xiandie/scene/ground/ground.gd
2025-06-17 12:09:31 +08:00

170 lines
6.0 KiB
GDScript

@tool
class_name Ground2D extends Node2D
@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_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:
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()
@onready var player_line = %PlayerLine2D as Line2D
@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
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"),
"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"),
# 待替换
"盒子猫": preload("res://config/audio/footstep/footstep_concrete.tres"),
}
var restarting = false
func _enter_tree() -> 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):
print("restarting...")
restarting= true
_restart_from_main()
return
if camera_focus_marker:
camera_focus_marker.enabled = true
func _ready() -> void:
if restarting:
print("restarting: skip ground _ready()")
return
foreground.layer = GlobalConfig.CANVAS_LAYER_FG
# 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")
if Engine.is_editor_hint():
return
# 隐藏 player_line
player_line.visible = false
_set_camera_and_player_boundary()
_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
_setup_player_light()
func _restart_from_main():
# _enter_tree, wait for ready
await ready
if not ArchiveManager.archive:
ArchiveManager.load_archive()
if not GlobalConfigManager.config:
ArchiveManager.load_config()
ArchiveManager.archive.current_scene = scene_name
ArchiveManager.archive.entrance_portal = default_portal
get_tree().change_scene_to_packed.call_deferred(preload("res://scene/main.tscn"))
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
var camera_rect = Rect2(0, -158, 564, 316)
var player_rect = Rect2(0, -158, 564, 316)
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 = size
camera_size.x += bg_sprite.position.x
camera_size = Vector2(max(564.0, camera_size.x), max(camera_size.y, 316.0))
var camera_upleft = Vector2(0, -camera_size.y / 2.0)
camera_rect = Rect2(camera_upleft, camera_size)
# player rect should be set centered, with 30px x padding
player_rect.position.x = player_line.get_point_position(0).x + player_line.global_position.x
player_rect.size.x = player_line.get_point_position(1).x - player_line.get_point_position(0).x
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)
func _load_footstep_audio():
# foot step sound
footstep_audio.audio_collections.clear()
if footstep_type != "none":
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 node_path = NodePath("DeployLayer/portal_" + portal_name)
var portal_node = get_node_or_null(node_path) as Portal2D
if portal_node and player:
player.global_position.x = portal_node.global_position.x
if portal_name == "left":
player.set_facing_direction(Vector2.RIGHT)
elif portal_name == "right":
player.set_facing_direction(Vector2.LEFT)
_reset_player_y()
if GlobalConfig.DEBUG:
print("move player to portal:", portal_name, portal_node.global_position)
elif player:
printerr(scene_name, " portal not found: ", node_path)
else:
printerr("move_player_to_portal player not ready")
# 传送后,重置 camera 位置
camera_focus_marker.reset_position_immediately()
func _setup_player_light():
# 强制显示 directional_light
directional_light.visible = true
# 设置角色身上光源
if directional_light.blend_mode == Light2D.BLEND_MODE_SUB and directional_light.energy > 0.6:
player.enable_light = true
else:
player.enable_light = false
print("_setup_player_light player.enable_light=", player.enable_light)