feat: This enables user-defined transition and uses a tween to animate the transitions (#405)

* feat: This enables user-defined transition and uses a tween to animate the transitions

fixes #344

* docs: Automatic update of API docs

* docs: Automatic update of API docs

Co-authored-by: Dennis Ploeger <develop@dieploegers.de>
Co-authored-by: dploeger <dploeger@users.noreply.github.com>
This commit is contained in:
Dennis Ploeger
2021-09-28 11:30:40 +02:00
committed by GitHub
parent b710def99d
commit df78b52b8a
28 changed files with 323 additions and 301 deletions

View File

@@ -63,7 +63,10 @@ func run(command_params: Array) -> int:
escoria.event_manager.interrupt_running_event()
if !command_params[1]:
escoria.main.scene_transition.transition_out()
escoria.main.scene_transition.transition(
"",
ESCTransitionPlayer.TRANSITION_MODE.OUT
)
yield(escoria.main.scene_transition, "transition_done")
escoria.inputs_manager.clear_stack()
@@ -109,7 +112,7 @@ func run(command_params: Array) -> int:
return rc[0]
if !command_params[1]:
escoria.main.scene_transition.transition_in()
escoria.main.scene_transition.transition()
yield(escoria.main.scene_transition, "transition_done")
if script.events.has("ready"):
@@ -122,7 +125,7 @@ func run(command_params: Array) -> int:
else:
if !command_params[1]:
escoria.main.scene_transition.transition_in()
escoria.main.scene_transition.transition()
yield(escoria.main.scene_transition, "transition_done")
# Clear queued resources

View File

@@ -1,7 +1,13 @@
# `transition transition_name in|out`
# `transition transition_name in|out [delay]`
#
# Performs a transition in our out manually.
#
# Parameters:
# - transition_name: Name of the transition shader from one of the transition
# directories
# - in|out: Wether to play the transition in IN- or OUT-mode
# - delay: Delay for the transition to take. Defaults to 1 second
#
# @ESC
extends ESCBaseCommand
class_name TransitionCommand
@@ -11,8 +17,8 @@ class_name TransitionCommand
func configure() -> ESCCommandArgumentDescriptor:
return ESCCommandArgumentDescriptor.new(
2,
[TYPE_STRING, TYPE_STRING],
[null, null]
[TYPE_STRING, TYPE_STRING, TYPE_REAL],
[null, null, 1.0]
)
@@ -39,7 +45,14 @@ func validate(arguments: Array):
# Run the command
func run(command_params: Array) -> int:
var transition_player = escoria.main.scene_transition
transition_player.call("transition_%s" % command_params[1], command_params[0])
var animation_finished = yield(transition_player, "transition_done")
escoria.main.scene_transition.transition(
command_params[0],
ESCTransitionPlayer.TRANSITION_MODE.OUT if command_params[1] == "out" \
else ESCTransitionPlayer.TRANSITION_MODE.IN,
command_params[2]
)
yield(
escoria.main.scene_transition,
"transition_done"
)
return ESCExecution.RC_OK

View File

@@ -18,11 +18,13 @@ var current_scene: Node
var wait_level
# Reference to the scene transition node
onready var scene_transition = $layers/curtain/scene_transition
onready var scene_transition: ESCTransitionPlayer
# Connect the wait timer event
func _ready() -> void:
scene_transition = ESCTransitionPlayer.new()
$layers/curtain.add_child(scene_transition)
$layers/wait_timer.connect("timeout", self, "_on_wait_finished")

View File

@@ -1,9 +1,8 @@
[gd_scene load_steps=7 format=2]
[gd_scene load_steps=6 format=2]
[ext_resource path="res://addons/escoria-core/game/main.gd" type="Script" id=1]
[ext_resource path="res://addons/escoria-core/game/scenes/esc_prompt/esc_prompt_popup.tscn" type="PackedScene" id=2]
[ext_resource path="res://addons/escoria-core/game/scenes/sound/esc_music_player.tscn" type="PackedScene" id=3]
[ext_resource path="res://addons/escoria-core/game/scenes/transitions/transition.tscn" type="PackedScene" id=4]
[ext_resource path="res://addons/escoria-core/game/scenes/sound/esc_sound_player.tscn" type="PackedScene" id=5]
[ext_resource path="res://addons/escoria-core/game/scenes/sound/esc_speech_player.tscn" type="PackedScene" id=6]
@@ -15,8 +14,6 @@ script = ExtResource( 1 )
[node name="curtain" type="CanvasLayer" parent="layers"]
layer = 20
[node name="scene_transition" parent="layers/curtain" instance=ExtResource( 4 )]
[node name="menu" type="CanvasLayer" parent="layers"]
[node name="wait_timer" type="Timer" parent="layers"]

View File

@@ -0,0 +1,117 @@
# A transition player for scene changes
extends ColorRect
class_name ESCTransitionPlayer
# Emitted when the transition was played
signal transition_done
# The valid transition modes
enum TRANSITION_MODE {
IN,
OUT
}
# The tween instance to animate
var _tween: Tween
# If the current tween was canceled
var _was_canceled: bool = false
# Fade in when the scene is starting
func _ready() -> void:
anchor_left = 0
anchor_top = 0
anchor_right = 1
anchor_bottom = 1
color = Color.white
mouse_filter = MOUSE_FILTER_IGNORE
_tween = Tween.new()
add_child(_tween)
_tween.connect("tween_all_completed", self, "_on_tween_completed")
transition()
# Play a transition animation
#
# ## Parameters
#
# - transition_name: name of the transition to play (if empty string, uses
# the default transition)
# - mode: Mode to transition (in/out)
# - duration: The duration the transition should take
func transition(
transition_name: String = "",
mode: int = TRANSITION_MODE.IN,
duration: float = 1.0
) -> void:
if not has_transition(transition_name):
escoria.logger.report_errors(
"transition: Transition %s not found" % transition_name,
[]
)
material = ResourceLoader.load(get_transition(transition_name))
var start = 0
var end = 1
if mode == TRANSITION_MODE.OUT:
start = 1
end = 0
if _tween.is_active():
_was_canceled = true
_tween.stop_all()
_tween.remove_all()
_tween.interpolate_property(
$".",
"material:shader_param/cutoff",
start,
end,
duration
)
_was_canceled = false
_tween.start()
# Returns the full path for a transition shader based on its name
#
# ## Parameters
#
# - name: The name of the transition to test
#
# *Returns* the full path to the shader or an empty string, if it can't be found
func get_transition(name: String) -> String:
if name.empty():
name = ProjectSettings.get_setting(
"escoria/ui/default_transition"
)
for directory in ProjectSettings.get_setting("escoria/ui/transition_paths"):
if ResourceLoader.exists(directory.plus_file("%s.material" % name)):
return directory.plus_file("%s.material" % name)
return ""
# Returns true whether the transition scene has a transition corresponding
# to name provided.
#
# ## Parameters
#
# - name: The name of the transition to test
#
# *Returns* true if a transition exists with given name.
func has_transition(name: String) -> bool:
return not get_transition(name) == ""
func _on_tween_completed():
if not _was_canceled:
emit_signal("transition_done")
_tween.stop_all()
_tween.remove_all()

View File

@@ -1,68 +0,0 @@
# A transition player for scene changes
extends ColorRect
# Emitted when the transition was played
signal transition_done
# The name of the default transition to play
export(
String,
"fade_black",
"fade_white",
"curtain"
) var transition_name: String
# Reference to the _AnimationPlayer_ node
onready var _anim_player := $AnimationPlayer
# Fade in when the scene is starting
func _ready() -> void:
transition_in()
# Transition out
#
# ## Parameters
#
# - p_transition_name: name of the transition to play (if empty string, uses
# the default transition)
func transition_out(p_transition_name: String = "") -> void:
if p_transition_name.empty():
_anim_player.play_backwards(transition_name)
else:
_anim_player.play_backwards(p_transition_name)
yield(_anim_player, "animation_finished")
emit_signal("transition_done")
_anim_player.seek(0.0)
# Transition in
#
# ## Parameters
#
# - p_transition_name: name of the transition to play (if empty string, uses
# the default transition)
func transition_in(p_transition_name: String = "") -> void:
if p_transition_name.empty():
_anim_player.play(transition_name)
else:
_anim_player.play(p_transition_name)
yield(_anim_player, "animation_finished")
emit_signal("transition_done")
_anim_player.seek(0.0)
# Returns true whether the transition scene has a transition corresponding
# to name provided.
#
# ## Parameters
#
# - p_name: The name of the transition to test
#
# *Returns* true if a transition exists with given name.
func has_transition(p_name: String) -> bool:
return _anim_player.has_animation(p_name)

View File

@@ -1,124 +1,7 @@
[gd_scene load_steps=6 format=2]
[gd_scene load_steps=3 format=2]
[ext_resource path="res://addons/escoria-core/game/scenes/transitions/transition.gd" type="Script" id=1]
[ext_resource path="res://addons/escoria-core/game/scenes/transitions/shaders/transition.material" type="Material" id=2]
[sub_resource type="Animation" id=1]
resource_name = "curtain"
tracks/0/type = "value"
tracks/0/path = NodePath(".:material:shader_param/cutoff")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/keys = {
"times": PoolRealArray( 0, 1 ),
"transitions": PoolRealArray( 1, 1 ),
"update": 0,
"values": [ 0.0, 1.0 ]
}
tracks/1/type = "value"
tracks/1/path = NodePath(".:material:shader_param/color")
tracks/1/interp = 1
tracks/1/loop_wrap = true
tracks/1/imported = false
tracks/1/enabled = true
tracks/1/keys = {
"times": PoolRealArray( 0 ),
"transitions": PoolRealArray( 1 ),
"update": 0,
"values": [ Color( 0, 0, 0, 1 ) ]
}
tracks/2/type = "value"
tracks/2/path = NodePath(".:modulate")
tracks/2/interp = 1
tracks/2/loop_wrap = true
tracks/2/imported = false
tracks/2/enabled = true
tracks/2/keys = {
"times": PoolRealArray( 0 ),
"transitions": PoolRealArray( 1 ),
"update": 0,
"values": [ Color( 1, 1, 1, 1 ) ]
}
[sub_resource type="Animation" id=2]
length = 0.5
tracks/0/type = "value"
tracks/0/path = NodePath(".:modulate")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/keys = {
"times": PoolRealArray( 0, 0.5 ),
"transitions": PoolRealArray( 1, 1 ),
"update": 0,
"values": [ Color( 0, 0, 0, 0 ), Color( 0, 0, 0, 1 ) ]
}
tracks/1/type = "value"
tracks/1/path = NodePath(".:material:shader_param/cutoff")
tracks/1/interp = 1
tracks/1/loop_wrap = true
tracks/1/imported = false
tracks/1/enabled = true
tracks/1/keys = {
"times": PoolRealArray( 0 ),
"transitions": PoolRealArray( 1 ),
"update": 0,
"values": [ 0.0 ]
}
tracks/2/type = "value"
tracks/2/path = NodePath(".:material:shader_param/color")
tracks/2/interp = 1
tracks/2/loop_wrap = true
tracks/2/imported = false
tracks/2/enabled = true
tracks/2/keys = {
"times": PoolRealArray( 0 ),
"transitions": PoolRealArray( 1 ),
"update": 0,
"values": [ Color( 0, 0, 0, 1 ) ]
}
[sub_resource type="Animation" id=3]
length = 0.5
tracks/0/type = "value"
tracks/0/path = NodePath(".:modulate")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/keys = {
"times": PoolRealArray( 0, 0.5 ),
"transitions": PoolRealArray( 1, 1 ),
"update": 0,
"values": [ Color( 1, 1, 1, 0 ), Color( 1, 1, 1, 1 ) ]
}
tracks/1/type = "value"
tracks/1/path = NodePath(".:material:shader_param/cutoff")
tracks/1/interp = 1
tracks/1/loop_wrap = true
tracks/1/imported = false
tracks/1/enabled = true
tracks/1/keys = {
"times": PoolRealArray( 0 ),
"transitions": PoolRealArray( 1 ),
"update": 0,
"values": [ 0.0 ]
}
tracks/2/type = "value"
tracks/2/path = NodePath(".:material:shader_param/color")
tracks/2/interp = 1
tracks/2/loop_wrap = true
tracks/2/imported = false
tracks/2/enabled = true
tracks/2/keys = {
"times": PoolRealArray( 0 ),
"transitions": PoolRealArray( 1 ),
"update": 0,
"values": [ Color( 1, 1, 1, 1 ) ]
}
[ext_resource path="res://addons/escoria-core/game/scenes/transitions/esc_transition_player.gd" type="Script" id=1]
[ext_resource path="res://addons/escoria-core/game/scenes/transitions/shaders/curtain.material" type="Material" id=2]
[node name="scene_transition" type="ColorRect"]
material = ExtResource( 2 )
@@ -129,9 +12,5 @@ script = ExtResource( 1 )
__meta__ = {
"_edit_use_anchors_": false
}
transition_name = "curtain"
[node name="AnimationPlayer" type="AnimationPlayer" parent="."]
anims/curtain = SubResource( 1 )
anims/fade_black = SubResource( 2 )
anims/fade_white = SubResource( 3 )
[node name="Tween" type="Tween" parent="."]

View File

@@ -92,6 +92,29 @@ func set_escoria_ui_settings():
}
ProjectSettings.add_property_info(game_scene_property_info)
if !ProjectSettings.has_setting("escoria/ui/default_transition"):
ProjectSettings.set_setting(
"escoria/ui/default_transition",
"curtain"
)
ProjectSettings.add_property_info({
"name": "escoria/ui/default_transition",
"type": TYPE_STRING
})
if !ProjectSettings.has_setting("escoria/ui/transition_paths"):
ProjectSettings.set_setting(
"escoria/ui/transition_paths",
[
"res://addons/escoria-core/game/scenes/transitions/shaders/"
]
)
ProjectSettings.add_property_info({
"name": "escoria/ui/transition_paths",
"type": TYPE_STRING_ARRAY,
"hint": PROPERTY_HINT_DIR
})
# Prepare the settings in the Escoria main category
func set_escoria_main_settings():