Files
Fighting_Rthythm_game/scenes/main/main.gd
2026-07-02 05:11:24 -07:00

339 lines
10 KiB
GDScript

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