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4 changed files with 59 additions and 37 deletions

View File

@ -187,22 +187,22 @@ select_putter={
}
club_next={
"deadzone": 0.5,
"events": [Object(InputEventMouseButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"button_mask":0,"position":Vector2(105, 13),"global_position":Vector2(114, 59),"factor":1.0,"button_index":8,"canceled":false,"pressed":true,"double_click":false,"script":null)
"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":4194306,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
]
}
club_previous={
"deadzone": 0.5,
"events": [Object(InputEventMouseButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"button_mask":0,"position":Vector2(277, 2),"global_position":Vector2(286, 48),"factor":1.0,"button_index":9,"canceled":false,"pressed":true,"double_click":false,"script":null)
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":true,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":4194306,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
]
}
ball_next={
"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":4194306,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
"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":71,"key_label":0,"unicode":103,"location":0,"echo":false,"script":null)
]
}
ball_previous={
"deadzone": 0.5,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":true,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194306,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":true,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":71,"key_label":0,"unicode":71,"location":0,"echo":false,"script":null)
]
}
pause={

View File

@ -53,6 +53,10 @@ const NICE_THRESHOLD := 0.2
## Force by which explosions knock the ball away
const EXPLOSIVE_FORCE_FACTOR := 0.12
const CLUB_SELECT_ORDER: Array[Club.Type] = [
Club.Type.DRIVER, Club.Type.IRON, Club.Type.WEDGE, Club.Type.SPECIAL, Club.Type.PUTTER
]
## In Driving Range mode, the ball can be retrieved in the shot phase.
@export var driving_range := false
@ -534,7 +538,21 @@ func _on_game_ball_changed(ball: GameBall) -> void:
player_offset.position.z = z_offset
func _process(delta: float) -> void:
func _get_relative_club(delta: int, from: int = -1) -> Club.Type:
from = from if from != -1 else club_type
var old_idx := CLUB_SELECT_ORDER.find(from)
var new_idx := wrapi(old_idx + delta, 0, len(CLUB_SELECT_ORDER))
var new_club := CLUB_SELECT_ORDER[new_idx]
# UX behavior: if there is not club in the next slot, get the NEXT next slot, etc etc
# NOTE: this will enter a loop if the player has no clubs!
if not player.get_club(new_club):
return _get_relative_club(delta, new_club)
return new_club
func _process(_delta: float) -> void:
# REMOVEME
if Input.is_action_just_pressed("ui_menu"):
print("Debugging...")
@ -544,24 +562,24 @@ func _process(delta: float) -> void:
## Visual updates
# Rotation
direction.rotation.y = lerp_angle(
direction.rotation.y, _target_rotation.y, delta * Game.settings.x_acceleration
direction.rotation.y, _target_rotation.y, Game.settings.x_acceleration / 60.0
)
pitch.rotation.x = lerp_angle(
pitch.rotation.x, _target_rotation.x, delta * Game.settings.y_acceleration
pitch.rotation.x, _target_rotation.x, Game.settings.y_acceleration / 60.0
)
# Arrow lags behind camera control
arrow_pivot.rotation.y = lerp_angle(
arrow_pivot.rotation.y, _target_rotation.y, delta * ARROW_ACCELERATION
arrow_pivot.rotation.y, _target_rotation.y, ARROW_ACCELERATION / 60.0
)
# Player lags further behind
player_pivot.rotation.y = lerp_angle(
player_pivot.rotation.y, _target_rotation.y, delta * PLAYER_ACCELERATION
player_pivot.rotation.y, _target_rotation.y, PLAYER_ACCELERATION / 60.0
)
## Input Handling
if control_disabled:
if Input.is_action_just_pressed("camera_cancel"):
if Input.is_action_just_pressed("camera_cancel", true):
if is_instance_valid(_free_camera) and not _returning_free_camera:
_returning_free_camera = true
var tween := get_tree().create_tween()
@ -581,72 +599,76 @@ func _process(delta: float) -> void:
match phase:
Phase.AIM:
# Camera zoom
if Input.is_action_just_pressed("shot_zoom_in"):
if Input.is_action_just_pressed("shot_zoom_in", true):
camera_distance = max(camera_distance - 1.0, ZOOM_MIN)
if Input.is_action_just_pressed("shot_zoom_out"):
if Input.is_action_just_pressed("shot_zoom_out", true):
camera_distance = min(camera_distance + 1.0, ZOOM_MAX)
# Club select
if Input.is_action_just_pressed("select_driver"):
if Input.is_action_just_pressed("club_next", true):
club_type = _get_relative_club(1)
if Input.is_action_just_pressed("club_previous", true):
club_type = _get_relative_club(-1)
if Input.is_action_just_pressed("select_driver", true):
club_type = Club.Type.DRIVER
if Input.is_action_just_pressed("select_iron"):
if Input.is_action_just_pressed("select_iron", true):
club_type = Club.Type.IRON
if Input.is_action_just_pressed("select_wedge"):
if Input.is_action_just_pressed("select_wedge", true):
club_type = Club.Type.WEDGE
if Input.is_action_just_pressed("select_special"):
if Input.is_action_just_pressed("select_special", true):
club_type = Club.Type.SPECIAL
if Input.is_action_just_pressed("select_putter"):
if Input.is_action_just_pressed("select_putter", true):
club_type = Club.Type.PUTTER
# Ball select
if Input.is_action_just_pressed("ball_next"):
if Input.is_action_just_pressed("ball_next", true):
ball_type = player.next_ball(ball_type)
if Input.is_action_just_pressed("ball_previous"):
if Input.is_action_just_pressed("ball_previous", true):
ball_type = player.prev_ball(ball_type)
# 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")
Input.is_action_just_pressed("camera_back", true)
or Input.is_action_just_pressed("camera_forward", true)
or Input.is_action_just_pressed("camera_left", true)
or Input.is_action_just_pressed("camera_right", true)
):
insert_free_cam()
# Advance to next phase
if Input.is_action_just_pressed("shot_accept"):
if Input.is_action_just_pressed("shot_accept", true):
if player.get_balls(ball_type) != 0:
# Check that player has enough of the selected ball (<0 means unlimited)
phase = Phase.POWER_ADJUST
# TODO play UI bonk if player doesn't have balls (lmao)
Phase.POWER_ADJUST:
if Input.is_action_just_pressed("shot_accept"):
if Input.is_action_just_pressed("shot_accept", true):
# TODO set power gauge parameters if needed
character.start_upswing()
hud.start_power_bar()
if Input.is_action_just_pressed("shot_cancel"):
if Input.is_action_just_pressed("shot_cancel", true):
hud.reset_power_bar()
phase = Phase.AIM
if Input.is_action_just_released("shot_accept") and shot_power > 0:
if Input.is_action_just_released("shot_accept", true) and shot_power > 0:
hud.stop_power_bar()
phase = Phase.CURVE_ADJUST
Phase.CURVE_ADJUST:
if Input.is_action_just_pressed("shot_cancel"):
if Input.is_action_just_pressed("shot_cancel", true):
hud.reset_curve_bar()
phase = Phase.POWER_ADJUST
if Input.is_action_just_pressed("shot_accept"):
if Input.is_action_just_pressed("shot_accept", true):
hud.stop_curve_bar()
phase = Phase.DOWNSWING
Phase.SHOT:
if reset_enabled and Input.is_action_just_pressed("shot_reset"):
if reset_enabled and Input.is_action_just_pressed("shot_reset", true):
phase = Phase.SHOT_RESET
reset_enabled = false
return_ball()
if Input.is_action_just_pressed("activate_ball"):
if Input.is_action_just_pressed("activate_ball", true):
game_ball.activate_ability()
if driving_range and Input.is_action_just_pressed("shot_accept"):
if driving_range and Input.is_action_just_pressed("shot_accept", true):
phase = Phase.AIM
return_ball()
Phase.FINISHED:

View File

@ -31,10 +31,10 @@ func camera_motion(motion: Vector2) -> void:
)
func _physics_process(delta: float) -> void:
func _physics_process(_delta: float) -> void:
# Rotation
rotation.y = lerp_angle(rotation.y, _target.y, delta * Game.settings.x_acceleration)
rotation.x = lerp_angle(rotation.x, _target.x, delta * Game.settings.y_acceleration)
rotation.y = lerp_angle(rotation.y, _target.y, Game.settings.x_acceleration / 60.0)
rotation.x = lerp_angle(rotation.x, _target.x, Game.settings.y_acceleration / 60.0)
# Handle spatial movement
var xz_input := Input.get_vector("camera_left", "camera_right", "camera_forward", "camera_back")
@ -42,7 +42,7 @@ func _physics_process(delta: float) -> void:
var direction := (transform.basis * Vector3(xz_input.x, y_input.y, xz_input.y)).normalized()
var speed := Game.settings.free_camera_speed
if Input.is_action_pressed("camera_sprint"):
if Input.is_action_pressed("camera_sprint", true):
speed *= SPRINT_MULT
if direction:

View File

@ -1482,7 +1482,7 @@ grow_horizontal = 2
grow_vertical = 2
[node name="PressStart" type="Label" parent="Menu"]
modulate = Color(1, 1, 1, 0.98649)
modulate = Color(1, 1, 1, 0.899996)
layout_mode = 1
anchors_preset = 8
anchor_left = 0.5