Move files and folders to new repo format to enable multi-project format

This commit is contained in:
2025-03-06 22:07:25 -08:00
parent 12cbb82ac9
commit a09f6ec5a5
3973 changed files with 1781 additions and 2938 deletions

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namespace Zennysoft.Game.Ma;
using Godot;
#if DEBUG
using System.Reflection;
#endif
// This entry-point file is responsible for determining if we should run tests.
//
// If you want to edit your game's main entry-point, please see Game.tscn and
// Game.cs instead.
public partial class Main : Node
{
public override void _Ready()
{
// If we don't need to run tests, we can just switch to the game scene.
CallDeferred("RunScene");
}
private void RunScene()
=> GetTree().ChangeSceneToFile("res://src/app/App.tscn");
}

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uid://cck757iieiyj5

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[gd_scene load_steps=2 format=3 uid="uid://d1gjaijijd5ot"]
[ext_resource type="Script" uid="uid://cck757iieiyj5" path="res://src/Main.cs" id="1_prpoe"]
[node name="Node" type="Node"]
process_mode = 3
script = ExtResource("1_prpoe")

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using Chickensoft.AutoInject;
using Chickensoft.GodotNodeInterfaces;
using Chickensoft.Introspection;
using Godot;
using static Zennysoft.Game.Ma.AppLogic.Input;
namespace Zennysoft.Game.Ma;
public interface IApp : ICanvasLayer, IProvide<IAppRepo>;
[Meta(typeof(IAutoNode))]
public partial class App : CanvasLayer, IApp
{
public override void _Notification(int what) => this.Notify(what);
public const string GAME_SCENE_PATH = "res://src/game/Game.tscn";
public IGame Game { get; set; } = default!;
public IInstantiator Instantiator { get; set; } = default!;
IAppRepo IProvide<IAppRepo>.Value() => AppRepo;
public IAppRepo AppRepo { get; set; } = default!;
public IAppLogic AppLogic { get; set; } = default!;
public AppLogic.IBinding AppBinding { get; set; } = default!;
[Node] public Menu Menu { get; set; } = default!;
[Node] public ISubViewport GameWindow { get; set; } = default!;
[Node] public ISplash Splash { get; set; } = default!;
[Node] public IColorRect BlankScreen { get; set; } = default!;
[Node] public IAnimationPlayer AnimationPlayer { get; set; } = default!;
public void Initialize()
{
Instantiator = new Instantiator(GetTree());
AppRepo = new AppRepo();
AppLogic = new AppLogic();
AppLogic.Set(AppRepo);
AppLogic.Set(new AppLogic.Data());
Menu.NewGame += OnNewGame;
Menu.LoadGame += OnLoadGame;
Menu.Quit += OnQuit;
AnimationPlayer.AnimationFinished += OnAnimationFinished;
Input.MouseMode = Input.MouseModeEnum.Visible;
this.Provide();
}
public void OnReady()
{
AppBinding = AppLogic.Bind();
AppBinding
.Handle((in AppLogic.Output.ShowSplashScreen _) =>
{
HideMenus();
BlankScreen.Hide();
Splash.Show();
})
.Handle((in AppLogic.Output.HideSplashScreen _) =>
{
BlankScreen.Show();
FadeToBlack();
})
.Handle((in AppLogic.Output.SetupGameScene _) =>
{
Game = Instantiator.LoadAndInstantiate<Game>(GAME_SCENE_PATH);
GameWindow.AddChildEx(Game);
Instantiator.SceneTree.Paused = false;
})
.Handle((in AppLogic.Output.ShowMainMenu _) =>
{
// Load everything while we're showing a black screen, then fade in.
HideMenus();
Menu.Show();
FadeInFromBlack();
Menu.NewGameButton.GrabFocus();
})
.Handle((in AppLogic.Output.FadeToBlack _) => FadeToBlack())
.Handle((in AppLogic.Output.HideGame _) => FadeToBlack())
.Handle((in AppLogic.Output.ShowGame _) =>
{
HideMenus();
FadeInFromBlack();
})
.Handle((in AppLogic.Output.StartLoadingSaveFile _) =>
{
Game.SaveFileLoaded += OnSaveFileLoaded;
Game.LoadExistingGame();
})
.Handle((in AppLogic.Output.ExitGame _) =>
{
GetTree().Quit();
});
AppLogic.Start();
}
public void OnNewGame() => AppLogic.Input(new NewGame());
private void OnLoadGame() => AppLogic.Input(new LoadGame());
public void OnQuit() => AppLogic.Input(new QuitGame());
public void OnSaveFileLoaded()
{
Game.SaveFileLoaded -= OnSaveFileLoaded;
AppLogic.Input(new SaveFileLoaded());
}
public void FadeInFromBlack()
{
BlankScreen.Show();
AnimationPlayer.Play("fade_in");
}
public void FadeToBlack()
{
BlankScreen.Show();
AnimationPlayer.Play("fade_out");
}
public void HideMenus()
{
Splash.Hide();
Menu.Hide();
}
public void OnAnimationFinished(StringName animation)
{
if (animation == "fade_in")
{
AppLogic.Input(new FadeInFinished());
BlankScreen.Hide();
return;
}
AppLogic.Input(new FadeOutFinished());
}
public void OnExitTree()
{
AppLogic.Stop();
AppBinding.Dispose();
AppRepo.Dispose();
}
}

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uid://d1f8blk5ucqvq

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shader_type canvas_item;
// Handles the resolution changes, color depth, and dithering
group_uniforms resolution_and_colors;
uniform bool change_color_depth = false;
uniform int target_color_depth : hint_range(1, 8) = 5;
uniform bool dithering = false;
uniform bool scale_resolution = false;
uniform int target_resolution_scale = 3;
// Handles the LUTish recoloring
group_uniforms gradient_recoloring;
uniform bool enable_recolor = false;
uniform sampler2D to_gradient: hint_default_black;
int dithering_pattern(ivec2 fragcoord) {
const int pattern[] = {
-4, +0, -3, +1,
+2, -2, +3, -1,
-3, +1, -4, +0,
+3, -1, +2, -2
};
int x = fragcoord.x % 4;
int y = fragcoord.y % 4;
return pattern[y * 4 + x];
}
vec3 rgb2hsv(vec3 rgb) { //Converts RGB values to HSV
float r = rgb.r;
float g = rgb.g;
float b = rgb.b;
float cmax = max(r,max(g,b));
float cmin = min(r,min(g,b));
float delta = cmax - cmin;
float h = 0.f; //hue
if (delta > 0.f){
if (cmax == r){
h = (g-b)/delta;
h = mod(h,6.f);
} else if (cmax == g){
h = ((b - r) / delta) + 2.f;
} else {
h = ((r-g)/delta) + 4.f;
}
h = h * 60.f;
}
float s = 0.f; //saturation
if (cmax > 0.f){
s = delta / cmax;
}
return vec3(h,s,cmax); // Keep original alpha value
}
vec3 hsv2rgb(vec3 hsv) { //Converts HSV values to RGB
float h = hsv.r;
float s = hsv.g;
float v = hsv.b;
float c = v * s;
//X = C × (1 - |(H / 60°) mod 2 - 1|)
float x = h / 60.f;
x = mod(x,2.f);
x = abs(x - 1.f);
x = c * (1.f - x);
float m = v - c;
vec3 rgb = vec3(0.f,0.f,0.f);
if (h < 60.f) {
rgb = vec3(c,x,0.f);
} else if (h < 120.f){
rgb = vec3(x,c,0.f);
} else if (h < 180.f){
rgb = vec3(0.f,c,x);
} else if (h < 240.f){
rgb = vec3(0.f,x,c);
} else if (h < 300.f){
rgb = vec3(x,0.f,c);
} else if (h < 360.f){
rgb = vec3(c,0.f,x);
}
rgb[0] = rgb[0] + m;
rgb[1] = rgb[1] + m;
rgb[2] = rgb[2] + m;
return rgb;
}
void fragment() {
ivec2 uv;
vec3 color;
if(scale_resolution){
uv = ivec2(FRAGCOORD.xy / float(target_resolution_scale));
color = texelFetch(TEXTURE, uv * target_resolution_scale, 0).rgb;
} else {
uv = ivec2(FRAGCOORD.xy);
color = texelFetch(TEXTURE, uv, 0).rgb;
}
if(enable_recolor){
vec3 hsv = rgb2hsv(color);
float color_pos = (hsv.x / 360.0);
vec3 new_color = texture(to_gradient, vec2((color_pos), 0.5)).rgb;
vec3 new_hsv = rgb2hsv(new_color);
hsv.x = new_hsv.x;
vec3 final_rgb = hsv2rgb(hsv);
color.rgb = final_rgb;
}
// Convert from [0.0, 1.0] range to [0, 255] range
ivec3 c = ivec3(round(color * 255.0));
// Apply the dithering pattern
if (dithering) {
c += ivec3(dithering_pattern(uv));
}
vec3 final_color;
if(change_color_depth){
// Truncate from 8 bits to color_depth bits
c >>= (8 - target_color_depth);
final_color = vec3(c) / float(1 << target_color_depth);
} else {
final_color = vec3(c) / float(1 << 8);
}
// Convert back to [0.0, 1.0] range
COLOR.rgb = final_color;
}

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uid://dmjxo4k2rx1an

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[gd_scene load_steps=8 format=3 uid="uid://cagfc5ridmteu"]
[ext_resource type="Script" uid="uid://d1f8blk5ucqvq" path="res://src/app/App.cs" id="1_rt73h"]
[ext_resource type="PackedScene" uid="uid://rfvnddfqufho" path="res://src/menu/Menu.tscn" id="2_kvwo1"]
[ext_resource type="PackedScene" uid="uid://bd0p761qakisw" path="res://src/menu/splash/Splash.tscn" id="3_3st5l"]
[sub_resource type="Animation" id="Animation_3st5l"]
length = 0.001
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("BlankScreenControl/BlankScreen:color")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 0,
"values": [Color(0, 0, 0, 1)]
}
[sub_resource type="Animation" id="Animation_1uiag"]
resource_name = "fade_in"
length = 0.1
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("BlankScreenControl/BlankScreen:color")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0, 0.1),
"transitions": PackedFloat32Array(1, 1),
"update": 0,
"values": [Color(0, 0, 0, 1), Color(0, 0, 0, 0)]
}
[sub_resource type="Animation" id="Animation_v0mgf"]
resource_name = "fade_out"
length = 0.1
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("BlankScreenControl/BlankScreen:color")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0, 0.1),
"transitions": PackedFloat32Array(1, 1),
"update": 0,
"values": [Color(0, 0, 0, 0), Color(0, 0, 0, 1)]
}
[sub_resource type="AnimationLibrary" id="AnimationLibrary_3st5l"]
_data = {
&"RESET": SubResource("Animation_3st5l"),
&"fade_in": SubResource("Animation_1uiag"),
&"fade_out": SubResource("Animation_v0mgf")
}
[node name="App" type="CanvasLayer"]
process_mode = 3
script = ExtResource("1_rt73h")
[node name="SubViewportContainer" type="SubViewportContainer" parent="."]
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
stretch = true
[node name="GameWindow" type="SubViewport" parent="SubViewportContainer"]
unique_name_in_owner = true
transparent_bg = true
handle_input_locally = false
audio_listener_enable_2d = true
audio_listener_enable_3d = true
size = Vector2i(1280, 960)
render_target_update_mode = 4
[node name="Menu" parent="." instance=ExtResource("2_kvwo1")]
unique_name_in_owner = true
visible = false
[node name="Splash" parent="." instance=ExtResource("3_3st5l")]
unique_name_in_owner = true
[node name="BlankScreenControl" type="Control" parent="."]
layout_mode = 3
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
[node name="BlankScreen" type="ColorRect" parent="BlankScreenControl"]
unique_name_in_owner = true
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
color = Color(0, 0, 0, 1)
[node name="AnimationPlayer" type="AnimationPlayer" parent="."]
unique_name_in_owner = true
libraries = {
&"": SubResource("AnimationLibrary_3st5l")
}

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using System;
namespace Zennysoft.Game.Ma;
public interface IAppRepo : IDisposable
{
event Action? GameEntered;
event Action? GameExited;
event Action? SplashScreenSkipped;
event Action? MainMenuEntered;
void SkipSplashScreen();
void OnMainMenuEntered();
void OnEnterGame();
void OnExitGame();
void OnGameOver();
}
public class AppRepo : IAppRepo
{
public event Action? SplashScreenSkipped;
public event Action? MainMenuEntered;
public event Action? GameEntered;
public event Action? GameExited;
private bool _disposedValue;
public void SkipSplashScreen() => SplashScreenSkipped?.Invoke();
public void OnMainMenuEntered() => MainMenuEntered?.Invoke();
public void OnEnterGame() => GameEntered?.Invoke();
public void OnExitGame() => GameExited?.Invoke();
public void OnGameOver() => GameExited?.Invoke();
protected void Dispose(bool disposing)
{
if (!_disposedValue)
{
if (disposing)
{
// Dispose managed objects.
SplashScreenSkipped = null;
MainMenuEntered = null;
GameEntered = null;
GameExited = null;
}
_disposedValue = true;
}
}
public void Dispose()
{
Dispose(disposing: true);
GC.SuppressFinalize(this);
}
}

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namespace Zennysoft.Game.Ma;
public partial class AppLogic
{
public record Data
{
public bool ShouldLoadExistingGame { get; set; }
}
}

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namespace Zennysoft.Game.Ma;
public partial class AppLogic
{
public static class Input
{
public readonly record struct NewGame;
public readonly record struct LoadGame;
public readonly record struct LoadGameFinished;
public readonly record struct FadeInFinished;
public readonly record struct FadeOutFinished;
public readonly record struct QuitGame;
public readonly record struct GameOver;
public readonly record struct ShowLoadingScreen;
public readonly record struct SaveFileLoaded;
}
}

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namespace Zennysoft.Game.Ma;
public partial class AppLogic
{
public static class Output
{
public readonly record struct FadeToBlack;
public readonly record struct ShowSplashScreen;
public readonly record struct HideSplashScreen;
public readonly record struct RemoveExistingGame;
public readonly record struct PlayGame;
public readonly record struct ShowGame;
public readonly record struct HideGame;
public readonly record struct SetupGameScene;
public readonly record struct ShowLoadingScreen;
public readonly record struct ShowMainMenu;
public readonly record struct ExitGame;
public readonly record struct GameOver;
public readonly record struct StartLoadingSaveFile;
}
}

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uid://dfygx4qdyomdw

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using Chickensoft.Introspection;
using Chickensoft.LogicBlocks;
namespace Zennysoft.Game.Ma;
public partial class AppLogic
{
[Meta]
public abstract partial record State : StateLogic<State>;
}

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using Chickensoft.Introspection;
using Chickensoft.LogicBlocks;
namespace Zennysoft.Game.Ma;
public interface IAppLogic : ILogicBlock<AppLogic.State>;
[Meta]
[LogicBlock(typeof(State), Diagram = true)]
public partial class AppLogic : LogicBlock<AppLogic.State>, IAppLogic
{
public override Transition GetInitialState() => To<State.SplashScreen>();
}

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uid://e51dlkiwpksy

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@startuml AppLogic
state "AppLogic State" as Zennysoft_Game_Ma_AppLogic_State {
state "InGame" as Zennysoft_Game_Ma_AppLogic_State_InGame
state "LeavingMenu" as Zennysoft_Game_Ma_AppLogic_State_LeavingMenu
state "LoadingSaveFile" as Zennysoft_Game_Ma_AppLogic_State_LoadingSaveFile
state "MainMenu" as Zennysoft_Game_Ma_AppLogic_State_MainMenu
state "SplashScreen" as Zennysoft_Game_Ma_AppLogic_State_SplashScreen
}
Zennysoft_Game_Ma_AppLogic_State_InGame --> Zennysoft_Game_Ma_AppLogic_State_MainMenu : GameOver
Zennysoft_Game_Ma_AppLogic_State_LeavingMenu --> Zennysoft_Game_Ma_AppLogic_State_InGame : FadeOutFinished
Zennysoft_Game_Ma_AppLogic_State_LeavingMenu --> Zennysoft_Game_Ma_AppLogic_State_LoadingSaveFile : FadeOutFinished
Zennysoft_Game_Ma_AppLogic_State_LoadingSaveFile --> Zennysoft_Game_Ma_AppLogic_State_InGame : SaveFileLoaded
Zennysoft_Game_Ma_AppLogic_State_MainMenu --> Zennysoft_Game_Ma_AppLogic_State_LeavingMenu : LoadGame
Zennysoft_Game_Ma_AppLogic_State_MainMenu --> Zennysoft_Game_Ma_AppLogic_State_LeavingMenu : NewGame
Zennysoft_Game_Ma_AppLogic_State_MainMenu --> Zennysoft_Game_Ma_AppLogic_State_MainMenu : QuitGame
Zennysoft_Game_Ma_AppLogic_State_SplashScreen --> Zennysoft_Game_Ma_AppLogic_State_MainMenu : FadeOutFinished
Zennysoft_Game_Ma_AppLogic_State_InGame : OnEnter → ShowGame
Zennysoft_Game_Ma_AppLogic_State_InGame : OnExit → HideGame
Zennysoft_Game_Ma_AppLogic_State_InGame : OnGameOver → RemoveExistingGame
Zennysoft_Game_Ma_AppLogic_State_LeavingMenu : OnEnter → FadeToBlack
Zennysoft_Game_Ma_AppLogic_State_LoadingSaveFile : OnEnter → StartLoadingSaveFile
Zennysoft_Game_Ma_AppLogic_State_MainMenu : OnEnter → SetupGameScene, ShowMainMenu
Zennysoft_Game_Ma_AppLogic_State_MainMenu : OnQuitGame → ExitGame
Zennysoft_Game_Ma_AppLogic_State_SplashScreen : OnEnter → ShowSplashScreen
Zennysoft_Game_Ma_AppLogic_State_SplashScreen : OnSplashScreenSkipped() → HideSplashScreen
[*] --> Zennysoft_Game_Ma_AppLogic_State_SplashScreen
@enduml

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using Chickensoft.Introspection;
using Chickensoft.LogicBlocks;
namespace Zennysoft.Game.Ma;
public partial class AppLogic
{
public partial record State
{
[Meta]
public partial record InGame : State, IGet<Input.GameOver>
{
public InGame()
{
this.OnEnter(() =>
{
Output(new Output.ShowGame());
Get<IAppRepo>().OnEnterGame();
});
this.OnExit(() => Output(new Output.HideGame()));
OnAttach(() => Get<IAppRepo>().GameExited += OnGameExited);
OnDetach(() => Get<IAppRepo>().GameExited -= OnGameExited);
}
public Transition On(in Input.GameOver input)
{
Output(new Output.RemoveExistingGame());
return To<MainMenu>();
}
public void OnGameExited() => Input(new Input.QuitGame());
}
}
}

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uid://ckb88dvtckagu

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namespace Zennysoft.Game.Ma;
using Chickensoft.Introspection;
using Chickensoft.LogicBlocks;
public partial class AppLogic
{
public partial record State
{
[Meta]
public partial record LeavingMenu : State, IGet<Input.FadeOutFinished>
{
public LeavingMenu()
{
this.OnEnter(() => Output(new Output.FadeToBlack()));
}
public Transition On(in Input.FadeOutFinished input) =>
Get<Data>().ShouldLoadExistingGame
? To<LoadingSaveFile>()
: To<InGame>();
}
}
}

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namespace Zennysoft.Game.Ma;
using Chickensoft.Introspection;
using Chickensoft.LogicBlocks;
public partial class AppLogic
{
public partial record State
{
[Meta]
public partial record LoadingSaveFile : State, IGet<Input.SaveFileLoaded>
{
public LoadingSaveFile()
{
this.OnEnter(() => Output(new Output.StartLoadingSaveFile()));
}
public Transition On(in Input.SaveFileLoaded input) => To<InGame>();
}
}
}

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using Chickensoft.Introspection;
using Chickensoft.LogicBlocks;
namespace Zennysoft.Game.Ma;
public partial class AppLogic
{
public partial record State
{
[Meta]
public partial record MainMenu : State, IGet<Input.NewGame>, IGet<Input.LoadGame>, IGet<Input.QuitGame>
{
public MainMenu()
{
this.OnEnter(() =>
{
Get<Data>().ShouldLoadExistingGame = false;
Output(new Output.SetupGameScene());
Get<IAppRepo>().OnMainMenuEntered();
Output(new Output.ShowMainMenu());
});
}
public Transition On(in Input.NewGame input)
{
return To<LeavingMenu>();
}
public Transition On(in Input.LoadGame input)
{
Get<Data>().ShouldLoadExistingGame = true;
return To<LeavingMenu>();
}
public Transition On(in Input.QuitGame input)
{
Output(new Output.ExitGame());
return ToSelf();
}
}
}
}

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namespace Zennysoft.Game.Ma;
using Chickensoft.Introspection;
using Chickensoft.LogicBlocks;
public partial class AppLogic
{
public partial record State
{
[Meta]
public partial record SplashScreen : State, IGet<Input.FadeOutFinished>
{
public SplashScreen()
{
this.OnEnter(() => Output(new Output.ShowSplashScreen()));
OnAttach(
() => Get<IAppRepo>().SplashScreenSkipped += OnSplashScreenSkipped
);
OnDetach(
() => Get<IAppRepo>().SplashScreenSkipped -= OnSplashScreenSkipped
);
}
public Transition On(in Input.FadeOutFinished input) => To<MainMenu>();
public void OnSplashScreenSkipped() =>
Output(new Output.HideSplashScreen());
}
}
}

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namespace Zennysoft.Game.Ma;
using Chickensoft.GodotNodeInterfaces;
using Godot;
public interface IDimmableAudioStreamPlayer : IAudioStreamPlayer
{
/// <summary>Fade this dimmable audio stream track in.</summary>
public void FadeIn();
/// <summary>Fade this dimmable audio stream track out.</summary>
public void FadeOut();
}
public partial class DimmableAudioStreamPlayer :
AudioStreamPlayer, IDimmableAudioStreamPlayer
{
#region Constants
// -60 to -80 is considered inaudible for decibels.
public const float VOLUME_DB_INAUDIBLE = -80f;
public const double FADE_DURATION = 3d; // seconds
#endregion Constants
public ITween? FadeTween { get; set; }
public float InitialVolumeDb;
public override void _Ready()
{
InitialVolumeDb = VolumeDb;
VolumeDb = VOLUME_DB_INAUDIBLE;
}
public void FadeIn()
{
SetupFade(InitialVolumeDb, Tween.EaseType.Out);
Play();
}
public void FadeOut()
{
SetupFade(VOLUME_DB_INAUDIBLE, Tween.EaseType.In);
FadeTween!.TweenCallback(Callable.From(Stop));
}
public void SetupFade(float volumeDb, Tween.EaseType ease)
{
FadeTween?.Kill();
FadeTween = GodotInterfaces.Adapt<ITween>(CreateTween());
FadeTween.TweenProperty(
this,
"volume_db",
volumeDb,
FADE_DURATION
).SetTrans(Tween.TransitionType.Circ).SetEase(ease);
}
}

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uid://br4e8xfwd73if

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using Chickensoft.AutoInject;
using Chickensoft.GodotNodeInterfaces;
using Chickensoft.Introspection;
using Godot;
namespace Zennysoft.Game.Ma;
[Meta(typeof(IAutoNode))]
public partial class InGameAudio : Node
{
public override void _Notification(int what) => this.Notify(what);
[Dependency] public IAppRepo AppRepo => this.DependOn<IAppRepo>();
[Dependency] public IGameEventDepot GameEventDepot => this.DependOn<IGameEventDepot>();
[Dependency] public IPlayer Player => this.DependOn<IPlayer>();
#region BGM Nodes
[Node] public IDimmableAudioStreamPlayer MenuBgm { get; set; } = default!;
[Node] public IDimmableAudioStreamPlayer OverworldBgm { get; set; } = default!;
[Node] public IDimmableAudioStreamPlayer DungeonThemeABgm { get; set; } = default!;
[Node] public IDimmableAudioStreamPlayer DungeonThemeBBgm { get; set; } = default!;
[Node] public IDimmableAudioStreamPlayer DungeonThemeCBgm { get; set; } = default!;
#endregion
#region SFX Nodes
[Node] public IAudioStreamPlayer PlayerAttackSFX { get; set; } = default!;
[Node] public IAudioStreamPlayer MenuScrollSFX { get; set; } = default!;
[Node] public IAudioStreamPlayer EquipSFX { get; set; } = default!;
[Node] public IAudioStreamPlayer MenuBackSFX { get; set; } = default!;
[Node] public IAudioStreamPlayer InventorySortedSFX { get; set; } = default!;
[Node] public IAudioStreamPlayer HealingItemSFX { get; set; } = default!;
[Node] public IAudioStreamPlayer TeleportSFX { get; set; } = default!;
#endregion
public IInGameAudioLogic InGameAudioLogic { get; set; } = default!;
public InGameAudioLogic.IBinding InGameAudioBinding { get; set; } = default!;
public void Setup()
{
InGameAudioLogic = new InGameAudioLogic();
}
public void OnResolved()
{
InGameAudioLogic.Set(AppRepo);
InGameAudioLogic.Set(GameEventDepot);
InGameAudioLogic.Set(Player);
InGameAudioBinding = InGameAudioLogic.Bind();
InGameAudioBinding
.Handle((in InGameAudioLogic.Output.PlayOverworldMusic _) => StartOverworldMusic())
.Handle((in InGameAudioLogic.Output.PlayDungeonThemeAMusic _) => StartDungeonThemeA())
.Handle((in InGameAudioLogic.Output.PlayMenuScrollSound _) => PlayMenuScrollSound())
.Handle((in InGameAudioLogic.Output.PlayEquipSound _) => PlayEquipSound())
.Handle((in InGameAudioLogic.Output.PlayMenuBackSound _) => PlayMenuBackSound())
.Handle((in InGameAudioLogic.Output.PlayInventorySortedSound _) => PlayInventorySortedSound())
.Handle((in InGameAudioLogic.Output.PlayHealingItemSound _) => PlayHealingItemSound())
.Handle((in InGameAudioLogic.Output.PlayTeleportSound _) => PlayTeleportSound());
InGameAudioLogic.Start();
}
public void OnExitTree()
{
InGameAudioLogic.Stop();
InGameAudioBinding.Dispose();
}
private void StartOverworldMusic()
{
OverworldBgm.Stop();
OverworldBgm.FadeIn();
}
private void StartDungeonThemeA()
{
OverworldBgm.FadeOut();
DungeonThemeABgm.Stop();
DungeonThemeABgm.FadeIn();
}
private void PlayMenuScrollSound()
{
MenuScrollSFX.Stop();
MenuScrollSFX.Play();
}
private void PlayEquipSound()
{
EquipSFX.Stop();
EquipSFX.Play();
}
private void PlayMenuBackSound()
{
MenuBackSFX.Stop();
MenuBackSFX.Play();
}
private void PlayInventorySortedSound()
{
InventorySortedSFX.Stop();
InventorySortedSFX.Play();
}
private void PlayHealingItemSound()
{
HealingItemSFX.Stop();
HealingItemSFX.Play();
}
private void PlayTeleportSound()
{
TeleportSFX.Stop();
TeleportSFX.Play();
}
}

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uid://2mnouyn1jcqs

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[gd_scene load_steps=13 format=3 uid="uid://b16ejcwanod72"]
[ext_resource type="Script" path="res://src/audio/InGameAudio.cs" id="1_gpmcr"]
[ext_resource type="AudioStream" uid="uid://dfu0fksb6slhx" path="res://src/audio/music/droney.mp3" id="2_8hfyr"]
[ext_resource type="Script" path="res://src/audio/DimmableAudioStreamPlayer.cs" id="2_857rw"]
[ext_resource type="AudioStream" uid="uid://d2jrktp06xsba" path="res://src/audio/music/crossing-the-gate.mp3" id="3_wbmd6"]
[ext_resource type="AudioStream" uid="uid://dn2e2hqujlia1" path="res://src/audio/music/tar-winds.mp3" id="4_surnl"]
[ext_resource type="AudioStream" uid="uid://t3g04u722f2k" path="res://src/audio/music/useless immune system-1.mp3" id="6_agr3r"]
[ext_resource type="AudioStream" uid="uid://dor0in0x2fg48" path="res://src/audio/sfx/TempFFVII/menu-move.ogg" id="7_777nl"]
[ext_resource type="AudioStream" uid="uid://r1tryiit38i8" path="res://src/audio/sfx/TempFFVII/menu-back.ogg" id="8_1xcgo"]
[ext_resource type="AudioStream" uid="uid://bjj61s8q2gwb8" path="res://src/audio/sfx/TempFFVII/junction.ogg" id="8_kwybb"]
[ext_resource type="AudioStream" uid="uid://myx4s8lmarc2" path="res://src/audio/sfx/TempFFVII/something-earned.ogg" id="10_3lcw5"]
[ext_resource type="AudioStream" uid="uid://dci08kmwsu6k1" path="res://src/audio/sfx/TempFFVII/teleport.ogg" id="11_offhc"]
[ext_resource type="AudioStream" uid="uid://d3sn7c614uj2n" path="res://src/audio/sfx/TempFFVII/sort.ogg" id="12_wprjr"]
[node name="InGameAudio" type="Node"]
process_mode = 3
script = ExtResource("1_gpmcr")
[node name="MenuBgm" type="AudioStreamPlayer" parent="."]
unique_name_in_owner = true
stream = ExtResource("2_8hfyr")
parameters/looping = true
script = ExtResource("2_857rw")
[node name="OverworldBgm" type="AudioStreamPlayer" parent="."]
unique_name_in_owner = true
stream = ExtResource("3_wbmd6")
volume_db = -15.0
parameters/looping = true
script = ExtResource("2_857rw")
[node name="DungeonThemeABgm" type="AudioStreamPlayer" parent="."]
unique_name_in_owner = true
stream = ExtResource("4_surnl")
volume_db = -15.0
parameters/looping = true
script = ExtResource("2_857rw")
[node name="DungeonThemeBBgm" type="AudioStreamPlayer" parent="."]
unique_name_in_owner = true
stream = ExtResource("6_agr3r")
volume_db = -15.0
parameters/looping = true
script = ExtResource("2_857rw")
[node name="DungeonThemeCBgm" type="AudioStreamPlayer" parent="."]
unique_name_in_owner = true
volume_db = -15.0
script = ExtResource("2_857rw")
[node name="Title_Bgm" type="AudioStreamPlayer" parent="."]
unique_name_in_owner = true
volume_db = -15.0
script = ExtResource("2_857rw")
[node name="PlayerAttackSFX" type="AudioStreamPlayer" parent="."]
unique_name_in_owner = true
[node name="MenuScrollSFX" type="AudioStreamPlayer" parent="."]
unique_name_in_owner = true
stream = ExtResource("7_777nl")
volume_db = -10.0
[node name="MenuBackSFX" type="AudioStreamPlayer" parent="."]
unique_name_in_owner = true
stream = ExtResource("8_1xcgo")
volume_db = -10.0
[node name="EquipSFX" type="AudioStreamPlayer" parent="."]
unique_name_in_owner = true
stream = ExtResource("8_kwybb")
volume_db = -10.0
[node name="HealSFX" type="AudioStreamPlayer" parent="."]
unique_name_in_owner = true
stream = ExtResource("10_3lcw5")
volume_db = -10.0
[node name="TeleportSFX" type="AudioStreamPlayer" parent="."]
unique_name_in_owner = true
stream = ExtResource("11_offhc")
volume_db = -18.0
[node name="InventorySortedSFX" type="AudioStreamPlayer" parent="."]
unique_name_in_owner = true
stream = ExtResource("12_wprjr")
volume_db = -15.0
[node name="HealingItemSFX" type="AudioStreamPlayer" parent="."]
unique_name_in_owner = true
stream = ExtResource("10_3lcw5")
volume_db = -15.0

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[remap]
importer="mp3"
type="AudioStreamMP3"
uid="uid://d2jrktp06xsba"
path="res://.godot/imported/crossing-the-gate.mp3-f062dfcb3f59739ce7e55970f8091d25.mp3str"
[deps]
source_file="res://src/audio/music/crossing-the-gate.mp3"
dest_files=["res://.godot/imported/crossing-the-gate.mp3-f062dfcb3f59739ce7e55970f8091d25.mp3str"]
[params]
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loop_offset=0
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[remap]
importer="mp3"
type="AudioStreamMP3"
uid="uid://dfu0fksb6slhx"
path="res://.godot/imported/droney.mp3-a35fe85a5df08f09cd4cf965e60dc611.mp3str"
[deps]
source_file="res://src/audio/music/droney.mp3"
dest_files=["res://.godot/imported/droney.mp3-a35fe85a5df08f09cd4cf965e60dc611.mp3str"]
[params]
loop=false
loop_offset=0
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[remap]
importer="mp3"
type="AudioStreamMP3"
uid="uid://dn2e2hqujlia1"
path="res://.godot/imported/tar-winds.mp3-7ac6ab80e2c96dfbcd5e5c27c1154ff2.mp3str"
[deps]
source_file="res://src/audio/music/tar-winds.mp3"
dest_files=["res://.godot/imported/tar-winds.mp3-7ac6ab80e2c96dfbcd5e5c27c1154ff2.mp3str"]
[params]
loop=false
loop_offset=0
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[remap]
importer="mp3"
type="AudioStreamMP3"
uid="uid://t3g04u722f2k"
path="res://.godot/imported/useless immune system-1.mp3-e40a7d02f05bda566c0eac2b33f080a0.mp3str"
[deps]
source_file="res://src/audio/music/useless immune system-1.mp3"
dest_files=["res://.godot/imported/useless immune system-1.mp3-e40a7d02f05bda566c0eac2b33f080a0.mp3str"]
[params]
loop=false
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[remap]
importer="wav"
type="AudioStreamWAV"
uid="uid://6002a12ecfo5"
path="res://.godot/imported/useless immune system.wav-90ff2c5c12784f54b1b15c7a7e4603b8.sample"
[deps]
source_file="res://src/audio/music/useless immune system.wav"
dest_files=["res://.godot/imported/useless immune system.wav-90ff2c5c12784f54b1b15c7a7e4603b8.sample"]
[params]
force/8_bit=false
force/mono=false
force/max_rate=false
force/max_rate_hz=44100
edit/trim=false
edit/normalize=false
edit/loop_mode=0
edit/loop_begin=0
edit/loop_end=-1
compress/mode=0

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[remap]
importer="wav"
type="AudioStreamWAV"
uid="uid://t28qhjuibv3f"
valid=false
[deps]
source_file="res://src/audio/sfx/TempFFVII/Equip.wav"
[params]
force/8_bit=false
force/mono=false
force/max_rate=false
force/max_rate_hz=44100
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[remap]
importer="oggvorbisstr"
type="AudioStreamOggVorbis"
uid="uid://bjj61s8q2gwb8"
path="res://.godot/imported/junction.ogg-f4350086a08e048d3008edcdc25abf96.oggvorbisstr"
[deps]
source_file="res://src/audio/sfx/TempFFVII/junction.ogg"
dest_files=["res://.godot/imported/junction.ogg-f4350086a08e048d3008edcdc25abf96.oggvorbisstr"]
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[remap]
importer="oggvorbisstr"
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uid="uid://r1tryiit38i8"
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[deps]
source_file="res://src/audio/sfx/TempFFVII/menu-back.ogg"
dest_files=["res://.godot/imported/menu-back.ogg-3ec385c1a9cfaaa1be4ba85197708f0c.oggvorbisstr"]
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[remap]
importer="oggvorbisstr"
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[deps]
source_file="res://src/audio/sfx/TempFFVII/menu-move.ogg"
dest_files=["res://.godot/imported/menu-move.ogg-d71b0989e00dd1d4488a72c7dde3d41d.oggvorbisstr"]
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[remap]
importer="wav"
type="AudioStreamWAV"
uid="uid://tce7m18vkgao"
path="res://.godot/imported/menu.wav-3931712b8a8483f269018c4a880368b2.sample"
[deps]
source_file="res://src/audio/sfx/TempFFVII/menu.wav"
dest_files=["res://.godot/imported/menu.wav-3931712b8a8483f269018c4a880368b2.sample"]
[params]
force/8_bit=false
force/mono=false
force/max_rate=false
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edit/loop_begin=0
edit/loop_end=-1
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[remap]
importer="oggvorbisstr"
type="AudioStreamOggVorbis"
uid="uid://myx4s8lmarc2"
path="res://.godot/imported/something-earned.ogg-150627e4deb45db30e8dd2f98ddcc5a8.oggvorbisstr"
[deps]
source_file="res://src/audio/sfx/TempFFVII/something-earned.ogg"
dest_files=["res://.godot/imported/something-earned.ogg-150627e4deb45db30e8dd2f98ddcc5a8.oggvorbisstr"]
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[remap]
importer="oggvorbisstr"
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uid="uid://d3sn7c614uj2n"
path="res://.godot/imported/sort.ogg-cb2a2c4769c8e6574221a3c313e75bcf.oggvorbisstr"
[deps]
source_file="res://src/audio/sfx/TempFFVII/sort.ogg"
dest_files=["res://.godot/imported/sort.ogg-cb2a2c4769c8e6574221a3c313e75bcf.oggvorbisstr"]
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[remap]
importer="oggvorbisstr"
type="AudioStreamOggVorbis"
uid="uid://dci08kmwsu6k1"
path="res://.godot/imported/teleport.ogg-9024f7b675b201a391dee183da020b1d.oggvorbisstr"
[deps]
source_file="res://src/audio/sfx/TempFFVII/teleport.ogg"
dest_files=["res://.godot/imported/teleport.ogg-9024f7b675b201a391dee183da020b1d.oggvorbisstr"]
[params]
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loop_offset=0
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namespace Zennysoft.Game.Ma;
public partial class InGameAudioLogic
{
public static class Output
{
#region BGM
public readonly record struct PlayOverworldMusic;
public readonly record struct PlayDungeonThemeAMusic;
#endregion
#region SFX
public readonly record struct PlayPlayerAttackSound;
public readonly record struct PlayMenuScrollSound;
public readonly record struct PlayEquipSound;
public readonly record struct PlayInventorySortedSound;
public readonly record struct PlayMenuBackSound;
public readonly record struct PlayHealingItemSound;
public readonly record struct PlayTeleportSound;
#endregion
public readonly record struct PlayGameMusic;
public readonly record struct StopGameMusic;
}
}

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uid://bfnbplmd35454

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using Chickensoft.Introspection;
using Chickensoft.LogicBlocks;
namespace Zennysoft.Game.Ma;
public partial class InGameAudioLogic
{
[Meta]
public partial record State : StateLogic<State>
{
}
}

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uid://c8cfpu81338hk

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using Chickensoft.Introspection;
using Chickensoft.LogicBlocks;
namespace Zennysoft.Game.Ma;
public interface IInGameAudioLogic : ILogicBlock<InGameAudioLogic.State>;
[Meta]
[LogicBlock(typeof(State))]
public partial class InGameAudioLogic :
LogicBlock<InGameAudioLogic.State>, IInGameAudioLogic
{
public override Transition GetInitialState() => To<Enabled>();
}

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uid://on5thilbaogw

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using Chickensoft.Introspection;
namespace Zennysoft.Game.Ma;
public partial class InGameAudioLogic
{
[Meta]
public partial record Disabled : State
{
}
}

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uid://c02hwxip7xksf

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using Chickensoft.Introspection;
namespace Zennysoft.Game.Ma;
public partial class InGameAudioLogic
{
[Meta]
public partial record Enabled : State
{
public Enabled()
{
OnAttach(() =>
{
var player = Get<IPlayer>();
OnOverworldEntered();
var gameEventDepot = Get<IGameEventDepot>();
gameEventDepot.OverworldEntered += OnOverworldEntered;
gameEventDepot.DungeonAThemeAreaEntered += OnDungeonAThemeEntered;
gameEventDepot.MenuScrolled += OnMenuScrolled;
gameEventDepot.MenuBackedOut += OnMenuBackedOut;
player.EquippedWeapon.Changed += OnEquippedItem;
player.EquippedArmor.Changed += OnEquippedItem;
player.EquippedAccessory.Changed += OnEquippedItem;
gameEventDepot.InventorySorted += OnInventorySorted;
gameEventDepot.HealingItemConsumed += OnHealingItemConsumed;
gameEventDepot.RestorativePickedUp += OnRestorativePickedUp;
gameEventDepot.TeleportEntered += OnTeleportEntered;
});
OnDetach(() =>
{
var gameEventDepot = Get<IGameEventDepot>();
var player = Get<IPlayer>();
gameEventDepot.OverworldEntered -= OnOverworldEntered;
gameEventDepot.DungeonAThemeAreaEntered -= OnDungeonAThemeEntered;
gameEventDepot.MenuScrolled -= OnMenuScrolled;
gameEventDepot.MenuBackedOut -= OnMenuBackedOut;
player.EquippedWeapon.Changed -= OnEquippedItem;
player.EquippedArmor.Changed -= OnEquippedItem;
player.EquippedAccessory.Changed -= OnEquippedItem;
gameEventDepot.InventorySorted -= OnInventorySorted;
gameEventDepot.TeleportEntered -= OnTeleportEntered;
});
}
private void OnRestorativePickedUp(Restorative restorative) => Output(new Output.PlayHealingItemSound());
private void OnMenuBackedOut() => Output(new Output.PlayMenuBackSound());
private void OnHealingItemConsumed(ConsumableItemStats stats) => Output(new Output.PlayHealingItemSound());
private void OnInventorySorted() => Output(new Output.PlayInventorySortedSound());
private void OnEquippedItem(EquipableItem equipableItem) => Output(new Output.PlayEquipSound());
private void OnOverworldEntered() => Output(new Output.PlayOverworldMusic());
private void OnDungeonAThemeEntered() => Output(new Output.PlayDungeonThemeAMusic());
private void OnMenuScrolled() => Output(new Output.PlayMenuScrollSound());
private void OnTeleportEntered() => Output(new Output.PlayTeleportSound());
}
}

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uid://ddvs2b5hjchag

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using Chickensoft.AutoInject;
using Chickensoft.Collections;
using Chickensoft.GodotNodeInterfaces;
using Chickensoft.Introspection;
using Godot;
namespace Zennysoft.Game.Ma;
public interface IBoss : ICharacterBody3D
{
public void Activate();
public void TakeDamage(double damage, ElementType elementType = ElementType.None, bool isCriticalHit = false, bool ignoreDefense = false, bool ignoreElementalResistance = false);
public void MoveToLocation(Vector3 target, float delta);
public void StartAttackTimer();
public void StopAttackTimer();
public double CurrentHP { get; }
public AutoProp<bool> IsDefeated { get; }
}
[Meta(typeof(IAutoNode))]
public partial class Boss : CharacterBody3D, IBoss, IProvide<IBossLogic>
{
public override void _Notification(int what) => this.Notify(what);
public double CurrentHP => _currentHP.Value;
public AutoProp<bool> IsDefeated { get; set; }
private AutoProp<double> _currentHP { get; set; }
#region Autoinject
protected IBossLogic _bossLogic { get; set; } = default!;
IBossLogic IProvide<IBossLogic>.Value() => _bossLogic;
public BossLogic.IBinding BossBinding { get; set; } = default!;
#endregion
#region Export
[Export] private EnemyStatResource _bossStatResource { get; set; } = default!;
#endregion
#region Dependencies
[Dependency] private IPlayer _player => this.DependOn<IPlayer>();
#endregion
#region Nodes
[Node] private AnimationTree _animationTree { get; set; } = default!;
[Node] private Timer _attackTimer { get; set; } = default!;
[Node] private AnimationPlayer _hitAnimation { get; set; } = default!;
[Node] private Area3D _hitbox { get; set; } = default!;
[Node] private Area3D _attackBox { get; set; } = default!;
[Node] private Area3D _secondaryAttackBox { get; set; } = default!;
#endregion
public void Setup()
{
_bossLogic = new BossLogic();
_bossLogic.Set(this as IBoss);
_bossLogic.Set(_player);
SetPhysicsProcess(false);
Hide();
}
public void OnResolved()
{
BossBinding = _bossLogic.Bind();
BossBinding
.Handle((in BossLogic.Output.Defeated output) =>
{
_hitAnimation.Play("Defeated");
});
this.Provide();
_bossLogic.Start();
_currentHP = new AutoProp<double>(_bossStatResource.MaximumHP);
_currentHP.Sync += OnHPChanged;
_attackTimer.Timeout += AttackTimer_Timeout;
}
public void Activate()
{
_bossLogic.Input(new BossLogic.Input.Activate());
}
public void TakeDamage(double damage, ElementType elementType, bool isCriticalHit = false, bool ignoreDefense = false, bool ignoreElementalResistance = false)
{
if (_currentHP.Value > 0)
{
if (!ignoreElementalResistance)
damage = CalculateElementalResistance(damage, elementType);
if (!ignoreDefense)
damage = CalculateDefenseResistance(damage);
if (isCriticalHit)
damage *= 2;
GD.Print($"Enemy Hit for {damage} damage.");
_currentHP.OnNext(_currentHP.Value - damage);
GD.Print("Current HP: " + _currentHP.Value);
if (_currentHP.Value <= 0)
return;
//EnemyModelView.PlayHitAnimation();
}
}
public void MoveToLocation(Vector3 target, float delta) => throw new System.NotImplementedException();
public void StartAttackTimer() => _attackTimer.Start();
public void StopAttackTimer() => _attackTimer.Stop();
private void AttackTimer_Timeout() => _bossLogic.Input(new BossLogic.Input.AttackTimer());
public virtual void TakeAction()
{
}
public void OnPhysicsProcess(double delta)
{
_bossLogic.Input(new BossLogic.Input.PhysicsTick(delta));
MoveAndSlide();
}
private void OnHPChanged(double newHP)
{
if (newHP <= 0)
_bossLogic.Input(new BossLogic.Input.BossDefeated());
}
private double CalculateElementalResistance(double incomingDamage, ElementType incomingElementType)
{
if (incomingElementType == ElementType.Aeolic)
return Mathf.Max(incomingDamage - (incomingDamage * _bossStatResource.AeolicResistance), 0.0);
if (incomingElementType == ElementType.Hydric)
return Mathf.Max(incomingDamage - (incomingDamage * _bossStatResource.HydricResistance), 0.0);
if (incomingElementType == ElementType.Igneous)
return Mathf.Max(incomingDamage - (incomingDamage * _bossStatResource.IgneousResistance), 0.0);
if (incomingElementType == ElementType.Ferrum)
return Mathf.Max(incomingDamage - (incomingDamage * _bossStatResource.FerrumResistance), 0.0);
if (incomingElementType == ElementType.Telluric)
return Mathf.Max(incomingDamage - (incomingDamage * _bossStatResource.TelluricResistance), 0.0);
return Mathf.Max(incomingDamage, 0.0);
}
private double CalculateDefenseResistance(double incomingDamage)
{
return Mathf.Max(incomingDamage - _bossStatResource.CurrentDefense, 0.0);
}
}

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namespace Zennysoft.Game.Ma;
public partial class BossLogic
{
public static class Input
{
public readonly record struct Activate;
public readonly record struct PhysicsTick(double Delta);
public readonly record struct StopMoving;
public readonly record struct AttackTimer;
public readonly record struct StartAttacking;
public readonly record struct BossDefeated;
}
}

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using Godot;
namespace Zennysoft.Game.Ma;
public partial class BossLogic
{
public static class Output
{
public readonly record struct MoveTowardsPlayer(Vector3 TargetPosition);
public readonly record struct MovementComputed(Vector3 LinearVelocity);
public readonly record struct TakeAction;
public readonly record struct Defeated;
}
}

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using Chickensoft.Introspection;
using Chickensoft.LogicBlocks;
namespace Zennysoft.Game.Ma;
public partial class BossLogic
{
[Meta]
public abstract partial record State : StateLogic<State>
{
protected State()
{
}
}
}

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using Chickensoft.Introspection;
using Chickensoft.LogicBlocks;
namespace Zennysoft.Game.Ma;
public interface IBossLogic : ILogicBlock<BossLogic.State>;
[Meta, Id("boss_logic")]
[LogicBlock(typeof(State), Diagram = true)]
public partial class BossLogic : LogicBlock<BossLogic.State>, IBossLogic
{
public override Transition GetInitialState() => To<State.Unactivated>();
}

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@startuml BossLogic
state "BossLogic State" as GameJamDungeon_BossLogic_State {
state "Defeated" as GameJamDungeon_BossLogic_State_Defeated
state "Alive" as GameJamDungeon_BossLogic_State_Alive {
state "Idle" as GameJamDungeon_BossLogic_State_Idle
state "EngagePlayer" as GameJamDungeon_BossLogic_State_EngagePlayer
state "ApproachPlayer" as GameJamDungeon_BossLogic_State_ApproachPlayer
state "Activated" as GameJamDungeon_BossLogic_State_Activated {
state "Attacking" as GameJamDungeon_BossLogic_State_Attacking
state "FollowPlayer" as GameJamDungeon_BossLogic_State_FollowPlayer
}
}
}
GameJamDungeon_BossLogic_State_Alive --> GameJamDungeon_BossLogic_State_Defeated : BossDefeated
GameJamDungeon_BossLogic_State_ApproachPlayer --> GameJamDungeon_BossLogic_State_ApproachPlayer : PhysicsTick
GameJamDungeon_BossLogic_State_ApproachPlayer --> GameJamDungeon_BossLogic_State_EngagePlayer : PhysicsTick
GameJamDungeon_BossLogic_State_EngagePlayer --> GameJamDungeon_BossLogic_State_ApproachPlayer : PhysicsTick
GameJamDungeon_BossLogic_State_EngagePlayer --> GameJamDungeon_BossLogic_State_EngagePlayer : PhysicsTick
GameJamDungeon_BossLogic_State_EngagePlayer --> GameJamDungeon_BossLogic_State_EngagePlayer : PrimaryAttack
GameJamDungeon_BossLogic_State_EngagePlayer --> GameJamDungeon_BossLogic_State_EngagePlayer : SecondaryAttack
GameJamDungeon_BossLogic_State_FollowPlayer --> GameJamDungeon_BossLogic_State_FollowPlayer : PhysicsTick
GameJamDungeon_BossLogic_State_Idle --> GameJamDungeon_BossLogic_State_ApproachPlayer : Activate
GameJamDungeon_BossLogic_State : On() → Defeated
GameJamDungeon_BossLogic_State_Alive : OnBossDefeated → Defeated
[*] --> GameJamDungeon_BossLogic_State_Idle
@enduml

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using Chickensoft.Introspection;
namespace Zennysoft.Game.Ma;
public partial class BossLogic
{
public partial record State
{
[Meta, Id("boss_logic_state_activated")]
public partial record Activated : Alive
{
}
}
}

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using Chickensoft.Introspection;
using Godot;
namespace Zennysoft.Game.Ma;
public partial class BossLogic
{
public partial record State
{
[Meta, Id("boss_logic_state_alive")]
public abstract partial record Alive : State, IGet<Input.BossDefeated>, IGet<Input.AttackTimer>, IGet<Input.StopMoving>, IGet<Input.StartAttacking>
{
}
public Transition On(in Input.AttackTimer input)
{
Output(new Output.TakeAction());
return To<Attacking>();
}
public Transition On(in Input.BossDefeated input)
{
Output(new Output.Defeated());
return To<Defeated>();
}
public Transition On(in Input.StopMoving input)
{
return To<Idle>();
}
public Transition On(in Input.StartAttacking input)
{
return To<Attacking>();
}
}
}

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using Chickensoft.Introspection;
using Godot;
namespace Zennysoft.Game.Ma;
public partial class BossLogic
{
public partial record State
{
[Meta, Id("boss_logic_state_approach_player")]
public partial record ApproachPlayer : Alive, IGet<Input.PhysicsTick>
{
public Transition On(in Input.PhysicsTick input)
{
var boss = Get<IBoss>();
var player = Get<IPlayer>();
var delta = (float)input.Delta;
var playerPosition = new Vector3(player.CurrentPosition.X, boss.GlobalPosition.Y, player.CurrentPosition.Z);
if (boss.GlobalPosition.DistanceTo(player.CurrentPosition) <= 5.0f)
return To<EngagePlayer>();
var moveToward = boss.GlobalPosition.MoveToward(playerPosition, (float)delta * 3f);
boss.GlobalPosition = moveToward;
var targetDirection = boss.GlobalPosition - player.CurrentPosition;
boss.GlobalRotation = new Vector3(boss.GlobalRotation.X, Mathf.LerpAngle(boss.GlobalRotation.Y, Mathf.Atan2(-targetDirection.X, -targetDirection.Z), delta * 3f), boss.GlobalRotation.Z);
return ToSelf();
}
}
}
}

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using Chickensoft.Introspection;
namespace Zennysoft.Game.Ma;
public partial class BossLogic
{
public partial record State
{
[Meta, Id("boss_logic_state_attacking")]
public partial record Attacking : Activated, IGet<Input.StopMoving>
{
public Attacking()
{
OnAttach(() => Get<IEnemy>().StartAttackTimer());
OnDetach(() => Get<IEnemy>().StopAttackTimer());
}
}
}
}

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using Chickensoft.Introspection;
namespace Zennysoft.Game.Ma;
public partial class BossLogic
{
public partial record State
{
[Meta, Id("boss_logic_state_defeated")]
public partial record Defeated : State
{
}
}
}

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using Chickensoft.Introspection;
using Godot;
namespace Zennysoft.Game.Ma;
public partial class BossLogic
{
public partial record State
{
[Meta, Id("boss_logic_state_engage_player")]
public partial record EngagePlayer : Alive, IGet<Input.PhysicsTick>
{
public EngagePlayer()
{
}
public Transition On(in Input.PhysicsTick input)
{
var boss = Get<IBoss>();
var player = Get<IPlayer>();
var delta = (float)input.Delta;
var targetDirection = boss.GlobalPosition - player.CurrentPosition;
boss.GlobalRotation = new Vector3(boss.GlobalRotation.X, Mathf.LerpAngle(boss.GlobalRotation.Y, Mathf.Atan2(-targetDirection.X, -targetDirection.Z), delta * 3f), boss.GlobalRotation.Z);
if (boss.GlobalPosition.DistanceTo(player.CurrentPosition) > 5.0f)
return To<ApproachPlayer>();
return ToSelf();
}
}
}
}

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using Chickensoft.Introspection;
namespace Zennysoft.Game.Ma;
public partial class BossLogic
{
public partial record State
{
[Meta, Id("boss_logic_state_followplayer")]
public partial record FollowPlayer : Activated, IGet<Input.PhysicsTick>
{
public Transition On(in Input.PhysicsTick input)
{
var enemy = Get<IEnemy>();
var player = Get<IPlayer>();
var target = player.CurrentPosition;
enemy.SetTarget(target);
return ToSelf();
}
}
}
}

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