* 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
65 lines
2.2 KiB
GDScript
65 lines
2.2 KiB
GDScript
# class_name BeamComponent
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extends Node2D
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@export var expansion_speed: float = 16.0
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@export var max_length: float = 512.0
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@export var direction: Vector2 = Vector2.DOWN
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var current_length: float = 16.0
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@export var root: Node2D
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@export var sprite2d: Sprite2D
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@export var collision_shape: CollisionShape2D
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func _ready() -> void:
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collision_shape.shape.extents = Vector2(current_length / 2.0, current_length / 2.0)
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sprite2d.scale = Vector2(1, 1)
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collision_shape.position = Vector2.ZERO
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func _process(delta: float) -> void:
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var new_length = current_length + expansion_speed * delta
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if new_length > max_length:
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new_length = max_length
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if not check_for_obstacle(new_length):
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expand_beam(new_length)
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func expand_beam(new_length: float) -> void:
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current_length = new_length
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if direction == Vector2.UP:
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sprite2d.scale.y = current_length / 16.0
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sprite2d.position.y = -current_length / 2.0
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collision_shape.shape.extents = Vector2(8.0, current_length / 2.0)
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collision_shape.position.y = -current_length / 2.0
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elif direction == Vector2.DOWN:
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sprite2d.scale.y = current_length / 16.0
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sprite2d.position.y = current_length / 2.0
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collision_shape.shape.extents = Vector2(8.0, current_length / 2.0)
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collision_shape.position.y = current_length / 2.0
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elif direction == Vector2.LEFT:
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sprite2d.scale.y = current_length / 16.0
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sprite2d.position.x = -current_length / 2.0
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collision_shape.shape.extents = Vector2(current_length / 2.0, 8.0)
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collision_shape.position.x = -current_length / 2.0
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elif direction == Vector2.RIGHT:
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sprite2d.scale.y = current_length / 16.0
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sprite2d.position.x = current_length / 2.0
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collision_shape.shape.extents = Vector2(current_length / 2.0, 8.0)
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collision_shape.position.x = current_length / 2.0
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func check_for_obstacle(new_length: float) -> bool:
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var space_state: PhysicsDirectSpaceState2D = get_world_2d().direct_space_state
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var query_start: Vector2 = global_position
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var query_end: Vector2 = global_position + direction * new_length
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var query: PhysicsRayQueryParameters2D = PhysicsRayQueryParameters2D.create(query_start, query_end)
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query.collide_with_areas = false
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query.collide_with_bodies = true
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var result: Dictionary = space_state.intersect_ray(query)
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return result.size() > 0
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