Basic game template addon
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126
addons/maaacks_game_template/base/nodes/opening/opening.gd
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126
addons/maaacks_game_template/base/nodes/opening/opening.gd
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extends Control
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## Scene for displaying opening logos, placards, or other images before a game.
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## Defines the path to the next scene.
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@export_file("*.tscn") var next_scene_path : String
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## The list of images to show in the opening sequence.
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@export var images : Array[Texture2D]
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@export_group("Animation")
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## The time to fade-in the next image.
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@export var fade_in_time : float = 0.2
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## The time to fade-out the previous image.
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@export var fade_out_time : float = 0.2
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## The time to keep an image visible after fade-in and before fade-out.
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@export var visible_time : float = 1.6
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@export_group("Transition")
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## The delay before starting the first fade-in animation once ready.
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@export var start_delay : float = 0.5
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## The delay after ending the last fade-in animation before loading the next scene.
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@export var end_delay : float = 0.5
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## If true, show a loading screen if the next scene is not yet ready.
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## Requires Maaack's Scene Loader.
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@export var show_loading_screen : bool = false
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## If Maaack's Scene Loader is installed, then it will be used to change scenes.
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@onready var scene_loader_node = get_tree().root.get_node_or_null(^"SceneLoader")
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var tween : Tween
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var next_image_index : int = 0
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func get_next_scene_path() -> String:
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return next_scene_path
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func _on_scene_loaded() -> void:
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scene_loader_node.change_scene_to_resource()
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func _load_next_scene() -> void:
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if scene_loader_node:
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var status = scene_loader_node.get_status()
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if status == ResourceLoader.THREAD_LOAD_LOADED:
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_on_scene_loaded()
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elif show_loading_screen:
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scene_loader_node.change_scene_to_loading_screen()
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elif not scene_loader_node.scene_loaded.is_connected(_on_scene_loaded):
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scene_loader_node.scene_loaded.connect(_on_scene_loaded, CONNECT_ONE_SHOT)
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else:
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get_tree().change_scene_to_file(get_next_scene_path())
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func _add_textures_to_container(textures : Array[Texture2D]) -> void:
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for texture in textures:
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var texture_rect : TextureRect = TextureRect.new()
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texture_rect.texture = texture
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texture_rect.stretch_mode = TextureRect.STRETCH_KEEP_ASPECT_CENTERED
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texture_rect.expand_mode = TextureRect.EXPAND_IGNORE_SIZE
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texture_rect.modulate.a = 0.0
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%ImagesContainer.call_deferred("add_child", texture_rect)
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func _event_skips_image(event : InputEvent) -> bool:
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return event.is_action_released(&"ui_accept") or event.is_action_released(&"ui_select")
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func _event_skips_intro(event : InputEvent) -> bool:
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return event.is_action_released(&"ui_cancel")
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func _event_is_mouse_button_released(event : InputEvent) -> bool:
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return event is InputEventMouseButton and not event.is_pressed()
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func _unhandled_input(event : InputEvent) -> void:
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if _event_skips_intro(event):
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_load_next_scene()
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elif _event_skips_image(event):
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_show_next_image(false)
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func _gui_input(event : InputEvent) -> void:
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if _event_is_mouse_button_released(event):
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_show_next_image(false)
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func _transition_out() -> void:
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await get_tree().create_timer(end_delay).timeout
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_load_next_scene()
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func _transition_in() -> void:
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await get_tree().create_timer(start_delay).timeout
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if next_image_index == 0:
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_show_next_image()
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func _wait_and_fade_out(texture_rect : TextureRect) -> void:
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var _compare_next_index = next_image_index
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await get_tree().create_timer(visible_time, false).timeout
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if _compare_next_index != next_image_index : return
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tween = create_tween()
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tween.tween_property(texture_rect, "modulate:a", 0.0, fade_out_time)
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await tween.finished
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_show_next_image.call_deferred()
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func _hide_previous_image() -> void:
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if tween and tween.is_running():
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tween.stop()
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if %ImagesContainer.get_child_count() == 0:
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return
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var current_image = %ImagesContainer.get_child(next_image_index - 1)
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if current_image:
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current_image.modulate.a = 0.0
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func _show_next_image(animated : bool = true) -> void:
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_hide_previous_image()
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if next_image_index >= %ImagesContainer.get_child_count():
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if animated:
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_transition_out()
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else:
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_load_next_scene()
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return
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var texture_rect = %ImagesContainer.get_child(next_image_index)
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if animated:
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tween = create_tween()
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tween.tween_property(texture_rect, "modulate:a", 1.0, fade_in_time)
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await tween.finished
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else:
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texture_rect.modulate.a = 1.0
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next_image_index += 1
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_wait_and_fade_out(texture_rect)
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func _ready() -> void:
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AppSettings.set_from_config_and_window(get_window())
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if scene_loader_node:
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scene_loader_node.load_scene(get_next_scene_path(), true)
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_add_textures_to_container(images)
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_transition_in()
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