Refactored shot HUD into world UI

This commit is contained in:
Rob Kelly 2024-11-17 12:35:28 -07:00
parent 101cd700ae
commit c99c470b00
7 changed files with 741 additions and 661 deletions

View File

@ -24,6 +24,8 @@ const FREE_CAM_RETURN_TIME := 0.618
const BALL_RETURN_TIME := 0.618
const CAMERA_SNAP_TIME := 0.3
const WASTED_BALL_RETURN_DELAY := 3.5
## In Driving Range mode, the ball can be retrieved in the shot phase.
@export var driving_range := false
@ -61,6 +63,10 @@ var invert_pitch: bool = ProjectSettings.get_setting("game/config/controls/camer
var control_disabled := false
var hud: ShotHUD:
get:
return world.ui.shot_hud if world and world.ui else null
var phase: Phase:
set(value):
if value != phase:
@ -75,6 +81,18 @@ var club: Club.Type:
var shot_ref: Node3D
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
@ -97,12 +115,6 @@ var _tracking_camera: OrbitalCamera
@onready var arrow_animation: AnimationPlayer = %ArrowAnimation
@onready var shot_projection: ProjectileArc = %ShotProjection
@onready var power_bar: ProgressBar = %PowerBar
@onready var power_animation: AnimationPlayer = %PowerAnimation
@onready var curve_bar: ProgressBar = %CurveBar
@onready var curve_animation: AnimationPlayer = %CurveAnimation
@onready var ball_point: Node3D = %BallPoint
@onready var physics_ball: GameBall = %PhysicsBall
@ -115,13 +127,7 @@ var _tracking_camera: OrbitalCamera
@onready var putt_ref: RayCast3D = %PuttRef
@onready var putt_arrow: Node3D = %PuttArrow
@onready var club_selector: ClubSelector = %ClubSelector
@onready var nice_animation: AnimationPlayer = %NiceAnimation
@onready var wasted_animation: AnimationPlayer = %WastedAnimation
@onready var hud_state_machine: AnimationTree = %HUDStateMachine
@onready var hud_state: AnimationNodeStateMachinePlayback = hud_state_machine["parameters/playback"]
@onready var ball_return_timer: Timer = %BallReturnTimer
@onready var ball_impulse_debug: Node3D = %BallImpulseDebug
@ -130,14 +136,20 @@ var _tracking_camera: OrbitalCamera
@onready var phys_ball_scene := preload("res://src/player/physics_ball/physics_ball.tscn")
@onready var world: World = get_tree().get_first_node_in_group(World.group)
@onready var _target_rotation := Vector2(pitch.rotation.x, direction.rotation.y)
func _ready() -> void:
func _init_deferred() -> void:
_on_phase_change(phase)
club = initial_club
func _ready() -> void:
call_deferred("_init_deferred")
func _set_camera_distance(value: float) -> void:
var tween := get_tree().create_tween()
tween.tween_property(zoom, "position:z", value, ZOOM_LENGTH).set_trans(Tween.TRANS_SINE)
@ -178,9 +190,9 @@ func get_shot_impulse(meter_pct: float) -> Vector3:
func take_shot() -> void:
print_debug("WHACK!\nPower: ", power_bar.value, "\nCurve: ", curve_bar.value)
print_debug("WHACK!\nPower: ", shot_power, "\nCurve: ", shot_curve)
var impulse := get_shot_impulse(power_bar.value)
var impulse := get_shot_impulse(shot_power)
print_debug("Shot impulse: ", impulse, "; ", impulse.length(), " N*s")
ball_impulse_debug.transform = (
@ -206,7 +218,7 @@ func _show_shot_projection() -> void:
func insert_free_cam() -> void:
arrow_animation.play("hide")
_show_shot_projection()
hud_state.travel("hidden")
hud.hide_hud()
_free_camera = FreeCamera.create(camera)
add_sibling(_free_camera)
control_disabled = true
@ -220,7 +232,7 @@ func return_free_cam() -> void:
if not keep_projection:
shot_projection.hide()
hud_state.travel("visible")
hud.show_hud()
_free_camera.queue_free()
_free_camera = null
control_disabled = false
@ -275,7 +287,7 @@ func _on_club_change(new_club: Club.Type) -> void:
iron_arrow.hide()
putt_arrow.hide()
physics_ball.iron_ball = false
club_selector.value = new_club
hud.club_selector.value = new_club
match new_club:
Club.Type.DRIVER:
shot_ref = drive_ref
@ -309,42 +321,42 @@ func _on_club_change(new_club: Club.Type) -> void:
func _on_phase_change(new_phase: Phase) -> void:
match new_phase:
Phase.AIM:
hud_state.travel("visible")
hud.show_hud()
if not arrow.visible:
arrow_animation.play("show")
camera.make_current()
power_bar.hide()
curve_bar.hide()
hud.power_bar.hide()
hud.curve_bar.hide()
character.reset()
Phase.POWER_ADJUST:
curve_bar.hide()
hud.curve_bar.hide()
power_bar.show()
power_animation.stop() # Reset if needed
hud.power_bar.show()
hud.reset_power_bar() # Reset if needed
Phase.CURVE_ADJUST:
curve_bar.show()
curve_animation.play("fill")
hud.curve_bar.show()
hud.start_curve_bar()
Phase.DOWNSWING:
power_bar.hide()
curve_bar.hide()
hud.power_bar.hide()
hud.curve_bar.hide()
character.downswing()
shot_animation.play("swing_delay") # calls `take_shot`
Phase.SHOT:
power_bar.hide()
curve_bar.hide()
hud.power_bar.hide()
hud.curve_bar.hide()
nice_animation.play("display")
hud.play_nice_animation()
if not driving_range:
shot_animation.play("shoot")
arrow_animation.play("hide")
hud_state.travel("hidden")
hud.hide_hud()
take_shot()
Phase.FINISHED:
power_bar.hide()
curve_bar.hide()
hud.power_bar.hide()
hud.curve_bar.hide()
travel_to_ball()
@ -420,19 +432,19 @@ func _process(delta: float) -> void:
if Input.is_action_just_pressed("shot_accept"):
# TODO set power gauge parameters if needed
character.start_upswing()
power_animation.play("fill")
hud.start_power_bar()
if Input.is_action_just_pressed("ui_cancel"):
power_animation.stop()
hud.reset_power_bar()
phase = Phase.AIM
if Input.is_action_just_released("shot_accept") and power_bar.value > 0:
power_animation.pause()
if Input.is_action_just_released("shot_accept") and shot_power > 0:
hud.stop_power_bar()
phase = Phase.CURVE_ADJUST
Phase.CURVE_ADJUST:
if Input.is_action_just_pressed("ui_cancel"):
curve_animation.stop()
hud.reset_curve_bar()
phase = Phase.POWER_ADJUST
if Input.is_action_just_pressed("shot_accept"):
curve_animation.pause()
hud.stop_curve_bar()
phase = Phase.DOWNSWING
Phase.SHOT:
if driving_range and Input.is_action_just_pressed("shot_accept"):
@ -452,7 +464,8 @@ 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
wasted_animation.play("display")
hud.play_wasted_animation()
ball_return_timer.start(WASTED_BALL_RETURN_DELAY)
func _on_physics_ball_body_entered(_body: Node) -> void:
@ -466,3 +479,7 @@ func _on_physics_ball_body_entered(_body: Node) -> void:
add_sibling(_free_camera)
control_disabled = true
camera.current = false
func _on_ball_return_timer_timeout() -> void:
return_ball()

View File

@ -1,13 +1,11 @@
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states/visible/position = Vector2(364, 100)
transitions = ["Start", "visible", SubResource("AnimationNodeStateMachineTransition_28a4x"), "visible", "hidden", SubResource("AnimationNodeStateMachineTransition_bj7v0"), "hidden", "visible", SubResource("AnimationNodeStateMachineTransition_xpwgd")]
graph_offset = Vector2(-309, -132)
[node name="ShotSetup" type="Node3D"]
script = ExtResource("1_r6ei4")
@ -793,187 +356,11 @@ libraries = {
"": SubResource("AnimationLibrary_u78hq")
}
[node name="ShotUI" type="Control" parent="."]
top_level = true
layout_mode = 3
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
mouse_filter = 1
[node name="WoahNiceFeedback" type="RichTextLabel" parent="ShotUI"]
visible = false
custom_minimum_size = Vector2(1200, 0)
layout_mode = 1
anchors_preset = -1
anchor_left = 0.5
anchor_top = 0.5
anchor_right = 0.5
anchor_bottom = 0.5
offset_left = -350.0
offset_top = -66.0
offset_right = 350.0
offset_bottom = 66.0
grow_horizontal = 2
grow_vertical = 2
mouse_filter = 2
theme_type_variation = &"ShotFeedback"
bbcode_enabled = true
text = "[center][wave amp=64][rainbow]woah nice[/rainbow][/wave][/center]"
fit_content = true
autowrap_mode = 0
visible_characters_behavior = 1
[node name="NiceAnimation" type="AnimationPlayer" parent="ShotUI/WoahNiceFeedback"]
[node name="BallReturnTimer" type="Timer" parent="."]
unique_name_in_owner = true
libraries = {
"": SubResource("AnimationLibrary_2a0gn")
}
[node name="WastedFeedback" type="RichTextLabel" parent="ShotUI"]
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anchor_bottom = 0.5
offset_left = -350.0
offset_top = -66.0
offset_right = 350.0
offset_bottom = 66.0
grow_horizontal = 2
grow_vertical = 2
pivot_offset = Vector2(100, 115)
mouse_filter = 2
theme_type_variation = &"ShotFeedback"
bbcode_enabled = true
text = "[center][tornado radius=16][color=powder_blue]wasted[/color][/tornado][/center]"
fit_content = true
autowrap_mode = 0
visible_characters_behavior = 1
[node name="WastedAnimation" type="AnimationPlayer" parent="ShotUI/WastedFeedback"]
unique_name_in_owner = true
libraries = {
"": SubResource("AnimationLibrary_gbnnr")
}
[node name="ColorRect" type="ColorRect" parent="ShotUI"]
visible = false
material = SubResource("ShaderMaterial_afsun")
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
mouse_filter = 2
[node name="ShotGauges" type="Control" parent="ShotUI"]
layout_mode = 1
anchor_left = 0.4
anchor_top = 0.3
anchor_right = 0.6
anchor_bottom = 0.85
grow_horizontal = 2
grow_vertical = 2
mouse_filter = 1
[node name="PowerGauge" type="Control" parent="ShotUI/ShotGauges"]
layout_mode = 1
anchor_left = 0.5
anchor_top = 0.382
anchor_right = 0.5
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
mouse_filter = 1
[node name="PowerBar" type="ProgressBar" parent="ShotUI/ShotGauges/PowerGauge"]
unique_name_in_owner = true
visible = false
custom_minimum_size = Vector2(30, 0)
layout_mode = 1
anchors_preset = 13
anchor_left = 0.5
anchor_right = 0.5
anchor_bottom = 1.0
offset_left = -2.0
offset_right = 2.0
grow_horizontal = 2
grow_vertical = 2
mouse_filter = 1
max_value = 1.0
fill_mode = 2
[node name="PowerAnimation" type="AnimationPlayer" parent="ShotUI/ShotGauges/PowerGauge"]
unique_name_in_owner = true
root_node = NodePath("../PowerBar")
libraries = {
"": SubResource("AnimationLibrary_coah5")
}
[node name="CurveGauge" type="Control" parent="ShotUI/ShotGauges"]
layout_mode = 1
anchor_top = 0.25
anchor_right = 1.0
anchor_bottom = 0.25
grow_horizontal = 2
grow_vertical = 2
mouse_filter = 1
[node name="CurveBar" type="ProgressBar" parent="ShotUI/ShotGauges/CurveGauge"]
unique_name_in_owner = true
visible = false
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
offset_top = -13.5
offset_bottom = 13.5
grow_horizontal = 2
grow_vertical = 2
min_value = -1.0
max_value = 1.0
[node name="CurveAnimation" type="AnimationPlayer" parent="ShotUI/ShotGauges/CurveGauge"]
unique_name_in_owner = true
libraries = {
"": SubResource("AnimationLibrary_dicse")
}
[node name="GaugeFlasher" type="AnimationPlayer" parent="ShotUI/ShotGauges"]
unique_name_in_owner = true
[node name="ClubSelector" parent="ShotUI" instance=ExtResource("4_56ape")]
unique_name_in_owner = true
layout_mode = 1
anchors_preset = 0
anchor_right = 0.0
anchor_bottom = 0.0
offset_left = 50.0
offset_top = 50.0
offset_right = 50.0
offset_bottom = 50.0
grow_horizontal = 1
grow_vertical = 1
pivot_offset = Vector2(-400, 0)
[node name="HUDAnimation" type="AnimationPlayer" parent="ShotUI"]
libraries = {
"": SubResource("AnimationLibrary_c3i4w")
}
[node name="HUDStateMachine" type="AnimationTree" parent="ShotUI"]
unique_name_in_owner = true
root_node = NodePath("%HUDStateMachine/..")
tree_root = SubResource("AnimationNodeStateMachine_osrbp")
anim_player = NodePath("../HUDAnimation")
one_shot = true
[connection signal="body_entered" from="BallPoint/PhysicsBall" to="." method="_on_physics_ball_body_entered"]
[connection signal="entered_water" from="BallPoint/PhysicsBall" to="." method="_on_ball_entered_water"]
[connection signal="sleeping_state_changed" from="BallPoint/PhysicsBall" to="." method="_on_physics_ball_sleeping_state_changed"]
[connection signal="timeout" from="BallReturnTimer" to="." method="_on_ball_return_timer_timeout"]

View File

@ -0,0 +1,57 @@
class_name ShotHUD extends Control
## HUD for main gameplay loop
@onready var power_bar: ProgressBar = %PowerBar
@onready var curve_bar: ProgressBar = %CurveBar
@onready var club_selector: ClubSelector = %ClubSelector
@onready var hud_state_machine: AnimationTree = %HUDStateMachine
@onready var _curve_animation: AnimationPlayer = %CurveAnimation
@onready var _power_animation: AnimationPlayer = %PowerAnimation
@onready var _nice_animation: AnimationPlayer = %NiceAnimation
@onready var _wasted_animation: AnimationPlayer = %WastedAnimation
@onready var _state: AnimationNodeStateMachinePlayback = hud_state_machine["parameters/playback"]
func show_hud() -> void:
_state.travel("visible")
func hide_hud() -> void:
_state.travel("hidden")
func start_power_bar() -> void:
_power_animation.play("fill")
func stop_power_bar() -> void:
_power_animation.pause()
func reset_power_bar() -> void:
_power_animation.stop()
func start_curve_bar() -> void:
_curve_animation.play("fill")
func stop_curve_bar() -> void:
_curve_animation.pause()
func reset_curve_bar() -> void:
_curve_animation.stop()
func play_nice_animation() -> void:
_nice_animation.play("display")
func play_wasted_animation() -> void:
_wasted_animation.play("display")

View File

@ -0,0 +1,605 @@
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[node name="ShotHUD" type="Control"]
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custom_minimum_size = Vector2(1400, 0)
layout_mode = 1
anchors_preset = -1
anchor_left = 0.5
anchor_top = 0.5
anchor_right = 0.5
anchor_bottom = 0.5
offset_left = -350.0
offset_top = -66.0
offset_right = 350.0
offset_bottom = 66.0
grow_horizontal = 2
grow_vertical = 2
pivot_offset = Vector2(100, 115)
mouse_filter = 2
theme_type_variation = &"ShotFeedback"
bbcode_enabled = true
text = "[center][tornado radius=16][color=powder_blue]wasted[/color][/tornado][/center]"
fit_content = true
autowrap_mode = 0
visible_characters_behavior = 1
[node name="WastedAnimation" type="AnimationPlayer" parent="WastedFeedback"]
unique_name_in_owner = true
libraries = {
"": SubResource("AnimationLibrary_gbnnr")
}
[node name="ColorRect" type="ColorRect" parent="."]
visible = false
material = SubResource("ShaderMaterial_afsun")
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
mouse_filter = 2
[node name="ShotGauges" type="Control" parent="."]
layout_mode = 1
anchor_left = 0.4
anchor_top = 0.3
anchor_right = 0.6
anchor_bottom = 0.85
grow_horizontal = 2
grow_vertical = 2
mouse_filter = 1
[node name="PowerGauge" type="Control" parent="ShotGauges"]
layout_mode = 1
anchor_left = 0.5
anchor_top = 0.382
anchor_right = 0.5
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
mouse_filter = 1
[node name="PowerBar" type="ProgressBar" parent="ShotGauges/PowerGauge"]
unique_name_in_owner = true
visible = false
custom_minimum_size = Vector2(30, 0)
layout_mode = 1
anchors_preset = 13
anchor_left = 0.5
anchor_right = 0.5
anchor_bottom = 1.0
offset_left = -2.0
offset_right = 2.0
grow_horizontal = 2
grow_vertical = 2
mouse_filter = 1
max_value = 1.0
fill_mode = 2
[node name="PowerAnimation" type="AnimationPlayer" parent="ShotGauges/PowerGauge"]
unique_name_in_owner = true
root_node = NodePath("../PowerBar")
libraries = {
"": SubResource("AnimationLibrary_coah5")
}
[node name="CurveGauge" type="Control" parent="ShotGauges"]
layout_mode = 1
anchor_top = 0.25
anchor_right = 1.0
anchor_bottom = 0.25
grow_horizontal = 2
grow_vertical = 2
mouse_filter = 1
[node name="CurveBar" type="ProgressBar" parent="ShotGauges/CurveGauge"]
unique_name_in_owner = true
visible = false
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
offset_top = -13.5
offset_bottom = 13.5
grow_horizontal = 2
grow_vertical = 2
min_value = -1.0
max_value = 1.0
[node name="CurveAnimation" type="AnimationPlayer" parent="ShotGauges/CurveGauge"]
unique_name_in_owner = true
libraries = {
"": SubResource("AnimationLibrary_dicse")
}
[node name="ClubSelector" parent="." instance=ExtResource("2_1hdub")]
unique_name_in_owner = true
layout_mode = 1
anchors_preset = 0
anchor_right = 0.0
anchor_bottom = 0.0
offset_left = 50.0
offset_top = 50.0
offset_right = 50.0
offset_bottom = 50.0
grow_horizontal = 1
grow_vertical = 1
pivot_offset = Vector2(-400, 0)
[node name="HUDAnimation" type="AnimationPlayer" parent="."]
libraries = {
"": SubResource("AnimationLibrary_c3i4w")
}
[node name="HUDStateMachine" type="AnimationTree" parent="."]
unique_name_in_owner = true
root_node = NodePath("%HUDStateMachine/..")
tree_root = SubResource("AnimationNodeStateMachine_osrbp")
anim_player = NodePath("../HUDAnimation")

4
src/ui/world_ui.gd Normal file
View File

@ -0,0 +1,4 @@
class_name WorldUI extends Control
## Container & accessor for the world UI.
@onready var shot_hud: ShotHUD = %ShotHUD

View File

@ -7,7 +7,9 @@ class_name World extends Node
@export var initial_level: PackedScene = preload("res://levels/debug_level/debug_level.tscn")
@onready var level: Node3D = %Level
@onready var ui: Control = %UI
@onready var ui: WorldUI = %UI
static var group := "WorldGroup"
func _ready() -> void:
@ -25,3 +27,4 @@ func load_level(level_scene: PackedScene) -> void:
# Load the level
var instance: Node3D = level_scene.instantiate()
level.add_child(instance)
instance.reparent(level)

View File

@ -1,6 +1,8 @@
[gd_scene load_steps=2 format=3 uid="uid://cwnwcd8kushl3"]
[gd_scene load_steps=4 format=3 uid="uid://cwnwcd8kushl3"]
[ext_resource type="Script" path="res://src/world/world.gd" id="1_ybjyx"]
[ext_resource type="PackedScene" uid="uid://c4ifdiohng830" path="res://src/ui/shot_hud/shot_hud.tscn" id="2_5b7qb"]
[ext_resource type="Script" path="res://src/ui/world_ui.gd" id="2_imewa"]
[node name="World" type="Node" groups=["WorldGroup"]]
script = ExtResource("1_ybjyx")
@ -17,3 +19,8 @@ anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
mouse_filter = 1
script = ExtResource("2_imewa")
[node name="ShotHUD" parent="UI" instance=ExtResource("2_5b7qb")]
unique_name_in_owner = true
layout_mode = 1