* 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
109 lines
4.2 KiB
C#
109 lines
4.2 KiB
C#
using Godot;
|
|
|
|
namespace Mr.BrickAdventures.scripts.components;
|
|
|
|
[GlobalClass]
|
|
public partial class BeamComponent : Node2D
|
|
{
|
|
private float _currentLength = 0.0f;
|
|
private const float PixelSize = 16.0f; // Assuming 16 pixels per unit for scaling
|
|
|
|
[Export]
|
|
public float ExpansionSpeed { get; set; } = 100.0f;
|
|
[Export]
|
|
public float MaxLength { get; set; } = 512.0f;
|
|
[Export]
|
|
public Vector2 Direction { get; set; } = Vector2.Down;
|
|
[Export]
|
|
public Node2D Root { get; set; }
|
|
[Export]
|
|
public Sprite2D Sprite { get; set; }
|
|
[Export]
|
|
public CollisionShape2D CollisionShape { get; set; }
|
|
|
|
public override void _Ready()
|
|
{
|
|
if (Root == null)
|
|
{
|
|
GD.PrintErr("Root node is not set for BeamComponent.");
|
|
}
|
|
if (Sprite == null)
|
|
{
|
|
GD.PrintErr("Sprite node is not set for BeamComponent.");
|
|
}
|
|
if (CollisionShape == null)
|
|
{
|
|
GD.PrintErr("CollisionShape node is not set for BeamComponent.");
|
|
}
|
|
|
|
var shape = CollisionShape?.Shape as RectangleShape2D;
|
|
shape?.SetSize(new Vector2(_currentLength / 2.0f, _currentLength / 2.0f));
|
|
Sprite?.SetScale(new Vector2(1f, 1f));
|
|
CollisionShape?.SetPosition(Vector2.Zero);
|
|
}
|
|
|
|
public override void _Process(double delta)
|
|
{
|
|
var newLength = _currentLength + ExpansionSpeed * (float)delta;
|
|
if (newLength > MaxLength) newLength = MaxLength;
|
|
|
|
if (!CheckForObstacle(newLength)) ExpandBeam(newLength);
|
|
}
|
|
|
|
private void ExpandBeam(float newLength)
|
|
{
|
|
_currentLength = newLength;
|
|
|
|
if (Direction == Vector2.Up)
|
|
{
|
|
var pos = Sprite.Position;
|
|
var scale = Sprite.Scale;
|
|
var shape = CollisionShape?.Shape as RectangleShape2D;
|
|
Sprite.SetScale(new Vector2(scale.X, _currentLength / PixelSize));
|
|
Sprite.SetPosition(new Vector2(pos.X, -_currentLength / 2.0f));
|
|
shape?.SetSize(new Vector2(PixelSize / 2f, _currentLength / 2.0f));
|
|
CollisionShape?.SetPosition(new Vector2(CollisionShape.Position.X, -_currentLength / 2.0f));
|
|
} else if (Direction == Vector2.Down)
|
|
{
|
|
var pos = Sprite.Position;
|
|
var scale = Sprite.Scale;
|
|
var shape = CollisionShape?.Shape as RectangleShape2D;
|
|
Sprite.SetScale(new Vector2(scale.X, _currentLength / PixelSize));
|
|
Sprite.SetPosition(new Vector2(pos.X, _currentLength / 2.0f));
|
|
shape?.SetSize(new Vector2(PixelSize / 2f, _currentLength / 2.0f));
|
|
CollisionShape?.SetPosition(new Vector2(CollisionShape.Position.X, _currentLength / 2.0f));
|
|
} else if (Direction == Vector2.Left)
|
|
{
|
|
var pos = Sprite.Position;
|
|
var scale = Sprite.Scale;
|
|
var shape = CollisionShape?.Shape as RectangleShape2D;
|
|
Sprite.SetScale(new Vector2(_currentLength / PixelSize, scale.Y));
|
|
Sprite.SetPosition(new Vector2(-_currentLength / 2.0f, pos.Y));
|
|
shape?.SetSize(new Vector2(_currentLength / 2.0f, PixelSize / 2f));
|
|
CollisionShape?.SetPosition(new Vector2(-_currentLength / 2.0f, CollisionShape.Position.Y));
|
|
} else if (Direction == Vector2.Right)
|
|
{
|
|
var pos = Sprite.Position;
|
|
var scale = Sprite.Scale;
|
|
var shape = CollisionShape?.Shape as RectangleShape2D;
|
|
Sprite.SetScale(new Vector2(_currentLength / PixelSize, scale.Y));
|
|
Sprite.SetPosition(new Vector2(_currentLength / 2.0f, pos.Y));
|
|
shape?.SetSize(new Vector2(_currentLength / 2.0f, PixelSize / 2f));
|
|
CollisionShape?.SetPosition(new Vector2(_currentLength / 2.0f, CollisionShape.Position.Y));
|
|
}
|
|
}
|
|
|
|
private bool CheckForObstacle(float newLength)
|
|
{
|
|
var spaceState = GetWorld2D().DirectSpaceState;
|
|
var queryStart = GlobalPosition;
|
|
var queryEnd = queryStart + Direction.Normalized() * newLength;
|
|
var query = PhysicsRayQueryParameters2D.Create(queryStart, queryEnd);
|
|
|
|
query.CollideWithAreas = false;
|
|
query.CollideWithBodies = true;
|
|
|
|
var result = spaceState.IntersectRay(query);
|
|
return result.Count > 0;
|
|
}
|
|
} |