feat: animate P1 tent hover with curtain and garland lights

This commit is contained in:
enne2
2026-09-10 22:39:27 +02:00
parent 882302c6d2
commit 717a702fb2
33 changed files with 756 additions and 24 deletions
+12
View File
@@ -5,6 +5,11 @@ extends RefCounted
const DISPLAY_FONT := preload("res://shared/assets/fonts/NotoSerifDisplay-CondensedExtraBold.ttf")
const MENU_SHADER := preload("res://menus/assets/shaders/ambient_drift.gdshader")
const TENT_STAR_SHADER := preload("res://menus/assets/shaders/tent_star_glow.gdshader")
const TENT_LIGHTS_SHADER := preload("res://menus/assets/shaders/tent_lights.gdshader")
# Posizione e ingombro condivisi della freccia indietro in tutte le schermate.
const BACK_BUTTON_CENTER := Vector2(0.12, 0.14)
const BACK_BUTTON_SIZE := Vector2(0.09, 0.14)
static func set_normalized_rect(control: Control, center: Vector2, normalized_size: Vector2) -> void:
@@ -40,6 +45,13 @@ static func tent_star_material() -> ShaderMaterial:
return material
static func tent_material(garland_strength := 0.0) -> ShaderMaterial:
var material := ShaderMaterial.new()
material.shader = TENT_LIGHTS_SHADER
material.set_shader_parameter("garland_strength", garland_strength)
return material
static func add_image(parent: Control, texture: Texture2D, center: Vector2, normalized_size: Vector2, material: Material = null) -> TextureRect:
var image := TextureRect.new()
image.texture = texture
+117 -10
View File
@@ -18,6 +18,25 @@ const SETTINGS_BUTTON := preload("res://menus/assets/common/pulsante_rotellina.p
const CIRCUS_SIGN_PANEL := preload("res://menus/assets/p1/upendi_circus_sign_panel.png")
const CIRCUS_SIGN_ROPES := preload("res://menus/assets/p1/upendi_circus_sign_ropes.png")
const CURTAIN_FRAMES := [
preload("res://menus/assets/p1/curtain_anim/curtain_00.png"),
preload("res://menus/assets/p1/curtain_anim/curtain_01.png"),
preload("res://menus/assets/p1/curtain_anim/curtain_02.png"),
preload("res://menus/assets/p1/curtain_anim/curtain_03.png"),
preload("res://menus/assets/p1/curtain_anim/curtain_04.png"),
preload("res://menus/assets/p1/curtain_anim/curtain_05.png"),
preload("res://menus/assets/p1/curtain_anim/curtain_06.png"),
]
const GARLAND_FRAMES := [
preload("res://menus/assets/p1/garland_anim/lights_00.png"),
preload("res://menus/assets/p1/garland_anim/lights_01.png"),
preload("res://menus/assets/p1/garland_anim/lights_02.png"),
preload("res://menus/assets/p1/garland_anim/lights_03.png"),
preload("res://menus/assets/p1/garland_anim/lights_04.png"),
preload("res://menus/assets/p1/garland_anim/lights_05.png"),
]
func _ready() -> void:
set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)
@@ -29,30 +48,118 @@ func _build() -> void:
MenuUI.add_full_texture(self, CLOUDS, MenuUI.ambient_material(1.0, 0.16))
_add_sign()
var blue := _add_tent_button(BLUE_TENT, Vector2(0.29, 0.46))
# Solo il tendone blu di riferimento attiva lo shader delle lucine in hover.
var blue := _add_tent_button(BLUE_TENT, Vector2(0.29, 0.46), true)
blue.pressed.connect(func(): juggle_requested.emit(blue))
var red := _add_tent_button(RED_TENT, Vector2(0.71, 0.46))
var red := _add_tent_button(RED_TENT, Vector2(0.71, 0.46), false)
red.pressed.connect(func(): gym_requested.emit(red))
_add_bottom_bar()
MenuUI.add_image(self, SETTINGS_BUTTON, Vector2(0.91, 0.13), Vector2(0.09, 0.14))
if not OS.has_feature("web"):
var exit_button := MenuUI.add_image_button(self, BACK_BUTTON, Vector2(0.075, 0.13), Vector2(0.09, 0.14))
var exit_button := MenuUI.add_image_button(self, BACK_BUTTON, MenuUI.BACK_BUTTON_CENTER, MenuUI.BACK_BUTTON_SIZE)
exit_button.pressed.connect(func(): exit_requested.emit())
func _add_tent_button(texture: Texture2D, center: Vector2) -> TextureButton:
func _add_tent_button(texture: Texture2D, center: Vector2, has_lights := false) -> TextureButton:
var button := MenuUI.add_image_button(self, texture, center, Vector2(0.36, 0.59))
var star_material := MenuUI.tent_star_material()
button.material = star_material
var star_mat := MenuUI.tent_star_material()
button.material = star_mat
button.tooltip_text = "Apri questo percorso"
# L'hover non altera più geometria e hitbox del tendone: mette in risalto
# esclusivamente la stella, tramite il parametro dello shader.
button.mouse_entered.connect(func(): star_material.set_shader_parameter("hover_strength", 1.0))
button.mouse_exited.connect(func(): star_material.set_shader_parameter("hover_strength", 0.0))
# Glow stella su entrambi i tendoni al passaggio del mouse
button.mouse_entered.connect(func(): star_mat.set_shader_parameter("hover_strength", 1.0))
button.mouse_exited.connect(func(): star_mat.set_shader_parameter("hover_strength", 0.0))
# Animazione apertura sipario e lucine in hover
if has_lights:
_setup_hover_curtain_and_garland(button, center)
return button
func _setup_hover_curtain_and_garland(parent_button: TextureButton, center: Vector2) -> void:
# Sipario: parte chiuso (frame 0). All'hover-in si apre (0 -> 6).
# All'hover-out si richiude al contrario (6 -> 0).
var curtain := TextureRect.new()
curtain.name = "Curtain"
curtain.expand_mode = TextureRect.EXPAND_IGNORE_SIZE
curtain.stretch_mode = TextureRect.STRETCH_KEEP_ASPECT_CENTERED
curtain.mouse_filter = Control.MOUSE_FILTER_IGNORE
curtain.texture = CURTAIN_FRAMES[0]
add_child(curtain)
MenuUI.set_normalized_rect(curtain, center, Vector2(0.36, 0.59))
var curtain_idx := [0]
var curtain_dir := [0] # 0 = fermo, 1 = apre, -1 = chiude
var curtain_timer := Timer.new()
curtain_timer.wait_time = 1.0 / 12.5
curtain_timer.process_mode = Node.PROCESS_MODE_ALWAYS
curtain_timer.timeout.connect(func():
if curtain_dir[0] == 1:
if curtain_idx[0] < CURTAIN_FRAMES.size() - 1:
curtain_idx[0] += 1
curtain.texture = CURTAIN_FRAMES[curtain_idx[0]]
curtain.visible = true
else:
# Completamente aperto: frame 06 è vuoto/trasparente
curtain.texture = CURTAIN_FRAMES[curtain_idx[0]]
curtain_dir[0] = 0
curtain_timer.stop()
elif curtain_dir[0] == -1:
if curtain_idx[0] > 0:
curtain_idx[0] -= 1
curtain.texture = CURTAIN_FRAMES[curtain_idx[0]]
curtain.visible = true
else:
# Completamente chiuso: resta fermo su frame 00
curtain.texture = CURTAIN_FRAMES[0]
curtain_dir[0] = 0
curtain_timer.stop()
)
add_child(curtain_timer)
# Lucine a inseguimento
var lights := TextureRect.new()
lights.name = "HoverGarland"
lights.expand_mode = TextureRect.EXPAND_IGNORE_SIZE
lights.stretch_mode = TextureRect.STRETCH_KEEP_ASPECT_CENTERED
lights.mouse_filter = Control.MOUSE_FILTER_IGNORE
lights.texture = GARLAND_FRAMES[0]
lights.visible = false
add_child(lights)
MenuUI.set_normalized_rect(lights, center, Vector2(0.36, 0.59))
var lights_idx := [0]
var lights_timer := Timer.new()
lights_timer.wait_time = 1.0 / 12.5
lights_timer.process_mode = Node.PROCESS_MODE_ALWAYS
lights_timer.timeout.connect(func():
lights_idx[0] = (lights_idx[0] + 1) % GARLAND_FRAMES.size()
if lights.visible:
lights.texture = GARLAND_FRAMES[lights_idx[0]]
)
add_child(lights_timer)
lights_timer.start()
parent_button.mouse_entered.connect(func():
# Avvia apertura sipario (hover in)
curtain_dir[0] = 1
curtain_timer.start()
# Avvia lucine
lights_idx[0] = 0
lights.texture = GARLAND_FRAMES[0]
lights.visible = true
)
parent_button.mouse_exited.connect(func():
# Avvia chiusura sipario al contrario (hover out)
curtain_dir[0] = -1
curtain_timer.start()
# Spegne lucine
lights.visible = false
)
func _add_bottom_bar() -> void:
# Il piedone entra dal basso come un unico blocco; la scritta resta
# invisibile fino a quando il rimbalzo della barra non è terminato.
@@ -30,7 +30,7 @@ func _build() -> void:
artwork.mouse_filter = Control.MOUSE_FILTER_IGNORE
add_child(artwork)
_add_hotspot(Vector2(0.12, 0.14), Vector2(0.10, 0.14), func(): back_requested.emit())
_add_hotspot(MenuUI.BACK_BUTTON_CENTER, MenuUI.BACK_BUTTON_SIZE, func(): back_requested.emit())
_add_hotspot(Vector2(0.775, 0.64), Vector2(0.07, 0.10), func(): _change_balls(-1))
_add_hotspot(Vector2(0.895, 0.64), Vector2(0.07, 0.10), func(): _change_balls(1))
_add_hotspot(Vector2(0.79, 0.88), Vector2(0.30, 0.14), _start_game)
+1 -1
View File
@@ -27,7 +27,7 @@ func _build() -> void:
artwork.mouse_filter = Control.MOUSE_FILTER_IGNORE
add_child(artwork)
_add_hotspot(Vector2(0.12, 0.14), Vector2(0.10, 0.14), func(): back_requested.emit())
_add_hotspot(MenuUI.BACK_BUTTON_CENTER, MenuUI.BACK_BUTTON_SIZE, func(): back_requested.emit())
_add_hotspot(Vector2(0.775, 0.64), Vector2(0.07, 0.10), func(): _change_players(-1))
_add_hotspot(Vector2(0.895, 0.64), Vector2(0.07, 0.10), func(): _change_players(1))
_add_hotspot(Vector2(0.79, 0.88), Vector2(0.30, 0.14), _start_game)