#149 - a line is typed out at about three and a half words a second, with a scan sweep running down the panel and faint rules across it while it decodes. The frame carries the charge while it works and settles when the line lands; the caret is a solid write-head during the decode and only starts blinking once it is waiting on the reader. Two implementation notes worth keeping. The full text is set and then REVEALED with visible_characters rather than the string being grown - a growing string re-wraps on nearly every frame, so words jump between rows as they are typed. And a press on a line still arriving FINISHES it instead of dismissing it: without that, a player clicking at their usual pace skips the second line having never seen a word of it, which is the exact thing #127 exists to prevent. #153 - "after a dialog popup the input system is lost on keypress". Nothing was lost; it was never delivered. A dialog stops the tree (#128), a paused node receives no input, so a key RELEASED while the line was up never reached the controller - keys_down kept it and the fleet flew on in that direction once the game restarted. NOTIFICATION_UNPAUSED arrives whatever a node's process mode is, which makes it the one moment the question can be asked, and the physical keyboard is the authority on what is actually held. That fixes anything that stops the tree, not only dialogs, and the test checks it that way. #154 - the banner was the ninth child of the UI layer and every panel came after it, so all twelve of them drew over the top. It is the last child now, in both scenes. Input order was never the problem and does not change: the UI layer already sees unhandled input before the controllers do.
364 lines
14 KiB
GDScript
364 lines
14 KiB
GDScript
extends Control
|
|
|
|
# #122: what the guide says during the prologue.
|
|
#
|
|
# A banner rather than a dialogue box: the player is flying while they read
|
|
# it, so it sits across the top out of the way of the fleet.
|
|
#
|
|
# #127 makes it wait for the player. A line stays until it is DISMISSED -
|
|
# there is no timer under it - because a prologue whose lines expire on
|
|
# their own is a prologue that reads at the game's pace rather than at the
|
|
# reader's. Lines queue rather than replacing each other, so a beat that
|
|
# fires while the previous line is still up does not silently eat it.
|
|
#
|
|
# The beats that are about the guide talking hold while this is speaking
|
|
# (see IntroDirector._waits_for_narration), so dismissing a line is what
|
|
# advances the prologue.
|
|
#
|
|
# #128 makes that unconditional: while a line is up the WHOLE GAME is
|
|
# stopped - get_tree().paused, which freezes the fleet, the enemies, the
|
|
# production in GameState, and the director's own beat clock, and which
|
|
# stops input reaching any node that is not this one. So there is nothing
|
|
# to miss while reading and nothing to fumble a command into, and a beat's
|
|
# deadline can no longer run out from under an unacknowledged line: the
|
|
# player's click is the only thing that starts the world again.
|
|
#
|
|
# The pause is owned HERE rather than by each caller, because the thing that
|
|
# must not get out of step is "a line is showing" and "the game is stopped",
|
|
# and the only code that knows the first is this file.
|
|
#
|
|
# #149: a line ARRIVES rather than appearing. It is typed out at a readable
|
|
# rate, with a scan sweep running down the panel while it does - a
|
|
# transmission being decoded rather than a caption being switched on.
|
|
#
|
|
# A press during the typing FINISHES it instead of dismissing the line. That
|
|
# is not a flourish: without it, a player who clicks quickly through two
|
|
# lines never sees the second one at all, and the whole point of #127 was
|
|
# that lines wait for the reader.
|
|
|
|
signal dismissed
|
|
|
|
const FADE_IN_SECONDS: float = 0.35
|
|
const TEXT_COLOR: Color = Color(0.82, 0.92, 1.0)
|
|
const FRAME_COLOR: Color = Color(0.45, 0.68, 0.95)
|
|
const SPEAKER_COLOR: Color = Color(0.62, 0.86, 1.0)
|
|
# #125: the panel was a plain rectangle with a line under it. These are the
|
|
# pieces that make it read as a transmission window instead - the corners
|
|
# are cut and the short edges are brackets rather than sides. All geometry
|
|
# rather than art, so it scales with the banner and costs nothing.
|
|
const CUT: float = 26.0
|
|
const BRACKET: float = 34.0
|
|
const INSET: float = 7.0
|
|
# #127: the speaker's name sits ON the top edge at the left, in a notch cut
|
|
# out of the border, the way a label is riveted to a panel.
|
|
const SPEAKER_FONT_SIZE: int = 20
|
|
const SPEAKER_PAD: float = 12.0
|
|
const SPEAKER_INSET: float = 46.0
|
|
const DEFAULT_SPEAKER: String = "CONVOY CONTROL"
|
|
# #149: how fast a line decodes. Fast enough not to be a wait, slow enough
|
|
# to read as arriving - about three and a half words a second.
|
|
const CHARS_PER_SECOND: float = 42.0
|
|
# The scan sweep's travel time, top to bottom of the panel.
|
|
const SWEEP_SECONDS: float = 0.9
|
|
const SWEEP_COLOR: Color = Color(0.55, 0.95, 1.0)
|
|
# Faint horizontal rules over the whole panel, the way a screen has them.
|
|
const SCANLINE_GAP: float = 7.0
|
|
|
|
var label: Label
|
|
var speaker_label: Label
|
|
var queued: Array = []
|
|
var current: String = ""
|
|
var speaker: String = ""
|
|
var shown_for: float = 0.0
|
|
# How much of the current line has been decoded, in characters.
|
|
var revealed: float = 0.0
|
|
# Whether the pause currently in force is OURS. Checked before lifting it, so
|
|
# a pause somebody else put on (a menu, a future one) is never lifted by a
|
|
# dialog closing.
|
|
var _holds_pause: bool = false
|
|
|
|
|
|
func _ready() -> void:
|
|
# #128: the one node that keeps running while the game is stopped. Set
|
|
# here as well as in _ensure_label() because a banner that pauses the
|
|
# tree and then cannot process its own dismissal would wedge the game.
|
|
process_mode = Node.PROCESS_MODE_ALWAYS
|
|
_ensure_label()
|
|
|
|
|
|
# The pause goes on when a line goes up and comes off when the last one is
|
|
# gone. Both are idempotent, so it does not matter how many times the state
|
|
# is re-derived - only that it is derived from one place (_sync_pause).
|
|
func _sync_pause() -> void:
|
|
var wanted: bool = current != ""
|
|
if wanted == _holds_pause:
|
|
return
|
|
var tree: SceneTree = get_tree()
|
|
if tree == null:
|
|
# Not in the tree: there is nothing to pause, and nothing we could
|
|
# have paused earlier is still ours to lift.
|
|
_holds_pause = false
|
|
return
|
|
if wanted:
|
|
tree.paused = true
|
|
_holds_pause = true
|
|
return
|
|
tree.paused = false
|
|
_holds_pause = false
|
|
|
|
|
|
# Leaving the tree with a line up - the scene swapping to a planet surface,
|
|
# a test dropping the scene - must not leave the game stopped with nothing
|
|
# left that could start it again.
|
|
func _exit_tree() -> void:
|
|
if not _holds_pause:
|
|
return
|
|
var tree: SceneTree = get_tree()
|
|
if tree != null:
|
|
tree.paused = false
|
|
_holds_pause = false
|
|
|
|
|
|
# The director is a world node and this banner lives under the UI layer,
|
|
# which readies afterwards - so the first line can arrive before _ready().
|
|
# Building on demand is simpler than making the director wait a frame, and
|
|
# it cannot be got wrong twice.
|
|
func _ensure_label() -> void:
|
|
if label != null:
|
|
return
|
|
process_mode = Node.PROCESS_MODE_ALWAYS
|
|
mouse_filter = Control.MOUSE_FILTER_IGNORE
|
|
visible = false
|
|
label = Label.new()
|
|
label.mouse_filter = Control.MOUSE_FILTER_IGNORE
|
|
label.add_theme_font_size_override("font_size", 30)
|
|
label.add_theme_color_override("font_color", TEXT_COLOR)
|
|
label.add_theme_color_override("font_outline_color", Color(0.01, 0.02, 0.06, 0.95))
|
|
label.add_theme_constant_override("outline_size", 4)
|
|
label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
|
|
label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER
|
|
label.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART
|
|
add_child(label)
|
|
|
|
speaker_label = Label.new()
|
|
speaker_label.mouse_filter = Control.MOUSE_FILTER_IGNORE
|
|
speaker_label.add_theme_font_size_override("font_size", SPEAKER_FONT_SIZE)
|
|
speaker_label.add_theme_color_override("font_color", SPEAKER_COLOR)
|
|
speaker_label.add_theme_color_override("font_outline_color", Color(0.01, 0.02, 0.06, 0.95))
|
|
speaker_label.add_theme_constant_override("outline_size", 3)
|
|
speaker_label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER
|
|
add_child(speaker_label)
|
|
|
|
resized.connect(_layout)
|
|
_layout()
|
|
|
|
|
|
func _layout() -> void:
|
|
if label == null:
|
|
return
|
|
# The text clears the speaker tab at the top and the brackets at the
|
|
# sides, so a long line never runs underneath either.
|
|
label.position = Vector2(BRACKET, SPEAKER_FONT_SIZE * 0.9)
|
|
label.size = Vector2(maxf(size.x - BRACKET * 2.0, 0.0),
|
|
maxf(size.y - SPEAKER_FONT_SIZE * 0.9, 0.0))
|
|
speaker_label.position = Vector2(SPEAKER_INSET + SPEAKER_PAD,
|
|
-SPEAKER_FONT_SIZE * 0.5)
|
|
speaker_label.size = Vector2(_speaker_width(), SPEAKER_FONT_SIZE)
|
|
|
|
|
|
func _speaker_width() -> float:
|
|
if speaker_label == null or speaker_label.text == "":
|
|
return 0.0
|
|
var font: Font = speaker_label.get_theme_font("font")
|
|
if font == null:
|
|
return float(speaker_label.text.length()) * SPEAKER_FONT_SIZE * 0.6
|
|
return font.get_string_size(speaker_label.text, HORIZONTAL_ALIGNMENT_LEFT, -1.0,
|
|
SPEAKER_FONT_SIZE).x
|
|
|
|
|
|
# Says one line, from someone. It stays up until dismissed.
|
|
func say(line: String, who: String = DEFAULT_SPEAKER) -> void:
|
|
_ensure_label()
|
|
queued.append({"line": line, "speaker": who})
|
|
if current == "":
|
|
_advance()
|
|
|
|
|
|
func clear() -> void:
|
|
queued.clear()
|
|
current = ""
|
|
speaker = ""
|
|
shown_for = 0.0
|
|
visible = false
|
|
_sync_pause()
|
|
|
|
|
|
func is_speaking() -> bool:
|
|
return current != "" or not queued.is_empty()
|
|
|
|
|
|
# Closes the current line and shows whatever is behind it. Public so a test
|
|
# - or any other way of dismissing a dialog that gets added later - has the
|
|
# same door the click uses.
|
|
func dismiss() -> bool:
|
|
if current == "":
|
|
return false
|
|
# #149: still arriving, so this press is "show me the rest" rather than
|
|
# "I have read it". It still counts as handled - the press must not fall
|
|
# through and steer the fleet either way.
|
|
if is_typing():
|
|
finish_typing()
|
|
return true
|
|
dismissed.emit()
|
|
_advance()
|
|
return true
|
|
|
|
|
|
func _advance() -> void:
|
|
shown_for = 0.0
|
|
revealed = 0.0
|
|
if queued.is_empty():
|
|
current = ""
|
|
speaker = ""
|
|
visible = false
|
|
_sync_pause()
|
|
return
|
|
var next: Dictionary = queued.pop_front()
|
|
current = String(next.line)
|
|
speaker = String(next.speaker)
|
|
revealed = 0.0
|
|
label.text = current
|
|
# The full text is set and then hidden a character at a time, rather than
|
|
# the text growing. Growing it would re-wrap the line on nearly every
|
|
# frame, so words would jump between rows as they were typed.
|
|
label.visible_characters = 0
|
|
speaker_label.text = speaker
|
|
visible = true
|
|
_layout()
|
|
queue_redraw()
|
|
_sync_pause()
|
|
|
|
|
|
func is_typing() -> bool:
|
|
return current != "" and revealed < float(current.length())
|
|
|
|
|
|
# Shows the whole line at once. What a press does while it is still arriving.
|
|
func finish_typing() -> void:
|
|
revealed = float(current.length())
|
|
if label != null:
|
|
label.visible_characters = -1
|
|
queue_redraw()
|
|
|
|
|
|
func _process(delta: float) -> void:
|
|
if current == "":
|
|
return
|
|
# The fade-in, the prompt's blink, and the decode. Nothing here closes
|
|
# the line - that is the player's job (#127).
|
|
shown_for += delta
|
|
if is_typing():
|
|
revealed = minf(revealed + delta * CHARS_PER_SECOND, float(current.length()))
|
|
label.visible_characters = -1 if not is_typing() else int(revealed)
|
|
queue_redraw()
|
|
|
|
|
|
func _unhandled_input(event: InputEvent) -> void:
|
|
if current == "":
|
|
return
|
|
var pressed: bool = (event is InputEventScreenTouch and event.pressed) \
|
|
or (event is InputEventMouseButton and event.pressed \
|
|
and event.button_index == MOUSE_BUTTON_LEFT)
|
|
if not pressed:
|
|
return
|
|
# A dismissed line eats the press: it must not also be steering the
|
|
# fleet or firing something on the way through.
|
|
if dismiss():
|
|
get_viewport().set_input_as_handled()
|
|
|
|
|
|
# The panel's outline: a rectangle with its corners cut off, and a notch in
|
|
# the top edge where the speaker's name sits. Returned rather than drawn so
|
|
# the fill and the stroke are guaranteed to be the same shape.
|
|
func _frame() -> PackedVector2Array:
|
|
var w: float = size.x
|
|
var h: float = size.y
|
|
var tab_start: float = SPEAKER_INSET
|
|
var tab_end: float = SPEAKER_INSET + _speaker_width() + SPEAKER_PAD * 2.0
|
|
var lift: float = SPEAKER_FONT_SIZE * 0.9
|
|
return PackedVector2Array([
|
|
Vector2(CUT, 0.0),
|
|
# The notch: up over the speaker's name and back down.
|
|
Vector2(tab_start, 0.0), Vector2(tab_start + 6.0, -lift),
|
|
Vector2(tab_end - 6.0, -lift), Vector2(tab_end, 0.0),
|
|
Vector2(w - CUT, 0.0), Vector2(w, CUT),
|
|
Vector2(w, h - CUT), Vector2(w - CUT, h), Vector2(CUT, h),
|
|
Vector2(0.0, h - CUT), Vector2(0.0, CUT),
|
|
])
|
|
|
|
|
|
func _draw() -> void:
|
|
if current == "":
|
|
return
|
|
var alpha: float = clampf(shown_for / FADE_IN_SECONDS, 0.0, 1.0)
|
|
label.modulate.a = alpha
|
|
speaker_label.modulate.a = alpha
|
|
var frame: PackedVector2Array = _frame()
|
|
|
|
draw_colored_polygon(frame, Color(0.02, 0.05, 0.12, 0.78 * alpha))
|
|
NeonDraw.draw_glowing_polygon(self, frame, Color(FRAME_COLOR, alpha), 0.8)
|
|
|
|
# Brackets at the short edges: a doubled inner line that stops well short
|
|
# of the corners, so the panel reads as held open rather than closed.
|
|
for side in [0.0, 1.0]:
|
|
var x: float = lerpf(INSET, size.x - INSET, side)
|
|
NeonDraw.draw_glowing_line(self, Vector2(x, CUT + INSET),
|
|
Vector2(x, size.y - CUT - INSET), Color(FRAME_COLOR, alpha * 0.75), 0.6, 0.3)
|
|
var arm: float = BRACKET * (1.0 if side < 0.5 else -1.0)
|
|
for y in [CUT + INSET, size.y - CUT - INSET]:
|
|
NeonDraw.draw_glowing_line(self, Vector2(x, y), Vector2(x + arm, y),
|
|
Color(FRAME_COLOR, alpha * 0.75), 0.6, 0.3)
|
|
|
|
# #127: nothing under the text. The tick strip that used to run along the
|
|
# bottom edge read as an underline attached to the last line rather than
|
|
# as part of the frame.
|
|
|
|
# #149: the panel reads as a screen decoding something.
|
|
#
|
|
# Faint rules across the whole of it, always - a surface with a raster
|
|
# rather than a sheet of glass - and a bright sweep running down it while
|
|
# the line is still arriving, which stops when the decode does. The
|
|
# sweep is the thing that says "this is happening now"; without it a
|
|
# half-typed line just looks like a short line.
|
|
var inner: Rect2 = Rect2(Vector2(INSET, CUT * 0.5),
|
|
Vector2(maxf(size.x - INSET * 2.0, 0.0), maxf(size.y - CUT, 0.0)))
|
|
var rule: float = inner.position.y
|
|
while rule < inner.end.y:
|
|
draw_line(Vector2(inner.position.x, rule), Vector2(inner.end.x, rule),
|
|
Color(SWEEP_COLOR, 0.05 * alpha), 1.0)
|
|
rule += SCANLINE_GAP
|
|
|
|
if is_typing():
|
|
var sweep: float = fposmod(shown_for, SWEEP_SECONDS) / SWEEP_SECONDS
|
|
var y: float = lerpf(inner.position.y, inner.end.y, sweep)
|
|
# Brightest at the head with a short trail above it, so it reads as
|
|
# travelling rather than as a line that moved.
|
|
for step in range(6):
|
|
var trail: float = y - float(step) * 3.0
|
|
if trail < inner.position.y:
|
|
break
|
|
draw_line(Vector2(inner.position.x, trail), Vector2(inner.end.x, trail),
|
|
Color(SWEEP_COLOR, alpha * 0.30 * (1.0 - float(step) / 6.0)), 1.0)
|
|
# And the frame carries the same charge while it is working.
|
|
NeonDraw.draw_glowing_line(self, Vector2(INSET, y), Vector2(size.x - INSET, y),
|
|
Color(SWEEP_COLOR, alpha * 0.5), 0.7, 0.25)
|
|
|
|
# A blinking caret at the bottom right - the one thing that says a click
|
|
# is what moves this on.
|
|
# Solid while decoding - there is nothing to prompt for yet - and
|
|
# blinking once the line is complete and waiting on the reader.
|
|
var blink: float = 1.0 if is_typing() else 0.45 + 0.55 * absf(sin(shown_for * 3.0))
|
|
var tip: Vector2 = Vector2(size.x - CUT - 6.0, size.y - INSET - 12.0)
|
|
NeonDraw.draw_glowing_path(self, PackedVector2Array([
|
|
tip + Vector2(-11.0, -7.0), tip, tip + Vector2(-11.0, 7.0),
|
|
]), Color(0.78, 0.94, 1.0, alpha * blink), 0.9, 0.4)
|