial class AchievementManager : Node
{
[Export] private string AchievementsFolderPath = "res://achievements/";
[Export] private PackedScene AchievementPopupScene { get; set; }
private System.Collections.Generic.Dictionary<string, AchievementResource> _achievements = new();
private Array<string> _unlockedAchievementIds = [];
private GameManager _gameManager;
public override void _Ready()
{
_gameManager = GetNode<GameManager>("/root/GameManager");
_gameManager = GetNode<GameManager>(Constants.GameManagerPath);
LoadAchievementsFromFolder();
LoadUnlockedAchievements();
}
@@ -44,7 +45,7 @@ public partial class AchievementManager : Node
fileName = dir.GetNext();
}
}
public void UnlockAchievement(string achievementId)
{
if (!_achievements.TryGetValue(achievementId, out var achievement))
@@ -75,11 +76,11 @@ public partial class AchievementManager : Node
{
SteamManager.UnlockAchievement(achievement.Id);
}
// 4. Save progress
SaveUnlockedAchievements();
}
public void LockAchievement(string achievementId)
{
if (_unlockedAchievementIds.Contains(achievementId))
@@ -88,7 +89,7 @@ public partial class AchievementManager : Node
SaveUnlockedAchievements();
}
}
private void SaveUnlockedAchievements()
{
_gameManager.PlayerState["unlocked_achievements"] = _unlockedAchievementIds;

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@@ -1,4 +1,5 @@
using Godot;
using Mr.BrickAdventures;
using Mr.BrickAdventures.scripts.components;
namespace Mr.BrickAdventures.Autoloads;
@@ -12,9 +13,9 @@ public partial class ConsoleManager : Node
public override void _Ready()
{
_gameManager = GetNode<GameManager>("/root/GameManager");
_achievementManager = GetNode<AchievementManager>("/root/AchievementManager");
_skillManager = GetNode<SkillManager>("/root/SkillManager");
_gameManager = GetNode<GameManager>(Constants.GameManagerPath);
_achievementManager = GetNode<AchievementManager>(Constants.AchievementManagerPath);
_skillManager = GetNode<SkillManager>(Constants.SkillManagerPath);
}
private void AddCoinsCommand(int amount)
@@ -88,7 +89,7 @@ public partial class ConsoleManager : Node
_skillUnlockerComponent.UnlockAllSkills();
}
private void RemoveSkillCommand(string skillName)
{
if (!GetSkillManagement()) return;
@@ -102,28 +103,28 @@ public partial class ConsoleManager : Node
_gameManager.RemoveSkill(skill.Name);
_skillManager.DeactivateSkill(skill);
}
private void RemoveAllSkillsCommand()
{
if (!GetSkillManagement()) return;
foreach (var skill in _skillManager.AvailableSkills)
{
_gameManager.RemoveSkill(skill.Name);
_skillManager.DeactivateSkill(skill);
}
}
private void GoToNextLevelCommand()
{
_gameManager.OnLevelComplete();
}
private void UnlockAchievementCommand(string achievementId)
{
_achievementManager.UnlockAchievement(achievementId);
}
private void ResetAchievementCommand(string achievementId)
{
_achievementManager.LockAchievement(achievementId);

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@@ -1,9 +1,130 @@
using Godot;
using Mr.BrickAdventures.scripts.components;
using Mr.BrickAdventures.scripts.Resources;
namespace Mr.BrickAdventures.Autoloads;
/// <summary>
/// Global event bus for decoupled communication between game systems.
/// Use the static Instance property for easy access from anywhere.
/// </summary>
public partial class EventBus : Node
{
/// <summary>
/// Singleton instance. Available after the autoload is initialized.
/// </summary>
public static EventBus Instance { get; private set; }
public override void _Ready()
{
Instance = this;
}
public override void _ExitTree()
{
if (Instance == this)
Instance = null;
}
#region Level Events
[Signal] public delegate void LevelStartedEventHandler(int levelIndex, Node currentScene);
[Signal] public delegate void LevelCompletedEventHandler(int levelIndex, Node currentScene, double completionTime);
[Signal] public delegate void LevelRestartedEventHandler(int levelIndex);
public static void EmitLevelStarted(int levelIndex, Node currentScene)
=> Instance?.EmitSignal(SignalName.LevelStarted, levelIndex, currentScene);
public static void EmitLevelCompleted(int levelIndex, Node currentScene, double completionTime)
=> Instance?.EmitSignal(SignalName.LevelCompleted, levelIndex, currentScene, completionTime);
public static void EmitLevelRestarted(int levelIndex)
=> Instance?.EmitSignal(SignalName.LevelRestarted, levelIndex);
#endregion
#region Player Events
[Signal] public delegate void PlayerSpawnedEventHandler(PlayerController player);
[Signal] public delegate void PlayerDiedEventHandler(Vector2 position);
[Signal] public delegate void PlayerDamagedEventHandler(float damage, float remainingHealth, Vector2 position);
[Signal] public delegate void PlayerHealedEventHandler(float amount, float newHealth, Vector2 position);
public static void EmitPlayerSpawned(PlayerController player)
=> Instance?.EmitSignal(SignalName.PlayerSpawned, player);
public static void EmitPlayerDied(Vector2 position)
=> Instance?.EmitSignal(SignalName.PlayerDied, position);
public static void EmitPlayerDamaged(float damage, float remainingHealth, Vector2 position)
=> Instance?.EmitSignal(SignalName.PlayerDamaged, damage, remainingHealth, position);
public static void EmitPlayerHealed(float amount, float newHealth, Vector2 position)
=> Instance?.EmitSignal(SignalName.PlayerHealed, amount, newHealth, position);
#endregion
#region Combat Events
[Signal] public delegate void EnemyDefeatedEventHandler(Node enemy, Vector2 position);
[Signal] public delegate void EnemyDamagedEventHandler(Node enemy, float damage, Vector2 position);
public static void EmitEnemyDefeated(Node enemy, Vector2 position)
=> Instance?.EmitSignal(SignalName.EnemyDefeated, enemy, position);
public static void EmitEnemyDamaged(Node enemy, float damage, Vector2 position)
=> Instance?.EmitSignal(SignalName.EnemyDamaged, enemy, damage, position);
#endregion
#region Collection Events
[Signal] public delegate void CoinCollectedEventHandler(int amount, Vector2 position);
[Signal] public delegate void ItemCollectedEventHandler(CollectableType itemType, float amount, Vector2 position);
[Signal] public delegate void ChildRescuedEventHandler(Vector2 position);
public static void EmitCoinCollected(int amount, Vector2 position)
=> Instance?.EmitSignal(SignalName.CoinCollected, amount, position);
public static void EmitItemCollected(CollectableType itemType, float amount, Vector2 position)
=> Instance?.EmitSignal(SignalName.ItemCollected, (int)itemType, amount, position);
public static void EmitChildRescued(Vector2 position)
=> Instance?.EmitSignal(SignalName.ChildRescued, position);
#endregion
#region Skill Events
[Signal] public delegate void SkillUnlockedEventHandler(string skillName, int level);
[Signal] public delegate void SkillActivatedEventHandler(string skillName);
[Signal] public delegate void SkillDeactivatedEventHandler(string skillName);
public static void EmitSkillUnlocked(string skillName, int level = 1)
=> Instance?.EmitSignal(SignalName.SkillUnlocked, skillName, level);
public static void EmitSkillActivated(string skillName)
=> Instance?.EmitSignal(SignalName.SkillActivated, skillName);
public static void EmitSkillDeactivated(string skillName)
=> Instance?.EmitSignal(SignalName.SkillDeactivated, skillName);
#endregion
#region Game State Events
[Signal] public delegate void GamePausedEventHandler();
[Signal] public delegate void GameResumedEventHandler();
[Signal] public delegate void GameSavedEventHandler();
public static void EmitGamePaused()
=> Instance?.EmitSignal(SignalName.GamePaused);
public static void EmitGameResumed()
=> Instance?.EmitSignal(SignalName.GameResumed);
public static void EmitGameSaved()
=> Instance?.EmitSignal(SignalName.GameSaved);
#endregion
}

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@@ -1,6 +1,7 @@
using System.Collections.Generic;
using Godot;
using Godot.Collections;
using Mr.BrickAdventures;
using Mr.BrickAdventures.scripts.components;
using Mr.BrickAdventures.scripts.Resources;
using Double = System.Double;
@@ -10,18 +11,19 @@ namespace Mr.BrickAdventures.Autoloads;
public partial class GameManager : Node
{
[Export] public Array<PackedScene> LevelScenes { get; set; } = [];
public PlayerController Player {
public PlayerController Player
{
get => GetPlayer();
private set => _player = value;
}
private List<Node> _sceneNodes = [];
private PlayerController _player;
private SpeedRunManager _speedRunManager;
private EventBus _eventBus;
[Export]
[Export]
public Dictionary PlayerState { get; set; } = new()
{
{ "coins", 0 },
@@ -31,7 +33,7 @@ public partial class GameManager : Node
{ "unlocked_levels", new Array<int>() {0}},
{ "unlocked_skills", new Array<SkillData>() }
};
[Export]
public Dictionary CurrentSessionState { get; private set; } = new()
{
@@ -54,15 +56,15 @@ public partial class GameManager : Node
public override void _Ready()
{
_speedRunManager = GetNode<SpeedRunManager>("/root/SpeedRunManager");
_eventBus = GetNode<EventBus>("/root/EventBus");
_speedRunManager = GetNode<SpeedRunManager>(Constants.SpeedRunManagerPath);
}
private void OnNodeAdded(Node node)
{
_sceneNodes.Add(node);
}
private void OnNodeRemoved(Node node)
{
_sceneNodes.Remove(node);
@@ -76,11 +78,11 @@ public partial class GameManager : Node
{
PlayerState["coins"] = Mathf.Max(0, (int)PlayerState["coins"] + amount);
}
public void SetCoins(int amount) => PlayerState["coins"] = Mathf.Max(0, amount);
public int GetCoins() => (int)PlayerState["coins"] + (int)CurrentSessionState["coins_collected"];
public void RemoveCoins(int amount)
{
var sessionCoins = (int)CurrentSessionState["coins_collected"];
@@ -96,12 +98,12 @@ public partial class GameManager : Node
}
PlayerState["coins"] = Mathf.Max(0, (int)PlayerState["coins"]);
}
public void AddLives(int amount) => PlayerState["lives"] = (int)PlayerState["lives"] + amount;
public void RemoveLives(int amount) => PlayerState["lives"] = (int)PlayerState["lives"] - amount;
public void SetLives(int amount) => PlayerState["lives"] = amount;
public int GetLives() => (int)PlayerState["lives"];
public bool IsSkillUnlocked(SkillData skill)
{
return ((Array)PlayerState["unlocked_skills"]).Contains(skill)
@@ -120,7 +122,7 @@ public partial class GameManager : Node
foreach (SkillData s in arr)
{
if (s.Name != skillName) continue;
arr.Remove(s);
break;
}
@@ -145,7 +147,7 @@ public partial class GameManager : Node
{ "statistics", new Godot.Collections.Dictionary<string, Variant>()}
};
}
public void UnlockLevel(int levelIndex)
{
var unlocked = (Array)PlayerState["unlocked_levels"];
@@ -160,10 +162,10 @@ public partial class GameManager : Node
{
PlayerState["current_level"] = next;
GetTree().ChangeSceneToPacked(LevelScenes[next]);
_eventBus.EmitSignal(EventBus.SignalName.LevelStarted, next, GetTree().CurrentScene);
EventBus.EmitLevelStarted(next, GetTree().CurrentScene);
}
}
public void MarkLevelComplete(int levelIndex)
{
UnlockLevel(levelIndex + 1);
@@ -179,34 +181,34 @@ public partial class GameManager : Node
{ "skills_unlocked", new Array<SkillData>() }
};
}
public void RestartGame()
{
ResetPlayerState();
ResetCurrentSessionState();
GetTree().ChangeSceneToPacked(LevelScenes[0]);
GetNode<SaveSystem>("/root/SaveSystem").SaveGame();
GetNode<SaveSystem>(Constants.SaveSystemPath).SaveGame();
}
public void QuitGame() => GetTree().Quit();
public void PauseGame() => Engine.TimeScale = 0;
public void ResumeGame() => Engine.TimeScale = 1;
public void StartNewGame()
{
ResetPlayerState();
ResetCurrentSessionState();
_speedRunManager?.StartTimer();
GetTree().ChangeSceneToPacked(LevelScenes[0]);
GetNode<SaveSystem>("/root/SaveSystem").SaveGame();
GetNode<SaveSystem>(Constants.SaveSystemPath).SaveGame();
}
public void ContinueGame()
{
var save = GetNode<SaveSystem>("/root/SaveSystem");
var save = GetNode<SaveSystem>(Constants.SaveSystemPath);
if (!save.LoadGame())
{
GD.PrintErr("Failed to load game. Starting a new game instead.");
@@ -220,22 +222,22 @@ public partial class GameManager : Node
else
GD.PrintErr("No levels unlocked to continue.");
}
public void OnLevelComplete()
{
var levelIndex = (int)PlayerState["current_level"];
MarkLevelComplete(levelIndex);
AddCoins((int)CurrentSessionState["coins_collected"]);
foreach (var s in (Array)CurrentSessionState["skills_unlocked"])
UnlockSkill((SkillData)s);
var completionTime = _speedRunManager?.GetCurrentLevelTime() ?? 0.0;
_eventBus.EmitSignal(EventBus.SignalName.LevelCompleted, levelIndex, GetTree().CurrentScene, completionTime);
EventBus.EmitLevelCompleted(levelIndex, GetTree().CurrentScene, completionTime);
ResetCurrentSessionState();
TryToGoToNextLevel();
GetNode<SaveSystem>("/root/SaveSystem").SaveGame();
GetNode<SaveSystem>(Constants.SaveSystemPath).SaveGame();
}
public Array<SkillData> GetUnlockedSkills()
@@ -253,17 +255,17 @@ public partial class GameManager : Node
public PlayerController GetPlayer()
{
if (_player != null && IsInstanceValid(_player)) return _player;
_player = null;
foreach (var node in _sceneNodes)
{
if (node is not PlayerController player) continue;
_player = player;
return _player;
}
GD.PrintErr("PlayerController not found in the scene tree.");
return null;
}

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@@ -1,5 +1,6 @@
using Godot;
using Godot.Collections;
using Mr.BrickAdventures;
using Mr.BrickAdventures.scripts.Resources;
namespace Mr.BrickAdventures.Autoloads;
@@ -13,7 +14,7 @@ public partial class SaveSystem : Node
public override void _Ready()
{
_gameManager = GetNode<GameManager>("/root/GameManager");
_gameManager = GetNode<GameManager>(Constants.GameManagerPath);
}
public void SaveGame()
@@ -46,16 +47,16 @@ 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;
}
public bool CheckSaveExists() => FileAccess.FileExists(SavePath);
}

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@@ -2,6 +2,7 @@ using System.Collections.Generic;
using System.Linq;
using Godot;
using Godot.Collections;
using Mr.BrickAdventures;
using Mr.BrickAdventures.scripts.components;
using Mr.BrickAdventures.scripts.interfaces;
using Mr.BrickAdventures.scripts.Resources;
@@ -14,19 +15,19 @@ public partial class SkillManager : Node
private PlayerController _player;
[Export] public Array<SkillData> AvailableSkills { get; set; } = [];
public Dictionary ActiveComponents { get; private set; } = new();
[Signal]
public delegate void ActiveThrowSkillChangedEventHandler(BrickThrowComponent throwComponent);
[Signal]
public delegate void SkillRemovedEventHandler(SkillData skillData);
public override void _Ready()
{
_gameManager = GetNode<GameManager>("/root/GameManager");
_gameManager = GetNode<GameManager>(Constants.GameManagerPath);
}
/// <summary>
/// Called by the PlayerController from its _Ready method to register itself with the manager.
/// </summary>
@@ -39,7 +40,7 @@ public partial class SkillManager : Node
{
UnregisterPlayer();
}
_player = player;
if (_player != null)
{
@@ -61,7 +62,7 @@ public partial class SkillManager : Node
}
_player = null;
}
public void AddSkill(SkillData skillData)
{
// Ensure a valid player is registered before adding a skill.
@@ -70,7 +71,7 @@ public partial class SkillManager : Node
GD.Print("SkillManager: Player not available to add skill.");
return;
}
if (ActiveComponents.ContainsKey(skillData.Name))
return;
@@ -98,9 +99,9 @@ public partial class SkillManager : Node
if (instance is ISkill skill)
{
// Initialize the skill with the registered player instance.
skill.Initialize(_player, skillData);
skill.Initialize(_player, skillData);
skill.Activate();
}
}
else
{
GD.PrintErr($"Skill scene for '{skillData.Name}' does not implement ISkill!");
@@ -111,18 +112,18 @@ public partial class SkillManager : Node
// Add the skill node as a child of the player.
_player.AddChild(instance);
ActiveComponents[skillData.Name] = instance;
if (instance is BrickThrowComponent btc)
{
EmitSignalActiveThrowSkillChanged(btc);
EmitSignalActiveThrowSkillChanged(btc);
}
}
public void RemoveSkill(string skillName)
{
if (!ActiveComponents.TryGetValue(skillName, out var component))
return;
if (component.AsGodotObject() is BrickThrowComponent)
{
EmitSignalActiveThrowSkillChanged(null);
@@ -133,7 +134,7 @@ public partial class SkillManager : Node
{
skill.Deactivate();
}
if (IsInstanceValid(inst))
inst.QueueFree();
@@ -150,7 +151,7 @@ public partial class SkillManager : Node
var sd = GetSkillByName(skillName);
if (sd != null) EmitSignalSkillRemoved(sd);
}
private void RemoveAllActiveSkills()
{
// Create a copy of keys to avoid modification during iteration

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@@ -1,5 +1,6 @@
using Godot;
using Godot.Collections;
using Mr.BrickAdventures;
namespace Mr.BrickAdventures.Autoloads;
@@ -11,8 +12,8 @@ public partial class StatisticsManager : Node
public override void _Ready()
{
_gameManager = GetNode<GameManager>("/root/GameManager");
_achievementManager = GetNode<AchievementManager>("/root/AchievementManager");
_gameManager = GetNode<GameManager>(Constants.GameManagerPath);
_achievementManager = GetNode<AchievementManager>(Constants.AchievementManagerPath);
LoadStatistics();
}
@@ -28,7 +29,7 @@ public partial class StatisticsManager : Node
_gameManager.PlayerState["statistics"] = _stats;
}
}
/// <summary>
/// Increases a numerical statistic by a given amount.
/// </summary>

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@@ -1,4 +1,4 @@
[gd_scene load_steps=58 format=3 uid="uid://bqi5s710xb1ju"]
[gd_scene load_steps=57 format=3 uid="uid://bqi5s710xb1ju"]
[ext_resource type="Script" uid="uid://csel4s0e4g5uf" path="res://scripts/components/PlayerController.cs" id="1_yysbb"]
[ext_resource type="Shader" uid="uid://bs4xvm4qkurpr" path="res://shaders/hit_flash.tres" id="2_lgb3u"]
@@ -19,7 +19,6 @@
[ext_resource type="PackedScene" uid="uid://dre1vit1m4d2n" path="res://objects/movement_abilities/grid_movement_ability.tscn" id="8_xuhvf"]
[ext_resource type="Script" uid="uid://dy78ak8eykw6e" path="res://scripts/components/FlipComponent.cs" id="9_yysbb"]
[ext_resource type="Script" uid="uid://mnjg3p0aw1ow" path="res://scripts/components/CanPickUpComponent.cs" id="10_yysbb"]
[ext_resource type="Script" uid="uid://ccqb8kd5m0eh7" path="res://scripts/components/ScoreComponent.cs" id="11_o1ihh"]
[ext_resource type="Script" uid="uid://dgb8bqcri7nsj" path="res://scripts/components/HealthComponent.cs" id="12_ur2y5"]
[ext_resource type="Script" uid="uid://byw1legrv1ep2" path="res://scripts/components/PlayerDeathComponent.cs" id="13_7til7"]
[ext_resource type="Script" uid="uid://cecelixl41t3j" path="res://scripts/components/InvulnerabilityComponent.cs" id="15_xuhvf"]
@@ -175,9 +174,6 @@ shape = SubResource("RectangleShape2D_vad0t")
[node name="CanPickUpComponent" type="Node" parent="."]
script = ExtResource("10_yysbb")
[node name="ScoreComponent" type="Node" parent="."]
script = ExtResource("11_o1ihh")
[node name="HealthComponent" type="Node2D" parent="." node_paths=PackedStringArray("HurtSfx", "HealSfx")]
script = ExtResource("12_ur2y5")
HurtSfx = NodePath("../sfx_hurt")

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@@ -46,6 +46,8 @@ EventBus="*res://Autoloads/EventBus.cs"
StatisticsManager="*res://Autoloads/StatisticsManager.cs"
SpeedRunManager="res://Autoloads/SpeedRunManager.cs"
GhostManager="res://objects/ghost_manager.tscn"
ScoreEventHandler="*res://scripts/Events/ScoreEventHandler.cs"
StatisticsEventHandler="*res://scripts/Events/StatisticsEventHandler.cs"
[debug]

24
scripts/Constants.cs Normal file
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@@ -0,0 +1,24 @@
namespace Mr.BrickAdventures;
/// <summary>
/// Constants for autoload paths and other commonly used values.
/// </summary>
public static class Constants
{
// Autoload paths
public const string EventBusPath = "/root/EventBus";
public const string GameManagerPath = "/root/GameManager";
public const string SaveSystemPath = "/root/SaveSystem";
public const string SpeedRunManagerPath = "/root/SpeedRunManager";
public const string GhostManagerPath = "/root/GhostManager";
public const string AchievementManagerPath = "/root/AchievementManager";
public const string StatisticsManagerPath = "/root/StatisticsManager";
public const string SkillManagerPath = "/root/SkillManager";
public const string FloatingTextManagerPath = "/root/FloatingTextManager";
public const string UIManagerPath = "/root/UIManager";
public const string ConsoleManagerPath = "/root/ConsoleManager";
public const string ConfigFileHandlerPath = "/root/ConfigFileHandler";
// Group names
public const string CoinsGroup = "coins";
}

1
scripts/Constants.cs.uid Normal file
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@@ -0,0 +1 @@
uid://bn7o3n3bomvrd

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@@ -1,4 +1,5 @@
using Godot;
using Mr.BrickAdventures;
using Mr.BrickAdventures.Autoloads;
namespace Mr.BrickAdventures.scripts.Events;
@@ -10,11 +11,10 @@ public partial class GhostEventHandler : Node
public override void _Ready()
{
_ghostManager = GetNode<GhostManager>("/root/GhostManager");
var eventBus = GetNode<EventBus>("/root/EventBus");
eventBus.LevelStarted += OnLevelStarted;
eventBus.LevelCompleted += OnLevelCompleted;
_ghostManager = GetNode<GhostManager>(Constants.GhostManagerPath);
EventBus.Instance.LevelStarted += OnLevelStarted;
EventBus.Instance.LevelCompleted += OnLevelCompleted;
}
private void OnLevelStarted(int levelIndex, Node currentScene)
@@ -23,7 +23,7 @@ public partial class GhostEventHandler : Node
_ghostManager.StartRecording(levelIndex);
_ghostManager.SpawnGhostPlayer(levelIndex, currentScene);
}
private void OnLevelCompleted(int levelIndex, Node currentScene, double completionTime)
{
_ghostManager.StopRecording(true, completionTime);

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@@ -0,0 +1,34 @@
using Godot;
using Mr.BrickAdventures;
using Mr.BrickAdventures.Autoloads;
namespace Mr.BrickAdventures.scripts.Events;
/// <summary>
/// Handles coin collection events and updates the session state.
/// Replaces the manual signal wiring in ScoreComponent.
/// </summary>
public partial class ScoreEventHandler : Node
{
private GameManager _gameManager;
public override void _Ready()
{
_gameManager = GetNode<GameManager>(Constants.GameManagerPath);
EventBus.Instance.CoinCollected += OnCoinCollected;
}
public override void _ExitTree()
{
if (EventBus.Instance != null)
EventBus.Instance.CoinCollected -= OnCoinCollected;
}
private void OnCoinCollected(int amount, Vector2 position)
{
var currentCoins = (int)_gameManager.CurrentSessionState["coins_collected"];
_gameManager.CurrentSessionState["coins_collected"] = currentCoins + amount;
GD.Print($"ScoreEventHandler: Collected {amount} coins. Total session coins: {currentCoins + amount}");
}
}

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@@ -0,0 +1 @@
uid://cs4cfk7g5vh2v

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@@ -1,4 +1,5 @@
using Godot;
using Mr.BrickAdventures;
using Mr.BrickAdventures.Autoloads;
namespace Mr.BrickAdventures.scripts.Events;
@@ -10,10 +11,9 @@ public partial class SpeedRunEventHandler : Node
public override void _Ready()
{
_speedRunManager = GetNode<SpeedRunManager>("/root/SpeedRunManager");
var eventBus = GetNode<EventBus>("/root/EventBus");
eventBus.LevelCompleted += OnLevelCompleted;
_speedRunManager = GetNode<SpeedRunManager>(Constants.SpeedRunManagerPath);
EventBus.Instance.LevelCompleted += OnLevelCompleted;
}
private void OnLevelCompleted(int levelIndex, Node currentScene, double completionTime)

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@@ -0,0 +1,62 @@
using Godot;
using Mr.BrickAdventures;
using Mr.BrickAdventures.Autoloads;
namespace Mr.BrickAdventures.scripts.Events;
/// <summary>
/// Handles game events and updates statistics accordingly.
/// Listens to EventBus signals and increments relevant stats.
/// </summary>
public partial class StatisticsEventHandler : Node
{
private StatisticsManager _statisticsManager;
public override void _Ready()
{
_statisticsManager = GetNode<StatisticsManager>(Constants.StatisticsManagerPath);
// Subscribe to events
EventBus.Instance.CoinCollected += OnCoinCollected;
EventBus.Instance.EnemyDefeated += OnEnemyDefeated;
EventBus.Instance.PlayerDied += OnPlayerDied;
EventBus.Instance.LevelCompleted += OnLevelCompleted;
EventBus.Instance.ChildRescued += OnChildRescued;
}
public override void _ExitTree()
{
if (EventBus.Instance == null) return;
EventBus.Instance.CoinCollected -= OnCoinCollected;
EventBus.Instance.EnemyDefeated -= OnEnemyDefeated;
EventBus.Instance.PlayerDied -= OnPlayerDied;
EventBus.Instance.LevelCompleted -= OnLevelCompleted;
EventBus.Instance.ChildRescued -= OnChildRescued;
}
private void OnCoinCollected(int amount, Vector2 position)
{
_statisticsManager.IncrementStat("coins_collected", amount);
}
private void OnEnemyDefeated(Node enemy, Vector2 position)
{
_statisticsManager.IncrementStat("enemies_defeated");
}
private void OnPlayerDied(Vector2 position)
{
_statisticsManager.IncrementStat("deaths");
}
private void OnLevelCompleted(int levelIndex, Node currentScene, double completionTime)
{
_statisticsManager.IncrementStat("levels_completed");
}
private void OnChildRescued(Vector2 position)
{
_statisticsManager.IncrementStat("children_rescued");
}
}

View File

@@ -0,0 +1 @@
uid://l68tjau3k6bw

View File

@@ -1,4 +1,5 @@
using Godot;
using Mr.BrickAdventures;
using Mr.BrickAdventures.Autoloads;
namespace Mr.BrickAdventures.scripts.UI;
@@ -10,19 +11,19 @@ public partial class AudioSettings : Control
[Export] public Slider SfxVolumeSlider { get; set; }
[Export] public Control AudioSettingsControl { get; set; }
[Export] public float MuteThreshold { get; set; } = -20f;
private UIManager _uiManager;
private ConfigFileHandler _configFileHandler;
public override void _Ready()
{
_uiManager = GetNode<UIManager>("/root/UIManager");
_configFileHandler = GetNode<ConfigFileHandler>("/root/ConfigFileHandler");
_uiManager = GetNode<UIManager>(Constants.UIManagerPath);
_configFileHandler = GetNode<ConfigFileHandler>(Constants.ConfigFileHandlerPath);
Initialize();
MasterVolumeSlider.ValueChanged += OnMasterVolumeChanged;
MusicVolumeSlider.ValueChanged += OnMusicVolumeChanged;
SfxVolumeSlider.ValueChanged += OnSfxVolumeChanged;
LoadSettings();
}
@@ -35,7 +36,7 @@ public partial class AudioSettings : Control
{
if (!@event.IsActionReleased("ui_cancel")) return;
if (!_uiManager.IsScreenOnTop(AudioSettingsControl)) return;
SaveSettings();
_uiManager.PopScreen();
}
@@ -64,12 +65,12 @@ public partial class AudioSettings : Control
MasterVolumeSlider.Value = volumeDb;
MasterVolumeSlider.MinValue = MuteThreshold;
MasterVolumeSlider.MaxValue = 0f;
var musicVolumeDb = AudioServer.GetBusVolumeDb(AudioServer.GetBusIndex("music"));
MusicVolumeSlider.Value = musicVolumeDb;
MusicVolumeSlider.MinValue = MuteThreshold;
MusicVolumeSlider.MaxValue = 0f;
var sfxVolumeDb = AudioServer.GetBusVolumeDb(AudioServer.GetBusIndex("sfx"));
SfxVolumeSlider.Value = sfxVolumeDb;
SfxVolumeSlider.MinValue = MuteThreshold;
@@ -95,12 +96,12 @@ public partial class AudioSettings : Control
{
var settingsConfig = _configFileHandler.SettingsConfig;
if (!settingsConfig.HasSection("audio_settings")) return;
var masterVolume = (float)settingsConfig.GetValue("audio_settings", "master_volume", MasterVolumeSlider.Value);
var musicVolume = (float)settingsConfig.GetValue("audio_settings", "music_volume", MusicVolumeSlider.Value);
var sfxVolume = (float)settingsConfig.GetValue("audio_settings", "sfx_volume", SfxVolumeSlider.Value);
var muteThreshold = (float)settingsConfig.GetValue("audio_settings", "mute_threshold", MuteThreshold);
MasterVolumeSlider.Value = masterVolume;
MusicVolumeSlider.Value = musicVolume;
SfxVolumeSlider.Value = sfxVolume;

View File

@@ -1,4 +1,5 @@
using Godot;
using Mr.BrickAdventures;
using Mr.BrickAdventures.Autoloads;
using Mr.BrickAdventures.scripts.components;
using Mr.BrickAdventures.scripts.Resources;
@@ -17,15 +18,15 @@ public partial class ChargeProgressBar : ProgressBar
{
ProgressBar.Hide();
_skillManager = GetNodeOrNull<SkillManager>("/root/SkillManager");
_skillManager = GetNodeOrNull<SkillManager>(Constants.SkillManagerPath);
if (_skillManager == null)
{
GD.PrintErr("ChargeProgressBar: SkillManager autoload not found.");
return;
}
_skillManager.ActiveThrowSkillChanged += OnActiveThrowSkillChanged;
SetupDependencies();
}
@@ -43,7 +44,7 @@ public partial class ChargeProgressBar : ProgressBar
OnOwnerExiting();
if (throwComponent == null || !IsInstanceValid(throwComponent)) return;
_throwComponent = throwComponent;
_throwComponent.TreeExiting += OnOwnerExiting;
SetupDependencies();
@@ -60,7 +61,7 @@ public partial class ChargeProgressBar : ProgressBar
}
_throwComponent = null;
}
private void SetupDependencies()
{
@@ -68,7 +69,7 @@ public partial class ChargeProgressBar : ProgressBar
{
return;
}
if (_throwComponent.ThrowInputBehavior is ChargeThrowInputResource throwInput)
{
_throwInput = throwInput;
@@ -77,7 +78,7 @@ public partial class ChargeProgressBar : ProgressBar
{
_throwInput = null;
}
if (_throwInput == null)
{
return;
@@ -88,9 +89,9 @@ public partial class ChargeProgressBar : ProgressBar
ProgressBar.Hide();
return;
}
SetupProgressBar();
_throwInput.ChargeStarted += OnChargeStarted;
_throwInput.ChargeStopped += OnChargeStopped;
_throwInput.ChargeUpdated += OnChargeUpdated;

View File

@@ -1,4 +1,5 @@
using Godot;
using Mr.BrickAdventures;
using Mr.BrickAdventures.Autoloads;
namespace Mr.BrickAdventures.scripts.UI;
@@ -9,7 +10,7 @@ public partial class Credits : Control
public override void _Ready()
{
_uiManager = GetNode<UIManager>("/root/UIManager");
_uiManager = GetNode<UIManager>(Constants.UIManagerPath);
}
public override void _UnhandledInput(InputEvent @event)

View File

@@ -1,4 +1,5 @@
using Godot;
using Mr.BrickAdventures;
using Mr.BrickAdventures.Autoloads;
using Mr.BrickAdventures.scripts.Resources;
@@ -12,27 +13,27 @@ public partial class DeathScreen : Control
[Export] public Label LivesLeftLabel { get; set; }
[Export] public float TimeoutTime { get; set; } = 2.0f;
[Export] public Godot.Collections.Array<Node> NodesToDisable { get; set; } = new();
private GameManager _gameManager;
private Timer _timer;
public override void _Ready()
{
_gameManager = GetNode<GameManager>("/root/GameManager");
_gameManager = GetNode<GameManager>(Constants.GameManagerPath);
SetLabels();
}
private void SetLabels()
{
if (_gameManager == null) return;
if (CurrentLevel != null)
{
CurrentLevelLabel.Text = CurrentLevel.LevelName;
}
LivesLeftLabel.Text = $" x {_gameManager.GetLives()}";
}
private void SetupTimer()
{
_timer = new Timer();
@@ -42,31 +43,31 @@ public partial class DeathScreen : Control
AddChild(_timer);
_timer.Start();
}
private void ToggleNodes()
{
foreach (var node in NodesToDisable)
{
node.ProcessMode = node.ProcessMode == ProcessModeEnum.Disabled
? ProcessModeEnum.Inherit
node.ProcessMode = node.ProcessMode == ProcessModeEnum.Disabled
? ProcessModeEnum.Inherit
: ProcessModeEnum.Disabled;
}
}
public void OnPlayerDeath()
{
if (_gameManager == null) return;
ToggleNodes();
SetLabels();
Show();
SetupTimer();
}
private void OnTimeout()
{
if (_gameManager == null || _gameManager.GetLives() == 0) return;
GetTree().ReloadCurrentScene();
}
}

View File

@@ -1,4 +1,5 @@
using Godot;
using Mr.BrickAdventures;
using Mr.BrickAdventures.Autoloads;
namespace Mr.BrickAdventures.scripts.UI;
@@ -9,14 +10,14 @@ public partial class GameOverScreen : Control
[Export] public Button RestartButton { get; set; }
[Export] public Button MainMenuButton { get; set; }
[Export] public PackedScene MainMenuScene { get; set; }
private GameManager _gameManager;
public override void _Ready()
{
_gameManager = GetNode<GameManager>("/root/GameManager");
_gameManager = GetNode<GameManager>(Constants.GameManagerPath);
RestartButton.Pressed += OnRestartClicked;
MainMenuButton.Pressed += OnMainMenuClicked;
MainMenuButton.Pressed += OnMainMenuClicked;
}
private void OnMainMenuClicked()
@@ -33,7 +34,7 @@ public partial class GameOverScreen : Control
public void OnPlayerDeath()
{
if (_gameManager == null || _gameManager.GetLives() != 0) return;
GameOverPanel.Show();
}
}

View File

@@ -1,4 +1,5 @@
using Godot;
using Mr.BrickAdventures;
using Mr.BrickAdventures.Autoloads;
using Mr.BrickAdventures.scripts.components;
@@ -15,7 +16,7 @@ public partial class Hud : Control
public override void _Ready()
{
_gameManager = GetNode<GameManager>("/root/GameManager");
_gameManager = GetNode<GameManager>(Constants.GameManagerPath);
}
public override void _Process(double delta)

View File

@@ -1,4 +1,5 @@
using Godot;
using Mr.BrickAdventures;
using Mr.BrickAdventures.Autoloads;
namespace Mr.BrickAdventures.scripts.UI;
@@ -14,16 +15,16 @@ public partial class MainMenu : Control
[Export] public Label VersionLabel { get; set; }
[Export] public Control SettingsControl { get; set; }
[Export] public Control CreditsControl { get; set; }
private SaveSystem _saveSystem;
private GameManager _gameManager;
private UIManager _uiManager;
public override void _Ready()
{
_saveSystem = GetNode<SaveSystem>("/root/SaveSystem");
_gameManager = GetNode<GameManager>("/root/GameManager");
_uiManager = GetNode<UIManager>("/root/UIManager");
_saveSystem = GetNode<SaveSystem>(Constants.SaveSystemPath);
_gameManager = GetNode<GameManager>(Constants.GameManagerPath);
_uiManager = GetNode<UIManager>(Constants.UIManagerPath);
NewGameButton.Pressed += OnNewGamePressed;
ContinueButton.Pressed += OnContinuePressed;

View File

@@ -1,6 +1,7 @@
using System.Collections.Generic;
using Godot;
using Godot.Collections;
using Mr.BrickAdventures;
using Mr.BrickAdventures.Autoloads;
using Mr.BrickAdventures.scripts.components;
using Mr.BrickAdventures.scripts.Resources;
@@ -17,7 +18,7 @@ public partial class Marketplace : Control
[Export] public Array<Node> ComponentsToDisable { get; set; } = [];
[Export] public PackedScene MarketplaceButtonScene { get; set; }
[Export] public PackedScene SkillButtonScene { get; set; }
private GameManager _gameManager;
private SkillManager _skillManager;
private readonly List<Button> _unlockButtons = [];
@@ -25,21 +26,21 @@ public partial class Marketplace : Control
public override void _Ready()
{
_gameManager = GetNode<GameManager>("/root/GameManager");
_skillManager = GetNode<SkillManager>("/root/SkillManager");
_gameManager = GetNode<GameManager>(Constants.GameManagerPath);
_skillManager = GetNode<SkillManager>(Constants.SkillManagerPath);
_skillManager.SkillRemoved += OnSkillRemoved;
Skills = _skillManager.AvailableSkills;
var skillsToUnlock = new List<SkillData>();
foreach (var skill in Skills) skillsToUnlock.Add(skill);
foreach (var skill in skillsToUnlock) CreateUpgradeButton(skill);
var unlockedSkills = _gameManager.GetUnlockedSkills();
foreach (var skill in unlockedSkills) CreateSkillButton(skill);
SkillUnlockerComponent.SkillUnlocked += OnSkillUnlocked;
}
@@ -51,7 +52,7 @@ public partial class Marketplace : Control
public override void _Input(InputEvent @event)
{
if (!@event.IsActionPressed("show_marketplace")) return;
if (IsVisible())
{
Hide();
@@ -75,7 +76,7 @@ public partial class Marketplace : Control
break;
}
}
if (!buttonExists) CreateSkillButton(skill);
foreach (var btn in _skillButtons)
@@ -92,7 +93,7 @@ public partial class Marketplace : Control
button.Setup();
button.Pressed += () => OnSkillButtonPressed(button);
button.Activate();
_skillButtons.Add(button);
UnlockedGrid.AddChild(button);
UnlockedGrid.QueueSort();
@@ -104,7 +105,7 @@ public partial class Marketplace : Control
button.Data = skill;
button.Icon = skill.Icon;
button.Pressed += () => OnUpgradeButtonPressed(skill);
_unlockButtons.Add(button);
ToUnlockGrid.AddChild(button);
ToUnlockGrid.QueueSort();
@@ -133,7 +134,7 @@ public partial class Marketplace : Control
private void OnSkillButtonPressed(SkillButton button)
{
SkillUnlockerComponent.SkillManager.ToggleSkillActivation(button.Data);
foreach (var btn in _skillButtons)
{
if (btn.Data.IsActive)
@@ -142,7 +143,7 @@ public partial class Marketplace : Control
btn.Deactivate();
}
}
private void OnSkillRemoved(SkillData skill)
{
SkillButton buttonToRemove = null;

View File

@@ -1,4 +1,5 @@
using Godot;
using Mr.BrickAdventures;
using Mr.BrickAdventures.Autoloads;
using Mr.BrickAdventures.scripts.components;
using Mr.BrickAdventures.scripts.Resources;
@@ -11,26 +12,26 @@ public partial class MarketplaceButton : Button
[Export] public Texture2D UnlockedSkillIcon { get; set; }
[Export] public Texture2D LockedSkillIcon { get; set; }
[Export] public Container SkillLevelContainer { get; set; }
private GameManager _gameManager;
private SkillUnlockerComponent _skillUnlockerComponent;
private SkillManager _skillManager;
public override void _Ready()
{
_gameManager = GetNode<GameManager>("/root/GameManager");
_gameManager = GetNode<GameManager>(Constants.GameManagerPath);
var player = _gameManager.Player;
if (player == null) return;
_skillUnlockerComponent = player.GetNodeOrNull<SkillUnlockerComponent>("SkillUnlockerComponent");
if (_skillUnlockerComponent != null)
{
_skillUnlockerComponent.SkillUnlocked += OnSkillStateChanged;
}
_skillManager = GetNode<SkillManager>("/root/SkillManager");
_skillManager = GetNode<SkillManager>(Constants.SkillManagerPath);
_skillManager.SkillRemoved += OnSkillStateChanged;
UpdateButtonState();
}
@@ -41,7 +42,7 @@ public partial class MarketplaceButton : Button
_skillUnlockerComponent.SkillUnlocked -= OnSkillStateChanged;
}
}
private void OnSkillStateChanged(SkillData skill)
{
if (skill.Name == Data.Name)
@@ -59,7 +60,7 @@ public partial class MarketplaceButton : Button
}
var isUnlocked = _gameManager.IsSkillUnlocked(Data);
for (var i = 0; i < SkillLevelContainer.GetChildCount(); i++)
{
SkillLevelContainer.GetChild(i).QueueFree();

View File

@@ -1,4 +1,5 @@
using Godot;
using Mr.BrickAdventures;
using Mr.BrickAdventures.Autoloads;
namespace Mr.BrickAdventures.scripts.UI;
@@ -18,8 +19,8 @@ public partial class PauseMenu : Control
public override void _Ready()
{
_gameManager = GetNode<GameManager>("/root/GameManager");
_uiManager = GetNode<UIManager>("/root/UIManager");
_gameManager = GetNode<GameManager>(Constants.GameManagerPath);
_uiManager = GetNode<UIManager>(Constants.UIManagerPath);
ResumeButton.Pressed += OnResumePressed;
MainMenuButton.Pressed += OnMainMenuPressed;

View File

@@ -1,4 +1,5 @@
using Godot;
using Mr.BrickAdventures;
using Mr.BrickAdventures.Autoloads;
namespace Mr.BrickAdventures.scripts.UI;
@@ -14,18 +15,18 @@ public partial class SettingsMenu : Control
[Export] public Button AudioSettingsButton { get; set; }
[Export] public Button DisplaySettingsButton { get; set; }
[Export] public Button GameplaySettingsButton { get; set; }
private UIManager _uiManager;
public override void _Ready()
{
_uiManager = GetNode<UIManager>("/root/UIManager");
_uiManager = GetNode<UIManager>(Constants.UIManagerPath);
InputSettingsButton.Pressed += OnInputSettingsPressed;
AudioSettingsButton.Pressed += OnAudioSettingsPressed;
DisplaySettingsButton.Pressed += OnDisplaySettingsPressed;
GameplaySettingsButton.Pressed += OnGameplaySettingsPressed;
InputSettingsControl?.Hide();
AudioSettingsControl?.Hide();
DisplaySettingsControl?.Hide();

View File

@@ -1,4 +1,5 @@
using Godot;
using Mr.BrickAdventures;
using Mr.BrickAdventures.Autoloads;
namespace Mr.BrickAdventures.scripts.UI;
@@ -7,15 +8,15 @@ namespace Mr.BrickAdventures.scripts.UI;
public partial class SpeedRunHud : Control
{
[Export] private Label _timerLabel;
private SpeedRunManager _speedRunManager;
public override void _Ready()
{
_speedRunManager = GetNode<SpeedRunManager>("/root/SpeedRunManager");
_speedRunManager = GetNode<SpeedRunManager>(Constants.SpeedRunManagerPath);
_speedRunManager.TimeUpdated += OnTimerUpdated;
Visible = _speedRunManager.IsVisible;
}

View File

@@ -1,4 +1,5 @@
using Godot;
using Mr.BrickAdventures;
using Mr.BrickAdventures.Autoloads;
using Mr.BrickAdventures.scripts.interfaces;
using Mr.BrickAdventures.scripts.Resources;
@@ -9,7 +10,7 @@ namespace Mr.BrickAdventures.scripts.components;
public partial class BrickShieldSkillComponent : Node, ISkill
{
[Export] public PackedScene ShieldScene { get; set; }
private PlayerController _player;
private Node2D _shieldInstance;
private SkillData _skillData;
@@ -19,8 +20,8 @@ public partial class BrickShieldSkillComponent : Node, ISkill
public override void _Ready()
{
_gameManager = GetNode<GameManager>("/root/GameManager");
_skillManager = GetNode<SkillManager>("/root/SkillManager");
_gameManager = GetNode<GameManager>(Constants.GameManagerPath);
_skillManager = GetNode<SkillManager>(Constants.SkillManagerPath);
}
public void Initialize(Node owner, SkillData data)
@@ -59,7 +60,7 @@ public partial class BrickShieldSkillComponent : Node, ISkill
_shieldHealth.MaxHealth = (float)newHealth;
}
}
private void OnShieldDestroyed()
{
if (_gameManager != null && _skillData != null && _skillManager != null)

View File

@@ -1,5 +1,6 @@
using System;
using Godot;
using Mr.BrickAdventures;
using Mr.BrickAdventures.Autoloads;
using Mr.BrickAdventures.scripts.Resources;
@@ -35,7 +36,7 @@ public partial class CollectableComponent : Node
if (Owner.HasNode("FadeAwayComponent"))
_hasFadeAway = true;
_floatingTextManager = GetNode<FloatingTextManager>("/root/FloatingTextManager");
_floatingTextManager = GetNode<FloatingTextManager>(Constants.FloatingTextManagerPath);
}
private async void OnArea2DBodyEntered(Node2D body)
@@ -53,12 +54,18 @@ public partial class CollectableComponent : Node
{
case CollectableType.Coin:
_floatingTextManager?.ShowCoin((int)Data.Amount, ownerNode.GlobalPosition);
EventBus.EmitCoinCollected((int)Data.Amount, ownerNode.GlobalPosition);
break;
case CollectableType.Health:
_floatingTextManager?.ShowMessage("Healed!", ownerNode.GlobalPosition);
EventBus.EmitItemCollected(Data.Type, Data.Amount, ownerNode.GlobalPosition);
break;
case CollectableType.Kid:
_floatingTextManager?.ShowMessage("Rescued!", ownerNode.GlobalPosition);
EventBus.EmitChildRescued(ownerNode.GlobalPosition);
break;
default:
EventBus.EmitItemCollected(Data.Type, Data.Amount, ownerNode.GlobalPosition);
break;
}
}

View File

@@ -1,5 +1,6 @@
using System.Threading.Tasks;
using Godot;
using Mr.BrickAdventures.Autoloads;
namespace Mr.BrickAdventures.scripts.components;
@@ -23,7 +24,7 @@ public partial class EnemyDeathComponent : Node
GD.PushError("EnemyDeathComponent: Health is not set.");
return;
}
Health.Death += OnDeath;
}
@@ -34,6 +35,12 @@ public partial class EnemyDeathComponent : Node
private async Task Die()
{
// Emit enemy defeated event for statistics and other systems
if (Owner is Node2D ownerNode)
{
EventBus.EmitEnemyDefeated(Owner, ownerNode.GlobalPosition);
}
CollisionShape.SetDisabled(true);
var tween = CreateTween();
tween.TweenProperty(Owner, "scale", Vector2.Zero, TweenDuration);

View File

@@ -1,4 +1,5 @@
using Godot;
using Mr.BrickAdventures;
using Mr.BrickAdventures.Autoloads;
using Mr.BrickAdventures.scripts.interfaces;
@@ -12,25 +13,25 @@ public partial class ExitDoorComponent : Area2D, IUnlockable
[Export] public AudioStreamPlayer2D OpenDoorSfx { get; set; }
[Export] public int OpenedDoorFrame { get; set; } = 0;
[Export] public string AchievementId = "level_complete_1";
[Signal] public delegate void ExitTriggeredEventHandler();
private GameManager _gameManager;
private AchievementManager _achievementManager;
public override void _Ready()
{
_gameManager = GetNode<GameManager>("/root/GameManager");
_achievementManager = GetNode<AchievementManager>("/root/AchievementManager");
_gameManager = GetNode<GameManager>(Constants.GameManagerPath);
_achievementManager = GetNode<AchievementManager>(Constants.AchievementManagerPath);
BodyEntered += OnExitAreaBodyEntered;
}
private void OnExitAreaBodyEntered(Node2D body)
{
if (Locked) return;
EmitSignalExitTriggered();
_achievementManager.UnlockAchievement(AchievementId);
_gameManager.UnlockLevel((int)_gameManager.PlayerState["current_level"] + 1);

View File

@@ -1,5 +1,6 @@
using System.Threading.Tasks;
using Godot;
using Mr.BrickAdventures;
using Mr.BrickAdventures.Autoloads;
namespace Mr.BrickAdventures.scripts.components;
@@ -11,22 +12,22 @@ public partial class HealthComponent : Node2D
[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();
private FloatingTextManager _floatingTextManager;
public override void _Ready()
{
_floatingTextManager = GetNode<FloatingTextManager>("/root/FloatingTextManager");
_floatingTextManager = GetNode<FloatingTextManager>(Constants.FloatingTextManagerPath);
}
public void SetHealth(float newValue)
{
_ = ApplyHealthChange(newValue);
}
public void IncreaseHealth(float delta)
{
_ = ApplyHealthChange(Health + delta);
@@ -46,7 +47,7 @@ public partial class HealthComponent : Node2D
if (delta == 0.0f)
return;
if (delta < 0.0f)
_floatingTextManager?.ShowDamage(Mathf.Abs(delta), GlobalPosition);
else
@@ -64,16 +65,27 @@ public partial class HealthComponent : Node2D
await HurtSfx.ToSignal(HurtSfx, AudioStreamPlayer2D.SignalName.Finished);
}
}
Health = newHealth;
if (Health <= 0f)
{
EmitSignalDeath();
// Emit global event if this is the player
if (Owner is PlayerController)
EventBus.EmitPlayerDied(GlobalPosition);
}
else
{
EmitSignalHealthChanged(delta, Health);
// Emit global events if this is the player
if (Owner is PlayerController)
{
if (delta < 0f)
EventBus.EmitPlayerDamaged(Mathf.Abs(delta), Health, GlobalPosition);
else
EventBus.EmitPlayerHealed(delta, Health, GlobalPosition);
}
}
}
}

View File

@@ -1,5 +1,6 @@
using System.Threading.Tasks;
using Godot;
using Mr.BrickAdventures;
using Mr.BrickAdventures.Autoloads;
namespace Mr.BrickAdventures.scripts.components;
@@ -15,25 +16,25 @@ public partial class LeverComponent : Node
[Signal]
public delegate void ActivatedEventHandler();
private FloatingTextManager _floatingTextManager;
public override void _Ready()
{
_floatingTextManager = GetNode<FloatingTextManager>("/root/FloatingTextManager");
_floatingTextManager = GetNode<FloatingTextManager>(Constants.FloatingTextManagerPath);
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;
}
@@ -58,7 +59,7 @@ public partial class LeverComponent : Node
await timer.ToSignal(timer, Timer.SignalName.Timeout);
Sprite.Frame = StartAnimationIndex;
}
private void HandleTriggerLogic(Node2D obj)
{
var triggerLever = obj.GetNodeOrNull<TriggerLeverComponent>("TriggerLeverComponent");

View File

@@ -2,6 +2,7 @@ using System.Collections.Generic;
using System.Linq;
using System.Threading.Tasks;
using Godot;
using Mr.BrickAdventures;
using Mr.BrickAdventures.Autoloads;
namespace Mr.BrickAdventures.scripts.components;
@@ -10,7 +11,7 @@ namespace Mr.BrickAdventures.scripts.components;
public partial class PlayerController : CharacterBody2D
{
[Export] private Node MovementAbilitiesContainer { get; set; }
[ExportGroup("Movement Ability Scenes")]
[Export] public PackedScene GroundMovementScene { get; set; }
[Export] public PackedScene JumpMovementScene { get; set; }
@@ -19,23 +20,23 @@ public partial class PlayerController : CharacterBody2D
[Export] public PackedScene SpaceshipMovementScene { get; set; }
[Export] public PackedScene WallJumpScene { get; set; }
[Export] public PackedScene GridMovementScene { get; set; }
[Signal] public delegate void JumpInitiatedEventHandler();
[Signal] public delegate void MovementAbilitiesChangedEventHandler();
public Vector2 LastDirection { get; private set; } = Vector2.Right;
public Vector2 PreviousVelocity { get; private set; } = Vector2.Zero;
private List<MovementAbility> _abilities = [];
private PlayerInputHandler _inputHandler;
public IReadOnlyList<MovementAbility> GetActiveAbilities() => _abilities;
public override void _Ready()
{
var skillManager = GetNodeOrNull<SkillManager>("/root/SkillManager");
var skillManager = GetNodeOrNull<SkillManager>(Constants.SkillManagerPath);
skillManager?.RegisterPlayer(this);
_inputHandler = GetNode<PlayerInputHandler>("PlayerInputHandler");
foreach (var child in MovementAbilitiesContainer.GetChildren())
{
@@ -45,20 +46,20 @@ public partial class PlayerController : CharacterBody2D
_abilities.Add(ability);
}
}
_ = ConnectJumpAndGravityAbilities();
EmitSignalMovementAbilitiesChanged();
}
public override void _PhysicsProcess(double delta)
{
var velocity = Velocity;
foreach (var ability in _abilities)
{
velocity = ability.ProcessMovement(velocity, delta);
}
if (_inputHandler.MoveDirection.X != 0)
{
LastDirection = new Vector2(_inputHandler.MoveDirection.X > 0 ? 1 : -1, 0);
@@ -68,14 +69,14 @@ public partial class PlayerController : CharacterBody2D
Velocity = velocity;
MoveAndSlide();
}
public void AddAbility(MovementAbility ability)
{
MovementAbilitiesContainer.AddChild(ability);
ability.Initialize(this);
_abilities.Add(ability);
}
public void ClearMovementAbilities()
{
foreach (var ability in _abilities)
@@ -84,7 +85,7 @@ public partial class PlayerController : CharacterBody2D
}
_abilities.Clear();
}
public void RemoveAbility<T>() where T : MovementAbility
{
for (var i = _abilities.Count - 1; i >= 0; i--)
@@ -102,20 +103,20 @@ public partial class PlayerController : CharacterBody2D
public void SetPlatformMovement()
{
ClearMovementAbilities();
if (GroundMovementScene != null) AddAbility(GroundMovementScene.Instantiate<MovementAbility>());
if (JumpMovementScene != null) AddAbility(JumpMovementScene.Instantiate<MovementAbility>());
if (GravityScene != null) AddAbility(GravityScene.Instantiate<MovementAbility>());
if (OneWayPlatformScene != null) AddAbility(OneWayPlatformScene.Instantiate<MovementAbility>());
_ = ConnectJumpAndGravityAbilities();
EmitSignalMovementAbilitiesChanged();
}
public void SetSpaceshipMovement()
{
ClearMovementAbilities();
if (SpaceshipMovementScene != null) AddAbility(SpaceshipMovementScene.Instantiate<MovementAbility>());
EmitSignalMovementAbilitiesChanged();
}
@@ -130,10 +131,10 @@ public partial class PlayerController : CharacterBody2D
private async Task ConnectJumpAndGravityAbilities()
{
await ToSignal(GetTree(), SceneTree.SignalName.ProcessFrame);
var jumpAbility = _abilities.OfType<VariableJumpAbility>().FirstOrDefault();
var gravityAbility = _abilities.OfType<GravityAbility>().FirstOrDefault();
if (jumpAbility != null && gravityAbility != null)
{
gravityAbility.AscendGravity = jumpAbility.AscendGravity;

View File

@@ -1,4 +1,5 @@
using Godot;
using Mr.BrickAdventures;
using Mr.BrickAdventures.Autoloads;
namespace Mr.BrickAdventures.scripts.components;
@@ -10,12 +11,12 @@ public partial class PlayerDeathComponent : Node2D
[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");
_gameManager = GetNode<GameManager>(Constants.GameManagerPath);
HealthComponent.Death += OnDeath;
}
@@ -30,7 +31,7 @@ public partial class PlayerDeathComponent : Node2D
effect.GlobalPosition = GlobalPosition;
effect.Scale = EffectScale;
}
_gameManager.RemoveLives(1);
_gameManager.ResetCurrentSessionState();
}

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@@ -1,43 +0,0 @@
using Godot;
using Mr.BrickAdventures.Autoloads;
using Mr.BrickAdventures.scripts.Resources;
namespace Mr.BrickAdventures.scripts.components;
[GlobalClass]
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(CoinsGroupName);
foreach (var coin in coins)
{
var c = coin.GetNodeOrNull<CollectableComponent>("CollectableComponent");
if (c != null)
{
c.Collected += OnCollected;
}
}
}
private void OnCollected(float amount, CollectableType type, Node2D body)
{
if (type != CollectableType.Coin) return;
var coinAmount = (int)amount;
var currentCoins = (int)_gameManager.CurrentSessionState["coins_collected"];
_gameManager.CurrentSessionState["coins_collected"] = currentCoins + coinAmount;
}
}

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@@ -1 +0,0 @@
uid://ccqb8kd5m0eh7

View File

@@ -1,5 +1,6 @@
using Godot;
using Godot.Collections;
using Mr.BrickAdventures;
using Mr.BrickAdventures.Autoloads;
using Mr.BrickAdventures.scripts.interfaces;
using Mr.BrickAdventures.scripts.Resources;
@@ -18,8 +19,8 @@ public partial class SkillUnlockerComponent : Node
public override void _Ready()
{
_gameManager = GetNode<GameManager>("/root/GameManager");
SkillManager = GetNode<SkillManager>("/root/SkillManager");
_gameManager = GetNode<GameManager>(Constants.GameManagerPath);
SkillManager = GetNode<SkillManager>(Constants.SkillManagerPath);
}
private bool HasEnoughCoins(int amount)