gfolf2/src/player/shot_setup/shot_setup.gd

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class_name ShotSetup extends Node3D
enum Phase {
AIM,
POWER_ADJUST,
CURVE_ADJUST,
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
const ZOOM_MIN := 1.0
const ZOOM_MAX := 12.0
const ARROW_ACCELERATION := 8.0
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const FREE_CAM_RETURN_TIME := 0.618
@export var control_disabled := false
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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")
var phase: Phase:
set(value):
if value != phase:
_on_phase_change(value)
phase = value
var _free_camera: FreeCamera
var _returning_free_camera := false
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@onready var direction: Node3D = %Direction
@onready var pitch: Node3D = %Pitch
@onready var camera: Camera3D = %Camera
@onready var arrow: Node3D = %Arrow
@onready var arrow_animation: AnimationPlayer = %ArrowAnimation
@onready var power_bar: ProgressBar = %PowerBar
@onready var power_animation: AnimationPlayer = %PowerAnimation
@onready var curve_bar: ProgressBar = %CurveBar
@onready var curve_animation: AnimationPlayer = %CurveAnimation
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@onready var camera_distance := camera.position.z:
set = _set_camera_distance
@onready var phys_ball := preload("res://src/player/physics_ball/physics_ball.tscn")
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@onready var _target_rotation := Vector2(pitch.rotation.x, direction.rotation.y)
func _set_camera_distance(value: float) -> void:
var tween := get_tree().create_tween()
tween.tween_property(camera, "position", Vector3(0, 0, value), ZOOM_LENGTH).set_trans(
Tween.TRANS_SINE
)
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
)
func take_shot() -> void:
print("WHACK!")
print("Power: ", power_bar.value)
print("Curve: ", curve_bar.value)
func _on_phase_change(new_phase: Phase) -> void:
match new_phase:
Phase.AIM:
print("AIM PHASE")
power_bar.hide()
curve_bar.hide()
Phase.POWER_ADJUST:
curve_bar.hide()
power_bar.show()
power_animation.stop() # Reset if needed
Phase.CURVE_ADJUST:
curve_bar.show()
curve_animation.play("fill")
Phase.SHOT:
power_bar.hide()
curve_bar.hide()
take_shot()
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func insert_free_cam() -> void:
arrow_animation.play("hide")
_free_camera = FreeCamera.create(camera)
add_sibling(_free_camera)
control_disabled = true
func return_free_cam() -> void:
# TODO alter shot aim based on free camera selection
arrow_animation.play("show")
_free_camera.queue_free()
_free_camera = null
control_disabled = false
_returning_free_camera = false
func _process(delta: float) -> void:
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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.rotation.y = lerp_angle(arrow.rotation.y, _target_rotation.y, delta * ARROW_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)
# 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
power_animation.play("fill")
if Input.is_action_just_released("shot_accept") and power_bar.value > 0:
power_animation.pause()
phase = Phase.CURVE_ADJUST
Phase.CURVE_ADJUST:
if Input.is_action_just_pressed("shot_accept"):
curve_animation.pause()
phase = Phase.SHOT
Phase.SHOT:
# DEBUG: reset to AIM phase
phase = Phase.AIM