* 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
71 lines
2.3 KiB
C#
71 lines
2.3 KiB
C#
using Godot;
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namespace Mr.BrickAdventures.scripts.components;
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public partial class PeriodicShootingComponent : Node
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{
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[Export] public PackedScene BulletScene { get; set; }
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[Export] public float ShootInterval { get; set; } = 1.0f;
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[Export] public Vector2 ShootDirection { get; set; } = Vector2.Right;
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[Export] public SideToSideMovementComponent SideToSideMovement { get; set; }
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[Export] public Node2D BulletSpawnRight { get; set; }
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[Export] public Node2D BulletSpawnLeft { get; set; }
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[Export] public float ShootingIntervalVariation { get; set; } = 0.0f;
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private Timer _timer;
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public override void _Ready()
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{
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SetupTimer();
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}
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public override void _Process(double delta)
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{
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if (SideToSideMovement == null) return;
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ShootDirection = SideToSideMovement.Direction != Vector2.Zero ? SideToSideMovement.Direction : Vector2.Right;
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}
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private void SetupTimer()
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{
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_timer = new Timer();
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_timer.WaitTime = GetShootInterval();
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_timer.OneShot = false;
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_timer.Autostart = true;
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_timer.Timeout += OnTimerTimeout;
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AddChild(_timer);
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}
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private void OnTimerTimeout()
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{
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Shoot();
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_timer.Start();
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}
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private double GetShootInterval()
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{
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if (ShootingIntervalVariation == 0f) return ShootInterval;
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var rng = new RandomNumberGenerator();
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return ShootInterval + rng.RandfRange(-ShootingIntervalVariation, ShootingIntervalVariation);
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}
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private void Shoot()
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{
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if (ShootDirection == Vector2.Zero) return;
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var root = Owner as Node2D;
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var bulletInstance = BulletScene.Instantiate<Node2D>();
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var launchComponent = bulletInstance.GetNodeOrNull<LaunchComponent>("LaunchComponent");
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var spawnPosition = ShootDirection == Vector2.Right ? BulletSpawnRight.GlobalPosition : BulletSpawnLeft.GlobalPosition;
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if (launchComponent != null)
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{
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launchComponent.InitialDirection = ShootDirection;
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launchComponent.SpawnPosition = spawnPosition;
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if (root != null) launchComponent.SpawnRotation = root.Rotation;
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}
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bulletInstance.Position = spawnPosition;
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GetTree().CurrentScene.AddChild(bulletInstance);
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}
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} |