* 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
79 lines
2.1 KiB
C#
79 lines
2.1 KiB
C#
using Godot;
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namespace Mr.BrickAdventures.scripts.components;
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public partial class ChaseLevelComponent : Node
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{
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[Export] public float ChaseSpeed { get; set; } = 200.0f;
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[Export] public Marker2D ChaseTarget { get; set; }
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[Export] public GodotObject PhantomCamera { get; set; }
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[Export] public float MinimumDistance { get; set; } = 10f;
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[Signal]
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public delegate void ChaseStartedEventHandler();
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[Signal]
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public delegate void ChaseStoppedEventHandler();
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private bool _isChasing = false;
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private Node2D _previousCameraFollowTarget = null;
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public override void _Process(double delta)
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{
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if (!_isChasing) return;
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if (ChaseTarget == null) return;
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if (CheckIfReachedTarget())
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{
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StopChasing();
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return;
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}
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var targetPosition = ChaseTarget.GlobalPosition;
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if (Owner is not Node2D root) return;
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var direction = (targetPosition - root.GlobalPosition).Normalized();
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root.GlobalPosition += direction * ChaseSpeed * (float)delta;
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}
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public void OnShipEntered()
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{
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if (ChaseTarget == null || PhantomCamera == null)
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return;
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if (_isChasing) return;
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_previousCameraFollowTarget = (Node2D)PhantomCamera.Call("get_follow_target");
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PhantomCamera.Call("set_follow_target", Owner as Node2D);
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EmitSignalChaseStarted();
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_isChasing = true;
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}
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public void OnShipExited()
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{
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StopChasing();
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}
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private bool CheckIfReachedTarget()
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{
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if (ChaseTarget == null)
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return false;
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if (Owner is not Node2D root) return false;
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var targetPosition = ChaseTarget.GlobalPosition;
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var currentPosition = root.GlobalPosition;
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return currentPosition.DistanceTo(targetPosition) <= MinimumDistance;
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}
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private void StopChasing()
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{
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if (PhantomCamera == null) return;
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PhantomCamera.Call("set_follow_target", _previousCameraFollowTarget);
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EmitSignalChaseStopped();
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_isChasing = false;
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}
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} |