add new transaction and add splash screen
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@@ -1,6 +1,6 @@
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class_name SceneConfig
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extends Resource
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enum SceneName { MAIN_MENU, GAME }
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enum SceneName { MAIN_MENU, GAME, SPLASH_SCREEN }
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@export var scenes: Dictionary[SceneName, PackedScene]
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@@ -3,11 +3,13 @@
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[ext_resource type="PackedScene" uid="uid://btcpge7cj2041" path="res://core/main_menu/main_menu.tscn" id="1_72aup"]
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[ext_resource type="Script" uid="uid://bbgyhmb8a17i7" path="res://core/scene_manager/scene_config.gd" id="1_km45g"]
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[ext_resource type="PackedScene" uid="uid://vjf4bdxd8saj" path="res://tgcc/main_scene.tscn" id="2_prsyo"]
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[ext_resource type="PackedScene" uid="uid://ri5kxx4mipo" path="res://core/splash_screen/splash_screen.tscn" id="3_aasbo"]
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[resource]
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script = ExtResource("1_km45g")
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scenes = Dictionary[int, PackedScene]({
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0: ExtResource("1_72aup"),
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1: ExtResource("2_prsyo")
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1: ExtResource("2_prsyo"),
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2: ExtResource("3_aasbo")
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})
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metadata/_custom_type_script = "uid://bbgyhmb8a17i7"
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@@ -4,41 +4,85 @@ extends CanvasLayer
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@onready var color_rect = $ColorRect
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@onready var loading_screen = $LoadingScreen
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@export var transition_duration: float = 1
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const SHADER_PATH := "res://core/transition.gdshader"
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func _ready() -> void:
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color_rect.color.a = 0.0
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color_rect.mouse_filter = Control.MOUSE_FILTER_IGNORE
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loading_screen.hide()
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_build_material()
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_update_resolution()
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get_viewport().size_changed.connect(_update_resolution)
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_set_factor(0.0)
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color_rect.visible = false
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func change_scene(scene_enum: SceneConfig.SceneName) -> void:
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func _build_material() -> void:
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var mat := ShaderMaterial.new()
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mat.shader = load(SHADER_PATH)
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#directional gradient: botto-left-> black; top-right -> white
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var g := Gradient.new()
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g.set_color(0, Color.BLACK)
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g.set_color(1, Color.WHITE)
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var grad_tex := GradientTexture2D.new()
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grad_tex.gradient = g
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grad_tex.fill = GradientTexture2D.FILL_LINEAR
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grad_tex.fill_from = Vector2(0.0, 1.0) # bottom-left
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grad_tex.fill_to = Vector2(1.0, 0.0) # top-right
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grad_tex.width = 256
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grad_tex.height = 256
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#shape: sphere (white at the center, black around)
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var sg := Gradient.new()
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sg.set_color(0, Color.WHITE)
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sg.set_color(1, Color.BLACK)
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var shape_tex := GradientTexture2D.new()
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shape_tex.gradient = sg
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shape_tex.fill = GradientTexture2D.FILL_RADIAL
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shape_tex.fill_from = Vector2(0.5, 0.5) # center
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shape_tex.fill_to = Vector2(0.5, 0.0) # ray
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shape_tex.width = 64
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shape_tex.height = 64
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mat.set_shader_parameter("base_color", Color.BLACK)
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mat.set_shader_parameter("gradient_texture", grad_tex)
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mat.set_shader_parameter("gradient_fixed", false)
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mat.set_shader_parameter("shape_texture", shape_tex)
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mat.set_shader_parameter("shape_tiling", 16.0)
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mat.set_shader_parameter("shape_rotation", 0.0)
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mat.set_shader_parameter("shape_scroll", Vector2.ZERO)
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mat.set_shader_parameter("shape_feathering", 0.0)
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mat.set_shader_parameter("shape_treshold", 1.15) # >1 = full at the end of the transation
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mat.set_shader_parameter("width", 0.5)
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color_rect.material = mat
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func _update_resolution() -> void:
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var s := get_viewport().get_visible_rect().size
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color_rect.material.set_shader_parameter("node_resolution", s)
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func _set_factor(v: float) -> void:
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color_rect.material.set_shader_parameter("factor", v)
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func cover(duration := 0.5) -> void:
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color_rect.visible = true
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var t := create_tween()
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t.tween_method(_set_factor, 0.0, 1.0, duration)
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await t.finished
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func reveal(duration := 0.5) -> void:
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var t := create_tween()
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t.tween_method(_set_factor, 1.0, 0.0, duration)
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await t.finished
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color_rect.visible = false
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func change_scene(scene_enum: SceneConfig.SceneName) -> void:
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if not config or not config.scenes.has(scene_enum):
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return
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var target_scene: PackedScene = config.scenes[scene_enum]
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color_rect.mouse_filter = Control.MOUSE_FILTER_STOP
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var tween_in = create_tween()
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tween_in.tween_property(color_rect, "color:a", 1.0, transition_duration)
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await tween_in.finished
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loading_screen.show()
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await get_tree().process_frame
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await cover(transition_duration)
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get_tree().change_scene_to_packed(target_scene)
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loading_screen.hide()
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var tween_out = create_tween()
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tween_out.tween_property(color_rect, "color:a", 0.0, transition_duration)
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await tween_out.finished
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await reveal(transition_duration)
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color_rect.mouse_filter = Control.MOUSE_FILTER_IGNORE
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func quit_game() -> void:
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color_rect.mouse_filter = Control.MOUSE_FILTER_STOP
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var tween = create_tween()
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tween.tween_property(color_rect, "color:a", 1.0, transition_duration)
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await tween.finished
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get_tree().quit()
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