xiandie/util/util.gd

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GDScript3
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@tool
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extends Node
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#### Timer
func wait(duration: float) -> void:
if duration <= 0:
return
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await get_tree().create_timer(duration).timeout
func timer(duration: float, callable: Callable) -> SceneTreeTimer:
var t = get_tree().create_timer(duration, false)
t.timeout.connect(callable)
return t
#### Canvas
func shake_layer(layer: CanvasLayer, duration: float, delta := 2.0, fps := 20.0) -> void:
var tween = layer.create_tween()
# shake layer's offset
var origin_offset = layer.offset
var count = int(duration * fps)
var delta_t = 1.0 / fps
for i in range(count):
var offset = Vector2(randf_range(-delta, delta), randf_range(-delta, delta))
tween.tween_property(layer, "offset", origin_offset + offset, delta_t)
# tween back to origin
tween.tween_property(layer, "offset", origin_offset, delta_t)
###### Dialogue
func concact_content_from_lines(lines := []):
if lines.is_empty():
return ""
var content = ""
for i in range(len(lines) - 1):
var line = lines[i] as DialogueLine
content += TranslationServer.tr(line.translation_key) + "\n"
# last line without "\n"
content += TranslationServer.tr(lines[-1].translation_key)
return content
func get_lines(res: DialogueResource, title: String) -> Array:
var lines = []
var current_line = await res.get_next_dialogue_line(title)
while current_line:
lines.append(current_line)
if current_line.next_id != "end":
current_line = await res.get_next_dialogue_line(current_line.next_id)
else:
break
return lines
# pop os lines
func generate_lines(content: String) -> Array:
var text = "~ title\n" + content + "\n=> END"
var res = DialogueManager.create_resource_from_text(text)
return await get_lines(res, "title")
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#### Geometry
# This function finds the closest point on the boundary or inside of a polygon
# to a given point.
#
# @param point: The Vector2 point to test against.
# @param polygon_vertices: A PackedVector2Array defining the polygon.
# @return: The Vector2 coordinate of the closest point.
func get_closest_point_on_polygon(point: Vector2, polygon_vertices: PackedVector2Array) -> Vector2:
var vertex_count = polygon_vertices.size()
if vertex_count == 0:
return Vector2.ZERO # Or handle error appropriately
if vertex_count == 1:
return polygon_vertices[0]
# First, check if the point is already inside the polygon.
# If so, the point itself is the answer.
if Geometry2D.is_point_in_polygon(point, polygon_vertices):
return point
# If the point is outside, we need to find the closest point on its edges.
var closest_point_so_far: Vector2
var min_dist_sq = INF # Use infinity as the initial maximum distance
# Iterate through each edge of the polygon.
for i in range(vertex_count):
# An edge is a segment between the current vertex and the next one.
# The modulo operator (%) handles the last edge connecting the last vertex to the first.
var p1 = polygon_vertices[i]
var p2 = polygon_vertices[(i + 1) % vertex_count]
# Get the closest point on the current line segment.
var closest_point_on_segment = Geometry2D.get_closest_point_to_segment(point, p1, p2)
# Calculate the squared distance. This is more efficient than using sqrt().
var dist_sq = point.distance_squared_to(closest_point_on_segment)
# If this point is closer than any we've seen before, update our variables.
if dist_sq < min_dist_sq:
min_dist_sq = dist_sq
closest_point_so_far = closest_point_on_segment
return closest_point_so_far