extends Sprite3D # we easin' now @export var intro_duration: float = 0.9 @export var intro_trans: Tween.TransitionType = Tween.TRANS_SINE @export var intro_ease: Tween.EaseType = Tween.EASE_IN_OUT const ENTRY_OFFSET := 0.5 const EXIT_OFFSET := 0.5 const FORWARD_OFFSET := 0.05 const FINGER_OFFSET_X := 0.0 @onready var _button_panel: Node3D = get_parent().get_node("ButtonPanel") var _buttons: Array = [] var _intro_playing := false var _sprite_half_h := 0.0 var _intro_sprite_start_y := 0.0 var _intro_sprite_end_y := 0.0 var _intro_button_thresholds: Array = [] var _intro_button_lit: Array = [] func _ready() -> void: visible = false _sprite_half_h = texture.get_height() * pixel_size * global_transform.basis.get_scale().y * 0.5 EventBus.game_started.connect(_play_intro) EventBus.floor_changed.connect(_on_floor_changed) func _ensure_buttons() -> void: if not _buttons.is_empty(): return _buttons = _collect_buttons() if not _buttons.is_empty(): _set_all_lit(false) func _collect_buttons() -> Array: var arr: Array = [] var container = _button_panel.get_node_or_null("FloorButtons") if container == null or container.get_child_count() == 0: container = _button_panel for i in range(10): var button_name := "%02d" % i var btn = container.get_node_or_null(button_name) if btn != null: arr.append(btn) return arr func _play_intro() -> void: if _intro_playing: return _intro_playing = true _ensure_buttons() if _buttons.size() < 10: _intro_playing = false EventBus.intro_finished.emit() return _set_all_lit(false) # animate the hand's global_position.y from start to end over a set duration # each button gets a sibling callback scheduled in *parallel*! # what fraction of the way from start to end is this button's Y? # to figure out when to fire callback on set_delay() to stagge.3.r # this way it is easy to change the duration if we want var top_button: Node3D = _buttons[9] var bottom_button: Node3D = _buttons[0] var camera = get_viewport().get_camera_3d() var camera_pos = camera.global_position if camera else Vector3.ZERO var button_z = top_button.global_position.z var hand_z = button_z - FORWARD_OFFSET var z_ratio = (hand_z - camera_pos.z) / (button_z - camera_pos.z) var hand_x = camera_pos.x + (top_button.global_position.x - camera_pos.x) * z_ratio + FINGER_OFFSET_X var finger_start_y_world = top_button.global_position.y + ENTRY_OFFSET var finger_end_y_world = bottom_button.global_position.y - EXIT_OFFSET var finger_start_y = camera_pos.y + (finger_start_y_world - camera_pos.y) * z_ratio var finger_end_y = camera_pos.y + (finger_end_y_world - camera_pos.y) * z_ratio var sprite_start_y = finger_start_y - _sprite_half_h var sprite_end_y = finger_end_y - _sprite_half_h global_position = Vector3(hand_x, sprite_start_y, hand_z) visible = true # now we have to do some more mathin' due to *easing* _intro_sprite_start_y = sprite_start_y _intro_sprite_end_y = sprite_end_y _intro_button_thresholds.clear() _intro_button_lit.clear() for i in range(_buttons.size()): var button_y_world = _buttons[i].global_position.y # weird thing: button_y is projected onto the hand's Z-plane to account for perspective # to keep the fingertip visually aligned with each button at the exact right moment # thanks godot forums! var button_y_proj = camera_pos.y + (button_y_world - camera_pos.y) * z_ratio var t_fraction = (finger_start_y - button_y_proj) / (finger_start_y - finger_end_y) _intro_button_thresholds.append(clamp(t_fraction, 0.0, 1.0)) _intro_button_lit.append(false) var tween := create_tween() tween.tween_method(_update_intro_progress, 0.0, 1.0, intro_duration).set_trans(intro_trans).set_ease(intro_ease) await tween.finished visible = false _intro_playing = false EventBus.intro_finished.emit() func _update_intro_progress(progress: float) -> void: global_position.y = lerp(_intro_sprite_start_y, _intro_sprite_end_y, progress) for i in range(_buttons.size()): if not _intro_button_lit[i] and progress >= _intro_button_thresholds[i]: _intro_button_lit[i] = true _light_button(i) func _light_button(index: int) -> void: var sprite: Sprite3D = _buttons[index].get_node("ButtonSprite") sprite.frame = index + 10 func _set_all_lit(lit: bool) -> void: for i in range(_buttons.size()): var sprite: Sprite3D = _buttons[i].get_node("ButtonSprite") sprite.frame = i + (10 if lit else 0) func _on_floor_changed(floor_num: int) -> void: if floor_num >= EventBus.STARTING_FLOOR: return _ensure_buttons() if floor_num < 0 or floor_num >= _buttons.size(): return var sprite: Sprite3D = _buttons[floor_num].get_node("ButtonSprite") sprite.frame = floor_num