Figments-of-the-Night/scripts/player/eyes.gd
Gerard Gascón b99855351d init
2025-04-24 17:23:34 +02:00

93 lines
2.2 KiB
GDScript

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