Wooden Juggle Board: full-width varying lanes, sockets, numbers 1-5, glossy rotating balls, wooden HUD (codex-verified)

This commit is contained in:
enne2
2026-08-18 16:55:17 +02:00
parent cdcaf76531
commit fccc39c5d1
10 changed files with 302 additions and 37 deletions
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+11
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@@ -14,6 +14,7 @@ var radius := 40.0
var home_pos := Vector2.ZERO
var left_pos := Vector2.ZERO
var in_motion := false
var roll_angle := 0.0 # rotazione della biglia durante il rotolamento
var _tween: Tween
@@ -30,6 +31,9 @@ func _draw() -> void:
draw_arc(Vector2.ZERO, radius, 0.0, TAU, 48, Color(0.1, 0.1, 0.1, 0.9), 4.0)
# riflesso speculare
draw_circle(Vector2(-radius * 0.3, -radius * 0.34), radius * 0.16, Color(1, 1, 1, 0.85))
# segno che ruota mentre la biglia rotola
var spot := Vector2(cos(roll_angle), sin(roll_angle)) * radius * 0.55
draw_circle(spot, radius * 0.12, Color(0, 0, 0, 0.28))
func setup(cn: String, c: Color, home: Vector2, left: Vector2, r: float) -> void:
@@ -65,11 +69,18 @@ func launch(mt: float) -> void:
if _tween and _tween.is_valid():
_tween.kill()
var half := maxf(mt * 0.5, 0.01)
# rotazione proporzionale alla distanza percorsa (rotolamento)
var dist := home_pos.x - left_pos.x
var total_angle := dist / radius
_tween = create_tween()
_tween.tween_property(self, "position", left_pos, half) \
.set_trans(Tween.TRANS_QUAD).set_ease(Tween.EASE_IN_OUT)
_tween.parallel().tween_property(self, "roll_angle", total_angle, half) \
.set_trans(Tween.TRANS_QUAD).set_ease(Tween.EASE_IN_OUT)
_tween.tween_property(self, "position", home_pos, half) \
.set_trans(Tween.TRANS_QUAD).set_ease(Tween.EASE_IN_OUT)
_tween.parallel().tween_property(self, "roll_angle", 0.0, half) \
.set_trans(Tween.TRANS_QUAD).set_ease(Tween.EASE_IN_OUT)
_tween.finished.connect(_on_motion_done)
+71 -29
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@@ -1,43 +1,85 @@
extends Node2D
## Plancia in stile hand-drawn/sketch: sfondo chiaro, 5 corsie grigie con
## alloggiamenti circolari alle estremità (come il board di riferimento).
## Plancia Juggle Board in legno: binari a TUTTA larghezza con larghezza
## variabile (svasati alle estremità, stretti al centro), alloggiamenti
## circolari incassati e indicatori numerici 1-5, come nel mockup.
const VIEW := Vector2(1280, 720)
const LANE_TOP := 210.0
const LANE_GAP := 98.0
const HOME_X := 1130.0
const LEFT_X := 300.0
const CHANNEL_H := 44.0
const SOCKET_R := 46.0
const LANE_LEFT := 70.0 # centro alloggiamento sinistro
const LANE_RIGHT := 1210.0 # centro alloggiamento destro
const SOCKET_R := 46.0 # raggio alloggiamento (ampio alle estremità)
const H_NARROW := 24.0 # semi-altezza canale al centro (stretto)
const CENTER_X := (LANE_LEFT + LANE_RIGHT) / 2.0
const HALF_SPAN := (LANE_RIGHT - LANE_LEFT) / 2.0
const BG := Color("#f7f5f0") # tono carta
const FILL := Color("#b0b0b0")
const OUTLINE := Color(0.1, 0.1, 0.1, 0.85)
const LANE_FILL := Color("#c9ac7c")
const LANE_EDGE := Color(0.22, 0.15, 0.08, 0.9)
var wood_tex: Texture2D
func _ready() -> void:
z_index = -10
wood_tex = load("res://assets/wood_board.png")
queue_redraw()
func _draw() -> void:
# sfondo plancia (tono carta)
draw_rect(Rect2(Vector2.ZERO, VIEW), BG)
# cornice esterna
draw_rect(Rect2(Vector2.ZERO, VIEW), Color(0, 0, 0, 0.12), false, 3.0)
for i in 5:
# sfondo in legno
if wood_tex:
draw_texture_rect(wood_tex, Rect2(Vector2.ZERO, VIEW), false)
# cornice
draw_rect(Rect2(Vector2.ZERO, VIEW), Color(0.15, 0.1, 0.05, 0.4), false, 4.0)
for i in range(5):
_draw_lane(LANE_TOP + i * LANE_GAP)
_draw_number(i + 1, LANE_TOP + i * LANE_GAP)
func _lane_half_width(x: float) -> float:
# larghezza corsia: ampia alle estremità (d=1), stretta al centro (d=0)
var d := absf(x - CENTER_X) / HALF_SPAN
d = clampf(d, 0.0, 1.0)
return H_NARROW + (SOCKET_R - H_NARROW) * d * d
func _draw_lane(y: float) -> void:
# canale centrale
var ch := Rect2(LEFT_X, y - CHANNEL_H / 2.0, HOME_X - LEFT_X, CHANNEL_H)
draw_rect(ch, FILL)
draw_rect(ch, OUTLINE, false, 3.0)
# ombra interna in alto (scanalatura incassata)
draw_rect(Rect2(LEFT_X + 3, y - CHANNEL_H / 2.0 + 3.0, HOME_X - LEFT_X - 6, 3.0), Color(0, 0, 0, 0.18))
# luce interna in basso
draw_rect(Rect2(LEFT_X + 3, y + CHANNEL_H / 2.0 - 6.0, HOME_X - LEFT_X - 6, 3.0), Color(1, 1, 1, 0.25))
# alloggiamenti circolari alle estremità (incassati)
for cx in [LEFT_X, HOME_X]:
var pts := PackedVector2Array()
var steps := 48
for k in range(steps + 1):
var x := lerpf(LANE_LEFT, LANE_RIGHT, float(k) / steps)
var hw := _lane_half_width(x)
pts.append(Vector2(x, y - hw))
for k in range(steps, -1, -1):
var x := lerpf(LANE_LEFT, LANE_RIGHT, float(k) / steps)
var hw := _lane_half_width(x)
pts.append(Vector2(x, y + hw))
draw_polygon(pts, [LANE_FILL])
var closed := pts.duplicate()
closed.append(pts[0])
draw_polyline(closed, LANE_EDGE, 3.0, true)
# alloggiamenti circolari incassati alle estremità
for cx in [LANE_LEFT, LANE_RIGHT]:
var c := Vector2(cx, y)
draw_circle(c, SOCKET_R, FILL)
draw_arc(c, SOCKET_R, 0.0, TAU, 48, OUTLINE, 3.0)
# cavità: ombra in basso, luce in alto
draw_circle(c + Vector2(0, 5), SOCKET_R - 7.0, Color(0, 0, 0, 0.12))
draw_circle(c + Vector2(0, -5), SOCKET_R - 7.0, Color(1, 1, 1, 0.18))
draw_circle(c, SOCKET_R, LANE_FILL)
draw_arc(c, SOCKET_R, 0.0, TAU, 40, LANE_EDGE, 3.0)
draw_circle(c + Vector2(0, 5), SOCKET_R - 7.0, Color(0.2, 0.12, 0.05, 0.22))
draw_circle(c + Vector2(0, -5), SOCKET_R - 7.0, Color(1, 0.95, 0.85, 0.16))
# ombra del canale in alto (profondità)
draw_rect(Rect2(LANE_LEFT + 10, y - _lane_half_width((LANE_LEFT + CENTER_X) / 2.0) + 3.0, HALF_SPAN * 2 - 20, 3.0),
Color(0.2, 0.12, 0.05, 0.18))
func _draw_number(n: int, y: float) -> void:
var c := Vector2(38, y)
var col: Color
match n:
1: col = Color("#de6b7e")
2: col = Color("#1852de")
3: col = Color("#88ce96")
4: col = Color("#e8b84b")
_: col = Color("#9b7ede")
draw_circle(c, 22.0, col)
draw_circle(c + Vector2(0, 2), 22.0, Color(0, 0, 0, 0.18))
draw_arc(c, 22.0, 0.0, TAU, 32, Color(0.1, 0.1, 0.1, 0.85), 2.0)
draw_string(ThemeDB.fallback_font, c + Vector2(-14, -10), str(n), HORIZONTAL_ALIGNMENT_CENTER, 28, 26, Color(1, 1, 1))
+1
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@@ -0,0 +1 @@
uid://l7l3t71lt50f
+19 -8
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@@ -14,8 +14,8 @@ const VIEW := Vector2(1280, 720)
const LANE_TOP := 210.0
const LANE_GAP := 98.0
const BALL_RADIUS := 40.0
const HOME_X := 1130.0
const LEFT_X := 300.0
const HOME_X := 1210.0 # alloggiamento destro (a tutta larghezza)
const LEFT_X := 70.0 # alloggiamento sinistro (a tutta larghezza)
const HIT_RADIUS := BALL_RADIUS * 1.4 # area di tocco/clic (maggiorata)
# I valori di calibrazione (velocità, moltiplicatori, decay) sono gestiti dal
@@ -123,7 +123,7 @@ func _toggle_options() -> void:
func _build_balls() -> void:
var names := COLORS.keys()
for i in names.size():
for i in range(names.size()):
var cn: String = names[i]
var home := Vector2(HOME_X, LANE_TOP + i * LANE_GAP)
var left := Vector2(LEFT_X, LANE_TOP + i * LANE_GAP)
@@ -138,11 +138,22 @@ func _build_ui() -> void:
var layer := CanvasLayer.new()
add_child(layer)
var bar := ColorRect.new()
bar.color = Color(0.97, 0.97, 0.97, 0.95)
# La texture sorgente è alta 720 px: il contenitore con clipping impedisce
# alla sua dimensione minima di coprire la plancia sotto la barra HUD.
var bar_clip := Control.new()
bar_clip.size = Vector2(VIEW.x, 140)
bar_clip.clip_contents = true
bar_clip.mouse_filter = Control.MOUSE_FILTER_IGNORE
layer.add_child(bar_clip)
var bar := TextureRect.new()
bar.position = Vector2.ZERO
bar.expand_mode = TextureRect.EXPAND_IGNORE_SIZE
bar.stretch_mode = TextureRect.STRETCH_SCALE
bar.texture = load("res://assets/wood_board.png")
bar.size = Vector2(VIEW.x, 140)
layer.add_child(bar)
bar.mouse_filter = Control.MOUSE_FILTER_IGNORE
bar_clip.add_child(bar)
var edge := ColorRect.new()
edge.color = Color(0, 0, 0, 0.15)
@@ -167,7 +178,7 @@ func _build_ui() -> void:
help_label.size = Vector2(600, 30)
help_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
help_label.add_theme_font_size_override("font_size", 18)
help_label.add_theme_color_override("font_color", Color(0.1, 0.1, 0.1, 0.55))
help_label.add_theme_color_override("font_color", Color(0.08, 0.07, 0.05, 0.78))
layer.add_child(help_label)
score_label = Label.new()
@@ -179,7 +190,7 @@ func _build_ui() -> void:
combo_label = Label.new()
combo_label.position = Vector2(VIEW.x - 320, 68)
combo_label.add_theme_font_size_override("font_size", 20)
combo_label.add_theme_color_override("font_color", Color(0.1, 0.1, 0.1, 0.6))
combo_label.add_theme_color_override("font_color", Color(0.08, 0.07, 0.05, 0.75))
layer.add_child(combo_label)
# pulsante Opzioni