xiandie/scene/ground/ground.gd

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GDScript3
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@tool
class_name Ground2D extends Node2D
@export var scene_name := ""
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@export_group("Player", "player_")
@export var player_y_fixed := true
@export var player_y := 70:
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set(val):
player_y = val
if is_node_ready():
_reset_player_positon()
@export var reset_player_pos := false:
set(val):
reset_player_pos = false
_reset_player_positon()
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@export_group("Sound")
@export_enum("none", "ghost", "walking", "running", "crawling", "concrete")
var footstep_type: String = "concrete":
set(val):
footstep_type = val
if is_node_ready():
_load_footstep_audio()
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@onready var player = %MainPlayer as MainPlayer
@onready var directional_light := %DirectionalLight2D as DirectionalLight2D
@onready var bg_sprite = %BGSprite2D as Sprite2D
@onready var foreground = %ParallaxForeground as ParallaxBackground
@onready var camera_focus_marker = %CameraFocusMarker as CameraFocusMarker
@onready var camera = %Camera2D as Camera2D
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@onready var footstep_audio = %FootstepAudioPlayer as RandomAudioStreamPlayer
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const FOOTSTEP_AUDIO = {
#"wood": preload("res://config/audio/footstep/footstep_wood.tres"),
#"carpet": preload("res://config/audio/footstep/footstep_carpet.tres"),
"concrete": preload("res://config/audio/footstep/footstep_concrete.tres"),
#"grass": preload("res://config/audio/footstep/footstep_grass.tres"),
#"snow": preload("res://config/audio/footstep/footstep_snow.tres"),
"ghost": preload("res://config/audio/sfx/footstep_ghost.tres"),
"walking": preload("res://config/audio/sfx/footstep_walking.tres"),
"running": preload("res://config/audio/sfx/footstep_running.tres"),
"crawling": preload("res://config/audio/sfx/footstep_crawling.tres"),
}
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func _ready() -> void:
foreground.layer = GlobalConfig.CANVAS_LAYER_FG
_reset_player_positon()
# 检查 scene_name 是否合法
scene_name = scene_name.strip_edges()
if not scene_name or scene_name.length() != 7:
printerr("scene_name is not valid")
return
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if Engine.is_editor_hint():
return
# 如果 debug 模式下不通过 GroundLoader 启动,读取 palyer 位置
if GlobalConfig.DEBUG and not get_parent() is GroundLoader:
player.global_position.x = ArchiveManager.archive.player_global_position_x
_set_camera_and_player_boundary()
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_load_footstep_audio()
focus_player()
# %ColorRectTop.visible = true
# %ColorRectBottom.visible = true
func _enter_tree() -> void:
if camera:
camera.enabled = true
func _reset_player_positon():
player.position.x = $DeployLayer/portal_left.position.x
# 从屏幕下边缘算起
player.set_y_from_ground(158.0 - player_y)
func _set_camera_and_player_boundary():
# set current_boarder by bg size
if bg_sprite.texture and not Engine.is_editor_hint():
var size = bg_sprite.texture.get_size() * bg_sprite.scale
# camera rect
var camera_size = Vector2(max(564.0, size.x), max(size.y, 316.0))
var camera_upleft = Vector2(0, -camera_size.y / 2.0)
var camera_rect = Rect2(camera_upleft, camera_size)
# player rect should be set centered, with 30px x padding
var up_left = Vector2(0, -size.y / 2.0)
size.x -= 36.0
up_left.x = bg_sprite.position.x + 18.0
var player_rect = Rect2(up_left, size)
SceneManager.set_camera_boundary(camera_rect)
SceneManager.set_player_boundary(player_rect)
if GlobalConfig.DEBUG:
print("_set_camera_and_player_boundary:", camera_rect, player_rect)
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func _load_footstep_audio():
# foot step sound
footstep_audio.audio_collections.clear()
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if footstep_type != "none":
var audio = FOOTSTEP_AUDIO[footstep_type] as AudioStreamCollection
footstep_audio.audio_collections.append(audio)
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func play_footstep_sound() -> void:
if not footstep_audio.audio_collections.is_empty():
footstep_audio.play_random()
var focus_mutex := Mutex.new()
func get_player() -> MainPlayer:
return player
func focus_node(node: CanvasItem) -> void:
if node.is_ancestor_of(camera_focus_marker):
return
focus_mutex.lock()
var parent = camera_focus_marker.get_parent()
if parent:
parent.remove_child(camera_focus_marker)
node.add_child(camera_focus_marker)
focus_mutex.unlock()
func focus_player() -> void:
focus_node(player)