This commit is contained in:
Gerard Gascón 2025-04-24 17:23:34 +02:00
commit b99855351d
434 changed files with 50357 additions and 0 deletions

93
scripts/player/eyes.gd Normal file
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extends Node2D
const UP_MAX_POS = -200
const UP_MIN_POS = 100
const DOWN_MAX_POS = 900
const DOWN_MIN_POS = 600
const MAX_BLINK_VARIATION = 50
@export var eyeUp: Sprite2D
var eyeUpPos = UP_MAX_POS
@export var eyeDown: Sprite2D
var eyeDownPos = DOWN_MIN_POS
var progress: float
@export var counter_text: Label
const MAX_TIME = 99
@export var start_time = 50
@export var decrease_speed = 0.5
var current_time: float
var timer_going = true
var enabled = false
@onready var cutscene = load("res://scenes/ending.tscn")
func _get_percentage() -> float:
return inverse_lerp(MAX_TIME, 0, int(current_time))
func _quit_dialogue(time_to_add: int):
current_time += (time_to_add * 2)
current_time = clamp(current_time, 0, MAX_TIME)
# Called when the node enters the scene tree for the first time.
func _ready():
DialogueManager.dialogue_finished.connect(_quit_dialogue)
current_time = start_time;
counter_text.text = ""
progress = _get_percentage()
eyeUpPos = lerp(UP_MAX_POS, UP_MIN_POS, progress)
eyeDownPos = lerp(DOWN_MAX_POS, DOWN_MIN_POS, progress)
func enable():
counter_text.text = str(int(current_time))
enabled = true
var time = 0.0
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
time += delta
var pos_offset = _sine_operation(time)
_eye_pos_up(pos_offset)
_eye_pos_down(pos_offset)
if !enabled:
return
current_time -= decrease_speed * delta * int(timer_going)
counter_text.text = str(int(current_time))
progress = _get_percentage()
eyeUpPos = lerp(UP_MAX_POS, UP_MIN_POS, progress)
eyeDownPos = lerp(DOWN_MAX_POS, DOWN_MIN_POS, progress)
if current_time <= 0.5:
SceneTransition.change_scene(cutscene)
#t: time g: gap o: offset
func _sine_function(t: float, g: float, o: float) -> float:
return sin(t*g+o)
func _sine_operation(t: float) -> float:
return .25 * (
_sine_function(t, 1, 4) +
_sine_function(t, 2, 3) +
_sine_function(t, 3, 2) +
_sine_function(t, 4, 1)
)
func _eye_pos_up(t: float):
eyeUp.position.y = int(lerp(eyeUpPos - MAX_BLINK_VARIATION/2, eyeUpPos + MAX_BLINK_VARIATION/2, t) / 4.0) * 4
func _eye_pos_down(t: float):
eyeDown.position.y = int(lerp(eyeDownPos + MAX_BLINK_VARIATION/2, eyeDownPos - MAX_BLINK_VARIATION/2, t) / 4.0) * 4

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extends CharacterBody3D
@export var SPEED = 5.0
const MOUSE_SENSITIVITY_X = 0.3
const MOUSE_SENSITIVITY_Y = 0.15
const MAX_ROTATION = 85.0
var rotation_x = 0.0
var in_dialogue = false
@export var raycast: RayCast3D
@export var eyes: Node2D
@export var photo_preview: Control
# Get the gravity from the project settings to be synced with RigidBody nodes.
var gravity = ProjectSettings.get_setting("physics/3d/default_gravity")
var enabled = false
func enable():
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
enabled = true
func _input(event):
if !enabled || DialogueManager.is_dialog_active:
return
if in_dialogue:
photo_preview.hide_picture()
eyes.timer_going = true
in_dialogue = false
if event is InputEventMouseMotion:
rotation_degrees.y -= MOUSE_SENSITIVITY_X * event.relative.x
rotation_x -= MOUSE_SENSITIVITY_Y * event.relative.y
rotation_x = clamp(rotation_x, -MAX_ROTATION, MAX_ROTATION)
$Camera3D.rotation_degrees.x = rotation_x
var npc: CharacterBody3D
func _process(delta):
if !enabled:
return
if raycast.is_colliding():
npc = raycast.get_collider()
npc.pointing(true)
if Input.is_action_just_pressed("interact"):
DialogueManager.start_dialog(raycast.get_collider().get_text())
if raycast.get_collider().is_photo():
photo_preview.show_picture(raycast.get_collider().get_photo_index())
raycast.get_collider().destroy()
in_dialogue = true
eyes.timer_going = false
elif npc != null:
npc.pointing(false)
npc = null
func _physics_process(delta):
if !enabled:
return
# Add the gravity.
if not is_on_floor():
velocity.y -= gravity * delta
# Get the input direction and handle the movement/deceleration.
# As good practice, you should replace UI actions with custom gameplay actions.
var input_dir = Input.get_vector("move_left", "move_right", "move_forwards", "move_backwards")
var direction = (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
if direction:
velocity.x = direction.x * SPEED
velocity.z = direction.z * SPEED
else:
velocity.x = move_toward(velocity.x, 0, SPEED)
velocity.z = move_toward(velocity.z, 0, SPEED)
if DialogueManager.is_dialog_active:
velocity = Vector3(0, velocity.y, 0)
move_and_slide()