Files
przygody-pana-cegly/scripts/components/ProgressiveDamageComponent.cs
Gabriel Kaszewski d84f7d1740 Csharp rewrite (#4)
* 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
2025-08-15 00:45:57 +02:00

65 lines
2.0 KiB
C#

using Godot;
namespace Mr.BrickAdventures.scripts.components;
public partial class ProgressiveDamageComponent : Node
{
[Export] public HealthComponent HealthComponent { get; set; }
[Export] public Sprite2D Sprite { get; set; }
[Export] public PlatformMovementComponent PlatformMovement { get; set; }
[Export] public float MinJumpHeight { get; set; } = 60f;
[Export] public float JumpReductionPercentage { get; set; } = 0.1f; // this is a percentage of the jump height per hit
private float _maxHealth;
private float _ogJumpHeight;
public override void _Ready()
{
_maxHealth = HealthComponent.MaxHealth;
HealthComponent.HealthChanged += OnHealthChanged;
if (PlatformMovement != null)
{
_ogJumpHeight = PlatformMovement.JumpHeight;
}
}
private void OnHealthChanged(float delta, float totalHealth)
{
var frame = GetDamageFrame();
if (frame < 0 || frame >= Sprite.GetHframes()) return;
Sprite.Frame = frame;
if (PlatformMovement != null)
{
PlatformMovement.JumpHeight = GetJumpHeight();
}
}
private int GetDamageFrame()
{
if (Sprite == null || HealthComponent == null) return 0;
var framesCount = Sprite.GetHframes();
if (framesCount == 0) return 0;
var currentHealth = HealthComponent.Health;
var healthRatio = currentHealth / _maxHealth;
return (int)(framesCount * (1f - healthRatio));
}
private float GetJumpHeight()
{
if (PlatformMovement == null) return 0f;
var jumpHeight = _ogJumpHeight;
if (jumpHeight <= 0f) return 0f;
var damageFrame = GetDamageFrame();
if (damageFrame < 0 || damageFrame >= Sprite.GetHframes()) return jumpHeight;
var reduction = JumpReductionPercentage * jumpHeight;
var calculatedJumpHeight = jumpHeight - (damageFrame * reduction);
return Mathf.Max(calculatedJumpHeight, MinJumpHeight);
}
}