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