Files
przygody-pana-cegly/scripts/components/PacXonGridInteractor.cs
Gabriel Kaszewski a8ff492aed Pacxon (#12)
* Add GridMovementAbility and PacXonGridInteractor for grid-based movement; integrate with PlayerController and PacXonLevel

* Add GhostMovementComponent and PacXonTrailComponent; integrate ghost movement and trail features in PacXonLevel

* Update main menu button focus and add new movement abilities; adjust player and ghost initialization in PacXonLevel
2025-09-13 01:52:07 +02:00

91 lines
3.0 KiB
C#

using System.Collections.Generic;
using Godot;
namespace Mr.BrickAdventures.scripts.components;
[GlobalClass]
public partial class PacXonGridInteractor : Node
{
private enum PlayerGridState { OnSolid, DrawingTrail }
private PacXonGridManager _gridManager;
private HealthComponent _healthComponent;
private GridMovementAbility _gridMovement;
private PlayerGridState _currentState = PlayerGridState.OnSolid;
private readonly List<Vector2I> _currentTrail = [];
private List<Node2D> _ghosts = [];
[Signal] public delegate void TrailStartedEventHandler(Vector2 startPosition);
[Signal] public delegate void TrailExtendedEventHandler(Vector2 newPosition);
[Signal] public delegate void TrailClearedEventHandler();
public override void _Ready()
{
_healthComponent = Owner.GetNodeOrNull<HealthComponent>("HealthComponent");
}
public void Initialize(PacXonGridManager gridManager, GridMovementAbility gridMovement, List<Node2D> ghosts)
{
_gridManager = gridManager;
_gridMovement = gridMovement;
_ghosts = ghosts;
_gridMovement.Moved += OnPlayerMoved;
}
private void OnPlayerMoved(Vector2 newPosition)
{
if (_gridManager == null) return;
var mapCoords = _gridManager.LocalToMap(newPosition);
var destinationState = _gridManager.GetCellState(mapCoords);
if (_currentState == PlayerGridState.DrawingTrail) EmitSignalTrailExtended(newPosition);
if (destinationState == CellState.Trail)
{
EmitSignalTrailCleared();
_healthComponent?.DecreaseHealth(9999);
return;
}
if (_currentState == PlayerGridState.OnSolid)
{
if (destinationState == CellState.Empty)
{
// Moved from solid ground to an empty space, start drawing.
_currentState = PlayerGridState.DrawingTrail;
_currentTrail.Clear();
_currentTrail.Add(mapCoords);
_gridManager.SetCellState(mapCoords, CellState.Trail);
EmitSignalTrailStarted(newPosition);
}
}
else if (_currentState == PlayerGridState.DrawingTrail)
{
if (destinationState == CellState.Empty)
{
// Continue drawing the trail
_currentTrail.Add(mapCoords);
_gridManager.SetCellState(mapCoords, CellState.Trail);
}
else if (destinationState == CellState.Solid)
{
_gridManager.PerformFloodFill(_ghosts);
GD.Print("Fill logic triggered!");
_currentState = PlayerGridState.OnSolid;
SolidifyTrail();
_currentTrail.Clear();
EmitSignalTrailCleared();
}
}
}
private void SolidifyTrail()
{
foreach (var pos in _currentTrail)
{
_gridManager.SetCellState(pos, CellState.Solid);
}
}
}