implement #223: controller support in burning cards section

This commit is contained in:
betalars 2025-08-19 11:01:12 +02:00
parent 0a87cc4205
commit 5bb5a6d112
4 changed files with 74 additions and 5 deletions

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@ -0,0 +1,25 @@
class_name CandleCursor extends CPUParticles2D
var noise: = FastNoiseLite.new()
var noise_position:= 0.0
var noise_offset:= Vector2.ZERO
var gamepad_mode: bool = false
var gamepad_target: Vector2 = Vector2.ZERO
var cursor_target: Vector2 = Vector2.ZERO
func _process(delta: float) -> void:
if gamepad_mode:
cursor_target -= (cursor_target - gamepad_target) * 4 * delta
else:
cursor_target = get_viewport().get_mouse_position()
var diff: Vector2 = position - noise_offset - cursor_target
noise_position += delta * 100
noise_offset = Vector2(noise.get_noise_1d(noise_position), noise.get_noise_1d(-noise_position))*30.0
position = cursor_target + noise_offset
rotation = lerp(rotation, clamp(-PI/3, diff.x *.05, PI/3), delta*20.0)
lifetime = max(0.01, lerp(lifetime, .25 * (1.0/(1.0+diff.length()*.1) - noise_offset.length()*.02), 0.2))

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@ -0,0 +1 @@
uid://rxt7txuyr3vj

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@ -14,6 +14,9 @@ var has_stage = false:
process_mode = Node.PROCESS_MODE_DISABLED process_mode = Node.PROCESS_MODE_DISABLED
has_stage = focus has_stage = focus
@onready var cursor: CandleCursor = %CandleCursor
@onready var ancors: Array[Control] = [%Ancor1, %Ancor2, %Ancor3, %Ancor4]
func _ready(): func _ready():
Scenes.sign_up_for_sequence(burn_cards, Scenes.id.TRANSITION, 1) Scenes.sign_up_for_sequence(burn_cards, Scenes.id.TRANSITION, 1)
%SkipButton.pressed.connect(card_burned.emit) %SkipButton.pressed.connect(card_burned.emit)
@ -29,7 +32,7 @@ func burn_cards(_id, _repeat):
random_cards.shuffle() random_cards.shuffle()
for ancor:Control in [%Ancor1, %Ancor2, %Ancor3, %Ancor4]: for ancor:Control in ancors:
if random_cards.size() > 0: if random_cards.size() > 0:
ancor.get_child(0).queue_free() ancor.get_child(0).queue_free()
var new_child: Card = random_cards.pop_front() var new_child: Card = random_cards.pop_front()
@ -54,3 +57,42 @@ func handle_hover(to_handle: Area2D):
func handle_mouse_button(event: InputEventMouseButton, card: Card): func handle_mouse_button(event: InputEventMouseButton, card: Card):
if event.button_index == MOUSE_BUTTON_MASK_LEFT and event.is_pressed() and not event.is_echo(): if event.button_index == MOUSE_BUTTON_MASK_LEFT and event.is_pressed() and not event.is_echo():
card.burn_state = Card.burned.BURNING card.burn_state = Card.burned.BURNING
func _input(event: InputEvent) -> void:
if has_stage:
if event.is_action_pressed("ui_up"):
handle_direction_input(Vector2.UP)
elif event.is_action_pressed("ui_down"):
handle_direction_input(Vector2.DOWN)
elif event.is_action_pressed("ui_left"):
handle_direction_input(Vector2.LEFT)
elif event.is_action_pressed("ui_right"):
handle_direction_input(Vector2.RIGHT)
var focus_cards: bool = true
var card_index: int = 0:
set(index):
ancors[card_index].get_child(0)._on_mouse_exited()
card_index = index % 4
handle_hover(ancors[card_index].get_child(0))
func handle_direction_input(direction: Vector2):
cursor.gamepad_mode = true
match direction:
Vector2.UP:
focus_cards = true
cursor.visible = true
%SkipButton.release_focus()
card_index = card_index
Vector2.DOWN:
focus_cards = false
cursor.visible = false
%SkipButton.grab_focus()
ancors[card_index].get_child(0)._on_mouse_exited()
Vector2.LEFT:
card_index -= 1
Vector2.RIGHT:
card_index += 1
cursor.gamepad_target = ancors[card_index].get_child(0).global_position + Vector2(-120, 150)
if not focus_cards: cursor.gamepad_target += Vector2(0, 50)

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@ -47,7 +47,7 @@ tracks/0/keys = {
tracks/1/type = "value" tracks/1/type = "value"
tracks/1/imported = false tracks/1/imported = false
tracks/1/enabled = true tracks/1/enabled = true
tracks/1/path = NodePath("../../CursorCandle:color") tracks/1/path = NodePath("../../CandleCursor:color")
tracks/1/interp = 1 tracks/1/interp = 1
tracks/1/loop_wrap = true tracks/1/loop_wrap = true
tracks/1/keys = { tracks/1/keys = {
@ -74,7 +74,7 @@ tracks/0/keys = {
tracks/1/type = "value" tracks/1/type = "value"
tracks/1/imported = false tracks/1/imported = false
tracks/1/enabled = true tracks/1/enabled = true
tracks/1/path = NodePath("../../CursorCandle:color") tracks/1/path = NodePath("../../CandleCursor:color")
tracks/1/interp = 1 tracks/1/interp = 1
tracks/1/loop_wrap = true tracks/1/loop_wrap = true
tracks/1/keys = { tracks/1/keys = {
@ -214,7 +214,8 @@ self_modulate = Color(1, 1, 1, 0)
scale = Vector2(100, 100) scale = Vector2(100, 100)
texture = SubResource("GradientTexture2D_x6cxt") texture = SubResource("GradientTexture2D_x6cxt")
[node name="CursorCandle" parent="." instance=ExtResource("3_l4ogr")] [node name="CandleCursor" parent="." instance=ExtResource("3_l4ogr")]
unique_name_in_owner = true
[node name="AnimationPlayer" type="AnimationPlayer" parent="."] [node name="AnimationPlayer" type="AnimationPlayer" parent="."]
root_node = NodePath("../Control/HSplitContainer") root_node = NodePath("../Control/HSplitContainer")