* Implement BeamComponent in C# and enhance marketplace button functionality * Add core game components including ConfigFileHandler, GameManager, SaveSystem, and UIManager * cleanup * Add new components: CanPickUpComponent, CollapsableComponent, DestroyableComponent, EffectInflictorComponent, StatusEffectComponent, and StatusEffectDataResource * Add new components: EnemyDeathComponent, EnemyWaveTriggerComponent, and ExitDoorComponent * Add new components: ExplosiveComponent, FadeAwayComponent, FireEffectComponent, FlipComponent, GravityMotionComponent, LaunchComponent, and update PlatformMovement with LastDirection property * Add new components: HealComponent, HitComponent, HomingMissileMotionComponent, LeverComponent, and TriggerLeverComponent * Refactor GameManager session state handling and add new components: CanBeLaunchedComponent, IceEffectComponent, JumpPadComponent, KillPlayerOutOfScreenComponent, KnockbackComponent, LifetimeComponent, MagneticSkillComponent, OutOfScreenComponent, PeriodicShootingComponent, PlayerDeathComponent, ProgressiveDamageComponent, ProjectileComponent, ProjectileInitComponent, RequirementComponent, ScoreComponent, ShipMovementComponent, ShipShooterComponent, and SideToSideMovementComponent * Add new components: CannotStompComponent, SkillUnlockedComponent, SpaceshipEnterComponent, SpaceshipExitComponent, SpinComponent, StompDamageComponent, StraightMotionComponent, TerrainHitFx, TooltipComponent, TrailComponent, and UnlockOnRequirementComponent * Add new components: BrickThrowComponent, BulletComponent, CageComponent, ChaseLevelComponent, CleanupComponent, and ThrowInputResource classes; implement game saving and loading logic in SaveSystem * Add audio settings management and platform movement component * Add ChargeProgressBar, Credits, and GameOverScreen components for UI management * Add UID files for ConfigFileHandler, GameManager, SaveSystem, and UIManager components * Add README.md file with game description and features; include project license and contribution guidelines * Add Hud component for UI management; display health, coins, and lives * Add MainMenu and Marketplace components; implement game management and skill unlocking features * Add PauseMenu, SettingsMenu, and SkillButton components; enhance game management and UI functionality
127 lines
3.2 KiB
GDScript
127 lines
3.2 KiB
GDScript
class_name Marketplace
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extends Node
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@export var root: Control
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@export var skill_data: Array[SkillData] = []
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@export var to_unlock_grid: GridContainer
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@export var unlocked_grid: GridContainer
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@export var font: Font
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@export var skill_unlocker: SkillUnlockerComponent
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@export var components_to_disable: Array[Node] = []
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@export var marketplace_button: PackedScene
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@export var skill_button: PackedScene
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@onready var game_manager: GM = $"/root/GameManager"
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var unlock_buttons: Array[Button] = []
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var skill_buttons: Array[SkillButton] = []
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func _ready() -> void:
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if not skill_unlocker:
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return
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var skills_to_unlock: Array[SkillData] = []
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for skill in skill_data:
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skills_to_unlock.append(skill)
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for skill in skills_to_unlock:
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create_upgrade_button(skill)
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var unlocked_skills := game_manager.get_unlocked_skills()
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for skill in unlocked_skills:
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create_skill_button(skill)
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skill_unlocker.skill_unlocked.connect(on_skill_unlocked)
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func _process(_delta: float) -> void:
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for btn in skill_buttons:
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if not btn.skill_data:
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continue
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if btn.skill_data.is_active:
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btn.activate()
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else:
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btn.deactivate()
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func _input(event: InputEvent) -> void:
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if event.is_action_pressed("show_marketplace"):
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if root.is_visible():
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root.hide()
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for component in components_to_disable:
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component.process_mode = PROCESS_MODE_INHERIT
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else:
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root.show()
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for component in components_to_disable:
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component.process_mode = PROCESS_MODE_DISABLED
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func get_button_text(skill: SkillData) -> String:
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return tr(skill.name) + " " + str(skill.cost)
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func create_upgrade_button(skill: SkillData) -> void:
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var button := marketplace_button.instantiate() as MarketplaceButton
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button.text = get_button_text(skill)
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button.icon = skill.icon
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button.skill_data = skill
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button.pressed.connect(func () -> void: _on_button_pressed(skill))
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unlock_buttons.append(button)
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to_unlock_grid.add_child(button)
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to_unlock_grid.queue_sort()
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func create_skill_button(skill: SkillData) -> void:
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var button := skill_button.instantiate() as SkillButton
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button.skill_data = skill
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button.setup()
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button.pressed.connect(func() -> void: on_skill_button_pressed(button))
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button.activate()
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skill_buttons.append(button)
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unlocked_grid.add_child(button)
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unlocked_grid.queue_sort()
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func remove_button(skill: SkillData):
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for child in to_unlock_grid.get_children():
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if child.text == get_button_text(skill):
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child.queue_free()
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break
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func _on_button_pressed(skill: SkillData) -> void:
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if not skill_unlocker:
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return
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if game_manager.is_skill_unlocked(skill):
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if skill.level < skill.max_level:
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skill_unlocker.try_upgrade_skill(skill)
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if not skill.is_active:
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skill_unlocker.skill_manager.toggle_skill_activation(skill)
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else:
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skill_unlocker.skill_manager.toggle_skill_activation(skill)
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else:
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skill_unlocker.try_unlock_skill(skill)
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func on_skill_unlocked(skill: SkillData) -> void:
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if not skill:
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return
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for btn in skill_buttons:
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if btn.skill_data and btn.skill_data.name == skill.name:
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return
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create_skill_button(skill)
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func on_skill_button_pressed(button: SkillButton) -> void:
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if not skill_unlocker or not button.skill_data:
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return
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skill_unlocker.skill_manager.toggle_skill_activation(button.skill_data)
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