Refactor rhythm action architecture
This commit is contained in:
@@ -1,338 +1,8 @@
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extends Node2D
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@onready var rhythm_conductor: Node = $RhythmConductor
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@onready var rhythm_track: Control = $RhythmFeedback/RhythmTrack
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@onready var rhythm_feedback_label: Label = $RhythmFeedback/JudgementLabel
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@onready var player: Node = $Player
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@onready var center_base: TextureRect = $RhythmFeedback/RhythmTrack/CenterBase
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@onready var center_flash: TextureRect = $RhythmFeedback/RhythmTrack/CenterFlash
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@onready var left_mover: TextureRect = $RhythmFeedback/RhythmTrack/LeftMover
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@onready var right_mover: TextureRect = $RhythmFeedback/RhythmTrack/RightMover
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@onready var combo_skill_label: Label = $RhythmFeedback/ComboSkillLabel
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@onready var health_bar: ProgressBar = $RhythmFeedback/StatusBars/HealthBar
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@onready var charge_bar: ProgressBar = $RhythmFeedback/StatusBars/ChargeBar
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@onready var energy_segments: Array[Panel] = [
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$RhythmFeedback/StatusBars/EnergyBar/Segment0,
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$RhythmFeedback/StatusBars/EnergyBar/Segment1,
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$RhythmFeedback/StatusBars/EnergyBar/Segment2,
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$RhythmFeedback/StatusBars/EnergyBar/Segment3,
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$RhythmFeedback/StatusBars/EnergyBar/Segment4,
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$RhythmFeedback/StatusBars/EnergyBar/Segment5,
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$RhythmFeedback/StatusBars/EnergyBar/Segment6,
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$RhythmFeedback/StatusBars/EnergyBar/Segment7,
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$RhythmFeedback/StatusBars/EnergyBar/Segment8,
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$RhythmFeedback/StatusBars/EnergyBar/Segment9,
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]
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@onready var combo_slot_panels: Array[PanelContainer] = [
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$RhythmFeedback/ComboWindow/Slot0,
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$RhythmFeedback/ComboWindow/Slot1,
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$RhythmFeedback/ComboWindow/Slot2,
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$RhythmFeedback/ComboWindow/Slot3,
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]
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@onready var combo_key_labels: Array[Label] = [
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$RhythmFeedback/ComboWindow/Slot0/Key,
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$RhythmFeedback/ComboWindow/Slot1/Key,
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$RhythmFeedback/ComboWindow/Slot2/Key,
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$RhythmFeedback/ComboWindow/Slot3/Key,
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]
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var combo_clear_tween: Tween
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var combo_clear_flash := 0.0
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var charge_bar_ready := false
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var charge_flash := 0.0
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var track_center := Vector2.ZERO
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var left_mover_start := Vector2.ZERO
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var right_mover_start := Vector2.ZERO
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var mover_size := Vector2.ZERO
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var center_flash_size := Vector2.ZERO
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var feedback_flash := 0.0
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var beat_flash := 0.0
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@onready var stage: Node = $Stage
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@onready var ui: CanvasLayer = $UI
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func _ready() -> void:
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_cache_rhythm_track_layout()
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rhythm_conductor.action_judged.connect(_on_rhythm_action_judged)
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rhythm_conductor.beat.connect(_on_rhythm_beat)
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if player.has_signal("combo_window_changed"):
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player.connect("combo_window_changed", _on_combo_window_changed)
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if player.has_signal("combo_window_cleared"):
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player.connect("combo_window_cleared", _on_combo_window_cleared)
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if player.has_signal("skill_requested"):
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player.connect("skill_requested", _on_skill_requested)
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if player.has_signal("energy_changed"):
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player.connect("energy_changed", _on_energy_changed)
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if player.has_signal("health_changed"):
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player.connect("health_changed", _on_health_changed)
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if player.has_signal("charge_changed"):
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player.connect("charge_changed", _on_charge_changed)
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rhythm_feedback_label.text = "READY"
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_on_combo_window_changed([])
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if player.has_method("get_energy") and player.has_method("get_max_energy"):
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_on_energy_changed(player.call("get_energy"), player.call("get_max_energy"))
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if player.has_method("get_health") and player.has_method("get_max_health"):
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_on_health_changed(player.call("get_health"), player.call("get_max_health"))
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if player.has_method("get_charge") and player.has_method("get_max_charge") and player.has_method("is_charge_ready") and player.has_method("is_charge_active"):
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_on_charge_changed(player.call("get_charge"), player.call("get_max_charge"), player.call("is_charge_ready"), player.call("is_charge_active"))
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_update_rhythm_track(0.0)
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func _process(delta: float) -> void:
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_update_rhythm_track(delta)
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_update_combo_clear_animation(delta)
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_update_charge_bar_flash(delta)
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if feedback_flash > 0.0:
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feedback_flash = maxf(0.0, feedback_flash - delta * 4.0)
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rhythm_feedback_label.scale = Vector2.ONE * (1.0 + feedback_flash * 0.18)
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func _on_rhythm_action_judged(action_name: String, rating: Dictionary) -> void:
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var rating_name: String = str(rating.get("label", "miss"))
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var color: Color = rating.get("color", Color("ff0055")) as Color
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var diff: float = float(rating.get("diff", INF))
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rhythm_feedback_label.text = "%s %s %s" % [
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_format_action_name(action_name),
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rating_name.to_upper(),
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_format_signed_ms(diff),
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]
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rhythm_feedback_label.modulate = color
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feedback_flash = 1.0
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func _on_rhythm_beat(_position: int) -> void:
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beat_flash = 1.0
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func _on_combo_window_changed(slots: Array) -> void:
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for index: int in range(combo_key_labels.size()):
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var filled := index < slots.size()
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var label := combo_key_labels[index]
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var panel := combo_slot_panels[index]
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label.text = str(slots[index]) if filled else "·"
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label.modulate = Color(1.0, 1.0, 1.0, 1.0 if filled else 0.32)
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panel.modulate = Color(1.0, 1.0, 1.0, 1.0 if filled else 0.48)
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if filled:
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_pulse_combo_slot(panel)
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func _on_combo_window_cleared(_reason: String) -> void:
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_play_combo_clear_animation()
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func _on_skill_requested(skill_id: String) -> void:
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combo_skill_label.text = _format_skill_name(skill_id)
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func _on_energy_changed(current: int, maximum: int) -> void:
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var filled_segments := clampi(current, 0, min(maximum, energy_segments.size()))
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for index: int in range(energy_segments.size()):
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var filled := index < filled_segments
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var panel := energy_segments[index]
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panel.modulate = Color(1.0, 1.0, 1.0, 1.0 if filled else 0.38)
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func _on_health_changed(current: int, maximum: int) -> void:
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health_bar.max_value = max(1, maximum)
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health_bar.value = clampi(current, 0, maximum)
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func _on_charge_changed(current: float, maximum: float, ready: bool, active: bool) -> void:
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charge_bar.max_value = maxf(0.01, maximum)
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charge_bar.value = clampf(current, 0.0, maximum)
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charge_bar_ready = ready and active
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if charge_bar_ready:
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return
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charge_bar.modulate = Color(1.0, 1.0, 1.0, 1.0 if active or current > 0.0 else 0.45)
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func _update_charge_bar_flash(delta: float) -> void:
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if not charge_bar_ready:
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charge_flash = 0.0
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return
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charge_flash = fmod(charge_flash + delta * 7.0, TAU)
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var alpha := 0.62 + 0.38 * absf(sin(charge_flash))
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charge_bar.modulate = Color(1.0, 1.0, 1.0, alpha)
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func _play_combo_clear_animation() -> void:
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if combo_clear_tween != null and combo_clear_tween.is_valid():
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combo_clear_tween.kill()
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combo_clear_flash = 1.0
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for panel: PanelContainer in combo_slot_panels:
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panel.scale = Vector2(1.16, 1.16)
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panel.modulate = Color(1.0, 1.0, 1.0, 1.0)
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func _update_combo_clear_animation(delta: float) -> void:
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if combo_clear_flash <= 0.0:
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return
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combo_clear_flash = maxf(0.0, combo_clear_flash - delta * 5.0)
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var eased := combo_clear_flash * combo_clear_flash
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for panel: PanelContainer in combo_slot_panels:
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panel.scale = Vector2.ONE * (1.0 + 0.16 * eased)
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panel.modulate = Color(1.0, 1.0, 1.0, 0.48 + 0.52 * eased)
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if combo_clear_flash <= 0.0:
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_restore_empty_combo_slots()
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func _pulse_combo_slot(panel: PanelContainer) -> void:
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var tween := create_tween()
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panel.scale = Vector2(1.08, 1.08)
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tween.tween_property(panel, "scale", Vector2.ONE, 0.09)
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func _restore_empty_combo_slots() -> void:
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for index: int in range(combo_slot_panels.size()):
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combo_slot_panels[index].modulate = Color(1.0, 1.0, 1.0, 0.48)
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combo_slot_panels[index].scale = Vector2.ONE
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combo_key_labels[index].text = "·"
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combo_key_labels[index].modulate = Color(1.0, 1.0, 1.0, 0.32)
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func _update_rhythm_track(delta: float) -> void:
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beat_flash = maxf(0.0, beat_flash - delta * 8.0)
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var progress := 0.0
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if rhythm_conductor.has_method("get_current_beat_progress"):
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progress = float(rhythm_conductor.call("get_current_beat_progress"))
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if beat_flash > 0.15:
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progress = 1.0
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_set_control_center(left_mover, left_mover_start.lerp(track_center, progress), mover_size)
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_set_control_center(right_mover, right_mover_start.lerp(track_center, progress), mover_size)
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_set_control_center(center_flash, track_center, center_flash_size)
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center_flash.modulate = Color(1.0, 1.0, 1.0, beat_flash)
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func _cache_rhythm_track_layout() -> void:
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track_center = _control_center(center_base)
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left_mover_start = _control_center(left_mover)
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right_mover_start = _control_center(right_mover)
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mover_size = left_mover.size
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center_flash_size = center_flash.size
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func _control_center(control: Control) -> Vector2:
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return Vector2(
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(control.offset_left + control.offset_right) * 0.5,
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(control.offset_top + control.offset_bottom) * 0.5
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)
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func _set_control_center(control: Control, center: Vector2, size: Vector2) -> void:
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control.offset_left = center.x - size.x * 0.5
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control.offset_top = center.y - size.y * 0.5
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control.offset_right = center.x + size.x * 0.5
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control.offset_bottom = center.y + size.y * 0.5
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func _format_action_name(action_name: String) -> String:
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match action_name:
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"w":
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return "W"
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"a":
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return "A"
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"d":
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return "D"
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"s":
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return "S"
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"space":
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return "SP"
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"skill_w":
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return "W"
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"skill_wa":
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return "W+A"
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"skill_wd":
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return "W+D"
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"skill_s":
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return "S"
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"skill_a":
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return "A"
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"skill_d":
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return "D"
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"skill_aa":
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return "A+A"
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"skill_dd":
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return "D+D"
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"skill_aaa":
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return "A+A+A"
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"skill_ddd":
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return "D+D+D"
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"skill_a_space":
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return "A+SP"
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"skill_d_space":
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return "D+SP"
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"skill_a_space_space":
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return "A+SP+SP"
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"skill_d_space_space":
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return "D+SP+SP"
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"skill_aa_space":
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return "A+A+SP"
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"skill_ad_space":
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return "A+D+SP"
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"skill_da_space":
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return "D+A+SP"
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"skill_dd_space":
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return "D+D+SP"
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"skill_s_projectile_1":
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return "S+SP"
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"skill_s_projectile_2":
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return "S+SP+SP"
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"skill_s_projectile_3":
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return "S+SP+SP+SP"
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_:
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return action_name.to_upper()
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func _format_skill_name(skill_id: String) -> String:
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match skill_id:
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"skill_w":
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return "W"
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"skill_wa":
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return "W+A"
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"skill_wd":
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return "W+D"
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"skill_s":
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return "S"
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"skill_a":
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return "A"
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"skill_d":
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return "D"
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"skill_aa":
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return "A+A"
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"skill_dd":
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return "D+D"
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"skill_aaa":
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return "A+A+A"
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"skill_ddd":
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return "D+D+D"
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"skill_a_space":
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return "A+SP"
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"skill_d_space":
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return "D+SP"
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"skill_a_space_space":
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return "A+SP+SP"
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"skill_d_space_space":
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return "D+SP+SP"
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"skill_aa_space":
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return "A+A+SP"
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"skill_ad_space":
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return "A+D+SP"
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"skill_da_space":
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return "D+A+SP"
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"skill_dd_space":
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return "D+D+SP"
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"skill_s_projectile_1":
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return "S+SP"
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"skill_s_projectile_2":
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return "S+SP+SP"
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"skill_s_projectile_3":
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return "S+SP+SP+SP"
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_:
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return skill_id.to_upper()
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func _format_signed_ms(seconds: float) -> String:
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if is_inf(seconds):
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return "-- ms"
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return "%+.0f ms" % (seconds * 1000.0)
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func get_player() -> Node:
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return stage.get_node("ActorsContainer/Player")
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