Files
autgame/scripts/board.gd
T

86 lines
2.9 KiB
GDScript

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))