fix transition

This commit is contained in:
2026-06-29 18:10:38 +02:00
parent 67a99051bd
commit 496a271946
4 changed files with 70 additions and 26 deletions

View File

@@ -3,8 +3,9 @@ extends CanvasLayer
@export var config: SceneConfig
@onready var color_rect = $ColorRect
@onready var loading_screen = $LoadingScreen
@export var transition_duration: float = 1
@export var transition_duration: float = 3
const SHADER_PATH := "res://core/transition.gdshader"
var transaction_material: ShaderMaterial
func _ready() -> void:
_build_material()
@@ -14,10 +15,10 @@ func _ready() -> void:
color_rect.visible = false
func _build_material() -> void:
var mat := ShaderMaterial.new()
mat.shader = load(SHADER_PATH)
transaction_material = ShaderMaterial.new()
transaction_material.shader = load(SHADER_PATH)
#directional gradient: botto-left-> black; top-right -> white
#directional gradient: bottom-left-> black; top-right -> white
var g := Gradient.new()
g.set_color(0, Color.BLACK)
g.set_color(1, Color.WHITE)
@@ -41,25 +42,27 @@ func _build_material() -> void:
shape_tex.width = 64
shape_tex.height = 64
mat.set_shader_parameter("base_color", Color.BLACK)
mat.set_shader_parameter("gradient_texture", grad_tex)
mat.set_shader_parameter("gradient_fixed", false)
mat.set_shader_parameter("shape_texture", shape_tex)
mat.set_shader_parameter("shape_tiling", 16.0)
mat.set_shader_parameter("shape_rotation", 0.0)
mat.set_shader_parameter("shape_scroll", Vector2.ZERO)
mat.set_shader_parameter("shape_feathering", 0.05)
mat.set_shader_parameter("shape_treshold", 1.0) # >=1 -> full at the end of the transation
mat.set_shader_parameter("width", 0.5)
transaction_material.set_shader_parameter("base_color", Color.BLACK)
transaction_material.set_shader_parameter("gradient_texture", grad_tex)
transaction_material.set_shader_parameter("gradient_fixed", false)
transaction_material.set_shader_parameter("shape_texture", shape_tex)
transaction_material.set_shader_parameter("shape_tiling", 16.0)
transaction_material.set_shader_parameter("shape_rotation", 0.0)
transaction_material.set_shader_parameter("shape_scroll", Vector2.ZERO)
transaction_material.set_shader_parameter("shape_feathering", 0.05)
transaction_material.set_shader_parameter("shape_treshold", 1.0) # >=1 -> full at the end of the transation
transaction_material.set_shader_parameter("width", 0.5)
color_rect.material = mat
color_rect.material = transaction_material
func _update_resolution() -> void:
var s := get_viewport().get_visible_rect().size
color_rect.material.set_shader_parameter("node_resolution", s)
if color_rect.material:
color_rect.material.set_shader_parameter("node_resolution", s)
func _set_factor(v: float) -> void:
color_rect.material.set_shader_parameter("factor", v)
if color_rect.material:
color_rect.material.set_shader_parameter("factor", v)
func cover(duration := 0.5) -> void:
color_rect.visible = true
@@ -73,20 +76,44 @@ func reveal(duration := 0.5) -> void:
await t.finished
color_rect.visible = false
func change_scene(scene_enum: SceneConfig.SceneName) -> void:
func change_scene_with_standard_fade(scene_enum: SceneConfig.SceneName, duration: float = transition_duration, show_loading_label: bool = false) -> void:
if not config or not config.scenes.has(scene_enum):
return
color_rect.material = null
color_rect.color = Color(0,0,0)
var target_scene: PackedScene = config.scenes[scene_enum]
color_rect.mouse_filter = Control.MOUSE_FILTER_STOP
loading_screen.visible = true
if show_loading_label:
loading_screen.visible = true
await cover(transition_duration)
await cover(duration)
get_tree().change_scene_to_packed(target_scene)
await reveal(transition_duration)
await reveal(duration)
loading_screen.visible = false
if show_loading_label:
loading_screen.visible = false
color_rect.mouse_filter = Control.MOUSE_FILTER_IGNORE
func change_scene(scene_enum: SceneConfig.SceneName, duration: float = transition_duration, show_loading_label: bool = false) -> void:
if not config or not config.scenes.has(scene_enum):
return
color_rect.material = transaction_material
color_rect.color = Color(0,0,0,0)
var target_scene: PackedScene = config.scenes[scene_enum]
color_rect.mouse_filter = Control.MOUSE_FILTER_STOP
if show_loading_label:
loading_screen.visible = true
await cover(duration)
get_tree().change_scene_to_packed(target_scene)
await reveal(duration)
if show_loading_label:
loading_screen.visible = false
color_rect.mouse_filter = Control.MOUSE_FILTER_IGNORE
func quit_game() -> void:

View File

@@ -20,6 +20,7 @@ mouse_filter = 2
color = Color(0, 0, 0, 0)
[node name="LoadingScreen" type="Control" parent="." unique_id=1075176512]
visible = false
layout_mode = 3
anchors_preset = 15
anchor_right = 1.0