The nefarious hitlag!

This commit is contained in:
Rob Kelly 2024-11-17 18:51:06 -07:00
parent aa87f57f1f
commit 479efd9c28
6 changed files with 89 additions and 4 deletions

View File

@ -55,6 +55,8 @@ config/controls/camera/y_axis_sensitivity=0.45
config/controls/camera/x_axis_acceleration=30.0
config/controls/camera/y_axis_acceleration=30.0
config/controls/camera/invert_pitch=false
config/accessibility/enable_screen_shake=true
config/accessibility/enable_hit_lag=true
[global_group]
@ -147,6 +149,26 @@ select_putter={
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":53,"key_label":0,"unicode":53,"location":0,"echo":false,"script":null)
]
}
debug_1={
"deadzone": 0.5,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194332,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
]
}
debug_2={
"deadzone": 0.5,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194333,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
]
}
debug_3={
"deadzone": 0.5,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194334,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
]
}
debug_4={
"deadzone": 0.5,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194335,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
]
}
[layer_names]

View File

@ -169,7 +169,7 @@ bones/23/scale = Vector3(1, 1, 1)
visible = false
[node name="BoneAttachment3D" type="BoneAttachment3D" parent="Armature/Skeleton3D" index="6"]
transform = Transform3D(-0.947388, 0.307308, -0.089546, -0.319114, -0.928605, 0.189367, -0.0249588, 0.207979, 0.977815, -0.157835, 3.16355, 0.865627)
transform = Transform3D(0.60239, -0.744503, 0.28782, 0.687246, 0.667162, 0.287382, -0.405979, 0.0246872, 0.913549, -1.05514, 5.19617, 0.0989584)
bone_name = "Hand.R"
bone_idx = 11

View File

@ -79,6 +79,16 @@ func _finish_scene_load(instance: Node) -> void:
func _process(_delta: float) -> void:
# REMOVEME
if Input.is_action_just_pressed("debug_1"):
viewport.hit_lag(1)
if Input.is_action_just_pressed("debug_2"):
viewport.hit_lag_small()
if Input.is_action_just_pressed("debug_3"):
viewport.hit_lag_big()
if Input.is_action_just_pressed("debug_4"):
viewport.hit_lag_huge()
if _loading_resources and not loading_screen.visible:
loader_transition.play("fade_in")

View File

@ -28,6 +28,8 @@ const CAMERA_SNAP_TIME := 0.3
const WASTED_BALL_RETURN_DELAY := 3.5
const BIG_POWER_THRESHOLD := 0.7
## In Driving Range mode, the ball can be retrieved in the shot phase.
@export var driving_range := false
@ -142,6 +144,7 @@ var _tracking_camera: OrbitalCamera
@onready var phys_ball_scene := preload("res://src/equipment/balls/physics_ball/physics_ball.tscn")
@onready var world: World = get_tree().get_first_node_in_group(World.group)
@onready var game: Game = get_tree().get_first_node_in_group(Game.group)
@onready var _target_rotation := Vector2(pitch.rotation.x, direction.rotation.y)
@ -206,6 +209,17 @@ func get_shot_impulse(meter_pct: float) -> Vector3:
func take_shot() -> void:
# Impact screenshake & hitlag
if game:
if shot_power > BIG_POWER_THRESHOLD:
game.viewport.hit_lag_big()
var shake_intensity: float = (
10.0 * (shot_power - BIG_POWER_THRESHOLD) / (1.0 - BIG_POWER_THRESHOLD)
)
game.viewport.screen_shake(shake_intensity, 1.0)
else:
game.viewport.hit_lag_small()
print_debug("WHACK!\nPower: ", shot_power, "\nCurve: ", shot_curve)
var impulse := get_shot_impulse(shot_power)

View File

@ -179,7 +179,7 @@ tracks/2/keys = {
[sub_resource type="Animation" id="Animation_u8k07"]
resource_name = "swing_delay"
length = 0.2
length = 0.0667
step = 0.01
tracks/0/type = "method"
tracks/0/imported = false
@ -188,7 +188,7 @@ tracks/0/path = NodePath("%Direction/..")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0.18),
"times": PackedFloat32Array(0.0667),
"transitions": PackedFloat32Array(1),
"values": [{
"args": [],

View File

@ -1,13 +1,22 @@
class_name GameViewportContainer extends SubViewportContainer
## SubViewportContainer with game-specific special effects
var _screen_shake_intensity: float = 0.0
const SMALL_HIT_LAG_FRAMES := 5
const BIG_HIT_LAG_FRAMES := 10
const HUGE_HIT_LAG_FRAMES := 20
var _screen_shake_intensity := 0.0
var _hit_lag_frames := -1
@onready var root_control: Control = %RootControl
@onready var content: Node = %Content
## Start playing a screen shake effect.
func screen_shake(intensity: float, duration: float = 0.2) -> void:
if not ProjectSettings.get_setting("game/config/accessibility/enable_screen_shake"):
return
var tween := get_tree().create_tween()
_screen_shake_intensity = intensity
tween.tween_property(self, "_screen_shake_intensity", 0.0, duration).set_trans(
@ -16,6 +25,29 @@ func screen_shake(intensity: float, duration: float = 0.2) -> void:
tween.tween_callback(_reset_position)
## Hit lag for a small impact.
func hit_lag_small() -> void:
hit_lag(SMALL_HIT_LAG_FRAMES)
## Hit lag for a big impact.
func hit_lag_big() -> void:
hit_lag(BIG_HIT_LAG_FRAMES)
## Hit lag for a huge impact.
func hit_lag_huge() -> void:
hit_lag(HUGE_HIT_LAG_FRAMES)
## Stop processing for some number of frames.
func hit_lag(frames: int = 1) -> void:
if not ProjectSettings.get_setting("game/config/accessibility/enable_hit_lag"):
return
_hit_lag_frames = frames
func _reset_position() -> void:
position = Vector2.ZERO
@ -24,3 +56,10 @@ func _process(_delta: float) -> void:
if _screen_shake_intensity > 0:
position.x = randfn(0, _screen_shake_intensity)
position.y = randfn(0, _screen_shake_intensity)
if _hit_lag_frames >= 0:
if _hit_lag_frames == 0:
content.process_mode = Node.PROCESS_MODE_INHERIT
else:
content.process_mode = Node.PROCESS_MODE_DISABLED
_hit_lag_frames -= 1