xiandie/scene/ground/ground.gd

254 lines
7.5 KiB
GDScript

@tool
class_name Ground2D extends Node2D
# Constants
const DEFAULT_PLAYER_Y := 70
const CAMERA_MIN_WIDTH := 564.0
const CAMERA_MIN_HEIGHT := 316.0
const PLAYER_PADDING_X := 30.0
const FOOTSTEP_AUDIO = {
"ghost": preload("res://config/audio/sfx/footstep_ghost.tres"),
"硬地面": preload("res://config/audio/sfx/footstep_硬地面.tres"),
"室外": preload("res://config/audio/sfx/footstep_室外.tres"),
"crawling": preload("res://config/audio/sfx/footstep_crawling.tres"),
"盒子猫": preload("res://config/audio/sfx/footstep_meow.tres"),
}
# Exports
@export var scene_name := ""
# 用于在 debug 时态下,指定进入的 portal
@export_enum("left", "right", "1", "2", "3", "4", "5", "6", "7", "8", "9")
var default_portal := "left"
@export var display_hud := true
@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 := DEFAULT_PLAYER_Y:
set(val):
player_y = val
if is_node_ready():
reset_player_y()
@export var replace_player_to_portal := false:
set(val):
replace_player_to_portal = false
if is_node_ready():
move_player_to_portal(default_portal)
@export_group("Sound")
@export_enum("none", "ghost", "硬地面", "室外", "crawling", "盒子猫") var footstep_type: String = "硬地面":
set(val):
footstep_type = val
if is_node_ready():
_load_footstep_audio()
# Nodes
@onready var player_line := %PlayerLine2D as Line2D
@onready var reenter_lock := %PlayerReenterLock as PlayerReenterLock
@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 footstep_audio := %FootstepAudioPlayer as RandomAudioStreamPlayer
# State
var restarting := false
func _enter_tree() -> void:
# 仅在编辑器中调试时,通过 main 场景启动
if not Engine.is_editor_hint() and not (get_parent() is GroundLoader):
_handle_restart()
return
if camera_focus_marker:
camera_focus_marker.enabled = true
func _ready() -> void:
if restarting:
print("restarting: skip ground _ready()")
return
_validate_scene_name()
_set_camera_and_player_boundary()
if Engine.is_editor_hint():
return
_setup_scene()
_setup_runtime()
func _handle_restart() -> void:
print("restarting... set GlobalConfig.DEBUG = true")
restarting = true
GlobalConfig.DEBUG = true
_restart_from_main()
func _setup_scene() -> void:
foreground.layer = GlobalConfig.CANVAS_LAYER_FG
player_line.visible = false
func _validate_scene_name() -> void:
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")
func _setup_runtime() -> void:
_load_footstep_audio()
_setup_player_light()
SceneManager.toggle_hud_display(display_hud)
func _restart_from_main() -> void:
# _enter_tree, wait for ready
await ready
_ensure_managers_loaded()
_update_archive_for_restart()
get_tree().change_scene_to_file.call_deferred("res://scene/main.tscn")
func _ensure_managers_loaded() -> void:
if not ArchiveManager.archive:
ArchiveManager.load_archive()
if not GlobalConfigManager.config:
ArchiveManager.load_config()
func _update_archive_for_restart() -> void:
var archive = ArchiveManager.archive
if archive:
archive.current_scene = scene_name
archive.entrance_portal = default_portal
func get_player() -> MainPlayer:
if player:
return player
if GlobalConfig.DEBUG:
print("[Ground] get_player before ready")
return get_node_or_null("MainPlayer") as MainPlayer
func get_camera() -> CameraFocusMarker:
if camera_focus_marker:
return camera_focus_marker
if GlobalConfig.DEBUG:
print("[Ground] get_camera before ready")
return get_node_or_null("CameraFocusMarker") as CameraFocusMarker
func reset_player_y() -> void:
# 从屏幕下边缘算起
if player_y_fixed:
var p = get_player()
if p:
p.set_y_from_ground(158.0 - player_y)
func _set_camera_and_player_boundary() -> void:
var camera_rect = _calculate_camera_rect()
var player_rect = _calculate_player_rect()
if GlobalConfig.DEBUG:
print("try to _set_camera_and_player_boundary as:", camera_rect, player_rect)
_apply_camera_limits(camera_rect)
_apply_player_boundary(player_rect)
func _calculate_camera_rect() -> Rect2:
var camera_rect = Rect2(0, -158, CAMERA_MIN_WIDTH, CAMERA_MIN_HEIGHT)
if bg_sprite.texture:
var size = bg_sprite.texture.get_size() * bg_sprite.scale
var camera_size = size
camera_size.x += bg_sprite.position.x
camera_size = Vector2(
max(CAMERA_MIN_WIDTH, camera_size.x), max(camera_size.y, CAMERA_MIN_HEIGHT)
)
var camera_upleft = Vector2(0, -camera_size.y / 2.0)
camera_rect = Rect2(camera_upleft, camera_size)
return camera_rect
func _calculate_player_rect() -> Rect2:
var player_rect = Rect2(0, -158, CAMERA_MIN_WIDTH, CAMERA_MIN_HEIGHT)
if player_line:
var line_start = player_line.get_point_position(0)
var line_end = player_line.get_point_position(1)
player_rect.position.x = line_start.x + player_line.global_position.x
player_rect.size.x = line_end.x - line_start.x
return player_rect
func _apply_camera_limits(camera_rect: Rect2) -> void:
var camera_marker = get_camera()
if camera_marker:
camera_marker.limit_left = camera_rect.position.x
camera_marker.limit_right = camera_rect.position.x + camera_rect.size.x
camera_marker.limit_top = camera_rect.position.y
camera_marker.limit_bottom = camera_rect.position.y + camera_rect.size.y
func _apply_player_boundary(player_rect: Rect2) -> void:
var p = get_player()
if p:
p.player_movement_rect = player_rect
func _load_footstep_audio() -> void:
footstep_audio.audio_collections.clear()
if footstep_type != "none" and FOOTSTEP_AUDIO.has(footstep_type):
var audio = FOOTSTEP_AUDIO[footstep_type] as AudioStreamCollection
footstep_audio.audio_collections.append(audio)
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_portal_node(portal_name)
var mov_player = get_player() as MainPlayer
if not portal_node:
if mov_player:
printerr(scene_name, " portal not found: portal_", portal_name)
else:
printerr("move_player_to_portal player not ready")
return
if not mov_player:
printerr("move_player_to_portal player not ready")
return
_position_player_at_portal(mov_player, portal_node, portal_name)
reset_player_y()
print("[ground] move player to portal:", portal_name, portal_node.global_position)
func _get_portal_node(portal_name: String) -> Portal2D:
var node_path = NodePath("DeployLayer/portal_" + portal_name)
return get_node_or_null(node_path) as Portal2D
func _position_player_at_portal(
mov_player: MainPlayer, portal_node: Portal2D, portal_name: String
) -> void:
mov_player.global_position.x = portal_node.global_position.x
if portal_name == "left":
mov_player.set_facing_direction(Vector2.RIGHT)
elif portal_name == "right":
mov_player.set_facing_direction(Vector2.LEFT)
func _setup_player_light() -> void:
# 强制显示 directional_light
directional_light.visible = true
# 设置角色身上光源
var should_enable_light = (
directional_light.blend_mode == Light2D.BLEND_MODE_SUB and directional_light.energy > 0.6
)
player.enable_light = should_enable_light
print("_setup_player_light player.enable_light=", player.enable_light)