Files
VAILLANT Jeremy 301ef3f916 Fix anim HUD
2021-06-26 15:42:02 +02:00

260 lines
8.4 KiB
GDScript

extends Spatial
const TIME_MAX = 3000 # msec
const GYROSCOPE_MAX_DIFF = 0.5
const OFFSET_CAMERA_MAX = 0.12
const OFFSET_STEP_CHANGE = 0.01
const RAY_LENGTH = 1000
export (PackedScene) var object_first = load("res://scenes/levels/parts/ObjectListFirst.tscn")
export (PackedScene) var object_std = load("res://scenes/levels/parts/ObjectListStandard.tscn")
export (PackedScene) var object_last = load("res://scenes/levels/parts/ObjectListLast.tscn")
onready var gyroscope_value_old = Vector3(0, 0, 0)
onready var table = Global.database.get_table_by_name("scenes")
onready var meshes = {}
onready var from = null
onready var to = null
onready var mlevel = load("res://db/MLevel.gd")
onready var mscene = load("res://db/MScene.gd")
onready var victory_condition = 0
onready var victory_progress = 0
onready var last_button = null
onready var animation_player = null
func _ready():
_load_translations()
_load_meshes()
_load_back_button()
_load_prepare_victory_condition()
_load_hud_menu()
_load_ambient_sound()
func _load_translations():
pass
func _load_meshes():
var scene_detail = null
for row_index in range(0, table.m_rows_count):
scene_detail = mscene.new(row_index)
if scene_detail.key() != null:
meshes[scene_detail.key()] = scene_detail
create_dissolve_mesh(scene_detail.key())
func _load_back_button():
var _back = $Quit/TextureButton.connect("pressed", Event, "_on_main_scene_pressed")
func _load_prepare_victory_condition():
var level = mlevel.new(Global.current_scene_int)
victory_condition = level.object_to_find()
victory_progress = level.object_finding()
func _load_hud_menu():
var counter = 0
var scene = null
var label_counter = null
for key in meshes:
scene = meshes[key]
_create_button_info(scene, counter, label_counter)
label_counter = scene.label_counter()
counter = counter + 1
func _load_ambient_sound():
if Setting.get_setting_ambient_sound():
$AmbientSound.play()
$AmbientSound.stream_paused = false
func _create_button_info(scene, counter, label_counter):
var button = _search_button_to_use(counter)
var name = scene.label()
if label_counter != null and label_counter == scene.label_counter():
name = last_button.get_node("Label").text + " " + String(scene.counter())
_configure_button_object(last_button, scene, name)
_create_animation_warning(_get_node_animated().get_node("Label"), name)
else:
$ListObjects/ListContainer.add_child(button)
_configure_button_object(button, scene, name)
_create_animation_slide(_get_node_animated(), name)
last_button = button
func _get_node_animated():
return $ListObjects/ListContainer.get_child($ListObjects/ListContainer.get_child_count() - 1 )
func _search_button_to_use(counter):
if counter == 0:
return object_first.instance()
elif counter == meshes.size() - 1:
return object_last.instance()
else:
return object_std.instance()
func _configure_button_object(button, scene, label):
button.get_node("Label").set_text(label)
button.set_meta("animation", label)
button.set_meta("name", scene.label())
button.set_meta("counter", scene.counter())
button.set_meta("counted", 0)
func _create_animation_slide(node, name):
$ListObjects/AnimationPlayer.add_animation(name, GlobalAnimation.level_hud_slide(node))
func _create_animation_warning(node, name):
$ListObjects/AnimationPlayer.add_animation(name, GlobalAnimation.level_hud_warning(node))
func _process(_delta):
_check_dissolve_mesh()
_check_change_angle_camera()
_check_victory_condition()
func create_dissolve_mesh(key):
_node_to_mesh(key).get_surface_material(0).set_shader_param("dissolve_amount", 0.0)
func _check_dissolve_mesh():
# Event dissolve in object searched by gamer
for key in meshes:
if bool(meshes[key].lock()) == true and meshes[key].mesh() != null:
if meshes[key].tick_reference() == 0:
meshes[key].set_tick_reference(OS.get_ticks_msec())
_node_object_list(key)
GlobalAnimation.start_dissolve(_node_to_tween(key), _node_to_mesh(key).get_surface_material(0))
if OS.get_ticks_msec() < meshes[key].tick_reference() + TIME_MAX:
meshes[key].set_value(meshes[key].value() + 0.01)
else:
_clean_mesh(key)
func _clean_mesh(key):
victory_progress = mlevel.new(Global.current_scene_int).object_finding()
_node_to_mesh(key).call_deferred("free")
meshes[key].set_mesh(null)
func _check_change_angle_camera():
var camera = $"MainCamera"
var gyroscope = Input.get_gyroscope()
if camera.h_offset >= -OFFSET_CAMERA_MAX:
if _action_pressed("ui_left") or _action_gyroscope("left", gyroscope):
print("[warcraft#_ready] move camera angle to left")
$"Main Camera".h_offset -= OFFSET_STEP_CHANGE
if camera.h_offset <= OFFSET_CAMERA_MAX:
if _action_pressed("ui_right") or _action_gyroscope("right", gyroscope):
print("[warcraft#_ready] move camera angle to right")
$"Main Camera".h_offset += OFFSET_STEP_CHANGE
if camera.v_offset >= -OFFSET_CAMERA_MAX:
if _action_pressed("ui_down") or _action_gyroscope("down", gyroscope):
print("[warcraft#_ready] move camera angle to down")
$"Main Camera".v_offset -= OFFSET_STEP_CHANGE
if camera.v_offset <= OFFSET_CAMERA_MAX:
if _action_pressed("ui_up") or _action_gyroscope("up", gyroscope):
print("[warcraft#_ready] move camera angle to up")
$"Main Camera".v_offset += OFFSET_STEP_CHANGE
gyroscope_value_old = gyroscope
func _action_pressed(action):
return Input.is_action_pressed(action)
func _action_gyroscope(action, gyroscope):
if Setting.get_setting_gyrosocpe():
var expression = Expression.new()
expression.parse("_gyroscope_changed_"+action+"(gyroscope)", ["gyroscope"])
if expression.execute([gyroscope], self):
return true
else:
return false
else:
return false
func _gyroscope_changed_left(gyroscope):
return (gyroscope.abs().y - gyroscope_value_old.abs().y) > GYROSCOPE_MAX_DIFF and \
gyroscope.y < gyroscope_value_old.y
func _gyroscope_changed_right(gyroscope):
return (gyroscope.abs().y - gyroscope_value_old.abs().y) > GYROSCOPE_MAX_DIFF and \
gyroscope.y > gyroscope_value_old.y
func _gyroscope_changed_down(gyroscope):
return (gyroscope.abs().z - gyroscope_value_old.abs().z) > GYROSCOPE_MAX_DIFF and \
gyroscope.z > gyroscope_value_old.z or \
(gyroscope.abs().x - gyroscope_value_old.abs().x) > GYROSCOPE_MAX_DIFF and \
gyroscope.x > gyroscope_value_old.x
func _gyroscope_changed_up(gyroscope):
return (gyroscope.abs().z - gyroscope_value_old.abs().z) > GYROSCOPE_MAX_DIFF and \
gyroscope.z < gyroscope_value_old.z or \
(gyroscope.abs().x - gyroscope_value_old.abs().x) > GYROSCOPE_MAX_DIFF and \
gyroscope.x < gyroscope_value_old.x
func _start_dissolve(key):
if bool(meshes[key].lock()) == false:
meshes[key].set_lock(int(true))
$ObjectFind.stream = meshes[key].audio_sound()
$ObjectFind.play()
func _check_victory_condition():
if victory_condition == victory_progress:
print("[levels#_check_victory_condition] \\o/\\o/ \\o/ \\o/ \\o/\\o/")
print("[levels#_check_victory_condition] Win !!")
Global.goto_scene("res://scenes/UI/ending/Ending.tscn")
func _node_to_mesh(key):
return get_node(meshes[key].mesh())
func _node_to_tween(key):
return get_node(meshes[key].tween())
func _node_to_area(key):
return get_node(meshes[key].mesh()+"/Area")
func _node_object_list(key):
var animation_played = null
var name = null
for child in $ListObjects/ListContainer.get_children():
if child.has_meta("name"):
if child.get_meta("name") == meshes[key].label():
child.set_meta("counted", child.get_meta("counted") + 1)
if child.get_meta("counter") == child.get_meta("counted"):
animation_played = child.get_meta("name")
else:
var diff = child.get_meta("counter") - child.get_meta("counted")
var txt = child.get_meta("name")
if diff != 1:
txt = txt + " " + String(diff)
animation_played = child.get_meta("animation")
child.get_node("Label").set_text(txt)
$ListObjects/AnimationPlayer.queue(animation_played)
func _input(event):
if event is InputEventMouseButton or event is InputEventScreenTouch:
var camera = $"MainCamera"
from = camera.project_ray_origin(event.position)
to = from + camera.project_ray_normal(event.position) * RAY_LENGTH
func _physics_process(_delta):
var space_state = get_world().direct_space_state
if from != null and to != null:
_check_collider(space_state)
func _check_collider(space_state):
var result = space_state.intersect_ray(from, to, [], 1, false, true)
from = null
to = null
if result.has("collider"):
var node = result["collider"].get_parent()
if node != null:
_start_dissolve(node.name)