Added effects manager and two effects to test attached to the player
scene.
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parent
1200ac7e32
commit
b4c4a66ce8
19 changed files with 322 additions and 40 deletions
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@ -3,14 +3,20 @@ extends Resource
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@export var duration: float = 0.5
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var _elapsed: float = 0.0
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# Called when the effect is applied
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func start(target: Node) -> void:
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pass
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_elapsed = 0.0
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# Called every frame (if needed)
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func process(delta: float) -> void:
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pass
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func process(delta: float, target: Node) -> void:
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_elapsed += delta
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# Clean up any changes to the target
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func stop(target: Node) -> void:
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pass
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# Returns true when the effect has run its course
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func is_finished() -> bool:
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return _elapsed >= duration
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90
scripts/effects/blinker_effect.gd
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90
scripts/effects/blinker_effect.gd
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@ -0,0 +1,90 @@
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class_name BlinkerEffect
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extends BaseEffect
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## How many blink cycles per second.
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@export_range(0.0, 60.0) var blink_frequency: float = 8.0
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## Fraction of each cycle the sprite is visible (0.0–1.0).
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@export_range(0.0, 1.0) var blink_length: float = 0.5
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## Minimum alpha when "off" (0.0 = fully invisible, 1.0 = fully visible).
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@export_range(0.0, 1.0) var min_alpha: float = 0.0
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## Maximum alpha when "on" (0.0–1.0).
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@export_range(0.0, 1.0) var max_alpha: float = 1.0
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## Duration of the fade-in at the start of the effect (seconds).
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@export_range(0.0, 5.0) var start_ease: float = 0.0
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## Easing curve for the fade-in.
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@export_enum("Linear", "Smooth", "Ease-In", "Ease-Out", "Ease-In-Out") var start_ease_mode: int = 1
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## Duration of the fade-out at the end of the effect (seconds).
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@export_range(0.0, 5.0) var end_ease: float = 0.0
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## Easing curve for the fade-out.
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@export_enum("Linear", "Smooth", "Ease-In", "Ease-Out", "Ease-In-Out") var end_ease_mode: int = 1
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var _original_modulate: Color
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func start(target: Node) -> void:
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super.start(target)
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if target is CanvasItem:
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_original_modulate = target.modulate
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func process(delta: float, target: Node) -> void:
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super.process(delta, target)
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if target is CanvasItem:
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var alpha: float = _compute_alpha(_elapsed)
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target.modulate = Color(_original_modulate.r, _original_modulate.g, _original_modulate.b, alpha)
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func stop(target: Node) -> void:
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if target is CanvasItem:
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target.modulate = _original_modulate
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## Compute the combined eased alpha for a given elapsed time.
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func _compute_alpha(elapsed: float) -> float:
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if duration <= 0.0:
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return 1.0
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var t: float = min(elapsed, duration)
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# Blink pulse: on/off cycling at the given frequency and duty cycle
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var period := 1.0 / blink_frequency if blink_frequency > 0.0 else 1.0
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var phase := fmod(t, period) / period
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var pulse: float = min_alpha
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if phase < blink_length:
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var pulse_progress = phase / blink_length if blink_length > 0.0 else 1.0
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if pulse_progress < 0.5:
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pulse = min_alpha + (max_alpha - min_alpha) * _ease_value(pulse_progress * 2.0, 2)
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else:
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pulse = min_alpha + (max_alpha - min_alpha) * _ease_value((1.0 - pulse_progress) * 2.0, 3)
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# Start ease: fade from fully visible into the blink pattern
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if t < start_ease and start_ease > 0.0:
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var fade_in = _ease_value(t / start_ease, start_ease_mode)
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return lerp(max_alpha, pulse, fade_in)
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# End ease: fade from blink pattern back to fully visible
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if t > duration - end_ease and end_ease > 0.0:
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var fade_progress = (t - (duration - end_ease)) / end_ease
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var fade_out = _ease_value(fade_progress, end_ease_mode)
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return lerp(pulse, max_alpha, fade_out)
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return pulse
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## Apply easing to a 0.0–1.0 normalized value based on the selected mode.
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func _ease_value(value: float, mode: int) -> float:
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match mode:
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0: return value # Linear
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1: return smoothstep(0.0, 1.0, value) # Smooth
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2: return ease(value, -2.0) # Ease-In (accelerating)
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3: return ease(value, 2.0) # Ease-Out (decelerating)
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4: return ease(value, 3.0) # Ease-In-Out (S-curve)
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return value
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1
scripts/effects/blinker_effect.gd.uid
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1
scripts/effects/blinker_effect.gd.uid
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@ -0,0 +1 @@
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uid://cj4grtaun2h5a
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@ -1,24 +1,33 @@
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class_name EffectComponent
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extends Node2D
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extends Node
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@export var target_node: Node
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## The node this component applies effects to.
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## If left null, defaults to the first parent CanvasItem.
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@export var target_node: Node = null
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var active_effects: Array[BaseEffect] = []
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func _ready() -> void:
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if target_node == null:
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# Auto-resolve to the parent if nothing is set
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target_node = get_parent()
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func _process(delta: float) -> void:
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if target_node == null:
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return
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# Process all active effects backwards so we can safely remove finished ones
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for i in range(active_effects.size() - 1, -1, -1):
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var effect = active_effects[i]
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effect.process(delta, target_node)
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# Example: simple time-based expiration
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effect.duration -= delta
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if effect.duration <= 0.0:
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if effect.is_finished():
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remove_effect(effect)
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func apply_effect(effect: BaseEffect) -> void:
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effect.start(target_node)
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active_effects.append(effect)
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var instance = effect.duplicate()
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instance.start(target_node)
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active_effects.append(instance)
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func remove_effect(effect: BaseEffect) -> void:
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effect.stop(target_node)
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105
scripts/effects/flash_effect.gd
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105
scripts/effects/flash_effect.gd
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@ -0,0 +1,105 @@
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class_name FlashEffect
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extends BaseEffect
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## Shader applied to the target sprite during the flash.
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@export var flash_shader: Shader = preload("res://shaders/flash.gdshader")
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## Color of the flash overlay.
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@export var flash_color: Color = Color.WHITE
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## How many flash cycles per second.
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@export_range(0.0, 60.0) var flash_frequency: float = 10.0
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## Fraction of each cycle the flash is visible (0.0–1.0, i.e. duty cycle).
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@export_range(0.0, 1.0) var flash_length: float = 0.5
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## How the flash blends with the original sprite.
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@export_enum("Mix", "Additive", "Screen") var blend_mode: int = 0
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## Additional brightness added to the flash color (0.0 = none, 1.0 = double).
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@export_range(0.0, 1.0) var brightness_boost: float = 0.0
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## Duration of the fade-in at the start of the effect (seconds).
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@export_range(0.0, 5.0) var start_ease: float = 0.0
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## Easing curve for the fade-in.
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@export_enum("Linear", "Smooth", "Ease-In", "Ease-Out", "Ease-In-Out") var start_ease_mode: int = 1
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## Duration of the fade-out at the end of the effect (seconds).
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@export_range(0.0, 5.0) var end_ease: float = 0.0
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## Easing curve for the fade-out.
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@export_enum("Linear", "Smooth", "Ease-In", "Ease-Out", "Ease-In-Out") var end_ease_mode: int = 1
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var _original_material: Material
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func start(target: Node) -> void:
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super.start(target)
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if target is CanvasItem:
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_original_material = target.material
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var flash_material := ShaderMaterial.new()
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flash_material.shader = flash_shader
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flash_material.set_shader_parameter("flash_color", flash_color)
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flash_material.set_shader_parameter("flash_intensity", 0.0)
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flash_material.set_shader_parameter("blend_mode", blend_mode)
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flash_material.set_shader_parameter("brightness_boost", brightness_boost)
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target.material = flash_material
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func process(delta: float, target: Node) -> void:
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super.process(delta, target)
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if target.material is ShaderMaterial:
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var intensity := _compute_intensity(_elapsed)
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target.material.set_shader_parameter("flash_intensity", intensity)
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func stop(target: Node) -> void:
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if target is CanvasItem:
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target.material = _original_material
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## Compute the combined eased flash intensity for a given elapsed time.
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## Returns a value 0.0–1.0 where 1.0 means full flash visibility.
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func _compute_intensity(elapsed: float) -> float:
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if duration <= 0.0:
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return 0.0
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# Clamp elapsed to duration to avoid overshoot on the final frame
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var t: float = min(elapsed, duration)
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# Overall envelope: fade in during start_ease, hold, fade out during end_ease
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var envelope: float = 1.0
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if t < start_ease and start_ease > 0.0:
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envelope = _ease_value(t / start_ease, start_ease_mode)
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elif t > duration - end_ease and end_ease > 0.0:
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var fade_progress = (t - (duration - end_ease)) / end_ease
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envelope = 1.0 - _ease_value(fade_progress, end_ease_mode)
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# Flash pattern: on/off cycling at the given frequency and duty cycle
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# Each flash pulse also eases in and out for a smoother look
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var period := 1.0 / flash_frequency if flash_frequency > 0.0 else 1.0
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var phase := fmod(t, period) / period # 0.0–1.0 position within the current cycle
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var pulse: float = 0.0
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if phase < flash_length:
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# Inside the "on" portion of this cycle — ease within the pulse itself
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var pulse_progress = phase / flash_length if flash_length > 0.0 else 1.0
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# Ease in for the first half of the pulse (build up), ease out for the second (fade down)
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if pulse_progress < 0.5:
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pulse = _ease_value(pulse_progress * 2.0, 2) # Ease-In (build up)
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else:
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pulse = _ease_value((1.0 - pulse_progress) * 2.0, 3) # Ease-Out (fade down)
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return envelope * pulse
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## Apply easing to a 0.0–1.0 normalized value based on the selected mode.
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func _ease_value(value: float, mode: int) -> float:
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match mode:
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0: return value # Linear
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1: return smoothstep(0.0, 1.0, value) # Smooth
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2: return ease(value, -2.0) # Ease-In (accelerating)
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3: return ease(value, 2.0) # Ease-Out (decelerating)
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4: return ease(value, 3.0) # Ease-In-Out (S-curve)
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return value
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1
scripts/effects/flash_effect.gd.uid
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1
scripts/effects/flash_effect.gd.uid
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@ -0,0 +1 @@
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uid://deak7vcr7ss5l
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@ -30,11 +30,13 @@ func tick(delta: float):
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%Ship.frame = 2
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%Ship/Thrusters.flip_h = true
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%Ship/Thrusters.animation = "banked"
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%Ship/Thrusters.position.x = %Ship.position.x+1
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elif input.x < 0:
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player.position.x = player.position.x-1
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%Ship.frame = 1
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%Ship/Thrusters.flip_h = false
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%Ship/Thrusters.animation = "banked"
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%Ship/Thrusters.position.x = %Ship.position.x-1
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else:
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%Ship.frame = 0
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player.position.x = player.position.x
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@ -2,9 +2,12 @@ class_name WeaponComponent extends Node
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@export var weapon_data: WeaponShot = null
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@export var available_weapons: Array[WeaponShot] = []
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@export var weapon_change_flash: BaseEffect = null
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var _current_weapon_index: int = 0
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@onready var effects_component: EffectComponent = %EffectsComponent
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func _ready() -> void:
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# Set the default weapon to be stock, i.e. index 1
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@ -36,10 +39,16 @@ func select_weapon_by_name(name: String) -> bool:
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print("Switched to: ", name)
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_emit_weapon_changed()
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_trigger_change_flash()
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return true
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return false
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func _trigger_change_flash() -> void:
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if weapon_change_flash and effects_component:
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effects_component.apply_effect(weapon_change_flash)
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func cycle_weapon() -> void: # Used for testing weapon cycling
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if available_weapons.is_empty():
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@ -50,3 +59,4 @@ func cycle_weapon() -> void: # Used for testing weapon cycling
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print("Switched to: ", weapon_data.shot_name)
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_emit_weapon_changed()
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_trigger_change_flash()
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