Files
przygody-pana-cegly/scripts/components/ProjectileComponent.cs
Gabriel Kaszewski d786ef4c22 Complete C# rewrite with working game in Editor (#6)
* Refactor collectable components to C# and update resource scripts for consistency

* Update resource paths and refactor properties for consistency

* Refactor UI components to inherit from Control and update node paths for consistency

* Update node paths and group assignments for consistency across scenes

* Refactor GameManager and PlayerDeathComponent for improved state management and logging; update scene connections for player death handling

* Add PhantomCamera components and UI elements for improved scene management; refactor existing components for better integration

* Refactor skill components and update resource paths for consistency; enhance skill management in scenes

* Add new UID files and update scene configurations for dialogue components; refactor skill management and input handling

* Add next level command and refactor player retrieval in GameManager; update scene files for consistency

* Add skill upgrade system and refactor skill components for enhanced functionality; update resource paths and configurations

* Enhance ChargeProgressBar and Marketplace functionality; add owner exit handling and update skill button states

* Refactor ChargeProgressBar and SkillManager; update skill handling and improve component interactions

* Refactor player and level configurations; streamline FlipPlayerComponent and reposition Spaceship Enter
2025-08-27 01:12:26 +02:00

27 lines
767 B
C#

using Godot;
namespace Mr.BrickAdventures.scripts.components;
[GlobalClass]
public partial class ProjectileComponent : Node2D
{
[Export] public float Speed { get; set; } = 16f;
[Export] public float AngleDirection { get; set; }
[Export] public Vector2 SpawnPosition { get; set; } = Vector2.Zero;
[Export] public float SpawnRotation { get; set; } = 0f;
[Export] public CharacterBody2D Body { get; set; }
public override void _Ready()
{
GlobalPosition = SpawnPosition;
GlobalRotation = SpawnRotation;
}
public override void _PhysicsProcess(double delta)
{
if (Body == null) return;
Body.Velocity += new Vector2(0f, -Speed).Rotated(AngleDirection);
Body.MoveAndSlide();
}
}