gfolf2/src/player/shot_setup/shot_setup.gd

532 lines
14 KiB
GDScript

class_name ShotSetup extends Node3D
signal finished(source: ShotSetup)
enum Phase {
AIM,
POWER_ADJUST,
CURVE_ADJUST,
DOWNSWING,
SHOT,
FINISHED,
}
const PITCH_MIN := deg_to_rad(-60.0)
const PITCH_MAX := deg_to_rad(-5.0)
const ZOOM_LENGTH := 0.1
const ZOOM_ELEVATION_RATIO := 0.3166
const ZOOM_MIN := 1.0
const ZOOM_MAX := 12.0
const ARROW_ACCELERATION := 8.0
const PLAYER_ACCELERATION := 2.0
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
## Shots above this threshold trigger a "big power" effect
const BIG_POWER_THRESHOLD := 0.7
## Amount of life lost when landing in water
const WATER_DAMAGE := 10.0
## In Driving Range mode, the ball can be retrieved in the shot phase.
@export var driving_range := false
## Initially-selected club
@export var initial_club: Club.Type = Club.Type.DRIVER
@export_category("Shot Parameters")
@export var base_power := 2.5
@export var base_curve := 0.0
@export_category("Debug")
## When enabled, the game will pause and enter free cam mode when the ball has a collision.
@export var debug_ball_impact := false
## When enabled, ignore curve meter and hit a perfect shot every time.
@export var perfect_aim := false
## Keep projection visible
@export var keep_projection := false
var player: WorldPlayer
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 control_disabled := false
var phase: Phase = Phase.FINISHED:
set(value):
if value != phase:
_on_phase_change(value)
phase = value
var hud: ShotHUD
var club: Club.Type:
set(value):
if value != club:
_on_club_change(value)
club = value
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
var _restart_queued := false
var _tracking_camera: OrbitalCamera
@onready var direction: Node3D = %Direction
@onready var elevation: Node3D = %Elevation
@onready var pitch: Node3D = %Pitch
@onready var zoom: Node3D = %Zoom
@onready var camera: Camera3D = %Camera
@onready var player_pivot: Node3D = %PlayerPivot
# TODO: genericize for selectable characters
@onready var character: CharacterController = $PlayerPivot/GfolfGirl
@onready var shot_animation: AnimationPlayer = %ShotAnimation
@onready var arrow: Node3D = %Arrow
@onready var arrow_pivot: Node3D = %ArrowPivot
@onready var arrow_animation: AnimationPlayer = %ArrowAnimation
@onready var shot_projection: ProjectileArc = %ShotProjection
@onready var ball_point: Node3D = %BallPoint
@onready var physics_ball: GameBall = %PhysicsBall
@onready var drive_ref: RayCast3D = %DriveRef
@onready var drive_arrow: Node3D = %DriveArrow
@onready var wedge_ref: RayCast3D = %WedgeRef
@onready var wedge_arrow: Node3D = %WedgeArrow
@onready var iron_ref: RayCast3D = %IronRef
@onready var iron_arrow: Node3D = %IronArrow
@onready var putt_ref: RayCast3D = %PuttRef
@onready var putt_arrow: Node3D = %PuttArrow
@onready var ball_return_timer: Timer = %BallReturnTimer
@onready var ball_impulse_debug: Node3D = %BallImpulseDebug
@onready var camera_distance := zoom.position.z:
set = _set_camera_distance
@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)
static var scene := preload("res://src/player/shot_setup/shot_setup.tscn")
func _ready() -> void:
# Create & set up HUD
hud = ShotHUD.create(player)
world.ui.add_player_hud(hud)
club = initial_club
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)
tween.set_parallel()
(
tween
. tween_property(elevation, "position:y", value * ZOOM_ELEVATION_RATIO, 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:
# 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
)
## Return this instance to the AIM phase the next time we process while FINISHED.
func queue_restart() -> void:
_restart_queued = true
func is_active() -> bool:
return phase != Phase.FINISHED
func finish_downswing() -> void:
phase = Phase.SHOT
func get_shot_impulse(meter_pct: float) -> Vector3:
return -shot_ref.global_basis.z * base_power * meter_pct
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)
print_debug("Shot impulse: ", impulse, "; ", impulse.length(), " N*s")
ball_impulse_debug.transform = (
Transform3D.IDENTITY.scaled(Vector3.ONE * impulse.length()).looking_at(impulse)
)
physics_ball.freeze = false
physics_ball.apply_central_impulse(impulse)
## Make the shot projection widget visible, with animated transition
func _show_shot_projection() -> void:
shot_projection.initial_speed = 1
shot_projection.basis = shot_ref.basis.orthonormalized()
var shot_speed := get_shot_impulse(1.0).length() / physics_ball.mass
var tween := get_tree().create_tween()
tween.tween_property(shot_projection, "initial_speed", shot_speed, CAMERA_SNAP_TIME).set_trans(
Tween.TRANS_QUAD
)
shot_projection.show()
func insert_free_cam() -> void:
arrow_animation.play("hide")
_show_shot_projection()
hud.hide_hud()
_free_camera = FreeCamera.create(camera)
add_sibling(_free_camera)
control_disabled = true
camera.current = false
func return_free_cam() -> void:
# TODO alter shot aim based on free camera selection
arrow_animation.play("show")
if not keep_projection:
shot_projection.hide()
hud.show_hud()
_free_camera.queue_free()
_free_camera = null
control_disabled = false
_returning_free_camera = false
camera.current = true
func return_ball() -> void:
physics_ball.freeze = true
var tween := get_tree().create_tween()
(
tween
. tween_property(
physics_ball,
"global_transform",
ball_point.global_transform,
BALL_RETURN_TIME,
)
. set_trans(Tween.TRANS_SINE)
)
tween.tween_callback(end_shot_track)
func travel_to_ball() -> void:
physics_ball.freeze = true
global_position = physics_ball.global_position
physics_ball.global_transform = ball_point.global_transform
func start_shot_track() -> void:
if phase == Phase.SHOT:
_tracking_camera = OrbitalCamera.create(physics_ball)
_tracking_camera.rotation.y = randf_range(0.0, TAU)
add_sibling(_tracking_camera)
_tracking_camera.global_transform = ball_point.global_transform
func end_shot_track() -> void:
camera.make_current()
if is_instance_valid(_tracking_camera):
_tracking_camera.queue_free()
if phase == Phase.SHOT:
phase = Phase.FINISHED
## Called immediately before `club` is mutated.
func _on_club_change(new_club_type: Club.Type) -> void:
var new_club := player.get_club(new_club_type)
if not new_club:
# `new_club` will be null if player has no club in the given slot
# TODO play bonk
return
# Hide all arrows
# TODO animate?
drive_arrow.hide()
wedge_arrow.hide()
iron_arrow.hide()
putt_arrow.hide()
physics_ball.iron_ball = false
hud.club_selector.value = new_club_type
# TODO club change animation
character.hold_right(new_club.get_model())
match new_club_type:
Club.Type.DRIVER:
shot_ref = drive_ref
drive_arrow.show()
Club.Type.PUTTER:
shot_ref = putt_ref
putt_arrow.show()
Club.Type.WEDGE:
shot_ref = wedge_ref
wedge_arrow.show()
Club.Type.IRON:
shot_ref = iron_ref
iron_arrow.show()
physics_ball.iron_ball = true
Club.Type.SPECIAL:
# TODO figure this out
shot_ref = drive_ref
_:
print_debug("Not sure how to equip club type: ", new_club)
## Called immediately before `phase` is mutated.
func _on_phase_change(new_phase: Phase) -> void:
print_debug("Player ", player.name, ": change to ", Phase.keys()[new_phase])
match new_phase:
Phase.AIM:
hud.show_hud()
if not arrow.visible:
arrow_animation.play("show")
camera.make_current()
hud.power_bar.hide()
hud.curve_bar.hide()
character.reset()
Phase.POWER_ADJUST:
hud.curve_bar.hide()
hud.power_bar.show()
hud.reset_power_bar() # Reset if needed
Phase.CURVE_ADJUST:
hud.curve_bar.show()
hud.start_curve_bar()
Phase.DOWNSWING:
hud.power_bar.hide()
hud.curve_bar.hide()
character.downswing()
shot_animation.play("swing_delay") # calls `take_shot`
Phase.SHOT:
hud.power_bar.hide()
hud.curve_bar.hide()
hud.play_nice_animation()
if not driving_range:
shot_animation.play("shoot")
arrow_animation.play("hide")
hud.hide_hud()
take_shot()
Phase.FINISHED:
hud.power_bar.hide()
hud.curve_bar.hide()
travel_to_ball()
finished.emit(self)
func _process(delta: float) -> void:
## Visual updates
# 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 lags behind camera control
arrow_pivot.rotation.y = lerp_angle(
arrow_pivot.rotation.y, _target_rotation.y, delta * ARROW_ACCELERATION
)
# Player lags further behind
player_pivot.rotation.y = lerp_angle(
player_pivot.rotation.y, _target_rotation.y, delta * PLAYER_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)
# Club select
if Input.is_action_just_pressed("select_driver"):
club = Club.Type.DRIVER
if Input.is_action_just_pressed("select_iron"):
club = Club.Type.IRON
if Input.is_action_just_pressed("select_wedge"):
club = Club.Type.WEDGE
if Input.is_action_just_pressed("select_special"):
club = Club.Type.SPECIAL
if Input.is_action_just_pressed("select_putter"):
club = Club.Type.PUTTER
# 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
character.start_upswing()
hud.start_power_bar()
if Input.is_action_just_pressed("ui_cancel"):
hud.reset_power_bar()
phase = Phase.AIM
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"):
hud.reset_curve_bar()
phase = Phase.POWER_ADJUST
if Input.is_action_just_pressed("shot_accept"):
hud.stop_curve_bar()
phase = Phase.DOWNSWING
Phase.SHOT:
if driving_range and Input.is_action_just_pressed("shot_accept"):
phase = Phase.AIM
return_ball()
Phase.FINISHED:
if _restart_queued:
_restart_queued = false
phase = Phase.AIM
func _on_physics_ball_sleeping_state_changed() -> void:
if physics_ball.sleeping and phase == Phase.SHOT:
end_shot_track()
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
hud.play_wasted_animation()
player.life -= WATER_DAMAGE
ball_return_timer.start(WASTED_BALL_RETURN_DELAY)
func _on_physics_ball_body_entered(_body: Node) -> void:
print_debug("BONK!")
if debug_ball_impact:
get_tree().paused = true
var snap_point: Node3D = camera
if _tracking_camera:
snap_point = _tracking_camera
_free_camera = FreeCamera.create(snap_point)
add_sibling(_free_camera)
control_disabled = true
camera.current = false
func _on_ball_return_timer_timeout() -> void:
return_ball()
func _on_hitbox_ball_collision(ball: GameBall) -> void:
# TODO play animation
player.life -= ball.base_damage
## Create a new instance for the given player.
static func create(_player: WorldPlayer) -> ShotSetup:
var instance: ShotSetup = ShotSetup.scene.instantiate()
instance.player = _player
return instance