Added effects manager and two effects to test attached to the player

scene.
This commit is contained in:
Henry Faber 2026-06-24 14:48:02 +01:00
parent 1200ac7e32
commit b4c4a66ce8
19 changed files with 322 additions and 40 deletions

View file

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class_name BlinkerEffect
extends BaseEffect
## How many blink cycles per second.
@export_range(0.0, 60.0) var blink_frequency: float = 8.0
## Fraction of each cycle the sprite is visible (0.01.0).
@export_range(0.0, 1.0) var blink_length: float = 0.5
## Minimum alpha when "off" (0.0 = fully invisible, 1.0 = fully visible).
@export_range(0.0, 1.0) var min_alpha: float = 0.0
## Maximum alpha when "on" (0.01.0).
@export_range(0.0, 1.0) var max_alpha: float = 1.0
## Duration of the fade-in at the start of the effect (seconds).
@export_range(0.0, 5.0) var start_ease: float = 0.0
## Easing curve for the fade-in.
@export_enum("Linear", "Smooth", "Ease-In", "Ease-Out", "Ease-In-Out") var start_ease_mode: int = 1
## Duration of the fade-out at the end of the effect (seconds).
@export_range(0.0, 5.0) var end_ease: float = 0.0
## Easing curve for the fade-out.
@export_enum("Linear", "Smooth", "Ease-In", "Ease-Out", "Ease-In-Out") var end_ease_mode: int = 1
var _original_modulate: Color
func start(target: Node) -> void:
super.start(target)
if target is CanvasItem:
_original_modulate = target.modulate
func process(delta: float, target: Node) -> void:
super.process(delta, target)
if target is CanvasItem:
var alpha: float = _compute_alpha(_elapsed)
target.modulate = Color(_original_modulate.r, _original_modulate.g, _original_modulate.b, alpha)
func stop(target: Node) -> void:
if target is CanvasItem:
target.modulate = _original_modulate
## Compute the combined eased alpha for a given elapsed time.
func _compute_alpha(elapsed: float) -> float:
if duration <= 0.0:
return 1.0
var t: float = min(elapsed, duration)
# Blink pulse: on/off cycling at the given frequency and duty cycle
var period := 1.0 / blink_frequency if blink_frequency > 0.0 else 1.0
var phase := fmod(t, period) / period
var pulse: float = min_alpha
if phase < blink_length:
var pulse_progress = phase / blink_length if blink_length > 0.0 else 1.0
if pulse_progress < 0.5:
pulse = min_alpha + (max_alpha - min_alpha) * _ease_value(pulse_progress * 2.0, 2)
else:
pulse = min_alpha + (max_alpha - min_alpha) * _ease_value((1.0 - pulse_progress) * 2.0, 3)
# Start ease: fade from fully visible into the blink pattern
if t < start_ease and start_ease > 0.0:
var fade_in = _ease_value(t / start_ease, start_ease_mode)
return lerp(max_alpha, pulse, fade_in)
# End ease: fade from blink pattern back to fully visible
if t > duration - end_ease and end_ease > 0.0:
var fade_progress = (t - (duration - end_ease)) / end_ease
var fade_out = _ease_value(fade_progress, end_ease_mode)
return lerp(pulse, max_alpha, fade_out)
return pulse
## Apply easing to a 0.01.0 normalized value based on the selected mode.
func _ease_value(value: float, mode: int) -> float:
match mode:
0: return value # Linear
1: return smoothstep(0.0, 1.0, value) # Smooth
2: return ease(value, -2.0) # Ease-In (accelerating)
3: return ease(value, 2.0) # Ease-Out (decelerating)
4: return ease(value, 3.0) # Ease-In-Out (S-curve)
return value