2024-11-17 18:10:24 -07:00
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class_name GameViewportContainer extends SubViewportContainer
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## SubViewportContainer with game-specific special effects
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2024-11-17 18:51:06 -07:00
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const SMALL_HIT_LAG_FRAMES := 5
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const BIG_HIT_LAG_FRAMES := 10
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const HUGE_HIT_LAG_FRAMES := 20
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var _screen_shake_intensity := 0.0
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var _hit_lag_frames := -1
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2024-11-17 18:10:24 -07:00
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@onready var root_control: Control = %RootControl
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2024-11-17 18:51:06 -07:00
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@onready var content: Node = %Content
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2024-11-17 18:10:24 -07:00
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## Start playing a screen shake effect.
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func screen_shake(intensity: float, duration: float = 0.2) -> void:
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2024-11-17 18:51:06 -07:00
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if not ProjectSettings.get_setting("game/config/accessibility/enable_screen_shake"):
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return
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2024-11-17 18:10:24 -07:00
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var tween := get_tree().create_tween()
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_screen_shake_intensity = intensity
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tween.tween_property(self, "_screen_shake_intensity", 0.0, duration).set_trans(
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Tween.TRANS_CUBIC
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)
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tween.tween_callback(_reset_position)
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2024-11-17 18:51:06 -07:00
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## Hit lag for a small impact.
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func hit_lag_small() -> void:
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hit_lag(SMALL_HIT_LAG_FRAMES)
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## Hit lag for a big impact.
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func hit_lag_big() -> void:
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hit_lag(BIG_HIT_LAG_FRAMES)
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## Hit lag for a huge impact.
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func hit_lag_huge() -> void:
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hit_lag(HUGE_HIT_LAG_FRAMES)
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## Stop processing for some number of frames.
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func hit_lag(frames: int = 1) -> void:
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if not ProjectSettings.get_setting("game/config/accessibility/enable_hit_lag"):
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return
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_hit_lag_frames = frames
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2024-11-17 18:10:24 -07:00
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func _reset_position() -> void:
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position = Vector2.ZERO
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func _process(_delta: float) -> void:
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if _screen_shake_intensity > 0:
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position.x = randfn(0, _screen_shake_intensity)
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position.y = randfn(0, _screen_shake_intensity)
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2024-11-17 18:51:06 -07:00
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if _hit_lag_frames >= 0:
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if _hit_lag_frames == 0:
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content.process_mode = Node.PROCESS_MODE_INHERIT
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else:
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content.process_mode = Node.PROCESS_MODE_DISABLED
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_hit_lag_frames -= 1
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