xiandie/scene/ground/ground.gd

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GDScript3
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@tool
class_name Ground2D extends Node2D
@export var scene_name := ""
# 用于在 debug 时态下,指定进入的 portal
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@export_enum("left", "right", "1", "2", "3", "4", "5", "6", "7", "8", "9")
var default_portal := "left"
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@export_group("Player", "player_")
@export var player_y_fixed := true:
set(val):
player_y_fixed = val
if is_node_ready():
_reset_player_y()
@export var player_y := 70:
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set(val):
player_y = val
if is_node_ready():
_reset_player_y()
@export var reset_player_y := false:
set(val):
reset_player_y = false
if is_node_ready():
_reset_player_y()
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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
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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:
# 仅在编辑器中调试时,通过 main 场景启动
if GlobalConfig.DEBUG and (not Engine.is_editor_hint()) and (not get_parent() is GroundLoader):
call_deferred("_restart_from_main")
return
# 检查 scene_name 是否合法
scene_name = scene_name.strip_edges()
if get_parent().name.begins_with("S") and (not scene_name or scene_name.length() != 7):
printerr("scene_name is not valid")
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if Engine.is_editor_hint():
return
foreground.layer = GlobalConfig.CANVAS_LAYER_FG
_set_camera_and_player_boundary()
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_load_footstep_audio()
# marker 默认就在 foucs player 状态
# camera_focus_marker.focus_node(player)
# %ColorRectTop.visible = true
# %ColorRectBottom.visible = true
# 如果 debug 模式下不通过 GroundLoader 启动,则插入到 main 以下
func _restart_from_main():
var main = load("res://scene/main.tscn").instantiate()
# if not main.is_node_ready():
# await main.ready
var ground_loader = main.get_node("./GroundLoader") as GroundLoader
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# ground_loader.ignore_archive = true
ground_loader.ignore_archive = false
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ground_loader.force_archive_scene = scene_name
ground_loader.force_archive_portal = default_portal
get_node("/root").add_child(main)
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# ground_loader.transition_to_scene(scene_name, default_portal, true)
get_parent().queue_free()
func _enter_tree() -> void:
if camera_focus_marker:
camera_focus_marker.enabled = true
func _reset_player_y():
# 从屏幕下边缘算起
if player_y_fixed:
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()
func move_player_to_portal(portal_name: String) -> void:
var portal_node = get_node_or_null("DeployLayer/portal_" + portal_name) as Node2D
if portal_node:
player.global_position.x = portal_node.global_position.x
if GlobalConfig.DEBUG:
print("move player to portal:", portal_name, portal_node.global_position)
else:
printerr(scene_name + " portal not found: " + portal_name)
# 传送后,重置 camera 位置
camera_focus_marker.reset_position_immediately()