89 lines
3.4 KiB
GDScript
89 lines
3.4 KiB
GDScript
extends Node2D
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## Plancia Juggle Board in legno: binari a TUTTA larghezza con larghezza
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## variabile (svasati alle estremità, stretti al centro), alloggiamenti
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## circolari incassati e indicatori numerici 1-5, come nel mockup.
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const VIEW := Vector2(1280, 720)
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const LANE_TOP := 210.0
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const LANE_GAP := 98.0
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const LANE_LEFT := 100.0 # centro alloggiamento sinistro (dentro i bordi)
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const LANE_RIGHT := 1180.0 # centro alloggiamento destro (dentro i bordi)
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const SOCKET_R := 46.0 # raggio alloggiamento (ampio alle estremità)
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const H_NARROW := 24.0 # semi-altezza canale al centro (stretto)
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const CENTER_X := (LANE_LEFT + LANE_RIGHT) / 2.0
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const HALF_SPAN := (LANE_RIGHT - LANE_LEFT) / 2.0
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const LANE_FILL := Color("#c9ac7c")
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const LANE_EDGE := Color(0.22, 0.15, 0.08, 0.9)
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var wood_tex: Texture2D
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var circus_tex: Texture2D
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func _ready() -> void:
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z_index = -10
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wood_tex = load("res://shared/assets/textures/wood_board_rounded.png") # angoli arrotondati coerenti con la cornice
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circus_tex = load("res://games/juggleboard/assets/textures/circus_arena_bg.png")
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queue_redraw()
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func _draw() -> void:
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# Arena circense quieta ai margini; la plancia copre il centro più ricco.
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if circus_tex:
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draw_texture_rect(circus_tex, Rect2(Vector2.ZERO, VIEW), false)
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# Ombra e corpo smussato del tabellone.
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var shadow := StyleBoxFlat.new()
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shadow.bg_color = Color(0.12, 0.055, 0.02, 0.5)
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shadow.corner_radius_top_left = 28
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shadow.corner_radius_top_right = 28
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shadow.corner_radius_bottom_left = 28
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shadow.corner_radius_bottom_right = 28
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draw_style_box(shadow, Rect2(32, 151, 1216, 560))
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if wood_tex:
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draw_texture_rect(wood_tex, Rect2(36, 142, 1208, 558), false)
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var frame := StyleBoxFlat.new()
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frame.bg_color = Color(0, 0, 0, 0)
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frame.border_color = Color("#81542f")
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frame.set_border_width_all(8)
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frame.corner_radius_top_left = 27
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frame.corner_radius_top_right = 27
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frame.corner_radius_bottom_left = 27
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frame.corner_radius_bottom_right = 27
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draw_style_box(frame, Rect2(32, 138, 1216, 566))
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for i in range(5):
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_draw_lane(LANE_TOP + i * LANE_GAP)
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func _lane_half_width(x: float) -> float:
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# larghezza corsia: ampia alle estremità (d=1), stretta al centro (d=0)
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var d := absf(x - CENTER_X) / HALF_SPAN
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d = clampf(d, 0.0, 1.0)
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return H_NARROW + (SOCKET_R - H_NARROW) * d * d
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func _draw_lane(y: float) -> void:
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var pts := PackedVector2Array()
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var steps := 48
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for k in range(steps + 1):
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var x := lerpf(LANE_LEFT, LANE_RIGHT, float(k) / steps)
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var hw := _lane_half_width(x)
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pts.append(Vector2(x, y - hw))
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for k in range(steps, -1, -1):
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var x := lerpf(LANE_LEFT, LANE_RIGHT, float(k) / steps)
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var hw := _lane_half_width(x)
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pts.append(Vector2(x, y + hw))
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draw_polygon(pts, [LANE_FILL])
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var closed := pts.duplicate()
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closed.append(pts[0])
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draw_polyline(closed, LANE_EDGE, 3.0, true)
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# Alloggiamenti a calotta: anelli concentrici e luce/ombra danno profondità.
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for cx in [LANE_LEFT, LANE_RIGHT]:
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var c := Vector2(cx, y)
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draw_circle(c + Vector2(0, 4), SOCKET_R + 3.0, Color(0.12, 0.06, 0.02, 0.38))
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draw_circle(c, SOCKET_R, Color("#8b6841"))
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draw_circle(c + Vector2(0, 3), SOCKET_R - 6.0, Color("#6d4b2d"))
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draw_circle(c + Vector2(-2, -4), SOCKET_R - 9.0, Color("#c5a476"))
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draw_circle(c + Vector2(3, 5), SOCKET_R - 13.0, Color(0.2, 0.1, 0.04, 0.16))
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draw_arc(c, SOCKET_R, 0.0, TAU, 48, Color("#4a301d"), 3.0)
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draw_arc(c - Vector2(1, 2), SOCKET_R - 8.0, PI, TAU, 24, Color(1, 0.92, 0.72, 0.28), 2.0)
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