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5 Commits

Author SHA1 Message Date
Rob Kelly 96c73c5587 Power gauge & life bar HUD elements 2024-11-18 01:58:09 -07:00
Rob Kelly 2b1aabd808 The rumblerrrrrrrrr 2024-11-17 20:10:33 -07:00
Rob Kelly 479efd9c28 The nefarious hitlag! 2024-11-17 18:51:06 -07:00
Rob Kelly aa87f57f1f The dreaded screenshaker! 2024-11-17 18:10:24 -07:00
Rob Kelly 77b5048d04 Game container 2024-11-17 17:55:04 -07:00
26 changed files with 758 additions and 21 deletions

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@ -0,0 +1,34 @@
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@ -12,7 +12,7 @@ config_version=5
config/name="GFOLF 2" config/name="GFOLF 2"
config/description="GFOLF: Combat Golf Action" config/description="GFOLF: Combat Golf Action"
run/main_scene="res://src/world/world.tscn" run/main_scene="res://src/game/game.tscn"
config/features=PackedStringArray("4.3", "Forward Plus") config/features=PackedStringArray("4.3", "Forward Plus")
run/max_fps=60 run/max_fps=60
@ -55,10 +55,13 @@ config/controls/camera/y_axis_sensitivity=0.45
config/controls/camera/x_axis_acceleration=30.0 config/controls/camera/x_axis_acceleration=30.0
config/controls/camera/y_axis_acceleration=30.0 config/controls/camera/y_axis_acceleration=30.0
config/controls/camera/invert_pitch=false config/controls/camera/invert_pitch=false
config/accessibility/enable_screen_shake=true
config/accessibility/enable_hit_lag=true
[global_group] [global_group]
WorldGroup="Singleton group for the active world instance, if any." WorldGroup="Singleton group for the active world instance, if any."
GameGroup="Singleton group for the active game instance, if any."
[gui] [gui]
@ -146,6 +149,26 @@ select_putter={
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":53,"key_label":0,"unicode":53,"location":0,"echo":false,"script":null) "events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":53,"key_label":0,"unicode":53,"location":0,"echo":false,"script":null)
] ]
} }
debug_1={
"deadzone": 0.5,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194332,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
]
}
debug_2={
"deadzone": 0.5,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194333,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
]
}
debug_3={
"deadzone": 0.5,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194334,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
]
}
debug_4={
"deadzone": 0.5,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194335,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
]
}
[layer_names] [layer_names]
@ -163,6 +186,3 @@ jolt_3d/limits/max_temporary_memory=64
[rendering] [rendering]
textures/canvas_textures/default_texture_filter=0 textures/canvas_textures/default_texture_filter=0
anti_aliasing/quality/msaa_3d=3
anti_aliasing/quality/screen_space_aa=1
anti_aliasing/quality/use_debanding=true

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@ -169,7 +169,7 @@ bones/23/scale = Vector3(1, 1, 1)
visible = false visible = false
[node name="BoneAttachment3D" type="BoneAttachment3D" parent="Armature/Skeleton3D" index="6"] [node name="BoneAttachment3D" type="BoneAttachment3D" parent="Armature/Skeleton3D" index="6"]
transform = Transform3D(-0.947388, 0.307308, -0.089546, -0.319114, -0.928605, 0.189367, -0.0249588, 0.207979, 0.977815, -0.157835, 3.16355, 0.865627) transform = Transform3D(-0.0322545, -0.997872, -0.0566733, 0.99947, -0.0324594, 0.00269896, -0.00453261, -0.0565562, 0.998389, -2.5177, 5.22011, -0.516371)
bone_name = "Hand.R" bone_name = "Hand.R"
bone_idx = 11 bone_idx = 11

110
src/game/game.gd Normal file
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@ -0,0 +1,110 @@
class_name Game extends Node
## Wrapper for the game application
@export var start_scene: String = "res://src/world/world.tscn"
var _loading_resources := {}
@onready var viewport: GameViewportContainer = %ViewportContainer
@onready var content: Node = %Content
@onready var loader_transition: AnimationPlayer = %LoaderTransition
@onready var loading_screen: Control = %LoadingScreen
static var group := "GameGroup" # hey i'm group
class Promise:
var _callbacks: Array[Callable] = []
var _end_callbacks: Array[Callable] = []
func then(fn: Callable) -> Promise:
_callbacks.push_back(fn)
return self
func finally(fn: Callable) -> Promise:
_end_callbacks.push_back(fn)
return self
func resolve(res: Variant) -> void:
for fn: Callable in _callbacks + _end_callbacks:
fn.call(res)
class ScenePromise:
extends Promise
func resolve(res: Variant) -> void:
var instance: Node = (res as PackedScene).instantiate()
super.resolve(instance)
func _initial_load() -> void:
queue_scene(start_scene)
func _ready() -> void:
call_deferred("_initial_load")
## Unload the running scene & queue up a new scene to be loaded in the background.
##
## The loading screen will be shown until the scene is loaded.
func queue_scene(path: String) -> Promise:
if not loading_screen.visible:
loading_screen.show()
loading_screen.modulate = Color.WHITE
for child: Node in content.get_children():
child.queue_free()
return queue_load(path, ScenePromise.new()).finally(_finish_scene_load)
## Queue a resource to be loaded in the background.
##
## Returns a `Promise` which can be used to attach callbacks
## which will be called with the resource after it is loaded.
func queue_load(path: String, promise: Promise = null) -> Promise:
if not promise:
promise = Promise.new()
_loading_resources[path] = promise
ResourceLoader.load_threaded_request(path)
return promise
func _finish_scene_load(instance: Node) -> void:
content.add_child(instance)
instance.reparent(content)
func _process(_delta: float) -> void:
# REMOVEME
if Input.is_action_just_pressed("debug_1"):
viewport.hit_lag(1)
if Input.is_action_just_pressed("debug_2"):
viewport.hit_lag_small()
if Input.is_action_just_pressed("debug_3"):
viewport.hit_lag_big()
if Input.is_action_just_pressed("debug_4"):
viewport.hit_lag_huge()
if _loading_resources and not loading_screen.visible:
loader_transition.play("fade_in")
for key: String in _loading_resources.keys():
match ResourceLoader.load_threaded_get_status(key):
ResourceLoader.THREAD_LOAD_LOADED:
@warning_ignore("unsafe_cast")
(_loading_resources[key] as Promise).resolve(ResourceLoader.load_threaded_get(key))
_loading_resources.erase(key)
ResourceLoader.THREAD_LOAD_FAILED:
assert(false, "Failed loading resource: " + key)
ResourceLoader.THREAD_LOAD_INVALID_RESOURCE:
assert(false, "Can't load invalid resource: " + key)
_:
# Continue loading
pass
if not _loading_resources and loading_screen.visible:
loader_transition.play("fade_out")

196
src/game/game.tscn Normal file
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@ -0,0 +1,196 @@
[gd_scene load_steps=9 format=3 uid="uid://cefit4bc8akbb"]
[ext_resource type="Script" path="res://src/game/game.gd" id="1_4qa87"]
[ext_resource type="FontFile" uid="uid://dsa0oh7c0h4pu" path="res://assets/fonts/Racing_Sans_One/RacingSansOne-Regular.ttf" id="2_y3adf"]
[ext_resource type="Script" path="res://src/ui/decorations/rumbler.gd" id="3_3vfdb"]
[ext_resource type="Script" path="res://src/ui/game_viewport_container.gd" id="3_rmm5i"]
[sub_resource type="Animation" id="Animation_c3dlb"]
length = 0.001
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath(".:visible")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 1,
"values": [true]
}
tracks/1/type = "value"
tracks/1/imported = false
tracks/1/enabled = true
tracks/1/path = NodePath(".:modulate")
tracks/1/interp = 1
tracks/1/loop_wrap = true
tracks/1/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 0,
"values": [Color(1, 1, 1, 1)]
}
[sub_resource type="Animation" id="Animation_2c1ud"]
resource_name = "fade_in"
length = 0.4
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath(".:visible")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 1,
"values": [true]
}
tracks/1/type = "value"
tracks/1/imported = false
tracks/1/enabled = true
tracks/1/path = NodePath(".:modulate")
tracks/1/interp = 2
tracks/1/loop_wrap = true
tracks/1/keys = {
"times": PackedFloat32Array(0, 0.4),
"transitions": PackedFloat32Array(1, 1),
"update": 0,
"values": [Color(1, 1, 1, 0), Color(1, 1, 1, 1)]
}
[sub_resource type="Animation" id="Animation_xbqy2"]
resource_name = "fade_out"
length = 0.4
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath(".:visible")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0, 0.4),
"transitions": PackedFloat32Array(1, 1),
"update": 1,
"values": [true, false]
}
tracks/1/type = "value"
tracks/1/imported = false
tracks/1/enabled = true
tracks/1/path = NodePath(".:modulate")
tracks/1/interp = 2
tracks/1/loop_wrap = true
tracks/1/keys = {
"times": PackedFloat32Array(0, 0.4),
"transitions": PackedFloat32Array(1, 1),
"update": 0,
"values": [Color(1, 1, 1, 1), Color(1, 1, 1, 0)]
}
[sub_resource type="AnimationLibrary" id="AnimationLibrary_1s0w0"]
_data = {
"RESET": SubResource("Animation_c3dlb"),
"fade_in": SubResource("Animation_2c1ud"),
"fade_out": SubResource("Animation_xbqy2")
}
[node name="Game" type="Node" groups=["GameGroup"]]
process_mode = 3
script = ExtResource("1_4qa87")
[node name="RootControl" type="Control" parent="."]
unique_name_in_owner = true
layout_mode = 3
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
[node name="LoadingScreen" type="Control" parent="RootControl"]
unique_name_in_owner = true
z_index = 128
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
mouse_filter = 2
[node name="ColorRect" type="ColorRect" parent="RootControl/LoadingScreen"]
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
mouse_filter = 2
color = Color(0, 0, 0, 1)
[node name="MarginContainer" type="MarginContainer" parent="RootControl/LoadingScreen"]
layout_mode = 1
anchors_preset = 3
anchor_left = 1.0
anchor_top = 1.0
anchor_right = 1.0
anchor_bottom = 1.0
offset_left = -1.0
offset_top = -42.0
grow_horizontal = 0
grow_vertical = 0
theme_override_constants/margin_right = 64
theme_override_constants/margin_bottom = 32
[node name="RichTextLabel" type="RichTextLabel" parent="RootControl/LoadingScreen/MarginContainer"]
custom_minimum_size = Vector2(160, 0)
layout_mode = 2
mouse_filter = 2
theme_override_colors/default_color = Color(1, 0.75, 0.75, 1)
theme_override_fonts/normal_font = ExtResource("2_y3adf")
theme_override_font_sizes/normal_font_size = 32
bbcode_enabled = true
text = "[wave]LOADING...[/wave]"
fit_content = true
[node name="LoaderTransition" type="AnimationPlayer" parent="RootControl/LoadingScreen"]
unique_name_in_owner = true
libraries = {
"": SubResource("AnimationLibrary_1s0w0")
}
[node name="Rumbler" type="Control" parent="RootControl"]
unique_name_in_owner = true
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
script = ExtResource("3_3vfdb")
[node name="ViewportContainer" type="SubViewportContainer" parent="RootControl/Rumbler"]
unique_name_in_owner = true
process_mode = 3
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
stretch = true
script = ExtResource("3_rmm5i")
[node name="Viewport" type="SubViewport" parent="RootControl/Rumbler/ViewportContainer"]
handle_input_locally = false
msaa_2d = 3
msaa_3d = 3
screen_space_aa = 1
use_taa = true
size = Vector2i(1280, 720)
render_target_update_mode = 4
[node name="Content" type="Node" parent="RootControl/Rumbler/ViewportContainer/Viewport"]
unique_name_in_owner = true
process_mode = 1

View File

@ -9,6 +9,7 @@
[resource] [resource]
script = ExtResource("4_8ybyj") script = ExtResource("4_8ybyj")
name = "DEBUG Gfolfer" name = "DEBUG Gfolfer"
life = 100.0
driver = ExtResource("1_sn8fd") driver = ExtResource("1_sn8fd")
iron = ExtResource("2_piku2") iron = ExtResource("2_piku2")
wedge = ExtResource("5_wm4ae") wedge = ExtResource("5_wm4ae")

View File

@ -28,6 +28,9 @@ const CAMERA_SNAP_TIME := 0.3
const WASTED_BALL_RETURN_DELAY := 3.5 const WASTED_BALL_RETURN_DELAY := 3.5
## Shots above this threshold trigger a "big power" effect
const BIG_POWER_THRESHOLD := 0.7
## In Driving Range mode, the ball can be retrieved in the shot phase. ## In Driving Range mode, the ball can be retrieved in the shot phase.
@export var driving_range := false @export var driving_range := false
@ -142,6 +145,7 @@ var _tracking_camera: OrbitalCamera
@onready var phys_ball_scene := preload("res://src/equipment/balls/physics_ball/physics_ball.tscn") @onready var phys_ball_scene := preload("res://src/equipment/balls/physics_ball/physics_ball.tscn")
@onready var world: World = get_tree().get_first_node_in_group(World.group) @onready var world: World = get_tree().get_first_node_in_group(World.group)
@onready var game: Game = get_tree().get_first_node_in_group(Game.group)
@onready var _target_rotation := Vector2(pitch.rotation.x, direction.rotation.y) @onready var _target_rotation := Vector2(pitch.rotation.x, direction.rotation.y)
@ -206,6 +210,17 @@ func get_shot_impulse(meter_pct: float) -> Vector3:
func take_shot() -> void: func take_shot() -> void:
# Impact screenshake & hitlag
if game:
if shot_power > BIG_POWER_THRESHOLD:
game.viewport.hit_lag_big()
var shake_intensity: float = (
10.0 * (shot_power - BIG_POWER_THRESHOLD) / (1.0 - BIG_POWER_THRESHOLD)
)
game.viewport.screen_shake(shake_intensity, 1.0)
else:
game.viewport.hit_lag_small()
print_debug("WHACK!\nPower: ", shot_power, "\nCurve: ", shot_curve) print_debug("WHACK!\nPower: ", shot_power, "\nCurve: ", shot_curve)
var impulse := get_shot_impulse(shot_power) var impulse := get_shot_impulse(shot_power)

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@ -179,7 +179,7 @@ tracks/2/keys = {
[sub_resource type="Animation" id="Animation_u8k07"] [sub_resource type="Animation" id="Animation_u8k07"]
resource_name = "swing_delay" resource_name = "swing_delay"
length = 0.2 length = 0.0667
step = 0.01 step = 0.01
tracks/0/type = "method" tracks/0/type = "method"
tracks/0/imported = false tracks/0/imported = false
@ -188,7 +188,7 @@ tracks/0/path = NodePath("%Direction/..")
tracks/0/interp = 1 tracks/0/interp = 1
tracks/0/loop_wrap = true tracks/0/loop_wrap = true
tracks/0/keys = { tracks/0/keys = {
"times": PackedFloat32Array(0.18), "times": PackedFloat32Array(0.0667),
"transitions": PackedFloat32Array(1), "transitions": PackedFloat32Array(1),
"values": [{ "values": [{
"args": [], "args": [],

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@ -1,8 +1,18 @@
class_name WorldPlayer extends Resource class_name WorldPlayer extends Resource
## Container for the state of the player within the world. ## Container for the state of the player within the world.
signal on_life_changed(new_value: float)
@export_range(0, 100) var life: float = 100.0:
set(value):
if value != life:
life = value
on_life_changed.emit(value)
@export_category("Profile")
# TODO character select # TODO character select
@export var name: String = "Gfolfer" @export var name: String = "Gfolfer"
@export var color: Color = Color("ff7070")
@export_category("Equipment") @export_category("Equipment")
@export var driver: Club @export var driver: Club

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@ -0,0 +1,15 @@
@tool
class_name Rumbler extends Control
## Rumbles children.
const EPSILON := 1e-6
@export var intensity := 0.0
func _process(_delta: float) -> void:
if intensity > EPSILON:
position.x = randfn(0, intensity)
position.y = randfn(0, intensity)
else:
position = Vector2.ZERO

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@ -0,0 +1,71 @@
class_name GameViewportContainer extends SubViewportContainer
## SubViewportContainer with game-specific special effects
const SMALL_HIT_LAG_FRAMES := 5
const BIG_HIT_LAG_FRAMES := 10
const HUGE_HIT_LAG_FRAMES := 20
var _hit_lag_frames := -1
@onready var content: Node = %Content
@onready var rumbler: Rumbler = %Rumbler
## Start playing a screen shake effect.
func screen_shake(intensity: float, duration: float = 0.2) -> void:
if not ProjectSettings.get_setting("game/config/accessibility/enable_screen_shake"):
return
var tween := get_tree().create_tween()
rumbler.intensity = intensity
tween.tween_property(rumbler, "intensity", 0.0, duration).set_trans(Tween.TRANS_CUBIC)
tween.tween_callback(_reset_position)
## Rumble the screen indefinitely.
func set_rumble(intensity: float) -> void:
if not ProjectSettings.get_setting("game/config/accessibility/enable_screen_shake"):
return
rumbler.intensity = intensity
## Stop rumbling the screen.
func stop_rumble() -> void:
set_rumble(0)
## Hit lag for a small impact.
func hit_lag_small() -> void:
hit_lag(SMALL_HIT_LAG_FRAMES)
## Hit lag for a big impact.
func hit_lag_big() -> void:
hit_lag(BIG_HIT_LAG_FRAMES)
## Hit lag for a huge impact.
func hit_lag_huge() -> void:
hit_lag(HUGE_HIT_LAG_FRAMES)
## Stop processing for some number of frames.
func hit_lag(frames: int = 1) -> void:
if not ProjectSettings.get_setting("game/config/accessibility/enable_hit_lag"):
return
_hit_lag_frames = frames
func _reset_position() -> void:
position = Vector2.ZERO
func _process(_delta: float) -> void:
if _hit_lag_frames >= 0:
if _hit_lag_frames == 0:
content.process_mode = Node.PROCESS_MODE_INHERIT
else:
content.process_mode = Node.PROCESS_MODE_DISABLED
_hit_lag_frames -= 1

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@ -1,8 +1,9 @@
class_name ShotHUD extends Control class_name ShotHUD extends Control
## HUD for main gameplay loop ## HUD for main gameplay loop
@onready var power_bar: ProgressBar = %PowerBar @onready var power_bar: TextureProgressBar = %PowerBar
@onready var curve_bar: ProgressBar = %CurveBar @onready var curve_bar: ProgressBar = %CurveBar
@onready var life_bar: TextureProgressBar = %LifeBar
@onready var club_selector: ClubSelector = %ClubSelector @onready var club_selector: ClubSelector = %ClubSelector
@ -14,6 +15,8 @@ class_name ShotHUD extends Control
@onready var _nice_animation: AnimationPlayer = %NiceAnimation @onready var _nice_animation: AnimationPlayer = %NiceAnimation
@onready var _wasted_animation: AnimationPlayer = %WastedAnimation @onready var _wasted_animation: AnimationPlayer = %WastedAnimation
@onready var _player_name: Label = %PlayerName
@onready var _state: AnimationNodeStateMachinePlayback = hud_state_machine["parameters/playback"] @onready var _state: AnimationNodeStateMachinePlayback = hud_state_machine["parameters/playback"]
@ -21,7 +24,10 @@ class_name ShotHUD extends Control
func set_state_for_player(player: WorldPlayer) -> void: func set_state_for_player(player: WorldPlayer) -> void:
print_debug("Setting HUD for player ", player.name) print_debug("Setting HUD for player ", player.name)
club_selector.set_state_for_player(player) club_selector.set_state_for_player(player)
# TODO life _player_name.text = player.name
# TODO animate on life loss?
life_bar.value = player.life
life_bar.tint_progress = player.color
# TODO special equipment # TODO special equipment
# TODO abilities # TODO abilities

View File

@ -1,8 +1,15 @@
[gd_scene load_steps=27 format=3 uid="uid://c4ifdiohng830"] [gd_scene load_steps=34 format=3 uid="uid://c4ifdiohng830"]
[ext_resource type="Script" path="res://src/ui/shot_hud/shot_hud.gd" id="1_x5b4c"] [ext_resource type="Script" path="res://src/ui/shot_hud/shot_hud.gd" id="1_x5b4c"]
[ext_resource type="Shader" path="res://src/shaders/canvas_retro.gdshader" id="1_ybxxp"] [ext_resource type="Shader" path="res://src/shaders/canvas_retro.gdshader" id="1_ybxxp"]
[ext_resource type="PackedScene" uid="uid://445qd7m4qe2j" path="res://src/ui/shot_hud/club_selector/club_selector.tscn" id="2_1hdub"] [ext_resource type="PackedScene" uid="uid://445qd7m4qe2j" path="res://src/ui/shot_hud/club_selector/club_selector.tscn" id="2_1hdub"]
[ext_resource type="Script" path="res://src/ui/decorations/rumbler.gd" id="3_6groq"]
[ext_resource type="Texture2D" uid="uid://b5812y3pmmgg5" path="res://assets/ui/gauge_patch.png" id="4_5kcpe"]
[ext_resource type="Texture2D" uid="uid://76fjx2ukavqe" path="res://assets/ui/power_gauge_fill.png" id="5_3i1yq"]
[ext_resource type="Texture2D" uid="uid://4a8tvjgwegv3" path="res://assets/ui/power_gauge_tab.png" id="6_sw48q"]
[ext_resource type="FontFile" uid="uid://dsa0oh7c0h4pu" path="res://assets/fonts/Racing_Sans_One/RacingSansOne-Regular.ttf" id="8_bejx4"]
[ext_resource type="Texture2D" uid="uid://bvwh0yunmvirp" path="res://assets/ui/lifebar_patch.png" id="9_4f1d7"]
[ext_resource type="Texture2D" uid="uid://dtdqninlnu10o" path="res://assets/ui/lifebar_fill_grey.png" id="10_130v7"]
[sub_resource type="Animation" id="Animation_3xds6"] [sub_resource type="Animation" id="Animation_3xds6"]
resource_name = "RESET" resource_name = "RESET"
@ -280,7 +287,7 @@ length = 0.001
tracks/0/type = "bezier" tracks/0/type = "bezier"
tracks/0/imported = false tracks/0/imported = false
tracks/0/enabled = true tracks/0/enabled = true
tracks/0/path = NodePath(".:value") tracks/0/path = NodePath("../Rumbler/PowerBar:value")
tracks/0/interp = 1 tracks/0/interp = 1
tracks/0/loop_wrap = true tracks/0/loop_wrap = true
tracks/0/keys = { tracks/0/keys = {
@ -288,6 +295,18 @@ tracks/0/keys = {
"points": PackedFloat32Array(0, -0.25, 0, 0.25, 0), "points": PackedFloat32Array(0, -0.25, 0, 0.25, 0),
"times": PackedFloat32Array(0) "times": PackedFloat32Array(0)
} }
tracks/1/type = "value"
tracks/1/imported = false
tracks/1/enabled = true
tracks/1/path = NodePath("../Rumbler:intensity")
tracks/1/interp = 1
tracks/1/loop_wrap = true
tracks/1/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 0,
"values": [0.0]
}
[sub_resource type="Animation" id="Animation_67gmp"] [sub_resource type="Animation" id="Animation_67gmp"]
resource_name = "fill" resource_name = "fill"
@ -295,14 +314,26 @@ length = 1.618
tracks/0/type = "bezier" tracks/0/type = "bezier"
tracks/0/imported = false tracks/0/imported = false
tracks/0/enabled = true tracks/0/enabled = true
tracks/0/path = NodePath(".:value") tracks/0/path = NodePath("../Rumbler/PowerBar:value")
tracks/0/interp = 1 tracks/0/interp = 1
tracks/0/loop_wrap = true tracks/0/loop_wrap = true
tracks/0/keys = { tracks/0/keys = {
"handle_modes": PackedInt32Array(0, 0), "handle_modes": PackedInt32Array(0, 0),
"points": PackedFloat32Array(0, -0.25, 0, 0.233333, 0.0884774, 1, -0.267469, -0.483539, 0.25, 0), "points": PackedFloat32Array(0, -0.25, 0, 0.233333, 0.598765, 1, -0.351333, -0.246032, 0.25, 0),
"times": PackedFloat32Array(0, 1.618) "times": PackedFloat32Array(0, 1.618)
} }
tracks/1/type = "value"
tracks/1/imported = false
tracks/1/enabled = true
tracks/1/path = NodePath("../Rumbler:intensity")
tracks/1/interp = 1
tracks/1/loop_wrap = true
tracks/1/keys = {
"times": PackedFloat32Array(1.06667, 1.618),
"transitions": PackedFloat32Array(2.618, 1),
"update": 0,
"values": [0.0, 2.0]
}
[sub_resource type="AnimationLibrary" id="AnimationLibrary_coah5"] [sub_resource type="AnimationLibrary" id="AnimationLibrary_coah5"]
_data = { _data = {
@ -526,26 +557,53 @@ grow_horizontal = 2
grow_vertical = 2 grow_vertical = 2
mouse_filter = 1 mouse_filter = 1
[node name="PowerBar" type="ProgressBar" parent="ShotGauges/PowerGauge"] [node name="Rumbler" type="Control" parent="ShotGauges/PowerGauge"]
unique_name_in_owner = true
visible = false
custom_minimum_size = Vector2(30, 0)
layout_mode = 1 layout_mode = 1
anchors_preset = 13 anchors_preset = 13
anchor_left = 0.5 anchor_left = 0.5
anchor_right = 0.5 anchor_right = 0.5
anchor_bottom = 1.0 anchor_bottom = 1.0
offset_left = -2.0
offset_right = 2.0
grow_horizontal = 2 grow_horizontal = 2
grow_vertical = 2 grow_vertical = 2
mouse_filter = 1 script = ExtResource("3_6groq")
[node name="PowerBar" type="TextureProgressBar" parent="ShotGauges/PowerGauge/Rumbler"]
unique_name_in_owner = true
visible = false
texture_filter = 5
custom_minimum_size = Vector2(64, 0)
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
max_value = 1.0 max_value = 1.0
step = 0.01
fill_mode = 2 fill_mode = 2
nine_patch_stretch = true
stretch_margin_left = 16
stretch_margin_top = 16
stretch_margin_right = 16
stretch_margin_bottom = 16
texture_under = ExtResource("4_5kcpe")
texture_progress = ExtResource("5_3i1yq")
[node name="TitleTab" type="TextureRect" parent="ShotGauges/PowerGauge/Rumbler/PowerBar"]
layout_mode = 1
anchors_preset = 1
anchor_left = 1.0
anchor_right = 1.0
offset_left = -8.0
offset_right = 19.0
offset_bottom = 48.0
grow_horizontal = 0
texture = ExtResource("6_sw48q")
stretch_mode = 2
[node name="PowerAnimation" type="AnimationPlayer" parent="ShotGauges/PowerGauge"] [node name="PowerAnimation" type="AnimationPlayer" parent="ShotGauges/PowerGauge"]
unique_name_in_owner = true unique_name_in_owner = true
root_node = NodePath("../PowerBar") root_node = NodePath(".")
libraries = { libraries = {
"": SubResource("AnimationLibrary_coah5") "": SubResource("AnimationLibrary_coah5")
} }
@ -603,3 +661,53 @@ unique_name_in_owner = true
root_node = NodePath("%HUDStateMachine/..") root_node = NodePath("%HUDStateMachine/..")
tree_root = SubResource("AnimationNodeStateMachine_osrbp") tree_root = SubResource("AnimationNodeStateMachine_osrbp")
anim_player = NodePath("../HUDAnimation") anim_player = NodePath("../HUDAnimation")
[node name="SouthWest" type="MarginContainer" parent="."]
layout_mode = 1
anchors_preset = -1
anchor_top = 1.0
anchor_right = 0.333
anchor_bottom = 1.0
offset_top = -40.0
offset_right = 40.0
grow_vertical = 0
theme_override_constants/margin_left = 16
theme_override_constants/margin_bottom = 16
[node name="VBoxContainer" type="VBoxContainer" parent="SouthWest"]
layout_mode = 2
theme_override_constants/separation = -8
[node name="HBoxContainer" type="HBoxContainer" parent="SouthWest/VBoxContainer"]
layout_mode = 2
[node name="Spacer" type="Control" parent="SouthWest/VBoxContainer/HBoxContainer"]
custom_minimum_size = Vector2(24, 0)
layout_mode = 2
[node name="PlayerName" type="Label" parent="SouthWest/VBoxContainer/HBoxContainer"]
unique_name_in_owner = true
layout_mode = 2
theme_override_colors/font_shadow_color = Color(0, 0, 0, 1)
theme_override_colors/font_outline_color = Color(0, 0, 0, 1)
theme_override_constants/shadow_offset_x = 3
theme_override_constants/shadow_offset_y = 0
theme_override_constants/outline_size = 2
theme_override_constants/shadow_outline_size = 2
theme_override_fonts/font = ExtResource("8_bejx4")
theme_override_font_sizes/font_size = 32
text = "PLAYER NAME"
[node name="LifeBar" type="TextureProgressBar" parent="SouthWest/VBoxContainer"]
unique_name_in_owner = true
custom_minimum_size = Vector2(0, 48)
layout_mode = 2
min_value = -4.0
step = 0.01
nine_patch_stretch = true
stretch_margin_left = 32
stretch_margin_top = 16
stretch_margin_right = 32
stretch_margin_bottom = 16
texture_under = ExtResource("9_4f1d7")
texture_progress = ExtResource("10_130v7")