extends Node2D ## 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 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 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 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: 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, 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))