Files
Fighting_Rthythm_game/scenes/main/main.gd

105 lines
3.3 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 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
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)
rhythm_feedback_label.text = "READY"
_update_rhythm_track(0.0)
func _process(delta: float) -> void:
_update_rhythm_track(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 _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:
"left":
return "LEFT"
"right":
return "RIGHT"
"jump":
return "JUMP"
_:
return action_name.to_upper()
func _format_signed_ms(seconds: float) -> String:
if is_inf(seconds):
return "-- ms"
return "%+.0f ms" % (seconds * 1000.0)