Cleanup CameraGuide and SceneTransition

This commit is contained in:
Dustin 2025-04-20 21:17:57 -07:00
parent 5ba9c972e6
commit 08b49022ff
6 changed files with 22 additions and 39 deletions

View File

@ -56,6 +56,7 @@ position = Vector2( 160, 90 )
collision_layer = 0
collision_mask = 256
script = ExtResource( 1 )
debug_camera_guide = true
[node name="CollisionShape2D" type="CollisionShape2D" parent="ViewportContainer/Viewport/CameraGuide"]
visible = false

View File

@ -57,7 +57,7 @@ func change_level(_level_name :String, _position_name :String):
# No more errors but I'd like to know how to do this.
#SceneTransition.transition_dissolve("foo")
#yield(SceneTransition,"done")
yield(SceneTransition.transition_dissolve("foo"), "completed")
yield(SceneTransition.transition_dissolve(), "completed")
print(l)
viewport.remove_child(l)
viewport.add_child(new_level)

View File

@ -109,6 +109,11 @@ _global_script_classes=[ {
"language": "GDScript",
"path": "res://lib/classes/sound_effect_state_frame.gd"
}, {
"base": "CanvasLayer",
"class": "SceneTransitions",
"language": "GDScript",
"path": "res://src/classes/scene_transition.gd"
}, {
"base": "Node",
"class": "StaminaComponent",
"language": "GDScript",
@ -170,6 +175,7 @@ _global_script_class_icons={
"PlayerData": "",
"Projectile": "",
"SE_StateFrame": "",
"SceneTransitions": "",
"StaminaComponent": "",
"State": "",
"StateAnimatedActor": "",

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@ -1,20 +1,27 @@
class_name CameraGuide
extends KinematicBody2D
export var debug_camera_guide :bool = false
# Declare member variables here. Examples:
# var a = 2
# var b = "text"
var game_size := Vector2(320,180)
onready var window_scale :float = (OS.window_size / game_size).x
var game_size :Vector2
onready var window_scale :float
onready var viewport = $"%Viewport"
var _is_tracking :bool = true
# Called when the node enters the scene tree for the first time.
func _ready():
game_size = viewport.size
window_scale = (OS.window_size / game_size).x
assert(game_size != Vector2(0,0), str(get_path()) + " : No game_size set.")
if debug_camera_guide:
print(get_path(), "\n",
"\tSize:", game_size,
"\tScale:", window_scale)
## Do not track until told to
disable_tracking()
func enable_tracking() -> void:
##TODO: add extra collission checks here to make sure we aren't stuck maybe?
_is_tracking = true
@ -30,7 +37,7 @@ func reset_position() -> void:
var flip_tracker = 0.0
var stuck_check: bool
func _physics_process(delta):
func _physics_process(_delta):
var pos = global_position
#pos = pos.move_toward(PlayerInfo.player_position, delta)
#pos = lerp(pos, PlayerInfo.player_position, delta )

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@ -1,31 +0,0 @@
extends CanvasLayer
signal done
#func change_scene(target: String, type: String = 'dissolve') -> void:
# if type == 'dissolve':
# transition_dissolve(target)
# else:
# transition_clouds(target)
var animation_name = ''
func reset():
$AnimationPlayer.play_backwards(animation_name)
emit_signal("done")
func transition_dissolve(target: String) -> void:
animation_name = 'dissolve'
$AnimationPlayer.play('dissolve')
yield($AnimationPlayer,'animation_finished')
emit_signal("done")
#get_tree().change_scene(target)
#$AnimationPlayer.play_backwards('dissolve')
func transition_clouds(target: String) -> void:
animation_name = 'clouds_out'
$AnimationPlayer.play('clouds_in')
yield($AnimationPlayer,'animation_finished')
emit_signal("done")
#get_tree().change_scene(target)
#$AnimationPlayer.play('clouds_out')

View File

@ -1,6 +1,6 @@
[gd_scene load_steps=7 format=2]
[ext_resource path="res://src/ui/scene_transition.gd" type="Script" id=1]
[ext_resource path="res://src/classes/scene_transition.gd" type="Script" id=1]
[ext_resource path="res://assets/UI/transition_screen.png" type="Texture" id=2]
[sub_resource type="Animation" id=1]