convert to general Globals.fade_node use

This commit is contained in:
tonydero 2024-10-22 18:55:47 -06:00
parent 7ca192026d
commit 79b699887e
8 changed files with 17 additions and 105 deletions

View File

@ -13,6 +13,7 @@ script = ExtResource("1_o0k38")
goalTotal = 20
[node name="QuestProgress" type="HBoxContainer" parent="."]
unique_name_in_owner = true
layout_mode = 2
[node name="GoalTypeVal" type="Label" parent="QuestProgress"]
@ -36,6 +37,7 @@ layout_mode = 2
text = "1"
[node name="QuestComplete" type="Label" parent="."]
unique_name_in_owner = true
modulate = Color(1, 1, 1, 0)
layout_mode = 2
size_flags_horizontal = 4

View File

@ -74,7 +74,8 @@ func fade_node(node: Node, direction: String, duration: float) -> void:
func _input(event: InputEvent) -> void:
if event.is_action_pressed("game_speed_fast"):
Engine.time_scale = 10.0
if event.is_action_pressed("game_speed_normal"):
Engine.time_scale = 1.0
if OS.is_debug_build():
if event.is_action_pressed("game_speed_fast"):
Engine.time_scale = 10.0
if event.is_action_pressed("game_speed_normal"):
Engine.time_scale = 1.0

View File

@ -20,6 +20,10 @@ func _ready() -> void:
# set faction
self.faction = Globals.World.Faction.CREATURE
# randomness
# TODO: needs to be random from distribution
# var rand_difficulty = NPC.NPCDifficulty.values().pick_random()
# set health
_random_mod_health()
@ -37,6 +41,8 @@ func _process(_delta: float) -> void:
var enemyFaction = self.faction
var enemyTier = self.npcTier
# delete node
# TODO: add fade out for enemy death, Global func doens't work due to
# the node getting freed, await didn't help. reimpliment here in enemy.
self.remove_from_group("enemies")
self.queue_free()
# send signal that I died to be counted, etc.

View File

@ -21,8 +21,8 @@ func _ready() -> void:
func _process(_delta: float) -> void:
if questComplete:
_quest_progress_hide()
_quest_complete_show()
Globals.fade_node(%QuestProgress, "out", 0.1)
Globals.fade_node(%QuestComplete, "in", 0.1)
func _set_goal_text() -> void:
@ -45,14 +45,6 @@ func _quest_goal_check(enemyKillType: Globals.World.Faction) -> void:
questComplete = true
func _quest_progress_hide() -> void:
$QuestProgress.modulate.a -= 0.05
func _quest_complete_show() -> void:
$QuestComplete.modulate.a += 0.05
func _generate_random_quest() -> void:
# TODO: generate acutally random quest
self.goalType = WorldArea.GoalType.KILL

View File

@ -46,25 +46,7 @@ func _on_button_test_pressed() -> void:
func _on_button_exit_pressed() -> void:
get_tree().quit()
func _continue_button_show() -> void:
# %UITop/ContinueButton.modulate.a += 0.05
%UITop/ContinueButton.show()
while %UITop/ContinueButton.modulate.a < 1:
# 50 steps 1/100th of a second apart for a total 1/2 second animation
await get_tree().create_timer(0.01).timeout
%UITop/ContinueButton.modulate.a += 0.02
func _continue_button_hide() -> void:
while %UITop/ContinueButton.modulate.a > 0:
# 20 steps 1/100th of a second apart for a total 1/5 second animation
await get_tree().create_timer(0.01).timeout
%UITop/ContinueButton.modulate.a -= 0.05
%UITop/ContinueButton.hide()
func _go_next_area() -> void:
var prevAreaQuest = currentAreaQuest
SignalBus.area_continue_pressed.emit()
@ -78,7 +60,7 @@ func _go_next_area() -> void:
_create_area()
# Globals.debug_print("gna new area created")
# _continue_button_hide()
Globals.fade_node(%UITop/ContinueButton, "out", 0.5)
Globals.fade_node(%UITop/ContinueButton, "out", 0.1)
canContinue = false
@ -91,8 +73,7 @@ func _on_quest_completed() -> void:
if %UITop/AutoCheck.button_pressed:
_go_next_area()
else:
_continue_button_show()
# canContinue = true
Globals.fade_node(%UITop/ContinueButton, "in", 0.25)
func _on_continue_button_pressed() -> void:

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@ -1,12 +0,0 @@
extends Node2D
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
pass
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
pass

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@ -1,36 +0,0 @@
extends Control
var enemies = Array()
@export var debug = false
func _on_button_instantiate_pressed() -> void:
var middleX := get_viewport_rect().size.x / 2
var upperY := get_viewport_rect().size.y / 4
var middleY := get_viewport_rect().size.y / 2
for enemy in enemies:
remove_child(enemy)
enemies = []
var numEnemies = randi_range(1, 5)
for i in range(numEnemies):
enemies.append(load("res://scenes/npc.tscn").instantiate())
add_child(enemies[i])
var posX := int(round((i + 1) * get_viewport_rect().size.x / (numEnemies + 1)))
enemies[i].position = Vector2(posX, middleY)
enemies[0].get_node("%NPCNameLabel").text = "Test"
var bossEnemy = load("res://scenes/npc.tscn").instantiate()
bossEnemy.npcDifficulty = NPC.NPCDifficulty.BOSS
add_child(bossEnemy)
bossEnemy.position = Vector2(middleX, upperY)
#print(bossEnemy.npcDifficulty)
bossEnemy.scale = Vector2.ONE * 1.6
func _on_button_exit_pressed() -> void:
get_tree().quit()
func _ready() -> void:
if not debug:
$MarginContainer/Menus/DebugMenu.hide()

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@ -1,22 +0,0 @@
extends Control
@onready var styling: Control = $Styling
func _on_exit_button_pressed() -> void:
get_tree().quit()
func _on_test_button_pressed() -> void:
var rand_difficulty = NPC.NPCDifficulty.values().pick_random()
var rand_tier = NPC.NPCTier.values().pick_random()
var anNPC = NPC.new()
%TestNMEMaxHealthVal.text = str(anNPC.maxHealth)
#TestEMaxHealthVal.label_settings = LabelSettings.new()
%TestNMEName.text = str(NPC.NPCDifficulty.find_key(anNPC.npcDifficulty))
%TestNMETierVal.text = str(NPC.NPCTier.find_key(anNPC.npcTier))
# style the name label based on the difficulty
styling.format_label_difficulty(%TestNMEName, anNPC.npcDifficulty)
#anNPC.position = Vector2(64, 64)
#add_child(anNPC)