mirror of
https://gitlab.com/MaddoScientisto/cirnogodot.git
synced 2026-06-08 23:16:07 +00:00
Death and Rebirth
This commit is contained in:
parent
ba21b30a4d
commit
be52d0e081
11 changed files with 309 additions and 83 deletions
|
|
@ -7,9 +7,20 @@ public partial class AutodeleteParticle : GpuParticles2D
|
|||
|
||||
[Export]
|
||||
public double LifeTime { get; private set; }
|
||||
|
||||
[Export]
|
||||
public bool AutoStart { get; private set; }
|
||||
|
||||
private double _timer = 0;
|
||||
|
||||
public override void _Ready()
|
||||
{
|
||||
if (AutoStart)
|
||||
{
|
||||
Init();
|
||||
}
|
||||
}
|
||||
|
||||
public void Init()
|
||||
{
|
||||
this.Emitting = true;
|
||||
|
|
|
|||
|
|
@ -106,6 +106,12 @@ public partial class GameManager : Node2D
|
|||
_player.ShieldChanged += (newShield, maxShield) => _hud.UpdateShield(newShield, maxShield);
|
||||
|
||||
_player.InteractableAreaEntered += (interactable) => _hud.UpdateInteractable(interactable);
|
||||
|
||||
_player.Death += () =>
|
||||
{
|
||||
// Show Game Over
|
||||
_hud.ShowGameOver();
|
||||
};
|
||||
}
|
||||
else
|
||||
{
|
||||
|
|
|
|||
|
|
@ -28,6 +28,8 @@ public partial class Hud : CanvasLayer
|
|||
[Export] private Container _itemsContainer;
|
||||
|
||||
[Export] private LabelSettings _labelSettings;
|
||||
|
||||
[Export] private Container _gameOverPanel;
|
||||
|
||||
[ExportGroup("Pause Menu")] [Export]
|
||||
public Control PauseMenuContainer;
|
||||
|
|
@ -45,11 +47,14 @@ public partial class Hud : CanvasLayer
|
|||
private Dictionary<string, HudItem> _items = new();
|
||||
|
||||
private PauseMenu _pauseMenu;
|
||||
|
||||
private bool _playerDead = false;
|
||||
|
||||
public override void _Ready()
|
||||
{
|
||||
// Assuming the HUD has a Label node named "HealthLabel"
|
||||
//_healthLabel = GetNode<Label>("HealthLabel");
|
||||
_gameOverPanel.Hide();
|
||||
}
|
||||
|
||||
public void ShowMessage(string text)
|
||||
|
|
@ -61,23 +66,33 @@ public partial class Hud : CanvasLayer
|
|||
GetNode<Timer>("MessageTimer").Start();
|
||||
}
|
||||
|
||||
async public void ShowGameOver()
|
||||
public void ShowGameOver()
|
||||
{
|
||||
ShowMessage("Game Over");
|
||||
|
||||
var messageTimer = GetNode<Timer>("MessageTimer");
|
||||
await ToSignal(messageTimer, Timer.SignalName.Timeout);
|
||||
|
||||
var message = GetNode<Label>("Message");
|
||||
message.Text = "Dodge the Creeps!";
|
||||
message.Show();
|
||||
|
||||
await ToSignal(GetTree().CreateTimer(1.0), SceneTreeTimer.SignalName.Timeout);
|
||||
GetNode<Button>("StartButton").Show();
|
||||
_gameOverPanel.Show();
|
||||
_playerDead = true;
|
||||
|
||||
// ShowMessage("Game Over");
|
||||
//
|
||||
// var messageTimer = GetNode<Timer>("MessageTimer");
|
||||
// await ToSignal(messageTimer, Timer.SignalName.Timeout);
|
||||
//
|
||||
// var message = GetNode<Label>("Message");
|
||||
// message.Text = "Dodge the Creeps!";
|
||||
// message.Show();
|
||||
//
|
||||
// await ToSignal(GetTree().CreateTimer(1.0), SceneTreeTimer.SignalName.Timeout);
|
||||
// GetNode<Button>("StartButton").Show();
|
||||
}
|
||||
|
||||
public void UpdateHealth(float newHealth, float maxHealth)
|
||||
{
|
||||
// Hide game over if player is no longer dead
|
||||
if (_playerDead && newHealth > 0)
|
||||
{
|
||||
_playerDead = false;
|
||||
_gameOverPanel.Hide();
|
||||
}
|
||||
|
||||
_healthLabel.Text = $"{newHealth}/{maxHealth}";
|
||||
if (_healthBar != null)
|
||||
{
|
||||
|
|
|
|||
|
|
@ -3,6 +3,8 @@ using System;
|
|||
using System.Diagnostics;
|
||||
using System.Linq;
|
||||
using Cirno.Scripts;
|
||||
using Cirno.Scripts.Components;
|
||||
using Cirno.Scripts.Components.Actors;
|
||||
using Cirno.Scripts.Resources;
|
||||
using Godot.Collections;
|
||||
|
||||
|
|
@ -46,6 +48,17 @@ public partial class PlayerMovement : CharacterBody2D, IDestructible
|
|||
|
||||
[Export] public float MaxHealth = 32f;
|
||||
[Export] public float MaxShield = 32f;
|
||||
|
||||
[ExportGroup("Action Names")]
|
||||
[Export] private string _shootActionName = "shoot";
|
||||
[ExportGroup("Action Names")]
|
||||
[Export] private string _useActionName = "Use";
|
||||
[ExportGroup("Action Names")]
|
||||
[Export] private string _strafeActionName = "strafe";
|
||||
[ExportGroup("Action Names")]
|
||||
[Export] private string _nextWeaponActionName = "next_weapon";
|
||||
[ExportGroup("Action Names")]
|
||||
[Export] private string _previousWeaponActionName = "previous_weapon";
|
||||
|
||||
public Weapon EquippedWeapon { get; set; }
|
||||
|
||||
|
|
@ -53,17 +66,22 @@ public partial class PlayerMovement : CharacterBody2D, IDestructible
|
|||
|
||||
public int CurrentWeaponIndex { get; set; } = 0;
|
||||
|
||||
private float _currentHealth = 0f;
|
||||
private float _currentShield = 0f;
|
||||
//private float _currentHealth = 0f;
|
||||
//private float _currentShield = 0f;
|
||||
|
||||
private bool _isDestroyed = false;
|
||||
|
||||
private GameManager _gameManager;
|
||||
|
||||
private InventoryManager _inventoryManager;
|
||||
|
||||
private ActorResourceProvider _healthProvider;
|
||||
private ActorResourceProvider _shieldProvider;
|
||||
|
||||
[Export] public Sprite2D HitboxSprite { get; set; }
|
||||
[Export] public BulletOwner BulletGroup { get; set; } = BulletOwner.Player;
|
||||
|
||||
[Export] private PackedScene _deathParticles;
|
||||
private bool _isStrafing { get; set; }
|
||||
|
||||
private bool _canMove = true;
|
||||
|
|
@ -79,53 +97,71 @@ public partial class PlayerMovement : CharacterBody2D, IDestructible
|
|||
|
||||
[Signal]
|
||||
public delegate void InteractableAreaExitedEventHandler(Interactable interactable);
|
||||
|
||||
[Signal]
|
||||
public delegate void DeathEventHandler();
|
||||
|
||||
// public float CurrentHealth
|
||||
// {
|
||||
// get => _currentHealth;
|
||||
// set
|
||||
// {
|
||||
// if (_currentHealth != value)
|
||||
// {
|
||||
// _currentHealth = value;
|
||||
//
|
||||
// if (_currentHealth > MaxHealth) {
|
||||
// _currentHealth = MaxHealth;
|
||||
// }
|
||||
//
|
||||
// EmitSignal(nameof(HealthChanged), _currentHealth, MaxHealth);
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
|
||||
public float CurrentHealth
|
||||
{
|
||||
get => _currentHealth;
|
||||
set
|
||||
{
|
||||
if (_currentHealth != value)
|
||||
{
|
||||
_currentHealth = value;
|
||||
|
||||
if (_currentHealth > MaxHealth) {
|
||||
_currentHealth = MaxHealth;
|
||||
}
|
||||
|
||||
EmitSignal(nameof(HealthChanged), _currentHealth, MaxHealth);
|
||||
}
|
||||
}
|
||||
get => _healthProvider.CurrentResource;
|
||||
set => _healthProvider.CurrentResource = value;
|
||||
}
|
||||
|
||||
|
||||
public float CurrentShield
|
||||
{
|
||||
get => _currentShield;
|
||||
set
|
||||
{
|
||||
if (_currentShield != value)
|
||||
{
|
||||
_currentShield = value;
|
||||
|
||||
if (_currentShield > MaxShield)
|
||||
{
|
||||
_currentShield = MaxShield;
|
||||
}
|
||||
|
||||
EmitSignal(nameof(ShieldChanged), _currentShield, MaxShield);
|
||||
}
|
||||
}
|
||||
get => _shieldProvider.CurrentResource;
|
||||
set => _shieldProvider.CurrentResource = value;
|
||||
}
|
||||
|
||||
//private InventoryManager _inventoryManager;
|
||||
private Vector2 _lastCheckPointPosition;
|
||||
|
||||
public Vector2 LastCheckPointPosition
|
||||
{
|
||||
get => _lastCheckPointPosition;
|
||||
set => _lastCheckPointPosition = value;
|
||||
}
|
||||
|
||||
public override void _Ready()
|
||||
{
|
||||
CurrentHealth = MaxHealth;
|
||||
CurrentShield = MaxShield;
|
||||
// CurrentHealth = MaxHealth;
|
||||
// CurrentShield = MaxShield;
|
||||
|
||||
_animatedSprite = GetNode<AnimatedSprite2D>("./Smoothing2D/AnimatedSprite2D");
|
||||
_crosshair = GetNode<Sprite2D>("./Smoothing2D/Crosshair");
|
||||
|
||||
_healthProvider = GetNode<ActorResourceProvider>("HealthProvider");
|
||||
_shieldProvider = GetNode<ActorResourceProvider>("ShieldProvider");
|
||||
|
||||
_healthProvider.MaxResource = MaxHealth;
|
||||
_shieldProvider.MaxResource = MaxShield;
|
||||
_healthProvider.ResourceChanged += (value, maxValue) =>
|
||||
{
|
||||
EmitSignal(nameof(HealthChanged), value, maxValue);
|
||||
};
|
||||
_shieldProvider.ResourceChanged += (value, maxValue) =>
|
||||
{
|
||||
EmitSignal(nameof(ShieldChanged), value, maxValue);
|
||||
};
|
||||
_healthProvider.FillResource();
|
||||
_shieldProvider.FillResource();
|
||||
|
||||
_movementDirection = Vector2.Zero;
|
||||
_facingDirection = Vector2.Zero;
|
||||
|
|
@ -142,6 +178,8 @@ public partial class PlayerMovement : CharacterBody2D, IDestructible
|
|||
_selector = this.CreateSibling<Selector>(SelectorScene, this.GlobalPosition);
|
||||
_selector.Visible = false;
|
||||
}
|
||||
|
||||
_lastCheckPointPosition = GlobalPosition;
|
||||
}
|
||||
|
||||
private void GameManagerOnGameStateChange(GameState state)
|
||||
|
|
@ -215,7 +253,7 @@ public partial class PlayerMovement : CharacterBody2D, IDestructible
|
|||
private void FindInteractable()
|
||||
{
|
||||
var selected = _selector.SelectedInteractable;
|
||||
if (!Input.IsActionJustPressed("Use") || selected == null) return;
|
||||
if (!Input.IsActionJustPressed(_useActionName) || selected == null) return;
|
||||
if (!selected.CanActivate()) return;
|
||||
bool success = selected.Activate();
|
||||
|
||||
|
|
@ -235,7 +273,7 @@ public partial class PlayerMovement : CharacterBody2D, IDestructible
|
|||
private void HandleShoot()
|
||||
{
|
||||
if (EquippedWeapon == null) return;
|
||||
if (!Input.IsActionPressed("shoot")) return;
|
||||
if (!Input.IsActionPressed(_shootActionName)) return;
|
||||
|
||||
EquippedWeapon.ShootDirection = this._facingDirection;
|
||||
EquippedWeapon.Shoot();
|
||||
|
|
@ -295,18 +333,23 @@ public partial class PlayerMovement : CharacterBody2D, IDestructible
|
|||
|
||||
|
||||
//var cPos = new Vector2(this.Position.X + CrosshairDistance * Godot.Mathf.Cos(angle), this.Position.Y + CrosshairDistance * Godot.Mathf.Sin(angle));
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
public override void _Process(double delta)
|
||||
{
|
||||
if (_isDestroyed)
|
||||
{
|
||||
if (Input.IsActionJustPressed(_shootActionName))
|
||||
Respawn();
|
||||
return;
|
||||
};
|
||||
|
||||
SetAnimation();
|
||||
if (!_canMove) return;
|
||||
|
||||
_movementDirection = GetInput();
|
||||
|
||||
_isStrafing = Input.IsActionPressed("strafe");
|
||||
_isStrafing = Input.IsActionPressed(_strafeActionName);
|
||||
// Toggle visibility of the hitbox sprite based on strafing
|
||||
if (HitboxSprite != null)
|
||||
{
|
||||
|
|
@ -331,12 +374,12 @@ public partial class PlayerMovement : CharacterBody2D, IDestructible
|
|||
HandleShoot();
|
||||
FindInteractable();
|
||||
|
||||
if (Input.IsActionJustPressed("next_weapon"))
|
||||
if (Input.IsActionJustPressed(_nextWeaponActionName))
|
||||
{
|
||||
NextWeapon();
|
||||
}
|
||||
|
||||
if (Input.IsActionJustPressed("previous_weapon"))
|
||||
if (Input.IsActionJustPressed(_previousWeaponActionName))
|
||||
{
|
||||
PreviousWeapon();
|
||||
}
|
||||
|
|
@ -344,8 +387,18 @@ public partial class PlayerMovement : CharacterBody2D, IDestructible
|
|||
_crosshair.Position = CalculateCrosshairPosition();
|
||||
}
|
||||
|
||||
public void Respawn()
|
||||
{
|
||||
if (!_isDestroyed) return;
|
||||
_isDestroyed = false;
|
||||
this.GlobalPosition = LastCheckPointPosition;
|
||||
_healthProvider.FillResource();
|
||||
this.Visible = true;
|
||||
}
|
||||
|
||||
public override void _PhysicsProcess(double delta)
|
||||
{
|
||||
if (_isDestroyed) return;
|
||||
if (!_canMove) return;
|
||||
|
||||
Velocity = _movementDirection * MovementSpeed;
|
||||
|
|
@ -391,14 +444,18 @@ public partial class PlayerMovement : CharacterBody2D, IDestructible
|
|||
Debug.WriteLine("Ded");
|
||||
//CreateParticles();
|
||||
//CreateDebris();
|
||||
if (GameOverScene != null)
|
||||
{
|
||||
GetTree().ChangeSceneToFile(GameOverScene);
|
||||
}
|
||||
else
|
||||
{
|
||||
QueueFree();
|
||||
}
|
||||
// if (GameOverScene != null)
|
||||
// {
|
||||
// GetTree().ChangeSceneToFile(GameOverScene);
|
||||
// }
|
||||
// else
|
||||
// {
|
||||
// QueueFree();
|
||||
// }
|
||||
var particles = this.CreateSibling<AutodeleteParticle>(_deathParticles, this.GlobalPosition);
|
||||
//particles.Init();
|
||||
this.Visible = false;
|
||||
EmitSignal(SignalName.Death);
|
||||
}
|
||||
|
||||
public void Hit(float damage, DamageType type = DamageType.Neutral)
|
||||
|
|
@ -410,7 +467,7 @@ public partial class PlayerMovement : CharacterBody2D, IDestructible
|
|||
if (CurrentShield > 0 && type is not DamageType.Explosive or DamageType.Acid) {
|
||||
// Reduce shield
|
||||
CurrentShield -= damage;
|
||||
if (_currentHealth < 0 ) {
|
||||
if (CurrentShield < 0 ) {
|
||||
CurrentHealth -= Math.Abs(CurrentShield);
|
||||
CurrentShield = 0;
|
||||
}
|
||||
|
|
|
|||
32
Scripts/Resources/Events/UpdateCheckPointEvent.cs
Normal file
32
Scripts/Resources/Events/UpdateCheckPointEvent.cs
Normal file
|
|
@ -0,0 +1,32 @@
|
|||
using Godot;
|
||||
|
||||
namespace Cirno.Scripts.Resources.Events;
|
||||
|
||||
[GlobalClass]
|
||||
public partial class UpdateCheckPointEvent : EventResource
|
||||
{
|
||||
private GameManager _gameManager;
|
||||
|
||||
[Export]
|
||||
public NodePath Target { get; set; }
|
||||
|
||||
public override void Init(Node2D parent)
|
||||
{
|
||||
_gameManager = parent.GetGameManager();
|
||||
}
|
||||
|
||||
public override void Start(Node2D parent)
|
||||
{
|
||||
_gameManager.Player.LastCheckPointPosition = parent.GetNode<Node2D>(Target).GlobalPosition;
|
||||
}
|
||||
|
||||
public override void UpdateEvent(double delta)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public override bool IsComplete()
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue