5 Commits

Author SHA1 Message Date
9eebc75fa3 add tween to time transition 2026-06-30 21:35:25 +02:00
1b5b364313 fix game menu 2026-06-29 23:56:37 +02:00
c6893b7ee8 update game menu 2026-06-29 23:34:55 +02:00
fc887c2519 fix page flip plugin file saved 2026-06-29 21:11:23 +02:00
9da7b074d4 add page flip 2026-06-29 15:55:01 +02:00
82 changed files with 8495 additions and 139 deletions

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shader_type canvas_item;
uniform sampler2D front_texture : source_color, filter_linear_mipmap;
uniform sampler2D back_texture : source_color, filter_linear_mipmap;
uniform sampler2D spine_shadow_gradient : source_color, filter_linear, repeat_disable;
uniform float shadow_intensity : hint_range(0.0, 1.0) = 0.0;
uniform float max_shadow_spread : hint_range(0.0, 1.0) = 0.35;
uniform bool debug_mode = false;
uniform bool is_backward = false;
void fragment() {
vec2 uv_dx = dFdx(UV);
vec2 uv_dy = dFdy(UV);
float face_dir = uv_dx.x * uv_dy.y - uv_dx.y * uv_dy.x;
bool is_front = face_dir > 0.0;
vec4 base_color;
if (is_front) {
if (is_backward) {
// Let's try flipping Y just in case they meant upside down!
// And keep X normal, since UV goes 0 to 1.
base_color = texture(front_texture, UV);
} else {
base_color = texture(front_texture, UV);
}
} else {
if (is_backward) {
base_color = texture(back_texture, vec2(1.0 - UV.x, UV.y));
} else {
base_color = texture(back_texture, vec2(1.0 - UV.x, UV.y));
}
}
float current_spread = max_shadow_spread * (shadow_intensity + 0.001);
float sample_x = UV.x / current_spread;
float shadow_alpha = texture(spine_shadow_gradient, vec2(sample_x, 0.0)).a;
if (sample_x > 1.0) {
shadow_alpha = 0.0;
}
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addons/PageFlip/book_api.gd Normal file
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@tool
class_name BookAPI
extends RefCounted
## Static utility class for the PageFlip2D system by Newold.
## Provides helper methods to configure the book and facilitate interaction
## from embedded scenes (UI, puzzles, maps).
##
## [b]How to use:[/b][br]
## This class is designed to be used statically. You do not need to instance it.
## Simply call [code]BookAPI.function_name()[/code] from anywhere in your project.
## It automatically tracks the active [PageFlip2D] instance.
## (When a PageFlip scene enters the tree, it registers itself as the current_book.)
# ==============================================================================
# ENUMS (Mirrored for easy access)
# ==============================================================================
enum JumpTarget {
## Jump to the closed state showing the Front Cover.
FRONT_COVER,
## Jump to the closed state showing the Back Cover.
BACK_COVER,
## Jump to a specific content page number.
CONTENT_PAGE
}
# Internal reference to the currently active book.
static var _current_book: PageFlip2D
# ==============================================================================
# SETUP & REFERENCES
# ==============================================================================
## Registers a book instance as the currently active one.
## Automatically called by [PageFlip2D] in its [method Node._ready].
static func set_current_book(book: PageFlip2D) -> void:
_current_book = book
## Returns the currently active book instance, or null if none is registered.
static func get_current_book() -> PageFlip2D:
return _current_book
# ==============================================================================
# NAVIGATION CONTROLS
# ==============================================================================
## Turns the page forward (to the next page/spread).
## Does nothing if the book is animating or at the end.
static func next_page() -> void:
if is_instance_valid(_current_book):
force_release_control(_current_book)
_current_book.next_page()
## Turns the page backward (to the previous page/spread).
## Does nothing if the book is animating or at the beginning.
static func prev_page() -> void:
if is_instance_valid(_current_book):
force_release_control(_current_book)
_current_book.prev_page()
## Forces the active book to close towards a specific cover.
## [param to_front_cover]: If true, closes to the Front Cover (Right to Left). If false, closes to Back Cover.
static func force_close_book(to_front_cover: bool) -> void:
if is_instance_valid(_current_book):
force_release_control(_current_book)
_current_book.force_close_book(to_front_cover)
## Navigates to a specific page number (1-based index).
## Acts as a wrapper for go_to_spread, calculating the correct index automatically.
## [b]ASYNC:[/b] Must be called with 'await' if animated is true.
## [param page_num]: The 1-based page number (1 = first texture in pages_paths).
## [param target]: Specifies if the target is a content page or a cover.
static func go_to_page(page_num: int = 1, target: JumpTarget = JumpTarget.CONTENT_PAGE, animated: bool = true) -> void:
var book = _current_book
if not is_instance_valid(book): return
var target_spread_idx: int = 0
match target:
JumpTarget.FRONT_COVER:
target_spread_idx = -1
JumpTarget.BACK_COVER:
target_spread_idx = book.total_spreads
JumpTarget.CONTENT_PAGE:
# Calculate spread index: 1-2 -> Spread 0, 3-4 -> Spread 1, etc.
var safe_page = max(1, page_num)
target_spread_idx = int(safe_page / 2.0)
target_spread_idx = clampi(target_spread_idx, 0, book.total_spreads - 1)
await go_to_spread(book, target_spread_idx, animated)
## Navigates to a specific spread index directly.
## [b]ASYNC:[/b] Must be called with 'await' if animated is true.
## - Animated: Fast-forwards through pages with dynamic speed.
## - Instant: Snaps to page and manually triggers the scene activation handshake.
static func go_to_spread(book: PageFlip2D, target_spread: int, animated: bool = true) -> void:
if not is_instance_valid(book): return
# Clamp target
var final_target = clampi(target_spread, -1, book.total_spreads)
var diff = final_target - book.current_spread
if diff == 0:
return
force_release_control(book)
if not animated:
# INSTANT TELEPORT
book.current_spread = final_target
book.call("_update_static_visuals_immediate")
book.call("_update_volume_visuals")
# Force check for interactive scenes after teleport
book.call("_check_scene_activation")
else:
# ANIMATED FAST-FORWARD
if book.is_animating: return # Don't interrupt an existing animation
var original_speed = book.anim_player.speed_scale
# --- DYNAMIC SPEED CALCULATION ---
var steps = abs(diff)
# Base speed: 1.5x -> Max speed: 10.0x
var dynamic_speed = remap(float(steps), 0.0, float(book.total_spreads), 1.5, 10.0)
book.anim_player.speed_scale = dynamic_speed
var going_forward = diff > 0
for i in range(steps):
if not is_instance_valid(book): break
if going_forward: book.next_page()
else: book.prev_page()
# Wait for the physical page turn to finish before starting the next one.
if book.anim_player.is_playing():
await book.anim_player.animation_finished
else:
await book.get_tree().process_frame
# RESTORE STATE
if is_instance_valid(book):
book.anim_player.speed_scale = original_speed
# ==============================================================================
# STATE & INTERACTION HELPERS
# ==============================================================================
## Returns true if the book (active or specific) is currently animating.
static func is_busy(book_instance: PageFlip2D = null) -> bool:
var book = book_instance if book_instance else _current_book
if not is_instance_valid(book): return false
return book.is_animating
## Locates the PageFlip2D controller ancestor from any node inside an interactive page.
static func find_book_controller(caller_node: Node) -> PageFlip2D:
var current = caller_node
while current:
if current is PageFlip2D:
return current
current = current.get_parent()
return null
## Safely locks or unlocks the book's ability to turn pages manually.
## WARNING: If locked, the interactive scene MUST be responsible for unlocking it later.
static func set_interaction_lock(book: PageFlip2D, locked: bool) -> void:
if not is_instance_valid(book): return
book.call("_pageflip_set_input_enabled", not locked)
## Forces the book to regain input control immediately.
## Useful as a failsafe if an interactive scene closes unexpectedly.
static func force_release_control(book: PageFlip2D) -> void:
if not is_instance_valid(book): return
book.call("_pageflip_set_input_enabled", true)
# ==============================================================================
# CONFIGURATION HELPERS
# ==============================================================================
## Configures the visual properties of a Book instance via a dictionary.
static func configure_visuals(book: PageFlip2D, data: Dictionary) -> void:
if not is_instance_valid(book): return
if "pages" in data:
book.pages_paths = data["pages"]
book.call("_prepare_book_content")
if "cover_front_out" in data: book.tex_cover_front_out = data["cover_front_out"]
if "cover_front_in" in data: book.tex_cover_front_in = data["cover_front_in"]
if "cover_back_in" in data: book.tex_cover_back_in = data["cover_back_in"]
if "cover_back_out" in data: book.tex_cover_back_out = data["cover_back_out"]
if "spine_col" in data: book.spine_color = data["spine_col"]
if "spine_width" in data:
book.spine_width = data["spine_width"]
book.call("_build_spine")
if "size" in data:
book.target_page_size = data["size"]
book.call("_apply_new_size")
book.call("_update_static_visuals_immediate")
book.call("_update_volume_visuals")
## Configures the physics simulation of the page turning effect.
static func configure_physics(book: PageFlip2D, data: Dictionary) -> void:
if not is_instance_valid(book) or not book.dynamic_poly: return
var rigger = book.dynamic_poly
for key in data.keys():
rigger.set(key, data[key])
if rigger.has_method("rebuild"):
rigger.rebuild(book.target_page_size)

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1416
addons/PageFlip/page_flip.gd Normal file

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@tool
class_name DynamicPage
extends Polygon2D
# ==============================================================================
# ENUMS & CONSTANTS
# ==============================================================================
## Defines the material physical properties for the page simulation.
enum PagePreset {
CUSTOM,
DEFAULT,
STANDARD_PAPER,
HEAVY_GRIMOIRE,
LIGHT_MAGAZINE,
OLD_SCROLL,
RIGID_BOARD,
WET_CLOTH,
PLASTIC_SHEET,
METAL_PLATE
}
## Determines the direction of the page turn curve.
enum CurlMode {
STRAIGHT,
TOP_CORNER_FIRST,
BOTTOM_CORNER_FIRST
}
const SKELETON_NAME = "AutoSkeleton"
const SHADOW_NAME = "AutoShadow"
# ==============================================================================
# SIGNALS
# ==============================================================================
signal change_page_requested
signal end_animation
# ==============================================================================
# INTERNAL CACHE
# ==============================================================================
var _custom_cache: Dictionary = {}
# ==============================================================================
# CONFIGURATION
# ==============================================================================
@export_category("Rig Generator")
## Horizontal mesh subdivision. Higher values create smoother bends.
@export_range(1, 20) var subdivision_x: int = 8
## Vertical mesh subdivision. Higher values allow for better corner curling.
@export_range(1, 10) var subdivision_y: int = 5
## Generates the mesh, skeleton, weights and animations.
@export var rebuild_all: bool = false : set = _on_generate_pressed
@export_category("Animation Generator")
@export_group("Quick Presets")
## Select a material style to auto-configure physics.
@export var animation_preset: PagePreset = PagePreset.CUSTOM : set = _on_preset_changed
@export_group("Manual Configuration")
## The AnimationPlayer node to store the generated animations.
@export var anim_player: AnimationPlayer
## Duration of the page turn animation in seconds.
@export var anim_duration: float = 0.75
@export_subgroup("Paper Physics")
## Stiffness of the material. 0.5 = Rubber, 5.0 = Wood.
@export_range(0.5, 5.0, 0.1) var paper_stiffness: float = 2.0
## Bend angle during the lift phase (Negative = Tip drags down).
@export_range(-180.0, 180.0) var lift_bend: float = -10.0
## Bend angle during the landing phase (Negative = Tip floats up).
@export_range(-180.0, 180.0) var land_bend: float = -8.0
@export_subgroup("Curl Effect")
## Which part of the page initiates the movement.
@export var curl_mode: CurlMode = CurlMode.TOP_CORNER_FIRST
## Time delay for the trailing corner (0.0 = None, 1.0 = High lag).
@export_range(0.0, 1.0, 0.05) var curl_lag: float = 0.8
@export_subgroup("Shadow FX")
## Create a dynamic shadow behind the page (Background Shadow).
@export var enable_shadow: bool = false
## The gradient texture used for the back shadow.
@export var shadow_gradient: GradientTexture2D
@export_subgroup("Fine Timing")
## Normalized time (0.0 - 1.0) for the peak lift position.
@export_range(0.05, 0.45, 0.01) var timing_peak_lift: float = 0.15
## Normalized time (0.0 - 1.0) for the landing contact.
@export_range(0.55, 0.95, 0.01) var timing_peak_land: float = 0.85
@export var generate_anims_btn: bool = false : set = _on_anim_pressed
# ==============================================================================
# RUNTIME INITIALIZATION
# ==============================================================================
func _ready():
self.z_index = 10
if animation_preset == PagePreset.CUSTOM:
_save_state_to_cache()
func rebuild(current_page_size: Vector2 = Vector2.ZERO) -> void:
if not anim_player: return
_clean_previous_rig()
_create_rig_logic(current_page_size)
_generate_animations_logic()
# ==============================================================================
# PRESET LOGIC
# ==============================================================================
func _on_preset_changed(val):
if animation_preset == PagePreset.CUSTOM:
_save_state_to_cache()
animation_preset = val
if val == PagePreset.CUSTOM:
if not _custom_cache.is_empty():
_load_state_from_cache()
print("[PageRigger] Restored Custom Settings.")
notify_property_list_changed()
return
# Defaults
curl_mode = CurlMode.BOTTOM_CORNER_FIRST
curl_lag = 0.3
enable_shadow = false
anim_duration = 0.75
match val:
PagePreset.DEFAULT:
paper_stiffness = 2.0; lift_bend = -15.0; land_bend = 5.0
curl_mode = CurlMode.TOP_CORNER_FIRST; curl_lag = 0.5
anim_duration = 0.75; timing_peak_lift = 0.15; timing_peak_land = 0.85
PagePreset.STANDARD_PAPER:
paper_stiffness = 2.5; lift_bend = -12.0; land_bend = 3.0
curl_mode = CurlMode.TOP_CORNER_FIRST; curl_lag = 0.4
anim_duration = 0.65; timing_peak_lift = 0.12; timing_peak_land = 0.88
PagePreset.HEAVY_GRIMOIRE:
paper_stiffness = 4.0; lift_bend = -3.0; land_bend = 1.0
curl_mode = CurlMode.STRAIGHT; curl_lag = 0.1
anim_duration = 1.1; timing_peak_lift = 0.25; timing_peak_land = 0.75
PagePreset.LIGHT_MAGAZINE:
paper_stiffness = 0.8; lift_bend = -16.0; land_bend = 0.0
curl_mode = CurlMode.BOTTOM_CORNER_FIRST; curl_lag = 0.6
anim_duration = 0.8; timing_peak_lift = 0.10; timing_peak_land = 0.92
PagePreset.OLD_SCROLL:
paper_stiffness = 1.8; lift_bend = -20.0; land_bend = 8.0
curl_mode = CurlMode.TOP_CORNER_FIRST; curl_lag = 0.9
anim_duration = 0.9; timing_peak_lift = 0.18; timing_peak_land = 0.82
PagePreset.RIGID_BOARD:
paper_stiffness = 5.0; lift_bend = 0.0; land_bend = 0.0
curl_mode = CurlMode.STRAIGHT; curl_lag = 0.0
anim_duration = 0.8; timing_peak_lift = 0.2; timing_peak_land = 0.8
PagePreset.WET_CLOTH:
paper_stiffness = 0.3; lift_bend = -28.0; land_bend = -0.0
curl_mode = CurlMode.BOTTOM_CORNER_FIRST; curl_lag = 0.6
anim_duration = 1.3; timing_peak_lift = 0.2; timing_peak_land = 0.95
PagePreset.PLASTIC_SHEET:
paper_stiffness = 3.5; lift_bend = -12.0; land_bend = 12.0
curl_mode = CurlMode.TOP_CORNER_FIRST; curl_lag = 0.2
anim_duration = 0.5; timing_peak_lift = 0.08; timing_peak_land = 0.92
PagePreset.METAL_PLATE:
paper_stiffness = 5.0; lift_bend = 0.0; land_bend = 0.0
curl_mode = CurlMode.STRAIGHT; curl_lag = 0.0
anim_duration = 1.4; timing_peak_lift = 0.15; timing_peak_land = 0.98
notify_property_list_changed()
if anim_player and skeleton != NodePath(""):
_generate_animations_logic()
print("[PageRigger] Preset Applied: ", PagePreset.keys()[val])
func _save_state_to_cache():
_custom_cache = {
"stiffness": paper_stiffness, "lift": lift_bend, "land": land_bend,
"curl_m": curl_mode, "curl_l": curl_lag,
"t_lift": timing_peak_lift, "t_land": timing_peak_land,
"dur": anim_duration, "shadow": enable_shadow
}
func _load_state_from_cache():
paper_stiffness = _custom_cache.get("stiffness", 1.5)
lift_bend = _custom_cache.get("lift", -30.0)
land_bend = _custom_cache.get("land", -15.0)
curl_mode = _custom_cache.get("curl_m", CurlMode.BOTTOM_CORNER_FIRST)
curl_lag = _custom_cache.get("curl_l", 0.3)
timing_peak_lift = _custom_cache.get("t_lift", 0.15)
timing_peak_land = _custom_cache.get("t_land", 0.85)
anim_duration = _custom_cache.get("dur", 1.0)
enable_shadow = false # Force disable shadow
# ==============================================================================
# RIGGING LOGIC
# ==============================================================================
func _calculate_polygon_rect() -> Rect2:
if polygon.size() == 0:
return Rect2(0,0,0,0)
var min_v = polygon[0]
var max_v = polygon[0]
for v in polygon:
min_v.x = min(min_v.x, v.x)
min_v.y = min(min_v.y, v.y)
max_v.x = max(max_v.x, v.x)
max_v.y = max(max_v.y, v.y)
return Rect2(min_v, max_v - min_v)
func _create_rig_logic(current_page_size: Vector2 = Vector2.ZERO):
self.z_index = 10
var original_size = Vector2(512, 820)
var tex_size: Vector2 = Vector2.ZERO
if current_page_size != Vector2.ZERO:
tex_size = current_page_size
elif texture:
tex_size = texture.get_size()
if tex_size == Vector2.ZERO:
tex_size = original_size
var step_x = tex_size.x / subdivision_x
var step_y = tex_size.y / subdivision_y
# Prepare Gradient Texture for Background Shadow
var applied_shadow_tex: Texture2D = null
if not shadow_gradient:
shadow_gradient = preload("uid://rm7bporlv3cf")
var dup = shadow_gradient.duplicate()
if dup is GradientTexture2D:
dup.width = int(tex_size.x)
applied_shadow_tex = dup
# --- 0. BACKGROUND SHADOW ---
if enable_shadow:
var shadow = Polygon2D.new()
shadow.name = SHADOW_NAME
shadow.z_index = -1
if applied_shadow_tex:
shadow.texture = applied_shadow_tex
shadow.color = Color.WHITE
else:
shadow.color = Color(0, 0, 0, 0.5)
var margin = 4.0
shadow.polygon = PackedVector2Array([
Vector2(margin, margin), Vector2(tex_size.x - margin, margin),
Vector2(tex_size.x - margin, tex_size.y - margin), Vector2(margin, tex_size.y - margin)
])
shadow.uv = shadow.polygon
add_child(shadow)
# --- 1. MESH & UV ---
var new_uvs = PackedVector2Array()
for y in range(subdivision_y + 1):
for x in range(subdivision_x + 1):
new_uvs.append(Vector2(x * step_x, y * step_y))
self.uv = new_uvs
self.polygon = new_uvs
var new_polygons = []
var rc = subdivision_x + 1
for y in range(subdivision_y):
for x in range(subdivision_x):
var i = y * rc + x
new_polygons.append(PackedInt32Array([i, i + 1, i + rc + 1, i + rc]))
self.polygons = new_polygons
# --- 2. SKELETON ---
var sk = Skeleton2D.new()
sk.name = SKELETON_NAME
add_child(sk)
self.skeleton = NodePath(SKELETON_NAME)
# --- 3. BONES (Structured Hierarchy) ---
for y in range(subdivision_y + 1):
var parent_bone: Bone2D = null
for x in range(subdivision_x + 1):
var b = Bone2D.new()
b.name = "Bone_%d_%d" % [x, y]
b.set_autocalculate_length_and_angle(false)
b.set_length(step_x)
if x == 0:
# Root bone (Spine)
sk.add_child(b)
b.position = Vector2(0, y * step_y)
else:
# Child bone
if parent_bone:
parent_bone.add_child(b)
b.position = Vector2(step_x, 0)
b.set_rest(b.transform)
parent_bone = b
# --- 4. WEIGHTS (Gradient Skinning) ---
_apply_weights_to_polygon(self, sk)
queue_redraw()
notify_property_list_changed()
func _apply_weights_to_polygon(poly: Polygon2D, sk: Skeleton2D):
poly.clear_bones()
var bone_map = {}
for y in range(subdivision_y + 1):
for x in range(subdivision_x + 1):
var bname = "Bone_%d_%d" % [x, y]
var bone_node = sk.find_child(bname, true, false)
if bone_node:
bone_map[bname] = bone_node.get_path()
var vertex_count = poly.polygon.size()
var weights_per_bone = {}
for bpath in bone_map.values():
var w_arr = PackedFloat32Array()
w_arr.resize(vertex_count)
w_arr.fill(0.0)
weights_per_bone[bpath] = w_arr
var vert_idx = 0
for y in range(subdivision_y + 1):
for x in range(subdivision_x + 1):
var primary_name = "Bone_%d_%d" % [x, y]
var prev_name = "Bone_%d_%d" % [x - 1, y]
var next_name = "Bone_%d_%d" % [x + 1, y]
var primary_path = bone_map.get(primary_name)
var prev_path = bone_map.get(prev_name)
var next_path = bone_map.get(next_name)
var w_center = 0.7
var w_neighbor = 0.15
if primary_path: weights_per_bone[primary_path][vert_idx] += w_center
if prev_path: weights_per_bone[prev_path][vert_idx] += w_neighbor
else: weights_per_bone[primary_path][vert_idx] += w_neighbor
if next_path: weights_per_bone[next_path][vert_idx] += w_neighbor
else: weights_per_bone[primary_path][vert_idx] += w_neighbor
vert_idx += 1
for bpath in weights_per_bone:
poly.add_bone(bpath, weights_per_bone[bpath])
# ==============================================================================
# ANIMATION LOGIC
# ==============================================================================
func _generate_animations_logic():
var library: AnimationLibrary
if anim_player.has_animation_library(""): library = anim_player.get_animation_library("")
else: library = AnimationLibrary.new(); anim_player.add_animation_library("", library)
_create_single_anim(library, "turn_flexible_page", false, false)
_create_single_anim(library, "turn_rigid_page", true, false)
_create_single_anim(library, "turn_flexible_page_mirror", false, true)
_create_single_anim(library, "turn_rigid_page_mirror", true, true)
notify_property_list_changed()
func _create_single_anim(library: AnimationLibrary, anim_name: String, is_rigid: bool, is_mirror: bool):
var anim = Animation.new()
anim.length = anim_duration
anim.step = 0.01
if library.has_animation(anim_name): library.remove_animation(anim_name)
library.add_animation(anim_name, anim)
var sk_node = find_child(SKELETON_NAME, true, false)
if not sk_node: return
var my_path = anim_player.get_node(anim_player.root_node).get_path_to(self)
var visible_col = Color(1, 1, 1, 1)
var invisible_col = Color(1, 1, 1, 0)
var faded_col = Color(1, 1, 1, 0.6)
var t_mid = anim_duration * 0.5
var t_end_snap = anim_duration * 0.95
# ==========================================================================
# 1. VISIBILITY & Z-INDEX
# ==========================================================================
var z_track = anim.add_track(Animation.TYPE_VALUE)
anim.track_set_path(z_track, str(my_path) + ":z_index")
anim.track_set_interpolation_type(z_track, Animation.INTERPOLATION_NEAREST)
anim.track_insert_key(z_track, 0.0, 10)
anim.track_insert_key(z_track, anim_duration * 0.15, 25)
anim.track_insert_key(z_track, anim_duration * 0.65, 10)
# ==========================================================================
# 2. BACKGROUND SHADOW
# ==========================================================================
var shadow_node = find_child(SHADOW_NAME, true, false)
if shadow_node and enable_shadow:
var shadow_path = anim_player.get_node(anim_player.root_node).get_path_to(shadow_node)
var t_scale = anim.add_track(Animation.TYPE_VALUE)
anim.track_set_path(t_scale, str(shadow_path) + ":scale")
anim.track_set_interpolation_type(t_scale, Animation.INTERPOLATION_CUBIC)
var t_mod = anim.add_track(Animation.TYPE_VALUE)
anim.track_set_path(t_mod, str(shadow_path) + ":modulate")
var s_start = Vector2(-1.0, 1.0) if is_mirror else Vector2(1.0, 1.0)
var s_end = Vector2(1.0, 1.0) if is_mirror else Vector2(-1.0, 1.0)
anim.track_insert_key(t_scale, 0.0, s_start)
anim.track_insert_key(t_mod, 0.0, invisible_col)
anim.track_insert_key(t_mod, anim_duration * 0.1, visible_col)
anim.track_insert_key(t_scale, t_mid, Vector2(0.01, 1.0))
anim.track_insert_key(t_mod, t_mid, faded_col)
anim.track_insert_key(t_scale, t_end_snap, s_end)
anim.track_insert_key(t_scale, anim_duration, s_end)
anim.track_insert_key(t_mod, t_end_snap, invisible_col)
anim.track_insert_key(t_mod, anim_duration, invisible_col)
# ==========================================================================
# 3. BONE ANIMATION
# ==========================================================================
for y in range(subdivision_y + 1):
var row_factor = 1.0
if not is_rigid and curl_mode != CurlMode.STRAIGHT:
var y_ratio = float(y) / float(max(1, subdivision_y))
if curl_mode == CurlMode.TOP_CORNER_FIRST:
row_factor = lerp(1.0, 1.0 - curl_lag, y_ratio)
elif curl_mode == CurlMode.BOTTOM_CORNER_FIRST:
row_factor = lerp(1.0 - curl_lag, 1.0, y_ratio)
var time_offset = (1.0 - row_factor) * (anim_duration * 0.1)
for x in range(subdivision_x + 1):
var bone_name = "Bone_%d_%d" % [x, y]
var bone = sk_node.find_child(bone_name, true, false)
if not bone: continue
var t_idx = anim.add_track(Animation.TYPE_VALUE)
var path = anim_player.get_node(anim_player.root_node).get_path_to(bone)
anim.track_set_path(t_idx, str(path) + ":rotation_degrees")
anim.track_set_interpolation_type(t_idx, Animation.INTERPOLATION_CUBIC)
var deg_flat_right = 0.0; var deg_flat_left = -179.9; var deg_mid = -90.0
if is_rigid:
if x == 0:
var s = deg_flat_left if is_mirror else deg_flat_right
var e = deg_flat_right if is_mirror else deg_flat_left
anim.track_insert_key(t_idx, 0.0, s)
anim.track_insert_key(t_idx, anim_duration * 0.5, deg_mid)
anim.track_insert_key(t_idx, anim_duration, e)
else:
anim.track_insert_key(t_idx, 0.0, 0.0)
anim.track_insert_key(t_idx, anim_duration, 0.0)
else:
var x_ratio = float(x) / float(subdivision_x)
var influence = pow(x_ratio, paper_stiffness)
var t_lift = clamp((anim_duration * timing_peak_lift) + time_offset, 0.0, (anim_duration * 0.5) - 0.05)
var t_mid_bone = anim_duration * 0.5
var t_land = clamp((anim_duration * timing_peak_land) - time_offset, t_mid_bone + 0.05, anim_duration)
if x == 0:
# ROOT BONE
var s = deg_flat_left if is_mirror else deg_flat_right
var e = deg_flat_right if is_mirror else deg_flat_left
var sl = -15.0 * row_factor
if is_mirror: sl = deg_flat_left - sl
var slt = lerp(-90.0, -180.0, timing_peak_land)
if is_mirror: slt = lerp(-90.0, 0.0, timing_peak_land)
anim.track_insert_key(t_idx, 0.0, s)
anim.track_insert_key(t_idx, t_lift, sl)
anim.track_insert_key(t_idx, t_mid_bone, deg_mid)
anim.track_insert_key(t_idx, t_land, slt)
var t_settle = lerp(t_land, anim_duration, 0.7)
var s_settle = lerp(slt, e, 0.85)
anim.track_insert_key(t_idx, t_settle, s_settle)
anim.track_insert_key(t_idx, anim_duration, e)
else:
# SURFACE BONES (CURVED)
var bm = -1.0 if is_mirror else 1.0
anim.track_insert_key(t_idx, 0.0, 0.0)
anim.track_insert_key(t_idx, t_lift, lift_bend * row_factor * bm * influence)
# REMOVED FORCED 0.0 AT MIDPOINT FOR ORGANIC CURVE
var val_land = land_bend * row_factor * bm * influence
anim.track_insert_key(t_idx, t_land, val_land)
var t_settle = lerp(t_land, anim_duration, 0.75)
anim.track_insert_key(t_idx, t_settle, val_land * 0.15)
anim.track_insert_key(t_idx, anim_duration, 0.0)
# ==========================================================================
# 4. MAIN POLYGON SCALE ("SQUASH & STRETCH")
# ==========================================================================
if not is_rigid:
var t_main_scale = anim.add_track(Animation.TYPE_VALUE)
anim.track_set_path(t_main_scale, str(my_path) + ":scale")
anim.track_set_interpolation_type(t_main_scale, Animation.INTERPOLATION_LINEAR)
var squash_x = 0.88
anim.track_insert_key(t_main_scale, 0.0, Vector2(1, 1))
anim.track_insert_key(t_main_scale, t_mid, Vector2(1, 1))
anim.track_insert_key(t_main_scale, t_mid + (anim_duration * 0.1), Vector2(squash_x, 1))
anim.track_insert_key(t_main_scale, anim_duration * 0.85, Vector2(1, 1))
anim.track_insert_key(t_main_scale, anim_duration, Vector2(1, 1))
var method_track = anim.add_track(Animation.TYPE_METHOD)
anim.track_set_path(method_track, str(my_path))
anim.track_insert_key(method_track, anim_duration * 0.5, {"method": "_trigger_midpoint", "args": []})
anim.track_insert_key(method_track, anim_duration, {"method": "_trigger_end", "args": []})
# ==============================================================================
# HELPER FUNCTIONS
# ==============================================================================
func _trigger_midpoint(): emit_signal("change_page_requested")
func _trigger_end(): emit_signal("end_animation")
func _on_generate_pressed(val):
if val:
rebuild_all=false
_clean_previous_rig()
_create_rig_logic()
_generate_animations_logic()
func _on_anim_pressed(val):
if val:
generate_anims_btn=false
if anim_player and skeleton!=NodePath(""):
_generate_animations_logic()
func _clean_previous_rig():
for c in get_children():
remove_child(c)
c.free()
var old_shadow = find_child(SHADOW_NAME, true, false)
if old_shadow: old_shadow.free()
clear_bones()
skeleton = NodePath("")

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uid://ce5ib2f4qff24

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@@ -12,6 +12,10 @@ var environment_config: EnvironmentConfig
@export var time_scale: float = 1.0
@export var paused: bool = false
var _time_tween: Tween
var time_transition_duration: float = 2
signal time_changed(time: float)
var current_time: float = 0.0
@@ -67,16 +71,30 @@ func get_time_option_index(currtime: float) -> int:
return TIME_OPTION_DAY
return TIME_OPTION_SUNSET
func _time_option_changed(index: int) -> void:
var target_time: float = 0.0
match index:
TIME_OPTION_SUNRISE:
set_time(environment_config.sunrise)
target_time = environment_config.sunrise
TIME_OPTION_DAY:
set_time(environment_config.day)
target_time = environment_config.day
TIME_OPTION_SUNSET:
set_time(environment_config.sunset)
target_time = environment_config.sunset
TIME_OPTION_NIGHT:
set_time(environment_config.night)
target_time = environment_config.night
if _time_tween:
_time_tween.kill()
_time_tween = create_tween()
# Always move forward in time for a natural transition
if target_time < current_time:
target_time += 1.0
_time_tween.tween_method(set_time, current_time, target_time, time_transition_duration)
func _on_set_day_time(value: float) -> void:
set_time(value)

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@@ -19,6 +19,8 @@ func setup() -> void:
_add_collectible(collectible)
if unlocked_collectible_ids.has(collectible.id):
_unlock_collectible(collectible.id)
if is_inside_tree():
await get_tree().process_frame
func on_collectible_unlocked(collectible_id: StringName) -> void:
_unlock_collectible(collectible_id)

View File

@@ -1,8 +1,6 @@
extends Control
@onready var tabs: Array[GameMenuTab] = [$%Tab1, $%Tab2, $%Tab3]
@onready var pages: Array[GameMenuPage] = [$%Page1, $%Page2, $%Page3]
var current_index = 0
func _ready() -> void:
for tab: GameMenuTab in tabs:
@@ -10,10 +8,12 @@ func _ready() -> void:
on_tab_pressed(0, true)
func on_tab_pressed(index: int, disable_animation: bool = false) -> void:
for page in pages:
page.hide_page()
if BookAPI.is_busy() and not disable_animation:
return
for tab in tabs:
if tab.index == index:
if disable_animation:
@@ -25,9 +25,5 @@ func on_tab_pressed(index: int, disable_animation: bool = false) -> void:
tab.deselect_without_animation()
else:
tab.deselect()
pages[index].show_page()
current_index = index
func open() -> void:
pages[current_index].show_page()
BookAPI.go_to_page((index + 1) * 2)

File diff suppressed because one or more lines are too long

View File

@@ -3,7 +3,7 @@ extends Control
@onready var photo: Photo = $%Photo
@onready var panel: Panel = $%Panel
var is_closing: bool = false
func _ready() -> void:
GameState.on_photo_highlighted.connect(_on_photo_highlighted)
@@ -15,10 +15,13 @@ func _on_photo_highlighted(texture: Texture) -> void:
TweenFX.fold_in(photo)
photo.setup(texture)
var is_closing: bool = false
func _on_panel_gui_input(event: InputEvent) -> void:
func _input(event: InputEvent) -> void:
if not visible:
return
if event is InputEventMouse:
get_viewport().set_input_as_handled()
if is_closing:
return
if event is InputEventMouseButton and event.button_index == MOUSE_BUTTON_LEFT and event.pressed:

View File

@@ -45,6 +45,4 @@ theme_override_constants/margin_top = 30
theme_override_constants/margin_right = 20
theme_override_constants/margin_bottom = 185
[connection signal="gui_input" from="Panel" to="." method="_on_panel_gui_input"]
[editable path="Photo"]

View File

@@ -11,6 +11,7 @@ func _ready() -> void:
play_button.pressed.connect(_on_play_button_pressed)
save_button.pressed.connect(_on_save_button_pressed)
quit_button.pressed.connect(_on_quit_button_pressed)
resume_button.pressed.connect(func(): UIEvents.resume_game_requested.emit())
func _on_play_button_pressed() -> void:
SceneManager.change_scene(SceneConfig.SceneName.GAME)

View File

@@ -2,8 +2,6 @@
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anchors_preset = 15
@@ -16,6 +14,7 @@ grow_vertical = 2
mouse_filter = 2
[node name="Background" parent="." index="0" unique_id=1203110384]
visible = true
layout_mode = 1
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@@ -36,17 +35,3 @@ pivot_offset_ratio = Vector2(0.5, 0.5)
mouse_filter = 2
texture = ExtResource("2_3i50p")
expand_mode = 1
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offset_bottom = 758.0
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anchors_preset = 11
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View File

@@ -1,13 +1,7 @@
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[ext_resource type="Texture2D" uid="uid://d3qq4ho24phyw" path="res://core/game_menu/assets/decoration_page2.png" id="2_xqdsh"]
[ext_resource type="Texture2D" uid="uid://xfl3ks4dbfaw" path="res://core/game_menu/assets/page_2/achievements_text.png" id="3_4uwhd"]
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anchors_preset = 15
@@ -31,49 +25,4 @@ mouse_filter = 2
texture = ExtResource("2_xqdsh")
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offset_top = 410.0
offset_right = 844.0
offset_bottom = 850.0
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offset_bottom = 835.0011
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offset_right = -1160.0
offset_bottom = -506.0
grow_horizontal = 2
grow_vertical = 2
mouse_filter = 2
script = ExtResource("1_script")
[node name="PageBackground" type="TextureRect" parent="." unique_id=1425677666]
layout_mode = 1
anchors_preset = 9
anchor_bottom = 1.0
offset_right = 760.0
grow_vertical = 2
mouse_filter = 2
texture = ExtResource("4_page_bg")
expand_mode = 1
flip_h = true
[node name="PageBackground2" type="TextureRect" parent="." unique_id=1817272886]
layout_mode = 1
anchors_preset = 9
anchor_bottom = 1.0
offset_right = 760.0
grow_vertical = 2
mouse_filter = 2
texture = ExtResource("3_sfb5f")
stretch_mode = 2
[node name="PhotoCollectionText" type="TextureRect" parent="." unique_id=643307421]
layout_mode = 0
offset_left = 96.0
offset_top = 27.0
offset_right = 663.0
offset_bottom = 112.0
mouse_filter = 2
texture = ExtResource("2_text")
stretch_mode = 3
[node name="PhotoGallery" parent="." unique_id=1823812771 instance=ExtResource("3_gallery")]
layout_mode = 1
offset_left = 80.0
offset_top = 107.0
offset_right = 680.0
offset_bottom = 547.0

View File

@@ -0,0 +1,103 @@
[gd_scene format=3 uid="uid://clno1ahv2byng"]
[ext_resource type="Script" uid="uid://0yyr318wl7co" path="res://core/game_menu/page_interactive.gd" id="1_script"]
[ext_resource type="Texture2D" uid="uid://xfl3ks4dbfaw" path="res://core/game_menu/assets/page_2/achievements_text.png" id="3_4uwhd"]
[ext_resource type="Texture2D" uid="uid://drwe2xcnp8vs1" path="res://core/game_menu/assets/page_2/2_dx.png" id="3_msl27"]
[ext_resource type="PackedScene" uid="uid://bvw086glfpcba" path="res://core/game_menu/collectible_gallery.tscn" id="5_w0bcg"]
[ext_resource type="Texture2D" uid="uid://bx6gsh5uchkge" path="res://core/game_menu/assets/lock.png" id="8_48jk0"]
[ext_resource type="Texture2D" uid="uid://vg5y4qgc26ko" path="res://core/game_menu/assets/page_3/coming_soon_01.png" id="8_71v1w"]
[ext_resource type="Texture2D" uid="uid://bmatlcouch6jm" path="res://core/game_menu/assets/page_3/coming_soon_02.png" id="9_g7kul"]
[ext_resource type="Texture2D" uid="uid://kvn5l0n11a3q" path="res://core/game_menu/assets/page.png" id="9_page_bg"]
[ext_resource type="Texture2D" uid="uid://bm55xiv8jgnni" path="res://core/game_menu/assets/page_3/coming_soon_03.png" id="10_h6k52"]
[ext_resource type="Texture2D" uid="uid://cj81qdlrulal2" path="res://core/game_menu/assets/page_3/coming_soon_04.png" id="11_7aajs"]
[ext_resource type="Texture2D" uid="uid://biu4i40ck272q" path="res://core/game_menu/assets/page_3/coming_soon_05.png" id="12_dn2di"]
[sub_resource type="AnimatedTexture" id="AnimatedTexture_0x02d"]
frames = 5
frame_0/texture = ExtResource("8_71v1w")
frame_0/duration = 0.15
frame_1/texture = ExtResource("9_g7kul")
frame_1/duration = 0.15
frame_2/texture = ExtResource("10_h6k52")
frame_2/duration = 0.15
frame_3/texture = ExtResource("11_7aajs")
frame_3/duration = 0.15
frame_4/texture = ExtResource("12_dn2di")
frame_4/duration = 0.15
[node name="Page2Right" type="Control" unique_id=944053844]
layout_mode = 3
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
offset_right = -1160.0
offset_bottom = -506.0
grow_horizontal = 2
grow_vertical = 2
mouse_filter = 2
script = ExtResource("1_script")
[node name="PageBackground" type="TextureRect" parent="." unique_id=1387851649]
layout_mode = 1
anchors_preset = 11
anchor_left = 1.0
anchor_right = 1.0
anchor_bottom = 1.0
offset_left = -760.0
grow_horizontal = 0
grow_vertical = 2
mouse_filter = 2
texture = ExtResource("9_page_bg")
expand_mode = 1
[node name="PageBackground2" type="TextureRect" parent="." unique_id=1602066462]
layout_mode = 1
anchors_preset = 11
anchor_left = 1.0
anchor_right = 1.0
anchor_bottom = 1.0
offset_left = -760.0
grow_horizontal = 0
grow_vertical = 2
mouse_filter = 2
texture = ExtResource("3_msl27")
stretch_mode = 2
[node name="AchievementsText" type="TextureRect" parent="." unique_id=766898810]
layout_mode = 0
offset_left = 261.0
offset_top = 34.5
offset_right = 656.0
offset_bottom = 105.5
mouse_filter = 2
texture = ExtResource("3_4uwhd")
stretch_mode = 3
[node name="CollectibleGallery" parent="." unique_id=916407522 instance=ExtResource("5_w0bcg")]
visible = false
layout_mode = 1
offset_left = 127.0
offset_top = 129.5
offset_right = 767.0
offset_bottom = 539.5
[node name="LockTexture" type="TextureRect" parent="." unique_id=535700029]
layout_mode = 0
offset_left = 342.0
offset_top = 153.5
offset_right = 624.0
offset_bottom = 514.2
mouse_filter = 2
texture = ExtResource("8_48jk0")
expand_mode = 1
stretch_mode = 5
[node name="TextureRect" type="TextureRect" parent="." unique_id=1942592146]
layout_mode = 0
offset_left = 596.0
offset_top = 86.0
offset_right = 743.0
offset_bottom = 233.0
texture = SubResource("AnimatedTexture_0x02d")
expand_mode = 1
stretch_mode = 5

View File

@@ -2,9 +2,7 @@
[ext_resource type="PackedScene" uid="uid://id854u4gh12f" path="res://core/game_menu/page.tscn" id="1_ua8fn"]
[ext_resource type="Texture2D" uid="uid://fpnhk1ygcrmu" path="res://core/game_menu/assets/page_3/bg_timbri.png" id="2_ckqcb"]
[ext_resource type="PackedScene" uid="uid://cxf8s80ivwj1p" path="res://core/game_menu/option_menu.tscn" id="2_tymfi"]
[ext_resource type="Texture2D" uid="uid://db2yhovnqq4cp" path="res://core/game_menu/assets/decoration_page3.png" id="2_yx6jr"]
[ext_resource type="PackedScene" uid="uid://caqf471x0kttc" path="res://core/game_menu/settings_menu.tscn" id="4_twko7"]
[node name="Page3" unique_id=2037261222 instance=ExtResource("1_ua8fn")]
anchors_preset = 15
@@ -37,33 +35,4 @@ anchor_bottom = 0.7740741
texture = ExtResource("2_ckqcb")
metadata/_edit_use_anchors_ = true
[node name="OptionMenu" parent="." index="3" unique_id=1055457221 instance=ExtResource("2_tymfi")]
layout_mode = 0
anchors_preset = 0
anchor_left = 0.7213542
anchor_top = 0.5212963
anchor_right = 0.7213542
anchor_bottom = 0.5212963
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grow_vertical = 1
metadata/_edit_use_anchors_ = true
[node name="PlayButton" parent="OptionMenu/VBoxContainer" parent_id_path=PackedInt32Array(1055457221, 508055524) index="0" unique_id=1990327704]
visible = false
[node name="SettingsButton" parent="OptionMenu/VBoxContainer" parent_id_path=PackedInt32Array(1055457221, 508055524) index="2" unique_id=1931222561]
visible = false
[node name="SettingsMenu" parent="." index="4" unique_id=1639777294 instance=ExtResource("4_twko7")]
layout_mode = 1
anchor_top = 0.5388889
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offset_right = 902.11
offset_bottom = 285.0
grow_vertical = 2
size_flags_horizontal = 6
[editable path="OptionMenu"]

View File

@@ -0,0 +1,50 @@
[gd_scene format=3 uid="uid://dhjocrxlqosyr"]
[ext_resource type="Script" uid="uid://0yyr318wl7co" path="res://core/game_menu/page_interactive.gd" id="1_script"]
[ext_resource type="PackedScene" uid="uid://caqf471x0kttc" path="res://core/game_menu/settings_menu.tscn" id="2_settings"]
[ext_resource type="Texture2D" uid="uid://diuai5vtjx23l" path="res://core/game_menu/assets/page_3/3_sx.png" id="3_jdqrf"]
[ext_resource type="Texture2D" uid="uid://kvn5l0n11a3q" path="res://core/game_menu/assets/page.png" id="3_page_bg"]
[node name="Page3Left" type="Control" unique_id=1419303211]
layout_mode = 3
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
offset_right = -1160.0
offset_bottom = -506.0
grow_horizontal = 2
grow_vertical = 2
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script = ExtResource("1_script")
[node name="PageBackground" type="TextureRect" parent="." unique_id=1048771500]
layout_mode = 1
anchors_preset = 9
anchor_bottom = 1.0
offset_right = 760.0
grow_vertical = 2
mouse_filter = 2
texture = ExtResource("3_page_bg")
expand_mode = 1
flip_h = true
[node name="PageBackground2" type="TextureRect" parent="." unique_id=1869708897]
layout_mode = 1
anchors_preset = 9
anchor_bottom = 1.0
offset_right = 760.0
grow_vertical = 2
mouse_filter = 2
texture = ExtResource("3_jdqrf")
stretch_mode = 2
[node name="SettingsMenu" parent="." unique_id=1402645746 instance=ExtResource("2_settings")]
layout_mode = 0
anchors_preset = 0
anchor_right = 0.0
anchor_bottom = 0.0
offset_left = 68.0
offset_top = 24.5
offset_right = 692.0
offset_bottom = 549.5
size_flags_horizontal = 6

View File

@@ -0,0 +1,64 @@
[gd_scene format=3 uid="uid://cnaguqaowck52"]
[ext_resource type="Script" uid="uid://0yyr318wl7co" path="res://core/game_menu/page_interactive.gd" id="1_script"]
[ext_resource type="PackedScene" uid="uid://cxf8s80ivwj1p" path="res://core/game_menu/option_menu.tscn" id="2_option"]
[ext_resource type="Texture2D" uid="uid://b6ae0kp1m0x74" path="res://core/game_menu/assets/page_3/3_dx.png" id="3_j1o0h"]
[ext_resource type="Texture2D" uid="uid://kvn5l0n11a3q" path="res://core/game_menu/assets/page.png" id="3_page_bg"]
[node name="Page3Right" type="Control" unique_id=1670917406]
layout_mode = 3
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
offset_right = -1160.0
offset_bottom = -506.0
grow_horizontal = 2
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script = ExtResource("1_script")
[node name="PageBackground" type="TextureRect" parent="." unique_id=957141621]
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anchors_preset = 11
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anchor_right = 1.0
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[node name="PageBackground2" type="TextureRect" parent="." unique_id=409054633]
layout_mode = 1
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anchor_bottom = 1.0
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grow_horizontal = 0
grow_vertical = 2
mouse_filter = 2
texture = ExtResource("3_j1o0h")
stretch_mode = 2
[node name="OptionMenu" parent="." unique_id=537721615 instance=ExtResource("2_option")]
layout_mode = 1
anchors_preset = 8
anchor_left = 0.5
anchor_top = 0.5
anchor_right = 0.5
anchor_bottom = 0.5
offset_left = -181.5
offset_top = -212.0
offset_right = 248.5
offset_bottom = 212.0
[node name="PlayButton" parent="OptionMenu/VBoxContainer" parent_id_path=PackedInt32Array(537721615, 508055524) index="0" unique_id=1990327704]
visible = false
[node name="SettingsButton" parent="OptionMenu/VBoxContainer" parent_id_path=PackedInt32Array(537721615, 508055524) index="2" unique_id=1931222561]
visible = false
[editable path="OptionMenu"]

View File

@@ -0,0 +1,14 @@
extends Control
signal manage_pageflip(give_control: bool)
func _ready() -> void:
manage_pageflip.connect(_on_manage_pageflip)
func _on_manage_pageflip(give_control: bool) -> void:
var tweens = find_children("*", "ContainerTween", true, false)
for tween in tweens:
if give_control:
tween.start_tween()
else:
tween.stop_tween()

View File

@@ -0,0 +1 @@
uid://0yyr318wl7co

View File

@@ -17,6 +17,8 @@ func load_gallery() -> void:
for file_path in saved_photos:
if FileAccess.file_exists(file_path):
_create_photo_thumbnail(file_path)
if is_inside_tree():
await get_tree().process_frame
func _create_photo_thumbnail(file_path: String) -> void:
var image = Image.load_from_file(file_path)

Binary file not shown.

After

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View File

@@ -0,0 +1,40 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://clmbvd7ilhra2"
path="res://.godot/imported/button_choochoo_on.png-e06955044ec386fd4f20a50236119841.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://core/main_scene_ui/assets/button_choochoo_on.png"
dest_files=["res://.godot/imported/button_choochoo_on.png-e06955044ec386fd4f20a50236119841.ctex"]
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compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
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detect_3d/compress_to=1

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View File

@@ -0,0 +1,40 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://qq84r14df2ix"
path="res://.godot/imported/button_visibility_on.png-32e35f3ae7b88f431f03c78dc0b29e6c.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://core/main_scene_ui/assets/button_visibility_on.png"
dest_files=["res://.godot/imported/button_visibility_on.png-32e35f3ae7b88f431f03c78dc0b29e6c.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1

View File

@@ -8,7 +8,6 @@ extends Control
@onready var photo_icon_button: Button = $%PhotoIconButton
@onready var choo_choo_button: Button = $%ChooChooButton
@onready var collectible_icon_button: Button = $%CollectibleIconButton
@onready var resume_button: Button = $GameMenuPanel/GameMenu/Pages/Page3/OptionMenu/VBoxContainer/ResumeButton
@onready var weather_row: HBoxContainer = $%WeatherRow
@onready var time_of_day_row: HBoxContainer = $%TimeOfDayRow
@onready var photo_mode_texture_panel: Panel = $%PhotoModeTexturePanel
@@ -40,7 +39,7 @@ func _ready() -> void:
menu_icon_button.pressed.connect(_open_game_menu_on_page.bind(2))
photo_icon_button.pressed.connect(_on_photo_icon_button_pressed)
choo_choo_button.pressed.connect(_on_choo_choo_button_pressed)
resume_button.pressed.connect(_on_resume_button_pressed)
UIEvents.resume_game_requested.connect(_on_resume_button_pressed)
func _process(_delta: float) -> void:
if time_label and dist_label and GameState.is_loaded:

File diff suppressed because one or more lines are too long

View File

@@ -47,3 +47,7 @@ signal day_time_option_changed(index: int)
#train signals
@warning_ignore("unused_signal")
signal toot_toot()
#game menu signals
@warning_ignore("unused_signal")
signal resume_game_requested()

View File

@@ -224,11 +224,6 @@ transform = Transform3D(0.57785755, -0.57709646, 0.5770964, 0, 0.7071067, 0.7071
rotation_target = NodePath("../pivot")
iso_camera = NodePath("../camera_iso")
[node name="MainSceneUi" parent="cameras" unique_id=1359391222 instance=ExtResource("49_exdk1")]
offset_left = 3.0
offset_right = 3.0
mouse_filter = 2
[node name="DayNight" parent="." unique_id=1611939731 node_paths=PackedStringArray("camera_pivot") instance=ExtResource("36_qwsp8")]
camera_pivot = NodePath("../cameras")
thunder_sounds = Array[AudioStream]([SubResource("AudioStreamMP3_ra0ar"), SubResource("AudioStreamMP3_j8mxr"), ExtResource("37_pdfkp"), ExtResource("38_fpbvh"), ExtResource("39_hxtdl")])
@@ -554,6 +549,9 @@ theme_override_colors/font_hover_pressed_color = Color(1, 1, 1, 1)
theme_override_colors/font_outline_color = Color(1, 1, 1, 1)
text = "Update Rails"
[node name="MainSceneUi" parent="." unique_id=1359391222 instance=ExtResource("49_exdk1")]
mouse_filter = 2
[connection signal="toggled" from="Control/Snow" to="Control" method="_on_snow_toggled"]
[connection signal="toggled" from="Control/Rain" to="Control" method="_on_rain_toggled"]
[connection signal="toggled" from="Control/Wind" to="Control" method="_on_wind_toggled"]