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 Game.settings.enable_screen_shake: return var tween := 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 Game.settings.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 Game.settings.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: get_tree().paused = false else: get_tree().paused = true _hit_lag_frames -= 1