Added effects manager and two effects to test attached to the player
scene.
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19 changed files with 322 additions and 40 deletions
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scripts/effects/blinker_effect.gd
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scripts/effects/blinker_effect.gd
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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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