gfolf2/src/player/shot_setup/shot_setup.gd

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class_name ShotSetup extends Node3D
signal finished(source: ShotSetup)
enum Phase {
AIM,
POWER_ADJUST,
CURVE_ADJUST,
DOWNSWING,
SHOT,
FINISHED,
}
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const PITCH_MIN := deg_to_rad(-60.0)
const PITCH_MAX := deg_to_rad(-5.0)
const ZOOM_LENGTH := 0.1
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const ZOOM_ELEVATION_RATIO := 0.3166
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const ZOOM_MIN := 1.0
const ZOOM_MAX := 12.0
const ARROW_ACCELERATION := 8.0
const PLAYER_ACCELERATION := 2.0
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const FREE_CAM_RETURN_TIME := 0.618
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const BALL_RETURN_TIME := 0.618
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const CAMERA_SNAP_TIME := 0.3
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const WASTED_BALL_RETURN_DELAY := 3.5
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## In Driving Range mode, the ball can be retrieved in the shot phase.
@export var driving_range := false
## Initially-selected club
@export var initial_club: Club.Type = Club.Type.DRIVER
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@export_category("Shot Parameters")
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@export var base_power := 2.5
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@export var base_curve := 0.0
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@export_category("Debug")
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## When enabled, the game will pause and enter free cam mode when the ball has a collision.
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@export var debug_ball_impact := false
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## When enabled, ignore curve meter and hit a perfect shot every time.
@export var perfect_aim := false
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## Keep projection visible
@export var keep_projection := false
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var player: WorldPlayer
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var base_speed: float = ProjectSettings.get_setting("game/config/controls/camera/free_camera_speed")
var x_sensitivity: float = ProjectSettings.get_setting(
"game/config/controls/camera/x_axis_sensitivity"
)
var x_acceleration: float = ProjectSettings.get_setting(
"game/config/controls/camera/x_axis_acceleration"
)
var y_sensitivity: float = ProjectSettings.get_setting(
"game/config/controls/camera/y_axis_sensitivity"
)
var y_acceleration: float = ProjectSettings.get_setting(
"game/config/controls/camera/y_axis_acceleration"
)
var invert_pitch: bool = ProjectSettings.get_setting("game/config/controls/camera/invert_pitch")
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var control_disabled := false
var phase: Phase = Phase.FINISHED:
set(value):
if value != phase:
_on_phase_change(value)
phase = value
var hud: ShotHUD:
get:
return world.ui.shot_hud if world and world.ui else null
var club: Club.Type:
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set(value):
if value != club:
_on_club_change(value)
club = value
var shot_ref: Node3D
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var shot_power: float:
set(value):
hud.power_bar.value = value
get:
return hud.power_bar.value
var shot_curve: float:
set(value):
hud.curve_bar.value = value
get:
return hud.power_bar.value
var _free_camera: FreeCamera
var _returning_free_camera := false
var _restart_queued := false
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var _tracking_camera: OrbitalCamera
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@onready var direction: Node3D = %Direction
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@onready var elevation: Node3D = %Elevation
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@onready var pitch: Node3D = %Pitch
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@onready var zoom: Node3D = %Zoom
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@onready var camera: Camera3D = %Camera
@onready var player_pivot: Node3D = %PlayerPivot
# TODO: genericize for selectable characters
@onready var character: CharacterController = $PlayerPivot/GfolfGirl
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@onready var shot_animation: AnimationPlayer = %ShotAnimation
@onready var arrow: Node3D = %Arrow
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@onready var arrow_pivot: Node3D = %ArrowPivot
@onready var arrow_animation: AnimationPlayer = %ArrowAnimation
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@onready var shot_projection: ProjectileArc = %ShotProjection
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@onready var ball_point: Node3D = %BallPoint
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@onready var physics_ball: GameBall = %PhysicsBall
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@onready var drive_ref: RayCast3D = %DriveRef
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@onready var drive_arrow: Node3D = %DriveArrow
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@onready var wedge_ref: RayCast3D = %WedgeRef
@onready var wedge_arrow: Node3D = %WedgeArrow
@onready var iron_ref: RayCast3D = %IronRef
@onready var iron_arrow: Node3D = %IronArrow
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@onready var putt_ref: RayCast3D = %PuttRef
@onready var putt_arrow: Node3D = %PuttArrow
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@onready var ball_return_timer: Timer = %BallReturnTimer
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@onready var ball_impulse_debug: Node3D = %BallImpulseDebug
@onready var camera_distance := zoom.position.z:
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set = _set_camera_distance
@onready var phys_ball_scene := preload("res://src/equipment/balls/physics_ball/physics_ball.tscn")
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@onready var world: World = get_tree().get_first_node_in_group(World.group)
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@onready var _target_rotation := Vector2(pitch.rotation.x, direction.rotation.y)
static var scene := preload("res://src/player/shot_setup/shot_setup.tscn")
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func _init_deferred() -> void:
# Set up HUD
club = initial_club
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func _ready() -> void:
call_deferred("_init_deferred")
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func _set_camera_distance(value: float) -> void:
var tween := get_tree().create_tween()
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tween.tween_property(zoom, "position:z", value, ZOOM_LENGTH).set_trans(Tween.TRANS_SINE)
tween.set_parallel()
(
tween
. tween_property(elevation, "position:y", value * ZOOM_ELEVATION_RATIO, ZOOM_LENGTH)
. set_trans(Tween.TRANS_SINE)
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)
camera_distance = value
func _unhandled_input(event: InputEvent) -> void:
if event is InputEventMouseButton:
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
elif event is InputEventMouseMotion:
if Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED:
camera_motion((event as InputEventMouseMotion).relative)
func camera_motion(motion: Vector2) -> void:
if not control_disabled and phase == Phase.AIM:
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# Can only control camera while aiming
_target_rotation.y = _target_rotation.y - deg_to_rad(motion.x * x_sensitivity)
_target_rotation.x = clampf(
_target_rotation.x - deg_to_rad(motion.y * y_sensitivity) * (-1 if invert_pitch else 1),
PITCH_MIN,
PITCH_MAX
)
## Return this instance to the AIM phase the next time we process while FINISHED.
func queue_restart() -> void:
_restart_queued = true
func is_active() -> bool:
return phase != Phase.FINISHED
func finish_downswing() -> void:
phase = Phase.SHOT
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func get_shot_impulse(meter_pct: float) -> Vector3:
return -shot_ref.global_basis.z * base_power * meter_pct
func take_shot() -> void:
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print_debug("WHACK!\nPower: ", shot_power, "\nCurve: ", shot_curve)
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var impulse := get_shot_impulse(shot_power)
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print_debug("Shot impulse: ", impulse, "; ", impulse.length(), " N*s")
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ball_impulse_debug.transform = (
Transform3D.IDENTITY.scaled(Vector3.ONE * impulse.length()).looking_at(impulse)
)
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physics_ball.freeze = false
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physics_ball.apply_central_impulse(impulse)
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## Make the shot projection widget visible, with animated transition
func _show_shot_projection() -> void:
shot_projection.initial_speed = 1
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shot_projection.basis = shot_ref.basis.orthonormalized()
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var shot_speed := get_shot_impulse(1.0).length() / physics_ball.mass
var tween := get_tree().create_tween()
tween.tween_property(shot_projection, "initial_speed", shot_speed, CAMERA_SNAP_TIME).set_trans(
Tween.TRANS_QUAD
)
shot_projection.show()
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func insert_free_cam() -> void:
arrow_animation.play("hide")
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_show_shot_projection()
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hud.hide_hud()
_free_camera = FreeCamera.create(camera)
add_sibling(_free_camera)
control_disabled = true
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camera.current = false
func return_free_cam() -> void:
# TODO alter shot aim based on free camera selection
arrow_animation.play("show")
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if not keep_projection:
shot_projection.hide()
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hud.show_hud()
_free_camera.queue_free()
_free_camera = null
control_disabled = false
_returning_free_camera = false
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camera.current = true
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func return_ball() -> void:
physics_ball.freeze = true
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var tween := get_tree().create_tween()
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(
tween
. tween_property(
physics_ball,
"global_transform",
ball_point.global_transform,
BALL_RETURN_TIME,
)
. set_trans(Tween.TRANS_SINE)
)
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tween.tween_callback(end_shot_track)
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func travel_to_ball() -> void:
physics_ball.freeze = true
global_position = physics_ball.global_position
physics_ball.global_transform = ball_point.global_transform
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func start_shot_track() -> void:
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if phase == Phase.SHOT:
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_tracking_camera = OrbitalCamera.create(physics_ball)
_tracking_camera.rotation.y = randf_range(0.0, TAU)
add_sibling(_tracking_camera)
_tracking_camera.global_transform = ball_point.global_transform
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func end_shot_track() -> void:
camera.make_current()
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if is_instance_valid(_tracking_camera):
_tracking_camera.queue_free()
if phase == Phase.SHOT:
phase = Phase.FINISHED
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## Called immediately before `club` is mutated.
func _on_club_change(new_club_type: Club.Type) -> void:
var new_club := player.get_club(new_club_type)
if not new_club:
# `new_club` will be null if player has no club in the given slot
# TODO play bonk
return
# Hide all arrows
# TODO animate?
drive_arrow.hide()
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wedge_arrow.hide()
iron_arrow.hide()
putt_arrow.hide()
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physics_ball.iron_ball = false
hud.club_selector.value = new_club_type
# TODO club change animation
character.hold_right(new_club.get_model())
match new_club_type:
Club.Type.DRIVER:
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shot_ref = drive_ref
drive_arrow.show()
Club.Type.PUTTER:
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shot_ref = putt_ref
putt_arrow.show()
Club.Type.WEDGE:
shot_ref = wedge_ref
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wedge_arrow.show()
Club.Type.IRON:
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shot_ref = iron_ref
iron_arrow.show()
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physics_ball.iron_ball = true
Club.Type.SPECIAL:
# TODO figure this out
shot_ref = drive_ref
_:
print_debug("Not sure how to equip club type: ", new_club)
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## Called immediately before `phase` is mutated.
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func _on_phase_change(new_phase: Phase) -> void:
print_debug("Player ", player.name, ": change to ", Phase.keys()[new_phase])
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match new_phase:
Phase.AIM:
hud.set_state_for_player(player)
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hud.show_hud()
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if not arrow.visible:
arrow_animation.play("show")
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camera.make_current()
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hud.power_bar.hide()
hud.curve_bar.hide()
character.reset()
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Phase.POWER_ADJUST:
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hud.curve_bar.hide()
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hud.power_bar.show()
hud.reset_power_bar() # Reset if needed
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Phase.CURVE_ADJUST:
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hud.curve_bar.show()
hud.start_curve_bar()
Phase.DOWNSWING:
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hud.power_bar.hide()
hud.curve_bar.hide()
character.downswing()
shot_animation.play("swing_delay") # calls `take_shot`
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Phase.SHOT:
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hud.power_bar.hide()
hud.curve_bar.hide()
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hud.play_nice_animation()
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if not driving_range:
shot_animation.play("shoot")
arrow_animation.play("hide")
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hud.hide_hud()
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take_shot()
Phase.FINISHED:
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hud.power_bar.hide()
hud.curve_bar.hide()
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travel_to_ball()
finished.emit(self)
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func _process(delta: float) -> void:
## Visual updates
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# Rotation
direction.rotation.y = lerp_angle(
direction.rotation.y, _target_rotation.y, delta * x_acceleration
)
pitch.rotation.x = lerp_angle(pitch.rotation.x, _target_rotation.x, delta * y_acceleration)
# Arrow lags behind camera control
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arrow_pivot.rotation.y = lerp_angle(
arrow_pivot.rotation.y, _target_rotation.y, delta * ARROW_ACCELERATION
)
# Player lags further behind
player_pivot.rotation.y = lerp_angle(
player_pivot.rotation.y, _target_rotation.y, delta * PLAYER_ACCELERATION
)
## Input Handling
if control_disabled:
if Input.is_action_just_pressed("camera_cancel"):
if is_instance_valid(_free_camera) and not _returning_free_camera:
_returning_free_camera = true
var tween := get_tree().create_tween()
(
tween
. tween_property(
_free_camera,
"global_transform",
camera.global_transform,
FREE_CAM_RETURN_TIME
)
. set_trans(Tween.TRANS_SINE)
)
tween.tween_callback(return_free_cam)
return
match phase:
Phase.AIM:
# Camera zoom
if Input.is_action_just_pressed("shot_zoom_in"):
camera_distance = max(camera_distance - 1.0, ZOOM_MIN)
if Input.is_action_just_pressed("shot_zoom_out"):
camera_distance = min(camera_distance + 1.0, ZOOM_MAX)
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# Club select
if Input.is_action_just_pressed("select_driver"):
club = Club.Type.DRIVER
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if Input.is_action_just_pressed("select_iron"):
club = Club.Type.IRON
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if Input.is_action_just_pressed("select_wedge"):
club = Club.Type.WEDGE
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if Input.is_action_just_pressed("select_special"):
club = Club.Type.SPECIAL
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if Input.is_action_just_pressed("select_putter"):
club = Club.Type.PUTTER
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# Switch to free cam
if (
Input.is_action_just_pressed("camera_back")
or Input.is_action_just_pressed("camera_forward")
or Input.is_action_just_pressed("camera_left")
or Input.is_action_just_pressed("camera_right")
):
insert_free_cam()
# Advance to next phase
if Input.is_action_just_pressed("shot_accept"):
phase = Phase.POWER_ADJUST
Phase.POWER_ADJUST:
if Input.is_action_just_pressed("shot_accept"):
# TODO set power gauge parameters if needed
character.start_upswing()
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hud.start_power_bar()
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if Input.is_action_just_pressed("ui_cancel"):
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hud.reset_power_bar()
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phase = Phase.AIM
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if Input.is_action_just_released("shot_accept") and shot_power > 0:
hud.stop_power_bar()
phase = Phase.CURVE_ADJUST
Phase.CURVE_ADJUST:
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if Input.is_action_just_pressed("ui_cancel"):
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hud.reset_curve_bar()
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phase = Phase.POWER_ADJUST
if Input.is_action_just_pressed("shot_accept"):
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hud.stop_curve_bar()
phase = Phase.DOWNSWING
Phase.SHOT:
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if driving_range and Input.is_action_just_pressed("shot_accept"):
phase = Phase.AIM
return_ball()
Phase.FINISHED:
if _restart_queued:
_restart_queued = false
phase = Phase.AIM
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func _on_physics_ball_sleeping_state_changed() -> void:
if physics_ball.sleeping and phase == Phase.SHOT:
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end_shot_track()
func _on_ball_entered_water() -> void:
# Should only be possible during SHOT phase, but let's check just to be sure...
if phase == Phase.SHOT:
physics_ball.freeze = true
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hud.play_wasted_animation()
ball_return_timer.start(WASTED_BALL_RETURN_DELAY)
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func _on_physics_ball_body_entered(_body: Node) -> void:
print_debug("BONK!")
if debug_ball_impact:
get_tree().paused = true
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var snap_point: Node3D = camera
if _tracking_camera:
snap_point = _tracking_camera
_free_camera = FreeCamera.create(snap_point)
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add_sibling(_free_camera)
control_disabled = true
camera.current = false
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func _on_ball_return_timer_timeout() -> void:
return_ball()
## Create a new instance for the given player.
static func create(_player: WorldPlayer) -> ShotSetup:
var instance: ShotSetup = ShotSetup.scene.instantiate()
instance.player = _player
return instance