add fade_node and input to Globals

This commit is contained in:
tonydero 2024-10-22 14:11:05 -06:00
parent a826f6a510
commit 7ca192026d
3 changed files with 45 additions and 1 deletions

View File

@ -36,6 +36,19 @@ project/assembly_name="Semi-Idle ARPG"
enabled=PackedStringArray("res://addons/godot-vim/plugin.cfg")
[input]
game_speed_fast={
"deadzone": 0.5,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":61,"key_label":0,"unicode":61,"location":0,"echo":false,"script":null)
]
}
game_speed_normal={
"deadzone": 0.5,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":45,"key_label":0,"unicode":45,"location":0,"echo":false,"script":null)
]
}
[physics]
common/physics_ticks_per_second=120

View File

@ -2,6 +2,8 @@
extends Node
var debugSpeedEnabled : bool
class World:
enum Zone {
TUTORIAL,
@ -50,3 +52,29 @@ class Ability:
func debug_print(value: String) -> void:
if OS.is_debug_build():
print(value)
func fade_node(node: Node, direction: String, duration: float) -> void:
var modulation_step = 1.0 / (100 * duration)
match direction:
"in":
node.modulate.a = 0
node.show()
while node.modulate.a < 1:
await get_tree().create_timer(0.01).timeout
node.modulate.a += modulation_step
"out":
node.modulate.a = 1
while node.modulate.a > 0:
await get_tree().create_timer(0.01).timeout
node.modulate.a -= modulation_step
node.hide()
_:
print("Unknown fade direction")
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

View File

@ -51,12 +51,14 @@ 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()
@ -75,7 +77,8 @@ func _go_next_area() -> void:
# Globals.debug_print("gna quest queued to free")
_create_area()
# Globals.debug_print("gna new area created")
_continue_button_hide()
# _continue_button_hide()
Globals.fade_node(%UITop/ContinueButton, "out", 0.5)
canContinue = false