generated from krampus/template-godot4
532 lines
14 KiB
GDScript
532 lines
14 KiB
GDScript
class_name ShotSetup extends Node3D
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signal finished(source: ShotSetup)
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enum Phase {
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AIM,
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POWER_ADJUST,
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CURVE_ADJUST,
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DOWNSWING,
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SHOT,
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FINISHED,
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}
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const PITCH_MIN := deg_to_rad(-60.0)
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const PITCH_MAX := deg_to_rad(-5.0)
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const ZOOM_LENGTH := 0.1
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const ZOOM_ELEVATION_RATIO := 0.3166
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const ZOOM_MIN := 1.0
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const ZOOM_MAX := 12.0
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const ARROW_ACCELERATION := 8.0
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const PLAYER_ACCELERATION := 2.0
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const FREE_CAM_RETURN_TIME := 0.618
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const BALL_RETURN_TIME := 0.618
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const CAMERA_SNAP_TIME := 0.3
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const WASTED_BALL_RETURN_DELAY := 3.5
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## Shots above this threshold trigger a "big power" effect
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const BIG_POWER_THRESHOLD := 0.7
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## Amount of life lost when landing in water
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const WATER_DAMAGE := 10.0
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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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## Initially-selected club
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@export var initial_club: Club.Type = Club.Type.DRIVER
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@export_category("Shot Parameters")
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@export var base_power := 2.5
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@export var base_curve := 0.0
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@export_category("Debug")
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## When enabled, the game will pause and enter free cam mode when the ball has a collision.
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@export var debug_ball_impact := false
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## When enabled, ignore curve meter and hit a perfect shot every time.
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@export var perfect_aim := false
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## Keep projection visible
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@export var keep_projection := false
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var player: WorldPlayer
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var base_speed: float = ProjectSettings.get_setting("game/config/controls/camera/free_camera_speed")
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var x_sensitivity: float = ProjectSettings.get_setting(
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"game/config/controls/camera/x_axis_sensitivity"
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)
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var x_acceleration: float = ProjectSettings.get_setting(
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"game/config/controls/camera/x_axis_acceleration"
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)
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var y_sensitivity: float = ProjectSettings.get_setting(
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"game/config/controls/camera/y_axis_sensitivity"
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)
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var y_acceleration: float = ProjectSettings.get_setting(
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"game/config/controls/camera/y_axis_acceleration"
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)
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var invert_pitch: bool = ProjectSettings.get_setting("game/config/controls/camera/invert_pitch")
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var control_disabled := false
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var phase: Phase = Phase.FINISHED:
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set(value):
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if value != phase:
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_on_phase_change(value)
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phase = value
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var hud: ShotHUD
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var club: Club.Type:
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set(value):
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if value != club:
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_on_club_change(value)
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club = value
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var shot_ref: Node3D
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var shot_power: float:
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set(value):
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hud.power_bar.value = value
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get:
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return hud.power_bar.value
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var shot_curve: float:
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set(value):
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hud.curve_bar.value = value
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get:
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return hud.power_bar.value
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var _free_camera: FreeCamera
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var _returning_free_camera := false
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var _restart_queued := false
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var _tracking_camera: OrbitalCamera
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@onready var direction: Node3D = %Direction
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@onready var elevation: Node3D = %Elevation
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@onready var pitch: Node3D = %Pitch
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@onready var zoom: Node3D = %Zoom
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@onready var camera: Camera3D = %Camera
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@onready var player_pivot: Node3D = %PlayerPivot
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# TODO: genericize for selectable characters
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@onready var character: CharacterController = $PlayerPivot/GfolfGirl
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@onready var shot_animation: AnimationPlayer = %ShotAnimation
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@onready var arrow: Node3D = %Arrow
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@onready var arrow_pivot: Node3D = %ArrowPivot
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@onready var arrow_animation: AnimationPlayer = %ArrowAnimation
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@onready var shot_projection: ProjectileArc = %ShotProjection
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@onready var ball_point: Node3D = %BallPoint
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@onready var physics_ball: GameBall = %PhysicsBall
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@onready var drive_ref: RayCast3D = %DriveRef
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@onready var drive_arrow: Node3D = %DriveArrow
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@onready var wedge_ref: RayCast3D = %WedgeRef
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@onready var wedge_arrow: Node3D = %WedgeArrow
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@onready var iron_ref: RayCast3D = %IronRef
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@onready var iron_arrow: Node3D = %IronArrow
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@onready var putt_ref: RayCast3D = %PuttRef
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@onready var putt_arrow: Node3D = %PuttArrow
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@onready var ball_return_timer: Timer = %BallReturnTimer
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@onready var ball_impulse_debug: Node3D = %BallImpulseDebug
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@onready var camera_distance := zoom.position.z:
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set = _set_camera_distance
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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 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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static var scene := preload("res://src/player/shot_setup/shot_setup.tscn")
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func _ready() -> void:
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# Create & set up HUD
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hud = ShotHUD.create(player)
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world.ui.add_player_hud(hud)
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club = initial_club
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func _set_camera_distance(value: float) -> void:
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var tween := get_tree().create_tween()
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tween.tween_property(zoom, "position:z", value, ZOOM_LENGTH).set_trans(Tween.TRANS_SINE)
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tween.set_parallel()
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(
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tween
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. tween_property(elevation, "position:y", value * ZOOM_ELEVATION_RATIO, ZOOM_LENGTH)
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. set_trans(Tween.TRANS_SINE)
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)
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camera_distance = value
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func _unhandled_input(event: InputEvent) -> void:
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if event is InputEventMouseButton:
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Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
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elif event is InputEventMouseMotion:
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if Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED:
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camera_motion((event as InputEventMouseMotion).relative)
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func camera_motion(motion: Vector2) -> void:
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if not control_disabled and phase == Phase.AIM:
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# Can only control camera while aiming
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_target_rotation.y = _target_rotation.y - deg_to_rad(motion.x * x_sensitivity)
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_target_rotation.x = clampf(
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_target_rotation.x - deg_to_rad(motion.y * y_sensitivity) * (-1 if invert_pitch else 1),
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PITCH_MIN,
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PITCH_MAX
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)
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## Return this instance to the AIM phase the next time we process while FINISHED.
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func queue_restart() -> void:
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_restart_queued = true
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func is_active() -> bool:
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return phase != Phase.FINISHED
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func finish_downswing() -> void:
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phase = Phase.SHOT
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func get_shot_impulse(meter_pct: float) -> Vector3:
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return -shot_ref.global_basis.z * base_power * meter_pct
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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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var impulse := get_shot_impulse(shot_power)
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print_debug("Shot impulse: ", impulse, "; ", impulse.length(), " N*s")
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ball_impulse_debug.transform = (
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Transform3D.IDENTITY.scaled(Vector3.ONE * impulse.length()).looking_at(impulse)
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)
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physics_ball.freeze = false
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physics_ball.apply_central_impulse(impulse)
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## Make the shot projection widget visible, with animated transition
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func _show_shot_projection() -> void:
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shot_projection.initial_speed = 1
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shot_projection.basis = shot_ref.basis.orthonormalized()
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var shot_speed := get_shot_impulse(1.0).length() / physics_ball.mass
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var tween := get_tree().create_tween()
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tween.tween_property(shot_projection, "initial_speed", shot_speed, CAMERA_SNAP_TIME).set_trans(
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Tween.TRANS_QUAD
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)
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shot_projection.show()
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func insert_free_cam() -> void:
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arrow_animation.play("hide")
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_show_shot_projection()
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hud.hide_hud()
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_free_camera = FreeCamera.create(camera)
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add_sibling(_free_camera)
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control_disabled = true
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camera.current = false
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func return_free_cam() -> void:
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# TODO alter shot aim based on free camera selection
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arrow_animation.play("show")
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if not keep_projection:
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shot_projection.hide()
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hud.show_hud()
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_free_camera.queue_free()
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_free_camera = null
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control_disabled = false
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_returning_free_camera = false
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camera.current = true
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func return_ball() -> void:
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physics_ball.freeze = true
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var tween := get_tree().create_tween()
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(
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tween
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. tween_property(
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physics_ball,
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"global_transform",
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ball_point.global_transform,
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BALL_RETURN_TIME,
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)
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. set_trans(Tween.TRANS_SINE)
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)
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tween.tween_callback(end_shot_track)
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func travel_to_ball() -> void:
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physics_ball.freeze = true
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global_position = physics_ball.global_position
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physics_ball.global_transform = ball_point.global_transform
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func start_shot_track() -> void:
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if phase == Phase.SHOT:
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_tracking_camera = OrbitalCamera.create(physics_ball)
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_tracking_camera.rotation.y = randf_range(0.0, TAU)
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add_sibling(_tracking_camera)
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_tracking_camera.global_transform = ball_point.global_transform
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func end_shot_track() -> void:
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camera.make_current()
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if is_instance_valid(_tracking_camera):
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_tracking_camera.queue_free()
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if phase == Phase.SHOT:
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phase = Phase.FINISHED
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## Called immediately before `club` is mutated.
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func _on_club_change(new_club_type: Club.Type) -> void:
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var new_club := player.get_club(new_club_type)
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if not new_club:
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# `new_club` will be null if player has no club in the given slot
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# TODO play bonk
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return
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# Hide all arrows
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# TODO animate?
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drive_arrow.hide()
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wedge_arrow.hide()
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iron_arrow.hide()
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putt_arrow.hide()
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physics_ball.iron_ball = false
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hud.club_selector.value = new_club_type
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# TODO club change animation
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character.hold_right(new_club.get_model())
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match new_club_type:
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Club.Type.DRIVER:
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shot_ref = drive_ref
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drive_arrow.show()
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Club.Type.PUTTER:
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shot_ref = putt_ref
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putt_arrow.show()
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Club.Type.WEDGE:
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shot_ref = wedge_ref
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wedge_arrow.show()
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Club.Type.IRON:
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shot_ref = iron_ref
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iron_arrow.show()
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physics_ball.iron_ball = true
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Club.Type.SPECIAL:
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# TODO figure this out
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shot_ref = drive_ref
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_:
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print_debug("Not sure how to equip club type: ", new_club)
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## Called immediately before `phase` is mutated.
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func _on_phase_change(new_phase: Phase) -> void:
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print_debug("Player ", player.name, ": change to ", Phase.keys()[new_phase])
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match new_phase:
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Phase.AIM:
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hud.show_hud()
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if not arrow.visible:
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arrow_animation.play("show")
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camera.make_current()
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hud.power_bar.hide()
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hud.curve_bar.hide()
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character.reset()
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Phase.POWER_ADJUST:
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hud.curve_bar.hide()
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hud.power_bar.show()
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hud.reset_power_bar() # Reset if needed
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Phase.CURVE_ADJUST:
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hud.curve_bar.show()
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hud.start_curve_bar()
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Phase.DOWNSWING:
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hud.power_bar.hide()
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hud.curve_bar.hide()
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character.downswing()
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shot_animation.play("swing_delay") # calls `take_shot`
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Phase.SHOT:
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hud.power_bar.hide()
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hud.curve_bar.hide()
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hud.play_nice_animation()
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if not driving_range:
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shot_animation.play("shoot")
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arrow_animation.play("hide")
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hud.hide_hud()
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take_shot()
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Phase.FINISHED:
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hud.power_bar.hide()
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hud.curve_bar.hide()
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travel_to_ball()
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finished.emit(self)
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func _process(delta: float) -> void:
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## Visual updates
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# Rotation
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direction.rotation.y = lerp_angle(
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direction.rotation.y, _target_rotation.y, delta * x_acceleration
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)
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pitch.rotation.x = lerp_angle(pitch.rotation.x, _target_rotation.x, delta * y_acceleration)
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# Arrow lags behind camera control
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arrow_pivot.rotation.y = lerp_angle(
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arrow_pivot.rotation.y, _target_rotation.y, delta * ARROW_ACCELERATION
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)
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# Player lags further behind
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player_pivot.rotation.y = lerp_angle(
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player_pivot.rotation.y, _target_rotation.y, delta * PLAYER_ACCELERATION
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)
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## Input Handling
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if control_disabled:
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if Input.is_action_just_pressed("camera_cancel"):
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if is_instance_valid(_free_camera) and not _returning_free_camera:
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_returning_free_camera = true
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var tween := get_tree().create_tween()
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(
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tween
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. tween_property(
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_free_camera,
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"global_transform",
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camera.global_transform,
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FREE_CAM_RETURN_TIME
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)
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. set_trans(Tween.TRANS_SINE)
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)
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tween.tween_callback(return_free_cam)
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return
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match phase:
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Phase.AIM:
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# Camera zoom
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if Input.is_action_just_pressed("shot_zoom_in"):
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camera_distance = max(camera_distance - 1.0, ZOOM_MIN)
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if Input.is_action_just_pressed("shot_zoom_out"):
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camera_distance = min(camera_distance + 1.0, ZOOM_MAX)
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# Club select
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if Input.is_action_just_pressed("select_driver"):
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club = Club.Type.DRIVER
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if Input.is_action_just_pressed("select_iron"):
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club = Club.Type.IRON
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if Input.is_action_just_pressed("select_wedge"):
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club = Club.Type.WEDGE
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if Input.is_action_just_pressed("select_special"):
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club = Club.Type.SPECIAL
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if Input.is_action_just_pressed("select_putter"):
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club = Club.Type.PUTTER
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# Switch to free cam
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if (
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Input.is_action_just_pressed("camera_back")
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or Input.is_action_just_pressed("camera_forward")
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or Input.is_action_just_pressed("camera_left")
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or Input.is_action_just_pressed("camera_right")
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):
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insert_free_cam()
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# Advance to next phase
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if Input.is_action_just_pressed("shot_accept"):
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phase = Phase.POWER_ADJUST
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Phase.POWER_ADJUST:
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if Input.is_action_just_pressed("shot_accept"):
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# TODO set power gauge parameters if needed
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character.start_upswing()
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hud.start_power_bar()
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if Input.is_action_just_pressed("ui_cancel"):
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hud.reset_power_bar()
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phase = Phase.AIM
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if Input.is_action_just_released("shot_accept") and shot_power > 0:
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hud.stop_power_bar()
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phase = Phase.CURVE_ADJUST
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Phase.CURVE_ADJUST:
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if Input.is_action_just_pressed("ui_cancel"):
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hud.reset_curve_bar()
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phase = Phase.POWER_ADJUST
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if Input.is_action_just_pressed("shot_accept"):
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hud.stop_curve_bar()
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phase = Phase.DOWNSWING
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Phase.SHOT:
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if driving_range and Input.is_action_just_pressed("shot_accept"):
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phase = Phase.AIM
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return_ball()
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Phase.FINISHED:
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if _restart_queued:
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_restart_queued = false
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phase = Phase.AIM
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func _on_physics_ball_sleeping_state_changed() -> void:
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if physics_ball.sleeping and phase == Phase.SHOT:
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end_shot_track()
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func _on_ball_entered_water() -> void:
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# Should only be possible during SHOT phase, but let's check just to be sure...
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if phase == Phase.SHOT:
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physics_ball.freeze = true
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hud.play_wasted_animation()
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player.life -= WATER_DAMAGE
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ball_return_timer.start(WASTED_BALL_RETURN_DELAY)
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func _on_physics_ball_body_entered(_body: Node) -> void:
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print_debug("BONK!")
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if debug_ball_impact:
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get_tree().paused = true
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var snap_point: Node3D = camera
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if _tracking_camera:
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snap_point = _tracking_camera
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|
_free_camera = FreeCamera.create(snap_point)
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add_sibling(_free_camera)
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|
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
|