generated from krampus/template-godot4
The nefarious hitlag!
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aa87f57f1f
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479efd9c28
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@ -55,6 +55,8 @@ config/controls/camera/y_axis_sensitivity=0.45
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config/controls/camera/x_axis_acceleration=30.0
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config/controls/camera/x_axis_acceleration=30.0
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config/controls/camera/y_axis_acceleration=30.0
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config/controls/camera/y_axis_acceleration=30.0
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config/controls/camera/invert_pitch=false
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config/controls/camera/invert_pitch=false
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config/accessibility/enable_screen_shake=true
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config/accessibility/enable_hit_lag=true
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[global_group]
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[global_group]
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@ -147,6 +149,26 @@ select_putter={
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"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)
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"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)
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]
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]
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}
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}
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debug_1={
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"deadzone": 0.5,
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"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)
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]
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}
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debug_2={
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"deadzone": 0.5,
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"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)
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]
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}
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debug_3={
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"deadzone": 0.5,
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"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)
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]
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}
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debug_4={
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"deadzone": 0.5,
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"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)
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]
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}
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[layer_names]
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[layer_names]
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@ -169,7 +169,7 @@ bones/23/scale = Vector3(1, 1, 1)
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visible = false
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visible = false
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[node name="BoneAttachment3D" type="BoneAttachment3D" parent="Armature/Skeleton3D" index="6"]
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[node name="BoneAttachment3D" type="BoneAttachment3D" parent="Armature/Skeleton3D" index="6"]
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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)
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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)
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bone_name = "Hand.R"
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bone_name = "Hand.R"
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bone_idx = 11
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bone_idx = 11
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@ -79,6 +79,16 @@ func _finish_scene_load(instance: Node) -> void:
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func _process(_delta: float) -> void:
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func _process(_delta: float) -> void:
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# REMOVEME
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if Input.is_action_just_pressed("debug_1"):
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viewport.hit_lag(1)
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if Input.is_action_just_pressed("debug_2"):
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viewport.hit_lag_small()
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if Input.is_action_just_pressed("debug_3"):
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viewport.hit_lag_big()
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if Input.is_action_just_pressed("debug_4"):
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viewport.hit_lag_huge()
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if _loading_resources and not loading_screen.visible:
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if _loading_resources and not loading_screen.visible:
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loader_transition.play("fade_in")
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loader_transition.play("fade_in")
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@ -28,6 +28,8 @@ const CAMERA_SNAP_TIME := 0.3
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const WASTED_BALL_RETURN_DELAY := 3.5
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const WASTED_BALL_RETURN_DELAY := 3.5
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const BIG_POWER_THRESHOLD := 0.7
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## In Driving Range mode, the ball can be retrieved in the shot phase.
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## In Driving Range mode, the ball can be retrieved in the shot phase.
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@export var driving_range := false
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@export var driving_range := false
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@ -142,6 +144,7 @@ var _tracking_camera: OrbitalCamera
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@onready var phys_ball_scene := preload("res://src/equipment/balls/physics_ball/physics_ball.tscn")
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@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 world: World = get_tree().get_first_node_in_group(World.group)
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@onready var game: Game = get_tree().get_first_node_in_group(Game.group)
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@onready var _target_rotation := Vector2(pitch.rotation.x, direction.rotation.y)
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@onready var _target_rotation := Vector2(pitch.rotation.x, direction.rotation.y)
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@ -206,6 +209,17 @@ func get_shot_impulse(meter_pct: float) -> Vector3:
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func take_shot() -> void:
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func take_shot() -> void:
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# Impact screenshake & hitlag
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if game:
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if shot_power > BIG_POWER_THRESHOLD:
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game.viewport.hit_lag_big()
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var shake_intensity: float = (
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10.0 * (shot_power - BIG_POWER_THRESHOLD) / (1.0 - BIG_POWER_THRESHOLD)
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)
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game.viewport.screen_shake(shake_intensity, 1.0)
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else:
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game.viewport.hit_lag_small()
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print_debug("WHACK!\nPower: ", shot_power, "\nCurve: ", shot_curve)
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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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var impulse := get_shot_impulse(shot_power)
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@ -179,7 +179,7 @@ tracks/2/keys = {
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[sub_resource type="Animation" id="Animation_u8k07"]
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[sub_resource type="Animation" id="Animation_u8k07"]
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resource_name = "swing_delay"
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resource_name = "swing_delay"
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length = 0.2
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length = 0.0667
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step = 0.01
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step = 0.01
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tracks/0/type = "method"
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tracks/0/type = "method"
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tracks/0/imported = false
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tracks/0/imported = false
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@ -188,7 +188,7 @@ tracks/0/path = NodePath("%Direction/..")
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tracks/0/interp = 1
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tracks/0/interp = 1
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tracks/0/loop_wrap = true
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tracks/0/loop_wrap = true
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tracks/0/keys = {
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tracks/0/keys = {
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"times": PackedFloat32Array(0.18),
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"times": PackedFloat32Array(0.0667),
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"transitions": PackedFloat32Array(1),
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"transitions": PackedFloat32Array(1),
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"values": [{
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"values": [{
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"args": [],
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"args": [],
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@ -1,13 +1,22 @@
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class_name GameViewportContainer extends SubViewportContainer
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class_name GameViewportContainer extends SubViewportContainer
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## SubViewportContainer with game-specific special effects
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## SubViewportContainer with game-specific special effects
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var _screen_shake_intensity: float = 0.0
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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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@onready var root_control: Control = %RootControl
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@onready var root_control: Control = %RootControl
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@onready var content: Node = %Content
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## Start playing a screen shake effect.
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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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func screen_shake(intensity: float, duration: float = 0.2) -> void:
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if not ProjectSettings.get_setting("game/config/accessibility/enable_screen_shake"):
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return
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var tween := get_tree().create_tween()
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var tween := get_tree().create_tween()
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_screen_shake_intensity = intensity
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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.tween_property(self, "_screen_shake_intensity", 0.0, duration).set_trans(
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@ -16,6 +25,29 @@ func screen_shake(intensity: float, duration: float = 0.2) -> void:
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tween.tween_callback(_reset_position)
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tween.tween_callback(_reset_position)
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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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func _reset_position() -> void:
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func _reset_position() -> void:
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position = Vector2.ZERO
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position = Vector2.ZERO
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@ -24,3 +56,10 @@ func _process(_delta: float) -> void:
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if _screen_shake_intensity > 0:
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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.x = randfn(0, _screen_shake_intensity)
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position.y = randfn(0, _screen_shake_intensity)
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position.y = randfn(0, _screen_shake_intensity)
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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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