Add Resume/Exit buttons to pause menu, handle logic for returning to main menu and starting a new game
This commit is contained in:
@@ -1,20 +1,14 @@
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using Chickensoft.AutoInject;
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using Chickensoft.Collections;
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using Chickensoft.GodotNodeInterfaces;
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using Chickensoft.Introspection;
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using Godot;
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using Godot.Collections;
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using NathanHoad;
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using SimpleInjector.Lifestyles;
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using System;
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using System.IO.Abstractions;
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using System.Linq;
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using System.Threading.Tasks;
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using Zennysoft.Game.Abstractions;
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using Zennysoft.Game.Implementation;
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using Zennysoft.Ma.Adapter;
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using static Zennysoft.Game.Ma.SceneLoader;
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using static Zennysoft.Ma.Adapter.AppLogic.State;
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namespace Zennysoft.Game.Ma;
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@@ -37,8 +31,6 @@ public partial class App : Node, IApp
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[Node] private GalleryMenu GalleryMenu { get; set; }
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public IInstantiator Instantiator { get; set; } = default!;
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IAppRepo IProvide<IAppRepo>.Value() => AppRepo;
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public IAppRepo AppRepo { get; set; } = default!;
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@@ -57,9 +49,6 @@ public partial class App : Node, IApp
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private IGame _game;
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private IDataViewer _enemyViewer;
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private event Action OnGameLoaded;
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private event Action OnEnemyViewerLoaded;
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private double _reportedProgress = 0;
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public void Initialize()
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@@ -110,6 +99,11 @@ public partial class App : Node, IApp
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this.Provide();
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}
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private void GameExitRequested()
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{
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AppLogic.Input(new AppLogic.Input.QuitGame());
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}
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private void DeleteSaveData()
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{
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var saveFileManager = _container.GetInstance<ISaveFileManager>();
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@@ -150,27 +144,31 @@ public partial class App : Node, IApp
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})
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.Handle((in AppLogic.Output.SetupGameScene _) =>
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{
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LoadingScreen.Show();
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LoadGame(GAME_SCENE_PATH);
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MainMenu.ReleaseFocus();
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MainMenu.Hide();
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})
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.Handle((in AppLogic.Output.ShowMainMenu _) =>
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{
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})
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.Handle((in AppLogic.Output.ShowGame _) =>
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.Handle((in AppLogic.Output.CloseGame _) =>
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{
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LoadingScreen.Hide();
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_game.GameExitRequested -= GameExitRequested;
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MainMenu.StartGameButton.GrabFocus();
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_game.CallDeferred(MethodName.QueueFree, []);
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GetTree().Paused = false;
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})
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.Handle((in AppLogic.Output.StartLoadingSaveFile _) =>
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{
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})
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.Handle((in AppLogic.Output.EnemyViewerOpened _) =>
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{
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LoadingScreen.Show();
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LoadEnemyViewer(ENEMY_VIEWER_PATH);
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MainMenu.ReleaseFocus();
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MainMenu.Hide();
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})
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.Handle((in AppLogic.Output.EnemyViewerExited _) =>
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{
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LoadingScreen.Hide();
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if (_enemyViewer != null && _enemyViewer is DataViewer enemyViewer)
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enemyViewer.CallDeferred(MethodName.QueueFree);
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MainMenu.Show();
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@@ -202,6 +200,7 @@ public partial class App : Node, IApp
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{
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var scene = await LoadSceneInternal(sceneName);
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_game = scene as IGame;
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_game.GameExitRequested += GameExitRequested;
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await ToSignal(GetTree().CreateTimer(0.8f), "timeout");
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CallDeferred(MethodName.AddChild, scene);
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}
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@@ -216,6 +215,7 @@ public partial class App : Node, IApp
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private async Task<Node> LoadSceneInternal(string sceneName)
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{
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LoadingScreen.Show();
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LoadingScreen.ProgressBar.Value = 0;
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var sceneLoader = new SceneLoader();
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CallDeferred(MethodName.AddChild, sceneLoader);
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@@ -10,12 +10,13 @@
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process_mode = 3
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script = ExtResource("1_rt73h")
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[node name="LoadingScreen" parent="." instance=ExtResource("3_3st5l")]
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unique_name_in_owner = true
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[node name="MainMenu" parent="." instance=ExtResource("2_1uiag")]
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unique_name_in_owner = true
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[node name="LoadingScreen" parent="." instance=ExtResource("3_3st5l")]
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unique_name_in_owner = true
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visible = false
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[node name="OptionsMenu" parent="." instance=ExtResource("2_v0mgf")]
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unique_name_in_owner = true
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visible = false
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@@ -56,6 +56,8 @@ public partial class Game : Node3D, IGame
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[Signal]
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public delegate void SaveFileLoadedEventHandler();
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public event Action GameExitRequested;
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#endregion
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public RescuedItemDatabase RescuedItems { get; set; } = default!;
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@@ -174,6 +176,8 @@ public partial class Game : Node3D, IGame
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GameOverMenu.NewGame += OnNewGame;
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GameOverMenu.QuitGame += OnQuit;
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PauseMenu.ExitGamePressed += OnQuit;
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GameRepo.IsPaused.Sync += IsPaused_Sync;
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InGameUI.PlayerInfoUI.Activate();
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}
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@@ -252,6 +256,12 @@ public partial class Game : Node3D, IGame
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{
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if (@event.IsActionPressed(GameInputs.Debug))
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GameState.Input(new GameState.Input.DebugButtonPressed());
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if (@event.IsActionPressed(GameInputs.Pause))
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GameState.Input(new GameState.Input.PauseButtonPressed());
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if (Input.IsActionJustPressed(GameInputs.Inventory))
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GameState.Input(new GameState.Input.InventoryButtonPressed());
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if (Input.IsActionJustPressed(GameInputs.Interact))
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GameState.Input(new GameState.Input.InteractButtonPressed());
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}
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private void HandleGameLogic()
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@@ -280,12 +290,13 @@ public partial class Game : Node3D, IGame
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})
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.Handle((in GameState.Output.OpenInventoryMenu _) =>
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{
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//InGameUI.InventoryMenu.RefreshInventoryScreen();
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GameRepo.Pause();
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InGameUI.InventoryMenu.Show();
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InGameUI.InventoryMenu.SetProcessInput(true);
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})
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.Handle((in GameState.Output.CloseInventoryMenu _) =>
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{
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GameRepo.Resume();
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InGameUI.InventoryMenu.Hide();
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InGameUI.InventoryMenu.SetProcessInput(false);
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})
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@@ -337,6 +348,10 @@ public partial class Game : Node3D, IGame
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}
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LoadNextLevel.FadeOut();
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})
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.Handle((in GameState.Output.ExitGame _) =>
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{
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OnQuit();
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})
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.Handle((in GameState.Output.GameOver _) =>
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{
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//GameRepo.Pause();
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@@ -507,7 +522,7 @@ public partial class Game : Node3D, IGame
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LoadNextLevel.Hide();
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}
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private void OnQuit() => GetTree().Root.QueueFree();
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private void OnQuit() => GameExitRequested?.Invoke();
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public void OnExitTree()
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{
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@@ -4,6 +4,7 @@ namespace Zennysoft.Game.Ma;
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using Chickensoft.AutoInject;
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using Chickensoft.GodotNodeInterfaces;
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using Chickensoft.SaveFileBuilder;
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using System;
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using System.Threading.Tasks;
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using Zennysoft.Ma.Adapter;
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@@ -30,4 +31,6 @@ public interface IGame : IProvide<IGame>, IProvide<IGameRepo>, IProvide<IPlayer>
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public Task Save();
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public QuestData QuestData { get; }
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public event Action GameExitRequested;
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}
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@@ -7,6 +7,7 @@
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[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_1ctjd"]
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[node name="Control" type="Control"]
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process_mode = 3
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layout_mode = 3
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anchors_preset = 15
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anchor_right = 1.0
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@@ -107,187 +107,187 @@ public partial class Player : CharacterBody3D, IPlayer, IProvide<IPlayer>
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public void Initialize()
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{
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var container = new SimpleInjector.Container();
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container.Register<IPlayerLogic, PlayerLogic>(Lifestyle.Singleton);
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var container = new SimpleInjector.Container();
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container.Register<IPlayerLogic, PlayerLogic>(Lifestyle.Singleton);
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PlayerLogic = container.GetInstance<IPlayerLogic>();
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PlayerLogic.Set(this as IPlayer);
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PlayerLogic.Set(Settings);
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PlayerLogic = container.GetInstance<IPlayerLogic>();
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PlayerLogic.Set(this as IPlayer);
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PlayerLogic.Set(Settings);
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Inventory = new Inventory();
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HealthComponent = new HealthComponent(InitialHP);
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VTComponent = new VTComponent(InitialVT);
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AttackComponent = new AttackComponent(InitialAttack);
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DefenseComponent = new DefenseComponent(InitialDefense);
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ExperiencePointsComponent = new ExperiencePointsComponent();
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LuckComponent = new LuckComponent(InitialLuck);
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EquipmentComponent = new EquipmentComponent();
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Inventory = new Inventory();
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HealthComponent = new HealthComponent(InitialHP);
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VTComponent = new VTComponent(InitialVT);
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AttackComponent = new AttackComponent(InitialAttack);
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DefenseComponent = new DefenseComponent(InitialDefense);
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ExperiencePointsComponent = new ExperiencePointsComponent();
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LuckComponent = new LuckComponent(InitialLuck);
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EquipmentComponent = new EquipmentComponent();
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_itemReroller = new ItemReroller(ItemDatabase.Instance);
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_itemReroller = new ItemReroller(ItemDatabase.Instance);
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Settings = new PlayerLogic.Settings() { RotationSpeed = RotationSpeed, MoveSpeed = MoveSpeed, Acceleration = Acceleration };
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Settings = new PlayerLogic.Settings() { RotationSpeed = RotationSpeed, MoveSpeed = MoveSpeed, Acceleration = Acceleration };
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PlayerBinding = PlayerLogic.Bind();
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PlayerBinding = PlayerLogic.Bind();
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PlayerBinding
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.Handle((in PlayerLogic.Output.ThrowItem output) =>
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{
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})
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.Handle((in PlayerLogic.Output.Move output) =>
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{
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Move(output.delta);
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});
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PlayerBinding
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.Handle((in PlayerLogic.Output.ThrowItem output) =>
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{
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})
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.Handle((in PlayerLogic.Output.Move output) =>
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{
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Move(output.delta);
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});
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PlayerLogic.Start();
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this.Provide();
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PlayerLogic.Start();
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this.Provide();
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}
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public void ResetPlayerData()
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{
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foreach (var item in Inventory.Items)
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Inventory.Remove(item);
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foreach (var item in Inventory.Items)
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Inventory.Remove(item);
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HealthComponent.Reset();
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VTComponent.Reset();
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AttackComponent.Reset();
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DefenseComponent.Reset();
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ExperiencePointsComponent.Reset();
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LuckComponent.Reset();
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EquipmentComponent.Reset();
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HealthComponent.Reset();
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VTComponent.Reset();
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AttackComponent.Reset();
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DefenseComponent.Reset();
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ExperiencePointsComponent.Reset();
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LuckComponent.Reset();
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EquipmentComponent.Reset();
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HealthTimer.Timeout += OnHealthTimerTimeout;
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HealthTimer.Timeout += OnHealthTimerTimeout;
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}
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#region Initialization
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public void OnReady()
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{
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Hitbox.AreaEntered += Hitbox_AreaEntered;
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CollisionDetector.AreaEntered += CollisionDetector_AreaEntered;
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HealthComponent.HealthReachedZero += Die;
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HealthTimer.WaitTime = _healthTimerWaitTime;
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SetProcessInput(false);
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SetPhysicsProcess(false);
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Hitbox.AreaEntered += Hitbox_AreaEntered;
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CollisionDetector.AreaEntered += CollisionDetector_AreaEntered;
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HealthComponent.HealthReachedZero += Die;
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HealthTimer.WaitTime = _healthTimerWaitTime;
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SetProcessInput(false);
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SetPhysicsProcess(false);
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}
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#endregion
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public void Activate()
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{
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SetProcessInput(true);
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SetPhysicsProcess(true);
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SetHealthTimerStatus(HealthTimerIsActive);
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SetProcessInput(true);
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SetPhysicsProcess(true);
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SetHealthTimerStatus(HealthTimerIsActive);
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}
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public void Deactivate()
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{
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Velocity = Vector3.Zero;
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SetProcessInput(false);
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SetPhysicsProcess(false);
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SetHealthTimerStatus(false);
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Velocity = Vector3.Zero;
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SetProcessInput(false);
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SetPhysicsProcess(false);
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SetHealthTimerStatus(false);
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}
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private void SetHealthTimerStatus(bool isActive)
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{
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if (isActive)
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HealthTimer.Start();
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else
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HealthTimer.Stop();
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if (isActive)
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HealthTimer.Start();
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else
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HealthTimer.Stop();
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}
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public void TeleportPlayer(Transform3D newTransform)
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{
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Transform = newTransform;
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Transform = newTransform;
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}
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public void TakeDamage(AttackData damage)
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{
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_camera3D.AddShake(1.0f);
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TakeDamageAnimationPlayer.Play("take_damage");
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var damageReceived = DamageCalculator.CalculateDamage(damage, DefenseComponent.CurrentDefense.Value + EquipmentComponent.BonusDefense, EquipmentComponent.ElementalResistance);
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HealthComponent.Damage(damageReceived);
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SfxDatabase.Instance.Play(SoundEffect.TakeDamage);
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_camera3D.AddShake(1.0f);
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TakeDamageAnimationPlayer.Play("take_damage");
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var damageReceived = DamageCalculator.CalculateDamage(damage, DefenseComponent.CurrentDefense.Value + EquipmentComponent.BonusDefense, EquipmentComponent.ElementalResistance);
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HealthComponent.Damage(damageReceived);
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SfxDatabase.Instance.Play(SoundEffect.TakeDamage);
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}
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public void Knockback(float impulse)
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{
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_knockbackStrength = impulse;
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_knockbackDirection = GlobalBasis.Z.Normalized();
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_knockbackStrength = impulse;
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_knockbackDirection = GlobalBasis.Z.Normalized();
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}
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public void LevelUp()
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{
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var rng = new RandomNumberGenerator();
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rng.Randomize();
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var hpIncrease = rng.RandiRange(3, 6);
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HealthComponent.RaiseMaximumHP(hpIncrease);
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ExperiencePointsComponent.LevelUp();
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var rng = new RandomNumberGenerator();
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rng.Randomize();
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var hpIncrease = rng.RandiRange(3, 6);
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HealthComponent.RaiseMaximumHP(hpIncrease);
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ExperiencePointsComponent.LevelUp();
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}
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public void Die()
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{
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PlayerFXAnimations.Play("death");
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HealthTimer.WaitTime = _healthTimerWaitTime;
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HealthTimer.Timeout -= OnHealthTimerTimeout;
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SetProcessInput(false);
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SetPhysicsProcess(false);
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PlayerDied?.Invoke();
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PlayerFXAnimations.Play("death");
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HealthTimer.WaitTime = _healthTimerWaitTime;
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HealthTimer.Timeout -= OnHealthTimerTimeout;
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SetProcessInput(false);
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SetPhysicsProcess(false);
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PlayerDied?.Invoke();
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}
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public override void _Input(InputEvent @event)
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{
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if (@event.IsActionPressed(GameInputs.Attack))
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Attack();
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if (@event.IsActionPressed(GameInputs.Sprint))
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Settings.MoveSpeed *= 2;
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if (@event.IsActionReleased(GameInputs.Sprint))
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Settings.MoveSpeed /= 2;
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if (@event.IsActionPressed(GameInputs.Attack))
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Attack();
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if (@event.IsActionPressed(GameInputs.Sprint))
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Settings.MoveSpeed *= 2;
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if (@event.IsActionReleased(GameInputs.Sprint))
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Settings.MoveSpeed /= 2;
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}
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public void PlayTestAnimation()
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{
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PlayerFXAnimations.Play("test_animation");
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PlayerFXAnimations.Play("test_animation");
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}
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public void OnPhysicsProcess(double delta)
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{
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PlayerLogic.Input(new PlayerLogic.Input.PhysicsTick(delta));
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PlayerLogic.Input(new PlayerLogic.Input.Moved(GlobalPosition, GlobalTransform));
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PlayerLogic.Input(new PlayerLogic.Input.PhysicsTick(delta));
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PlayerLogic.Input(new PlayerLogic.Input.Moved(GlobalPosition, GlobalTransform));
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}
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public void Equip(EquipableItem equipable)
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{
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if (equipable.ItemTag == ItemTag.MysteryItem)
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{
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var rerolledItem = _itemReroller.RerollItem(equipable, Inventory);
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Equip(rerolledItem);
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return;
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}
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if (equipable.ItemTag == ItemTag.MysteryItem)
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{
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var rerolledItem = _itemReroller.RerollItem(equipable, Inventory);
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Equip(rerolledItem);
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return;
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}
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HealthComponent.RaiseMaximumHP(equipable.BonusHP, false);
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VTComponent.RaiseMaximumVT(equipable.BonusVT, false);
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HealthComponent.RaiseMaximumHP(equipable.BonusHP, false);
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VTComponent.RaiseMaximumVT(equipable.BonusVT, false);
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EquipmentComponent.Equip(equipable);
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EquipmentComponent.Equip(equipable);
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}
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public void Unequip(EquipableItem equipable)
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{
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HealthComponent.SetMaximumHealth(HealthComponent.MaximumHP.Value - equipable.BonusHP);
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VTComponent.SetMaximumVT(VTComponent.MaximumVT.Value - equipable.BonusVT);
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HealthComponent.SetMaximumHealth(HealthComponent.MaximumHP.Value - equipable.BonusHP);
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VTComponent.SetMaximumVT(VTComponent.MaximumVT.Value - equipable.BonusVT);
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EquipmentComponent.Unequip(equipable);
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EquipmentComponent.Unequip(equipable);
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}
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private static Vector3 GlobalInputVector
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{
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get
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{
|
||||
var rawInput = Input.GetVector(GameInputs.MoveLeft, GameInputs.MoveRight, GameInputs.MoveUp, GameInputs.MoveDown);
|
||||
var input = new Vector3
|
||||
{
|
||||
X = rawInput.X,
|
||||
Z = rawInput.Y
|
||||
};
|
||||
return input with { Y = 0f };
|
||||
}
|
||||
get
|
||||
{
|
||||
var rawInput = Input.GetVector(GameInputs.MoveLeft, GameInputs.MoveRight, GameInputs.MoveUp, GameInputs.MoveDown);
|
||||
var input = new Vector3
|
||||
{
|
||||
X = rawInput.X,
|
||||
Z = rawInput.Y
|
||||
};
|
||||
return input with { Y = 0f };
|
||||
}
|
||||
}
|
||||
|
||||
private static float LeftStrafeInputVector => Input.GetActionStrength(GameInputs.StrafeLeft);
|
||||
@@ -296,143 +296,143 @@ public partial class Player : CharacterBody3D, IPlayer, IProvide<IPlayer>
|
||||
|
||||
private void Attack()
|
||||
{
|
||||
if (PlayerIsHittingGeometry())
|
||||
AnimationPlayer.Play("hit_wall");
|
||||
else if (!AnimationPlayer.IsPlaying())
|
||||
PlayAttackAnimation();
|
||||
if (PlayerIsHittingGeometry())
|
||||
AnimationPlayer.Play("hit_wall");
|
||||
else if (!AnimationPlayer.IsPlaying())
|
||||
PlayAttackAnimation();
|
||||
}
|
||||
|
||||
private void ThrowItem()
|
||||
{
|
||||
var itemScene = GD.Load<PackedScene>("res://src/items/throwable/ThrowableItem.tscn");
|
||||
var throwItem = itemScene.Instantiate<ThrowableItem>();
|
||||
GetTree().Root.AddChildEx(throwItem);
|
||||
throwItem.GlobalPosition = CurrentPosition + new Vector3(0, 3.5f, 0);
|
||||
throwItem.GlobalRotation = GlobalRotation;
|
||||
var itemScene = GD.Load<PackedScene>("res://src/items/throwable/ThrowableItem.tscn");
|
||||
var throwItem = itemScene.Instantiate<ThrowableItem>();
|
||||
GetTree().Root.AddChildEx(throwItem);
|
||||
throwItem.GlobalPosition = CurrentPosition + new Vector3(0, 3.5f, 0);
|
||||
throwItem.GlobalRotation = GlobalRotation;
|
||||
}
|
||||
|
||||
private void PlayAttackAnimation()
|
||||
{
|
||||
SfxDatabase.Instance.Play(((Weapon)EquipmentComponent.EquippedWeapon.Value).SoundEffect);
|
||||
var attackSpeed = ((Weapon)EquipmentComponent.EquippedWeapon.Value).AttackSpeed;
|
||||
AnimationPlayer.SetSpeedScale((float)attackSpeed);
|
||||
AnimationPlayer.Play("attack");
|
||||
SfxDatabase.Instance.Play(((Weapon)EquipmentComponent.EquippedWeapon.Value).SoundEffect);
|
||||
var attackSpeed = ((Weapon)EquipmentComponent.EquippedWeapon.Value).AttackSpeed;
|
||||
AnimationPlayer.SetSpeedScale((float)attackSpeed);
|
||||
AnimationPlayer.Play("attack");
|
||||
}
|
||||
|
||||
private void OnExitTree()
|
||||
{
|
||||
PlayerLogic.Stop();
|
||||
PlayerBinding.Dispose();
|
||||
Hitbox.AreaEntered -= Hitbox_AreaEntered;
|
||||
CollisionDetector.AreaEntered -= CollisionDetector_AreaEntered;
|
||||
HealthComponent.HealthReachedZero -= Die;
|
||||
HealthTimer.Timeout -= OnHealthTimerTimeout;
|
||||
PlayerLogic.Stop();
|
||||
PlayerBinding.Dispose();
|
||||
Hitbox.AreaEntered -= Hitbox_AreaEntered;
|
||||
CollisionDetector.AreaEntered -= CollisionDetector_AreaEntered;
|
||||
HealthComponent.HealthReachedZero -= Die;
|
||||
HealthTimer.Timeout -= OnHealthTimerTimeout;
|
||||
}
|
||||
|
||||
private void Move(float delta)
|
||||
{
|
||||
var rawInput = GlobalInputVector;
|
||||
var strafeLeftInput = LeftStrafeInputVector;
|
||||
var strafeRightInput = RightStrafeInputVector;
|
||||
var rawInput = GlobalInputVector;
|
||||
var strafeLeftInput = LeftStrafeInputVector;
|
||||
var strafeRightInput = RightStrafeInputVector;
|
||||
|
||||
var transform = Transform;
|
||||
transform.Basis = new Basis(Vector3.Up, Settings.RotationSpeed * -rawInput.X * delta) * transform.Basis;
|
||||
var moveDirection = new Vector3(strafeRightInput - strafeLeftInput, 0, rawInput.Z).Normalized();
|
||||
var velocity = Basis * moveDirection * Settings.MoveSpeed * Settings.Acceleration;
|
||||
_knockbackStrength *= 0.9f;
|
||||
Transform = Transform with { Basis = transform.Basis };
|
||||
Velocity = velocity + (_knockbackDirection * _knockbackStrength);
|
||||
if (!WalkSFX.Playing && !Velocity.IsZeroApprox())
|
||||
WalkSFX.Play();
|
||||
else if (Velocity.IsZeroApprox())
|
||||
WalkSFX.Stop();
|
||||
MoveAndSlide();
|
||||
var transform = Transform;
|
||||
transform.Basis = new Basis(Vector3.Up, Settings.RotationSpeed * -rawInput.X * delta) * transform.Basis;
|
||||
var moveDirection = new Vector3(strafeRightInput - strafeLeftInput, 0, rawInput.Z).Normalized();
|
||||
var velocity = Basis * moveDirection * Settings.MoveSpeed * Settings.Acceleration;
|
||||
_knockbackStrength *= 0.9f;
|
||||
Transform = Transform with { Basis = transform.Basis };
|
||||
Velocity = velocity + (_knockbackDirection * _knockbackStrength);
|
||||
if (!WalkSFX.Playing && !Velocity.IsZeroApprox())
|
||||
WalkSFX.Play();
|
||||
else if (Velocity.IsZeroApprox())
|
||||
WalkSFX.Stop();
|
||||
MoveAndSlide();
|
||||
}
|
||||
|
||||
private void OnPlayerPositionUpdated(Vector3 globalPosition) => GlobalPosition = globalPosition;
|
||||
|
||||
private void OnHealthTimerTimeout()
|
||||
{
|
||||
if (VTComponent.CurrentVT.Value > 0)
|
||||
{
|
||||
if (((Accessory)EquipmentComponent.EquippedAccessory.Value).AccessoryTag == AccessoryTag.HalfVTConsumption)
|
||||
reduceOnTick = !reduceOnTick;
|
||||
if (VTComponent.CurrentVT.Value > 0)
|
||||
{
|
||||
if (((Accessory)EquipmentComponent.EquippedAccessory.Value).AccessoryTag == AccessoryTag.HalfVTConsumption)
|
||||
reduceOnTick = !reduceOnTick;
|
||||
|
||||
HealthComponent.Heal(1);
|
||||
HealthComponent.Heal(1);
|
||||
|
||||
if (reduceOnTick)
|
||||
VTComponent.Reduce(1);
|
||||
}
|
||||
else
|
||||
HealthComponent.Damage(1);
|
||||
if (reduceOnTick)
|
||||
VTComponent.Reduce(1);
|
||||
}
|
||||
else
|
||||
HealthComponent.Damage(1);
|
||||
}
|
||||
|
||||
private void Hitbox_AreaEntered(Area3D area)
|
||||
{
|
||||
var target = area.GetOwner();
|
||||
if (target is IEnemy enemy)
|
||||
HitEnemy(enemy);
|
||||
var target = area.GetOwner();
|
||||
if (target is IEnemy enemy)
|
||||
HitEnemy(enemy);
|
||||
}
|
||||
|
||||
private void HitEnemy(IEnemy enemy)
|
||||
{
|
||||
var ignoreElementalResistance = (EquipmentComponent.EquippedWeapon.Value as Weapon).WeaponTag == WeaponTag.IgnoreAffinity;
|
||||
var ignoreDefense = (EquipmentComponent.EquippedWeapon.Value as Weapon).WeaponTag == WeaponTag.IgnoreDefense;
|
||||
var isCriticalHit = BattleExtensions.IsCriticalHit(LuckComponent.Luck.Value + EquipmentComponent.BonusLuck);
|
||||
var totalDamage = AttackComponent.CurrentAttack.Value + EquipmentComponent.BonusAttack;
|
||||
var element = (EquipmentComponent.EquippedWeapon.Value as Weapon).WeaponElement;
|
||||
var ignoreElementalResistance = (EquipmentComponent.EquippedWeapon.Value as Weapon).WeaponTag == WeaponTag.IgnoreAffinity;
|
||||
var ignoreDefense = (EquipmentComponent.EquippedWeapon.Value as Weapon).WeaponTag == WeaponTag.IgnoreDefense;
|
||||
var isCriticalHit = BattleExtensions.IsCriticalHit(LuckComponent.Luck.Value + EquipmentComponent.BonusLuck);
|
||||
var totalDamage = AttackComponent.CurrentAttack.Value + EquipmentComponent.BonusAttack;
|
||||
var element = (EquipmentComponent.EquippedWeapon.Value as Weapon).WeaponElement;
|
||||
|
||||
if (isCriticalHit)
|
||||
{
|
||||
totalDamage += (int)(totalDamage * 0.5f);
|
||||
SfxDatabase.Instance.Play(SoundEffect.Crit);
|
||||
}
|
||||
if (isCriticalHit)
|
||||
{
|
||||
totalDamage += (int)(totalDamage * 0.5f);
|
||||
SfxDatabase.Instance.Play(SoundEffect.Crit);
|
||||
}
|
||||
|
||||
var baseAttack = new AttackData(totalDamage, element, ignoreDefense, ignoreElementalResistance);
|
||||
var damageDealt = DamageCalculator.CalculateDamage(baseAttack, enemy.DefenseComponent.CurrentDefense.Value, ElementalResistanceSet.None);
|
||||
enemy.HealthComponent.Damage(damageDealt);
|
||||
var baseAttack = new AttackData(totalDamage, element, ignoreDefense, ignoreElementalResistance);
|
||||
var damageDealt = DamageCalculator.CalculateDamage(baseAttack, enemy.DefenseComponent.CurrentDefense.Value, ElementalResistanceSet.None);
|
||||
enemy.HealthComponent.Damage(damageDealt);
|
||||
|
||||
if (((Weapon)EquipmentComponent.EquippedWeapon.Value).WeaponTag == WeaponTag.Knockback && enemy is IKnockbackable knockbackable)
|
||||
knockbackable.Knockback(0.3f, -CurrentBasis.Z.Normalized());
|
||||
if (((Weapon)EquipmentComponent.EquippedWeapon.Value).WeaponTag == WeaponTag.SelfDamage)
|
||||
HealthComponent.Damage(5);
|
||||
if (((Weapon)EquipmentComponent.EquippedWeapon.Value).WeaponTag == WeaponTag.Knockback && enemy is IKnockbackable knockbackable)
|
||||
knockbackable.Knockback(0.3f, -CurrentBasis.Z.Normalized());
|
||||
if (((Weapon)EquipmentComponent.EquippedWeapon.Value).WeaponTag == WeaponTag.SelfDamage)
|
||||
HealthComponent.Damage(5);
|
||||
}
|
||||
|
||||
private void CollisionDetector_AreaEntered(Area3D area)
|
||||
{
|
||||
if (area.GetParent() is InventoryItem inventoryItem)
|
||||
{
|
||||
var isAdded = Inventory.PickUpItem(inventoryItem);
|
||||
if (isAdded)
|
||||
inventoryItem.QueueFree();
|
||||
}
|
||||
if (area.GetParent() is DroppedItem droppedItem)
|
||||
{
|
||||
var isAdded = Inventory.PickUpItem(droppedItem.Item);
|
||||
if (isAdded)
|
||||
droppedItem.QueueFree();
|
||||
}
|
||||
if (area.GetParent() is ThrownItem thrownItem)
|
||||
{
|
||||
var isAdded = Inventory.PickUpItem(thrownItem.ItemThatIsThrown);
|
||||
if (isAdded)
|
||||
thrownItem.QueueFree();
|
||||
}
|
||||
if (area.GetParent() is Restorative restorative)
|
||||
{
|
||||
restorative.QueueFree();
|
||||
}
|
||||
if (area.GetParent() is InventoryItem inventoryItem)
|
||||
{
|
||||
var isAdded = Inventory.PickUpItem(inventoryItem);
|
||||
if (isAdded)
|
||||
inventoryItem.QueueFree();
|
||||
}
|
||||
if (area.GetParent() is DroppedItem droppedItem)
|
||||
{
|
||||
var isAdded = Inventory.PickUpItem(droppedItem.Item);
|
||||
if (isAdded)
|
||||
droppedItem.QueueFree();
|
||||
}
|
||||
if (area.GetParent() is ThrownItem thrownItem)
|
||||
{
|
||||
var isAdded = Inventory.PickUpItem(thrownItem.ItemThatIsThrown);
|
||||
if (isAdded)
|
||||
thrownItem.QueueFree();
|
||||
}
|
||||
if (area.GetParent() is Restorative restorative)
|
||||
{
|
||||
restorative.QueueFree();
|
||||
}
|
||||
}
|
||||
|
||||
private bool PlayerIsHittingGeometry()
|
||||
{
|
||||
var collisions = WallCheck.GetCollidingBodies();
|
||||
return collisions.Count > 0;
|
||||
var collisions = WallCheck.GetCollidingBodies();
|
||||
return collisions.Count > 0;
|
||||
}
|
||||
|
||||
private void WallCheck_BodyEntered(Node body)
|
||||
{
|
||||
GD.Print("Hit wall");
|
||||
AnimationPlayer.Stop();
|
||||
GD.Print("Hit wall");
|
||||
AnimationPlayer.Stop();
|
||||
}
|
||||
}
|
||||
|
||||
@@ -56,8 +56,17 @@ public partial class GalleryMenu : Control
|
||||
|
||||
public void OnReady()
|
||||
{
|
||||
GalleryData = new GalleryData() { PlaceholderImage1 = true };
|
||||
BackButton.Pressed += BackButton_Pressed;
|
||||
GalleryData = new GalleryData() { PlaceholderImage1 = true };
|
||||
BackButton.Pressed += BackButton_Pressed;
|
||||
}
|
||||
|
||||
public override void _Input(InputEvent @event)
|
||||
{
|
||||
if (!Visible)
|
||||
return;
|
||||
|
||||
if (@event.IsActionPressed(GameInputs.Interact))
|
||||
BackButton.GrabFocus();
|
||||
}
|
||||
|
||||
private void BackButton_Pressed() => EmitSignal(SignalName.GalleryExited);
|
||||
|
||||
@@ -57,13 +57,4 @@ public partial class InGameUI : Control, IInGameUI
|
||||
InventoryMenu.Hide();
|
||||
InventoryMenu.SetProcessInput(false);
|
||||
}
|
||||
|
||||
public override void _UnhandledInput(InputEvent @event)
|
||||
{
|
||||
if (@event.IsActionPressed(GameInputs.Inventory) && !InventoryMenu.Visible)
|
||||
{
|
||||
GD.Print("Inventory button pressed");
|
||||
InGameUILogic.Input(new InGameUILogic.Input.ShowInventory());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -100,7 +100,7 @@ public partial class InventoryMenu : Control, IInventoryMenu
|
||||
SfxDatabase.Instance.Play(SoundEffect.MoveUI);
|
||||
}
|
||||
|
||||
public override void _Input(InputEvent @event)
|
||||
public override void _UnhandledInput(InputEvent @event)
|
||||
{
|
||||
if (!Visible)
|
||||
return;
|
||||
@@ -108,12 +108,6 @@ public partial class InventoryMenu : Control, IInventoryMenu
|
||||
if ((!Input.IsActionJustPressed(GameInputs.UiUp) && Input.IsActionPressed(GameInputs.UiUp)) || (!Input.IsActionJustPressed(GameInputs.UiDown) && Input.IsActionPressed(GameInputs.UiDown)))
|
||||
AcceptEvent();
|
||||
|
||||
if (Input.IsActionJustPressed(GameInputs.Inventory) && !(UseButton.HasFocus() || DropButton.HasFocus() || ThrowButton.HasFocus()))
|
||||
{
|
||||
SfxDatabase.Instance.Play(SoundEffect.CancelUI);
|
||||
AcceptEvent();
|
||||
_gameRepo.CloseInventory();
|
||||
}
|
||||
if (Input.IsActionJustPressed(GameInputs.UiCancel) && (UseButton.HasFocus() || DropButton.HasFocus() || ThrowButton.HasFocus()))
|
||||
{
|
||||
SfxDatabase.Instance.Play(SoundEffect.CancelUI);
|
||||
@@ -153,6 +147,7 @@ public partial class InventoryMenu : Control, IInventoryMenu
|
||||
}
|
||||
else
|
||||
{
|
||||
SfxDatabase.Instance.Play(SoundEffect.CancelUI);
|
||||
_enableMenuSound = false;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -2,6 +2,7 @@ using Chickensoft.AutoInject;
|
||||
using Chickensoft.GodotNodeInterfaces;
|
||||
using Chickensoft.Introspection;
|
||||
using Godot;
|
||||
using System;
|
||||
|
||||
namespace Zennysoft.Game.Ma;
|
||||
public interface IPauseMenu : IControl
|
||||
@@ -10,6 +11,8 @@ public interface IPauseMenu : IControl
|
||||
void FadeOut();
|
||||
event PauseMenu.UnpauseButtonPressedEventHandler UnpauseButtonPressed;
|
||||
event PauseMenu.TransitionCompletedEventHandler TransitionCompleted;
|
||||
|
||||
public event Action ExitGamePressed;
|
||||
}
|
||||
|
||||
[Meta(typeof(IAutoNode))]
|
||||
@@ -24,14 +27,32 @@ public partial class PauseMenu : Control, IPauseMenu
|
||||
|
||||
[Node] public IAnimationPlayer AnimationPlayer { get; set; } = default!;
|
||||
|
||||
[Node] public Button ResumeButton { get; set; } = default!;
|
||||
[Node] public Button ExitButton { get; set; } = default!;
|
||||
|
||||
public event Action ExitGamePressed;
|
||||
|
||||
public void OnResolved()
|
||||
{
|
||||
AnimationPlayer.AnimationFinished += OnAnimationFinished;
|
||||
ResumeButton.Pressed += ResumeButton_Pressed;
|
||||
ExitButton.Pressed += ExitButton_Pressed;
|
||||
}
|
||||
|
||||
public void FadeIn() => AnimationPlayer.Play("fade_in");
|
||||
private void ExitButton_Pressed() => ExitGamePressed?.Invoke();
|
||||
private void ResumeButton_Pressed() => FadeOut();
|
||||
public void FadeIn()
|
||||
{
|
||||
ResumeButton.GrabFocus();
|
||||
AnimationPlayer.Play("fade_in");
|
||||
}
|
||||
|
||||
public void FadeOut() => AnimationPlayer.Play("fade_out");
|
||||
public void FadeOut()
|
||||
{
|
||||
ResumeButton.ReleaseFocus();
|
||||
ExitButton.ReleaseFocus();
|
||||
AnimationPlayer.Play("fade_out");
|
||||
}
|
||||
|
||||
public override void _UnhandledInput(InputEvent @event)
|
||||
{
|
||||
@@ -41,5 +62,7 @@ public partial class PauseMenu : Control, IPauseMenu
|
||||
|
||||
public void OnAnimationFinished(StringName name)
|
||||
{
|
||||
if (name == "fade_out")
|
||||
Hide();
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,4 +1,9 @@
|
||||
[gd_scene load_steps=5 format=3 uid="uid://blbqgw3wosc1w"]
|
||||
[gd_scene load_steps=9 format=3 uid="uid://blbqgw3wosc1w"]
|
||||
|
||||
[ext_resource type="Script" uid="uid://cbal5oeaha4nx" path="res://src/ui/pause_menu/PauseMenu.cs" id="1_1mfd6"]
|
||||
[ext_resource type="FontFile" uid="uid://beh6d5lo5ihq0" path="res://src/ui/fonts/georgiai.ttf" id="2_o1qdr"]
|
||||
[ext_resource type="StyleBox" uid="uid://bxuy4tnftibfq" path="res://src/options/SelectedOptionsBox.tres" id="2_xhp56"]
|
||||
[ext_resource type="StyleBox" uid="uid://bl15q835s4ene" path="res://src/options/UnselectedOptionsBox.tres" id="3_o1qdr"]
|
||||
|
||||
[sub_resource type="Animation" id="Animation_f1eqn"]
|
||||
length = 0.001
|
||||
@@ -62,6 +67,7 @@ anchor_right = 1.0
|
||||
anchor_bottom = 1.0
|
||||
grow_horizontal = 2
|
||||
grow_vertical = 2
|
||||
script = ExtResource("1_1mfd6")
|
||||
|
||||
[node name="AnimationPlayer" type="AnimationPlayer" parent="."]
|
||||
unique_name_in_owner = true
|
||||
@@ -77,3 +83,53 @@ anchor_bottom = 1.0
|
||||
grow_horizontal = 2
|
||||
grow_vertical = 2
|
||||
color = Color(0, 0, 0, 1)
|
||||
|
||||
[node name="CenterContainer" type="CenterContainer" parent="."]
|
||||
layout_mode = 1
|
||||
anchors_preset = 15
|
||||
anchor_right = 1.0
|
||||
anchor_bottom = 1.0
|
||||
grow_horizontal = 2
|
||||
grow_vertical = 2
|
||||
|
||||
[node name="VBoxContainer" type="VBoxContainer" parent="CenterContainer"]
|
||||
layout_mode = 2
|
||||
theme_override_constants/separation = 10
|
||||
|
||||
[node name="ResumeButton" type="Button" parent="CenterContainer/VBoxContainer"]
|
||||
unique_name_in_owner = true
|
||||
layout_mode = 2
|
||||
theme_override_fonts/font = ExtResource("2_o1qdr")
|
||||
theme_override_font_sizes/font_size = 38
|
||||
theme_override_styles/focus = ExtResource("2_xhp56")
|
||||
theme_override_styles/disabled_mirrored = ExtResource("3_o1qdr")
|
||||
theme_override_styles/disabled = ExtResource("3_o1qdr")
|
||||
theme_override_styles/hover_pressed_mirrored = ExtResource("3_o1qdr")
|
||||
theme_override_styles/hover_pressed = ExtResource("3_o1qdr")
|
||||
theme_override_styles/hover_mirrored = ExtResource("3_o1qdr")
|
||||
theme_override_styles/hover = ExtResource("3_o1qdr")
|
||||
theme_override_styles/pressed_mirrored = ExtResource("3_o1qdr")
|
||||
theme_override_styles/pressed = ExtResource("3_o1qdr")
|
||||
theme_override_styles/normal_mirrored = ExtResource("3_o1qdr")
|
||||
theme_override_styles/normal = ExtResource("3_o1qdr")
|
||||
text = "Resume"
|
||||
flat = true
|
||||
|
||||
[node name="ExitButton" type="Button" parent="CenterContainer/VBoxContainer"]
|
||||
unique_name_in_owner = true
|
||||
layout_mode = 2
|
||||
theme_override_fonts/font = ExtResource("2_o1qdr")
|
||||
theme_override_font_sizes/font_size = 38
|
||||
theme_override_styles/focus = ExtResource("2_xhp56")
|
||||
theme_override_styles/disabled_mirrored = ExtResource("3_o1qdr")
|
||||
theme_override_styles/disabled = ExtResource("3_o1qdr")
|
||||
theme_override_styles/hover_pressed_mirrored = ExtResource("3_o1qdr")
|
||||
theme_override_styles/hover_pressed = ExtResource("3_o1qdr")
|
||||
theme_override_styles/hover_mirrored = ExtResource("3_o1qdr")
|
||||
theme_override_styles/hover = ExtResource("3_o1qdr")
|
||||
theme_override_styles/pressed_mirrored = ExtResource("3_o1qdr")
|
||||
theme_override_styles/pressed = ExtResource("3_o1qdr")
|
||||
theme_override_styles/normal_mirrored = ExtResource("3_o1qdr")
|
||||
theme_override_styles/normal = ExtResource("3_o1qdr")
|
||||
text = "Exit Game"
|
||||
flat = true
|
||||
|
||||
Reference in New Issue
Block a user