Script updates and simplification

This commit is contained in:
Aaron Franke
2021-01-06 00:39:17 -05:00
parent 6bdbeafca2
commit e73af12f49
7 changed files with 57 additions and 67 deletions

View File

@@ -4,15 +4,13 @@ const trans_list = ["Linear", "Sine", "Quint", "Quart", "Quad", "Expo", "Elastic
const eases_list = ["In", "Out", "InOut", "OutIn"]
const modes_list = ["Move", "Color", "Scale", "Rotate", "Callback", "Follow", "Repeat", "Pause"]
var state = {
trans = Tween.TRANS_LINEAR,
eases = Tween.EASE_IN,
}
var current_trans = Tween.TRANS_LINEAR
var current_ease = Tween.EASE_IN
onready var tween = $Tween
onready var trans = $Controls/Transitions
onready var eases = $Controls/Eases
onready var modes = $Controls/Modes
onready var trans_vbox = $Controls/Transitions
onready var eases_vbox = $Controls/Eases
onready var modes_vbox = $Controls/Modes
onready var timeline = $Top/Timeline
onready var color_from_picker = $Controls/ColorFrom/ColorPicker
onready var color_to_picker = $Controls/ColorTo/ColorPicker
@@ -22,70 +20,59 @@ onready var follow = $Top/Area/Follow
onready var follow_2 = $Top/Area/Follow2
onready var size = $Top/Area.get_size()
onready var move_mode = modes.get_node(@"Move")
onready var color_mode = modes.get_node(@"Color")
onready var scale_mode = modes.get_node(@"Scale")
onready var rotate_mode = modes.get_node(@"Rotate")
onready var callback_mode = modes.get_node(@"Callback")
onready var follow_mode = modes.get_node(@"Follow")
onready var repeat_mode = modes.get_node(@"Repeat")
onready var paused_mode = modes.get_node(@"Pause")
onready var move_mode = modes_vbox.get_node(@"Move")
onready var color_mode = modes_vbox.get_node(@"Color")
onready var scale_mode = modes_vbox.get_node(@"Scale")
onready var rotate_mode = modes_vbox.get_node(@"Rotate")
onready var callback_mode = modes_vbox.get_node(@"Callback")
onready var follow_mode = modes_vbox.get_node(@"Follow")
onready var repeat_mode = modes_vbox.get_node(@"Repeat")
onready var paused_mode = modes_vbox.get_node(@"Pause")
func _ready():
for index in range(trans_list.size()):
trans.get_node(trans_list[index]).connect("pressed", self, "on_trans_changed", [trans_list[index], index])
trans_vbox.get_node(trans_list[index]).connect("pressed", self, "on_trans_changed", [index])
for index in range(eases_list.size()):
eases.get_node(eases_list[index]).connect("pressed", self, "on_eases_changed", [eases_list[index], index])
eases_vbox.get_node(eases_list[index]).connect("pressed", self, "on_eases_changed", [index])
for index in range(modes_list.size()):
modes.get_node(modes_list[index]).connect("pressed", self, "on_modes_changed", [modes_list[index]])
modes_vbox.get_node(modes_list[index]).connect("pressed", self, "on_modes_changed", [index])
color_from_picker.set_pick_color(Color.red)
color_from_picker.connect("color_changed", self, "on_color_changed")
color_to_picker.set_pick_color(Color.cyan)
color_to_picker.connect("color_changed", self, "on_color_changed")
for node in [trans, eases, modes]:
for node in [trans_vbox, eases_vbox, modes_vbox]:
node.get_child(1).set_pressed(true)
modes.get_node(@"Repeat").set_pressed(true)
modes_vbox.get_node(@"Repeat").set_pressed(true)
reset_tween()
func on_trans_changed(trans_name, index):
for index in range(trans_list.size()):
var pressed = trans_list[index] == trans_name
var btn = trans.get_node(trans_list[index])
func on_trans_changed(index):
for i in range(trans_list.size()):
var btn = trans_vbox.get_node(trans_list[i])
btn.set_pressed(i == index)
btn.set_pressed(pressed)
set_mouse_filter(Control.MOUSE_FILTER_IGNORE if pressed else Control.MOUSE_FILTER_PASS)
state.trans = index
current_trans = index
reset_tween()
func on_eases_changed(ease_name, index):
for index in range(eases_list.size()):
var pressed = eases_list[index] == ease_name
var btn = eases.get_node(eases_list[index])
func on_eases_changed(index):
for i in range(eases_list.size()):
var btn = eases_vbox.get_node(eases_list[i])
btn.set_pressed(i == index)
btn.set_pressed(pressed)
set_mouse_filter(Control.MOUSE_FILTER_IGNORE if pressed else Control.MOUSE_FILTER_PASS)
state.eases = index
current_ease = index
reset_tween()
func on_modes_changed(mode_name):
if mode_name == "pause":
func on_modes_changed(index):
if modes_list[index] == "Pause":
if paused_mode.is_pressed():
tween.stop_all()
timeline.set_mouse_filter(Control.MOUSE_FILTER_PASS)
else:
tween.resume_all()
timeline.set_mouse_filter(Control.MOUSE_FILTER_IGNORE)
else:
reset_tween()
@@ -100,24 +87,30 @@ func reset_tween():
tween.remove_all()
if move_mode.is_pressed():
tween.interpolate_method(sprite, "set_position", Vector2(0, 0), Vector2(size.x, size.y), 2, state.trans, state.eases)
tween.interpolate_property(sprite, "position", Vector2(size.x, size.y), Vector2(0, 0), 2, state.trans, state.eases, 2)
# The first line moves from the top left to the bottom right, while
# the second line moves backwards afterwards (there is a delay of 2).
# These are different (_method vs _property) only for the sake of
# showcasing interpolation of both methods and properties.
# The syntax is (object, method/property name, from value, to value,
# duration, transition type, ease type, delay), last 3 optional.
tween.interpolate_method(sprite, "set_position", Vector2.ZERO, size, 2, current_trans, current_ease)
tween.interpolate_property(sprite, "position", size, Vector2.ZERO, 2, current_trans, current_ease, 2)
if color_mode.is_pressed():
tween.interpolate_method(sprite, "set_modulate", color_from_picker.get_pick_color(), color_to_picker.get_pick_color(), 2, state.trans, state.eases)
tween.interpolate_property(sprite, "modulate", color_to_picker.get_pick_color(), color_from_picker.get_pick_color(), 2, state.trans, state.eases, 2)
tween.interpolate_method(sprite, "set_modulate", color_from_picker.get_pick_color(), color_to_picker.get_pick_color(), 2, current_trans, current_ease)
tween.interpolate_property(sprite, "modulate", color_to_picker.get_pick_color(), color_from_picker.get_pick_color(), 2, current_trans, current_ease, 2)
else:
sprite.set_modulate(Color.white)
if scale_mode.is_pressed():
tween.interpolate_method(sprite, "set_scale", Vector2(0.5, 0.5), Vector2(1.5, 1.5), 2, state.trans, state.eases)
tween.interpolate_property(sprite, "scale", Vector2(1.5, 1.5), Vector2(0.5, 0.5), 2, state.trans, state.eases, 2)
tween.interpolate_method(sprite, "set_scale", Vector2(0.5, 0.5), Vector2(1.5, 1.5), 2, current_trans, current_ease)
tween.interpolate_property(sprite, "scale", Vector2(1.5, 1.5), Vector2(0.5, 0.5), 2, current_trans, current_ease, 2)
else:
sprite.set_scale(Vector2.ONE)
if rotate_mode.is_pressed():
tween.interpolate_method(sprite, "set_rotation_degrees", 0, 360, 2, state.trans, state.eases)
tween.interpolate_property(sprite, "rotation_degrees", 360, 0, 2, state.trans, state.eases, 2)
tween.interpolate_method(sprite, "set_rotation_degrees", 0, 360, 2, current_trans, current_ease)
tween.interpolate_property(sprite, "rotation_degrees", 360, 0, 2, current_trans, current_ease, 2)
if callback_mode.is_pressed():
tween.interpolate_callback(self, 0.5, "on_callback", "0.5 seconds after")
@@ -127,11 +120,11 @@ func reset_tween():
follow.show()
follow_2.show()
tween.follow_method(follow, "set_position", Vector2(0, size.y), sprite, "get_position", 2, state.trans, state.eases)
tween.targeting_method(follow, "set_position", sprite, "get_position", Vector2(0, size.y), 2, state.trans, state.eases, 2)
tween.follow_method(follow, "set_position", Vector2(0, size.y), sprite, "get_position", 2, current_trans, current_ease)
tween.targeting_method(follow, "set_position", sprite, "get_position", Vector2(0, size.y), 2, current_trans, current_ease, 2)
tween.targeting_property(follow_2, "position", sprite, "position", Vector2(size.x, 0), 2, state.trans, state.eases)
tween.follow_property(follow_2, "position", Vector2(size.x, 0), sprite, "position", 2, state.trans, state.eases, 2)
tween.targeting_property(follow_2, "position", sprite, "position", Vector2(size.x, 0), 2, current_trans, current_ease)
tween.follow_property(follow_2, "position", Vector2(size.x, 0), sprite, "position", 2, current_trans, current_ease, 2)
else:
follow.hide()
follow_2.hide()
@@ -142,9 +135,6 @@ func reset_tween():
if paused_mode.is_pressed():
tween.stop_all()
timeline.set_value(0)
else:
tween.resume_all()
func _on_Tween_tween_step(_object, _key, elapsed, _value):

View File

@@ -4,4 +4,4 @@ These demos are all 3D, but otherwise do not have a common theme.
Languages: All are GDScript
Renderers: Truck Town and Physics Tests are GLES 2, the rest are GLES 3
Renderers: Truck Town, Physics Tests, and Waypoints are GLES 2, the rest are GLES 3

View File

@@ -209,7 +209,7 @@ func process_movement(delta):
# Mouse based camera movement
func _input(event):
if event is InputEventMouseMotion && Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED:
if event is InputEventMouseMotion and Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED:
rotate_y(deg2rad(event.relative.x * MOUSE_SENSITIVITY * -1))
camera_holder.rotate_x(deg2rad(event.relative.y * MOUSE_SENSITIVITY))

View File

@@ -84,7 +84,7 @@ func _wait_for_resource(res, path):
VisualServer.sync()
OS.delay_usec(16000) # Wait approximately 1 frame.
_lock("wait_for_resource")
if queue.size() == 0 || queue[0] != res:
if queue.size() == 0 or queue[0] != res:
return pending[path]
_unlock("wait_for_resource")
@@ -123,7 +123,7 @@ func thread_process():
var ret = res.poll()
_lock("process_check_queue")
if ret == ERR_FILE_EOF || ret != OK:
if ret == ERR_FILE_EOF or ret != OK:
var path = res.get_meta("path")
if path in pending: # Else, it was already retrieved.
pending[res.get_meta("path")] = res.get_resource()

View File

@@ -30,7 +30,7 @@ func _horizontal_movement(delta):
var localX = Vector3.RIGHT
var localZ = Vector3.BACK
if isometric_controls && is_equal_approx(Node25D.SCALE * 0.86602540378, _parent_node25d.get_basis()[0].x):
if isometric_controls and is_equal_approx(Node25D.SCALE * 0.86602540378, _parent_node25d.get_basis()[0].x):
localX = Vector3(0.70710678118, 0, -0.70710678118)
localZ = Vector3(0.70710678118, 0, 0.70710678118)

View File

@@ -102,7 +102,7 @@ func _check_movement() -> bool:
# Check for isometric controls and add more to movement accordingly.
# For efficiency, only check the X axis since this X axis value isn't used anywhere else.
if !_parent_math.isometric_controls && is_equal_approx(Node25D.SCALE * 0.86602540378, _parent_node25d.get_basis()[0].x):
if !_parent_math.isometric_controls and is_equal_approx(Node25D.SCALE * 0.86602540378, _parent_node25d.get_basis()[0].x):
if Input.is_action_pressed("move_right"):
z += 1
if Input.is_action_pressed("move_left"):

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@@ -24,8 +24,8 @@ func _ready():
func _gui_input(event):
# We must start touching inside, but we can drag or unpress outside.
# if !(event is InputEventScreenDrag ||
# (event is InputEventScreenTouch && (!event.pressed || get_global_rect().has_point(event.position)))):
# if !(event is InputEventScreenDrag or
# (event is InputEventScreenTouch and (!event.pressed or get_global_rect().has_point(event.position)))):
# return
var finger_count = base_state.size()
@@ -75,7 +75,7 @@ func _gui_input(event):
# Two fingers => To pinch-zoom and rotate around Z.
# Accept unpress or drag.
if event is InputEventScreenTouch:
if !event.pressed && base_state.has(event.index):
if !event.pressed and base_state.has(event.index):
# Some known touching finger released.
# Remove released finger from the base state.