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--git a/assets/PNG/Power-ups/powerupRed_bolt.png.import b/assets/PNG/Power-ups/powerupRed_bolt.png.import new file mode 100644 index 0000000..4a111ff --- /dev/null +++ b/assets/PNG/Power-ups/powerupRed_bolt.png.import @@ -0,0 +1,40 @@ +[remap] + +importer="texture" +type="CompressedTexture2D" +uid="uid://byi55at12nxup" +path="res://.godot/imported/powerupRed_bolt.png-67c6eeb61f30cc94861cd30ef836243b.ctex" +metadata={ +"vram_texture": false +} + +[deps] + +source_file="res://assets/PNG/Power-ups/powerupRed_bolt.png" +dest_files=["res://.godot/imported/powerupRed_bolt.png-67c6eeb61f30cc94861cd30ef836243b.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 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a/assets/PNG/Power-ups/powerupYellow_bolt.png.import b/assets/PNG/Power-ups/powerupYellow_bolt.png.import new file mode 100644 index 0000000..d4bce11 --- /dev/null +++ b/assets/PNG/Power-ups/powerupYellow_bolt.png.import @@ -0,0 +1,40 @@ +[remap] + +importer="texture" +type="CompressedTexture2D" +uid="uid://ct15buwah0wng" +path="res://.godot/imported/powerupYellow_bolt.png-14a66340c6516a7165098dc285b6bd09.ctex" +metadata={ +"vram_texture": false +} + +[deps] + +source_file="res://assets/PNG/Power-ups/powerupYellow_bolt.png" +dest_files=["res://.godot/imported/powerupYellow_bolt.png-14a66340c6516a7165098dc285b6bd09.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 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+path="res://.godot/imported/ufoYellow.png-74850d2cc97f2dac0e6e25d1ffe4b6b2.ctex" +metadata={ +"vram_texture": false +} + +[deps] + +source_file="res://assets/PNG/ufoYellow.png" +dest_files=["res://.godot/imported/ufoYellow.png-74850d2cc97f2dac0e6e25d1ffe4b6b2.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 diff --git a/assets/Spritesheet/sheet.png b/assets/Spritesheet/sheet.png new file mode 100644 index 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+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 diff --git a/assets/Spritesheet/sheet.xml b/assets/Spritesheet/sheet.xml new file mode 100644 index 0000000..71e1ccf --- /dev/null +++ b/assets/Spritesheet/sheet.xml @@ -0,0 +1,296 @@ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + \ No newline at end of file diff --git a/assets/Vector/sheet.svg b/assets/Vector/sheet.svg new file mode 100644 index 0000000..780d70b --- /dev/null +++ b/assets/Vector/sheet.svg @@ -0,0 +1,1455 @@ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + 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+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + \ No newline at end of file diff --git a/assets/Vector/sheet.svg.import b/assets/Vector/sheet.svg.import new file mode 100644 index 0000000..94e3479 --- /dev/null +++ b/assets/Vector/sheet.svg.import @@ -0,0 +1,43 @@ +[remap] + +importer="texture" +type="CompressedTexture2D" +uid="uid://dd8mw6382xas5" +path="res://.godot/imported/sheet.svg-68da1f732c1ee304a3801470de2a54d7.ctex" +metadata={ +"vram_texture": false +} + +[deps] + +source_file="res://assets/Vector/sheet.svg" +dest_files=["res://.godot/imported/sheet.svg-68da1f732c1ee304a3801470de2a54d7.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 +svg/scale=1.0 +editor/scale_with_editor_scale=false +editor/convert_colors_with_editor_theme=false diff --git a/assets/Vector/sheet.swf b/assets/Vector/sheet.swf new file mode 100644 index 0000000..c05371d Binary files /dev/null and b/assets/Vector/sheet.swf differ diff --git a/assets/kenney_space-shooter-remastered.zip b/assets/kenney_space-shooter-remastered.zip new file mode 100644 index 0000000..868d832 Binary files /dev/null and b/assets/kenney_space-shooter-remastered.zip differ diff --git a/assets/license.txt b/assets/license.txt new file mode 100644 index 0000000..01b584a --- /dev/null +++ b/assets/license.txt @@ -0,0 +1,14 @@ + +############################################################################### + + Space Shooter (Remastered, plus fonts and sounds) by Kenney Vleugels (www.kenney.nl) + + ------------------------------ + + License (CC0) + http://creativecommons.org/publicdomain/zero/1.0/ + + You may use these graphics in personal and commercial projects. + Credit (Kenney or www.kenney.nl) would be nice but is not mandatory. + +############################################################################### \ No newline at end of file diff --git a/assets/preview.png b/assets/preview.png new file mode 100644 index 0000000..633aa2a Binary files /dev/null and b/assets/preview.png differ diff --git a/assets/preview.png.import b/assets/preview.png.import new file mode 100644 index 0000000..bc0ff15 --- /dev/null +++ b/assets/preview.png.import @@ -0,0 +1,40 @@ +[remap] + +importer="texture" +type="CompressedTexture2D" +uid="uid://cy6xwo5f3ogdy" +path="res://.godot/imported/preview.png-a680f03a9d5180282694828f1a21451f.ctex" +metadata={ +"vram_texture": false +} + +[deps] + +source_file="res://assets/preview.png" +dest_files=["res://.godot/imported/preview.png-a680f03a9d5180282694828f1a21451f.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 diff --git a/assets/sample.png b/assets/sample.png new file mode 100644 index 0000000..0627784 Binary files /dev/null and b/assets/sample.png differ diff --git a/assets/sample.png.import b/assets/sample.png.import new file mode 100644 index 0000000..169e978 --- /dev/null +++ b/assets/sample.png.import @@ -0,0 +1,40 @@ +[remap] + +importer="texture" +type="CompressedTexture2D" +uid="uid://cy0mxpcj7x7oe" +path="res://.godot/imported/sample.png-e927139e96245ea5d425f1da42b62e4a.ctex" +metadata={ +"vram_texture": false +} + +[deps] + +source_file="res://assets/sample.png" +dest_files=["res://.godot/imported/sample.png-e927139e96245ea5d425f1da42b62e4a.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 diff --git a/scenes/menu.tscn b/scenes/menu.tscn index 2d03d82..31723ab 100644 --- a/scenes/menu.tscn +++ b/scenes/menu.tscn @@ -29,9 +29,9 @@ anchor_top = 0.5 anchor_right = 0.5 anchor_bottom = 0.5 offset_left = -180.0 -offset_top = -240.0 +offset_top = -280.0 offset_right = 180.0 -offset_bottom = 240.0 +offset_bottom = 280.0 grow_horizontal = 2 grow_vertical = 2 theme_override_constants/separation = 16 @@ -83,6 +83,13 @@ size_flags_horizontal = 4 theme_override_font_sizes/font_size = 18 text = "Color Game" +[node name="SpaceShooterButton" type="Button" parent="CenterBox"] +custom_minimum_size = Vector2(280, 48) +layout_mode = 2 +size_flags_horizontal = 4 +theme_override_font_sizes/font_size = 18 +text = "Space Shooter" + [node name="ExitButton" type="Button" parent="CenterBox"] custom_minimum_size = Vector2(280, 48) layout_mode = 2 diff --git a/scenes/space_shooter.tscn b/scenes/space_shooter.tscn new file mode 100644 index 0000000..c01a10d --- /dev/null +++ b/scenes/space_shooter.tscn @@ -0,0 +1,189 @@ +[gd_scene format=3 uid="uid://bwayhk38lpl3u"] + +[ext_resource type="Script" path="res://scripts/space_shooter.gd" id="1_shooter"] +[ext_resource type="Script" path="res://scripts/calibration_overlay.gd" id="2_calib"] + +[node name="SpaceShooter" type="Node2D"] +script = ExtResource("1_shooter") + +[node name="BgLayer" type="CanvasLayer" parent="."] +layer = -10 + +[node name="Background" type="ColorRect" parent="BgLayer"] +anchors_preset = 15 +anchor_right = 1.0 +anchor_bottom = 1.0 +grow_horizontal = 2 +grow_vertical = 2 +mouse_filter = 2 +color = Color(0.05, 0.06, 0.1, 1) + +[node name="StarsLayer" type="Node2D" parent="."] + +[node name="GameLayer" type="Node2D" parent="."] + +[node name="UiLayer" type="CanvasLayer" parent="."] + +[node name="MenuButton" type="Button" parent="UiLayer"] +offset_left = 16.0 +offset_top = 12.0 +offset_right = 120.0 +offset_bottom = 44.0 +text = "Menü" + +[node name="StatusLabel" type="Label" parent="UiLayer"] +offset_left = 130.0 +offset_top = 12.0 +offset_right = 900.0 +offset_bottom = 40.0 +theme_override_colors/font_color = Color(0.75, 0.8, 0.9, 1) +theme_override_font_sizes/font_size = 14 +text = "Starting…" + +[node name="LeftScoreLabel" type="Label" parent="UiLayer"] +offset_left = 24.0 +offset_top = 52.0 +offset_right = 280.0 +offset_bottom = 120.0 +theme_override_colors/font_color = Color(0.45, 0.75, 1, 1) +theme_override_font_sizes/font_size = 18 +text = "Links · —" + +[node name="RightScoreLabel" type="Label" parent="UiLayer"] +anchors_preset = 1 +anchor_left = 1.0 +anchor_right = 1.0 +offset_left = -280.0 +offset_top = 52.0 +offset_right = -24.0 +offset_bottom = 120.0 +grow_horizontal = 0 +theme_override_colors/font_color = Color(1, 0.72, 0.35, 1) +theme_override_font_sizes/font_size = 18 +horizontal_alignment = 2 +text = "Rechts · —" + +[node name="RecalibButton" type="Button" parent="UiLayer"] +visible = false +anchors_preset = 1 +anchor_left = 1.0 +anchor_right = 1.0 +offset_left = -240.0 +offset_top = 12.0 +offset_right = -130.0 +offset_bottom = 44.0 +grow_horizontal = 0 +text = "Neu kalibrieren" + +[node name="SetupPanel" type="VBoxContainer" parent="UiLayer"] +anchors_preset = 8 +anchor_left = 0.5 +anchor_top = 0.5 +anchor_right = 0.5 +anchor_bottom = 0.5 +offset_left = -280.0 +offset_top = -160.0 +offset_right = 280.0 +offset_bottom = 160.0 +grow_horizontal = 2 +grow_vertical = 2 +theme_override_constants/separation = 18 +alignment = 1 + +[node name="SetupTitle" type="Label" parent="UiLayer/SetupPanel"] +layout_mode = 2 +theme_override_colors/font_color = Color(0.9, 0.92, 0.98, 1) +theme_override_font_sizes/font_size = 28 +horizontal_alignment = 1 +text = "Space Shooter" + +[node name="SetupSubtitle" type="Label" parent="UiLayer/SetupPanel"] +layout_mode = 2 +theme_override_colors/font_color = Color(0.6, 0.65, 0.75, 1) +theme_override_font_sizes/font_size = 14 +horizontal_alignment = 1 +text = "Split-Screen · Pod-Zuweisung" + +[node name="ClientGrid" type="GridContainer" parent="UiLayer/SetupPanel"] +layout_mode = 2 +size_flags_horizontal = 4 +theme_override_constants/h_separation = 16 +theme_override_constants/v_separation = 12 +columns = 2 + +[node name="LeftCaption" type="Label" parent="UiLayer/SetupPanel/ClientGrid"] +layout_mode = 2 +theme_override_colors/font_color = Color(0.45, 0.75, 1, 1) +theme_override_font_sizes/font_size = 16 +text = "Links" + +[node name="LeftClientOption" type="OptionButton" parent="UiLayer/SetupPanel/ClientGrid"] +custom_minimum_size = Vector2(220, 0) +layout_mode = 2 + +[node name="RightCaption" type="Label" parent="UiLayer/SetupPanel/ClientGrid"] +layout_mode = 2 +theme_override_colors/font_color = Color(1, 0.72, 0.35, 1) +theme_override_font_sizes/font_size = 16 +text = "Rechts" + +[node name="RightClientOption" type="OptionButton" parent="UiLayer/SetupPanel/ClientGrid"] +custom_minimum_size = Vector2(220, 0) +layout_mode = 2 + +[node name="SetupHintLabel" type="Label" parent="UiLayer/SetupPanel"] +layout_mode = 2 +theme_override_colors/font_color = Color(0.65, 0.7, 0.8, 1) +theme_override_font_sizes/font_size = 14 +horizontal_alignment = 1 +autowrap_mode = 3 +text = "Warte auf Pods…" + +[node name="StartGameButton" type="Button" parent="UiLayer/SetupPanel"] +custom_minimum_size = Vector2(240, 48) +layout_mode = 2 +size_flags_horizontal = 4 +disabled = true +theme_override_font_sizes/font_size = 18 +text = "Kalibrierung starten" + +[node name="CalibrationOverlay" type="Control" parent="UiLayer"] +visible = false +layout_mode = 3 +anchors_preset = 15 +anchor_right = 1.0 +anchor_bottom = 1.0 +grow_horizontal = 2 +grow_vertical = 2 +mouse_filter = 0 +script = ExtResource("2_calib") + +[node name="HintLabel" type="Label" parent="UiLayer/CalibrationOverlay"] +layout_mode = 1 +anchors_preset = 5 +anchor_left = 0.5 +anchor_right = 0.5 +offset_left = -420.0 +offset_top = 80.0 +offset_right = 420.0 +offset_bottom = 180.0 +grow_horizontal = 2 +theme_override_colors/font_color = Color(0.9, 0.92, 0.98, 1) +theme_override_font_sizes/font_size = 20 +horizontal_alignment = 1 +autowrap_mode = 3 +text = "Kalibrierung" + +[node name="StartButton" type="Button" parent="UiLayer/CalibrationOverlay"] +layout_mode = 1 +anchors_preset = 7 +anchor_left = 0.5 +anchor_top = 1.0 +anchor_right = 0.5 +anchor_bottom = 1.0 +offset_left = -140.0 +offset_top = -120.0 +offset_right = 140.0 +offset_bottom = -72.0 +grow_horizontal = 2 +text = "Kalibrierung starten" diff --git a/scripts/accel_calibration.gd b/scripts/accel_calibration.gd index 7e3326c..b48d2f6 100644 --- a/scripts/accel_calibration.gd +++ b/scripts/accel_calibration.gd @@ -3,18 +3,33 @@ extends RefCounted enum Axis { X, Y, Z } +const MIN_SAMPLES := 25 +const TAIL_FRACTION := 0.55 + var axis: Axis = Axis.X var sign: float = 1.0 var center: float = 0.0 var suggested_threshold: float = 3000.0 +var direction: Vector3 = Vector3.RIGHT +var neutral: Vector3 = Vector3.ZERO +var uses_vector: bool = false +var _samples_neutral: Array[Vector3] = [] var _samples_right: Array[Vector3] = [] var _samples_left: Array[Vector3] = [] func reset() -> void: + _samples_neutral.clear() _samples_right.clear() _samples_left.clear() + uses_vector = false + direction = Vector3.RIGHT + neutral = Vector3.ZERO + + +func record_neutral(accel: Vector3i) -> void: + _samples_neutral.append(Vector3(accel)) func record_right(accel: Vector3i) -> void: @@ -26,56 +41,74 @@ func record_left(accel: Vector3i) -> void: func is_ready() -> bool: - return _samples_right.size() >= 20 and _samples_left.size() >= 20 + return ( + _samples_neutral.size() >= MIN_SAMPLES + and _samples_right.size() >= MIN_SAMPLES + and _samples_left.size() >= MIN_SAMPLES + ) func analyze() -> bool: if not is_ready(): return false - var mean_r := _mean(_samples_right) - var mean_l := _mean(_samples_left) - var diff := mean_r - mean_l + var mean_n := _tail_mean(_samples_neutral) + var mean_r := _tail_mean(_samples_right) + var mean_l := _tail_mean(_samples_left) + var delta := mean_r - mean_l - var diffs := [absf(diff.x), absf(diff.y), absf(diff.z)] - axis = Axis.X - var best: float = diffs[0] - if diffs[1] > best: - best = diffs[1] - axis = Axis.Y - if diffs[2] > best: - best = diffs[2] - axis = Axis.Z + if delta.length_squared() < 150.0 * 150.0: + return false - var delta := _component(diff, axis) - sign = 1.0 if delta >= 0.0 else -1.0 + direction = delta.normalized() + neutral = mean_n + uses_vector = true + sign = 1.0 + _set_axis_from_direction() - var all_samples: Array[Vector3] = [] - all_samples.append_array(_samples_right) - all_samples.append_array(_samples_left) - - var projections: Array[float] = [] - for sample in all_samples: - projections.append(_component(sample, axis) * sign) - projections.sort() - center = projections[projections.size() / 2] + var neutral_proj: Array[float] = [] + for sample in _samples_neutral: + neutral_proj.append(_project_vec(sample)) + neutral_proj.sort() + center = neutral_proj[neutral_proj.size() / 2] var deviations: Array[float] = [] - for value in projections: + for value in neutral_proj: deviations.append(absf(value - center)) - deviations.sort() - var median_idx := deviations.size() / 2 - var spread := deviations[median_idx] if not deviations.is_empty() else 500.0 - suggested_threshold = clampf(spread * 1.35, 200.0, 12000.0) + var spread := deviations[deviations.size() / 2] if not deviations.is_empty() else 500.0 + suggested_threshold = clampf(spread * 2.2 + 180.0, 250.0, 8000.0) + + var right_proj := _project_vec(mean_r) - center + var left_proj := _project_vec(mean_l) - center + var separation := absf(right_proj - left_proj) + if separation < suggested_threshold * 2.0: + suggested_threshold = clampf(separation * 0.18, 250.0, 8000.0) + return true func project(accel: Vector3i) -> float: + if uses_vector: + return _project_vec(Vector3(accel)) return _component(Vector3(accel), axis) * sign +func duplicate() -> AccelCalibration: + var copy := AccelCalibration.new() + copy.axis = axis + copy.sign = sign + copy.center = center + copy.suggested_threshold = suggested_threshold + copy.direction = direction + copy.neutral = neutral + copy.uses_vector = uses_vector + return copy + + func axis_name() -> String: + if uses_vector: + return "3D-Schwank (%+.1f,%+.1f,%+.1f)" % [direction.x, direction.y, direction.z] match axis: Axis.X: return "x" @@ -86,6 +119,26 @@ func axis_name() -> String: return "?" +func _project_vec(v: Vector3) -> float: + return (v - neutral).dot(direction) + + +func _tail_mean(samples: Array[Vector3]) -> Vector3: + var start_idx := int(samples.size() * TAIL_FRACTION) + return _mean(samples.slice(start_idx)) + + +func _set_axis_from_direction() -> void: + var abs_dir := direction.abs() + axis = Axis.X + var best := abs_dir.x + if abs_dir.y > best: + best = abs_dir.y + axis = Axis.Y + if abs_dir.z > best: + axis = Axis.Z + + func _mean(samples: Array[Vector3]) -> Vector3: if samples.is_empty(): return Vector3.ZERO @@ -95,10 +148,6 @@ func _mean(samples: Array[Vector3]) -> Vector3: return sum / float(samples.size()) -func _mean_scalar(samples: Array[Vector3], ax: Axis) -> float: - return _component(_mean(samples), ax) - - func _component(v: Vector3, ax: Axis) -> float: match ax: Axis.X: diff --git a/scripts/calibration_overlay.gd b/scripts/calibration_overlay.gd index fa03fe4..72d8019 100644 --- a/scripts/calibration_overlay.gd +++ b/scripts/calibration_overlay.gd @@ -2,10 +2,12 @@ extends Control signal calibration_finished(calibration: AccelCalibration) -enum Phase { WAITING, RIGHT, LEFT, DONE } +enum Phase { WAITING, NEUTRAL, RIGHT, LEFT, DONE } const TRAVEL_PX := 140.0 -const PHASE_DURATION := 4.5 +const NEUTRAL_DURATION := 3.5 +const SWAY_DURATION := 5.0 +const SAMPLE_START_FRACTION := 0.5 const CIRCLE_RADIUS := 44.0 const NEEDLE_LEN := 58.0 @@ -15,6 +17,8 @@ var _guide_offset := Vector2.ZERO var _instruction := "" var _calibration := AccelCalibration.new() var _connection_notified := false +var _context_label := "" +var _last_accel := Vector3i.ZERO @onready var _hint_label: Label = $HintLabel @onready var _start_button: Button = $StartButton @@ -27,12 +31,19 @@ func _ready() -> void: _show_waiting() +func set_context_label(text: String) -> void: + _context_label = text + if _phase == Phase.WAITING: + _show_waiting() + + func start() -> void: _calibration.reset() _connection_notified = false _phase = Phase.WAITING _phase_time = 0.0 _guide_offset = Vector2.ZERO + _last_accel = Vector3i.ZERO visible = true _start_button.visible = true _show_waiting() @@ -44,27 +55,37 @@ func is_active() -> bool: func feed_accel(accel: Vector3i) -> void: + _last_accel = accel + if not _should_record(): + return match _phase: + Phase.NEUTRAL: + _calibration.record_neutral(accel) Phase.RIGHT: _calibration.record_right(accel) Phase.LEFT: _calibration.record_left(accel) +func get_live_projection() -> float: + if _calibration.uses_vector: + return _calibration.project(_last_accel) - _calibration.center + return 0.0 + + func notify_connected() -> void: if _phase != Phase.WAITING or _connection_notified: return _hint_label.text = "Verbunden – tippe „Kalibrierung starten“ oder warte…" - # Automatisch starten sobald verbunden begin_calibration() func begin_calibration() -> void: - if _phase == Phase.RIGHT or _phase == Phase.LEFT: + if _phase == Phase.NEUTRAL or _phase == Phase.RIGHT or _phase == Phase.LEFT: return _connection_notified = true _start_button.visible = false - _begin_phase(Phase.RIGHT) + _begin_phase(Phase.NEUTRAL) func _on_start_pressed() -> void: @@ -76,34 +97,73 @@ func _process(delta: float) -> void: return _phase_time += delta - var t := clampf(_phase_time / PHASE_DURATION, 0.0, 1.0) + var duration := _phase_duration() + var t := clampf(_phase_time / duration, 0.0, 1.0) var ease := t * t * (3.0 - 2.0 * t) match _phase: + Phase.NEUTRAL: + _guide_offset = Vector2.ZERO + _instruction = _phase_instruction( + "Halte den Zylinder senkrecht und ruhig\n(mittlere Position – nicht schwanken)" + ) + if _phase_time >= duration: + _begin_phase(Phase.RIGHT) Phase.RIGHT: _guide_offset.x = TRAVEL_PX * ease - _instruction = "Neige das Gerät nach rechts – folge dem Kreis →" - if _phase_time >= PHASE_DURATION: + _instruction = _phase_instruction( + "Schwank den Pod langsam nach rechts ↷\nWie ein Pendel – Spitze kippt nach rechts" + ) + if _phase_time >= duration: _begin_phase(Phase.LEFT) Phase.LEFT: _guide_offset.x = -TRAVEL_PX * ease - _instruction = "Neige das Gerät nach links – folge dem Kreis ←" - if _phase_time >= PHASE_DURATION: + _instruction = _phase_instruction( + "Schwank den Pod langsam nach links ↶\nWie ein Pendel – Spitze kippt nach links" + ) + if _phase_time >= duration: _finish() - _hint_label.text = _instruction + var record_hint := "" + if _phase != Phase.NEUTRAL and _phase_time < duration * SAMPLE_START_FRACTION: + record_hint = "\n\n… halte gleich die Endposition" + elif _phase != Phase.WAITING and _phase != Phase.DONE: + record_hint = "\n\n✓ Aufnahme läuft" + + _hint_label.text = _instruction + record_hint queue_redraw() +func _phase_duration() -> float: + match _phase: + Phase.NEUTRAL: + return NEUTRAL_DURATION + return SWAY_DURATION + + +func _should_record() -> bool: + if _phase == Phase.WAITING or _phase == Phase.DONE: + return false + return _phase_time >= _phase_duration() * SAMPLE_START_FRACTION + + func _begin_phase(phase: Phase) -> void: _phase = phase _phase_time = 0.0 _guide_offset = Vector2.ZERO match phase: + Phase.NEUTRAL: + _instruction = _phase_instruction( + "Halte den Zylinder senkrecht und ruhig\n(mittlere Position – nicht schwanken)" + ) Phase.RIGHT: - _instruction = "Neige das Gerät nach rechts – folge dem Kreis →" + _instruction = _phase_instruction( + "Schwank den Pod langsam nach rechts ↷\nWie ein Pendel – Spitze kippt nach rechts" + ) Phase.LEFT: - _instruction = "Neige das Gerät nach links – folge dem Kreis ←" + _instruction = _phase_instruction( + "Schwank den Pod langsam nach links ↶\nWie ein Pendel – Spitze kippt nach links" + ) _hint_label.text = _instruction queue_redraw() @@ -112,17 +172,27 @@ func _finish() -> void: _phase = Phase.DONE visible = false if _calibration.analyze(): - calibration_finished.emit(_calibration) + calibration_finished.emit(_calibration.duplicate()) else: - _hint_label.text = "Kalibrierung fehlgeschlagen – zu wenig Daten" + _hint_label.text = ( + "Kalibrierung fehlgeschlagen.\n" + + "Schwank weiter links/rechts oder halte die Neutralposition länger still." + ) visible = true _start_button.visible = true _show_waiting() +func _phase_instruction(base: String) -> String: + if _context_label == "": + return base + return "%s\n\n%s" % [_context_label, base] + + func _show_waiting() -> void: _instruction = "Warte auf Verbindung zu localhost:8081…" - _hint_label.text = _instruction + "\n(Oder „Kalibrierung starten“ ohne Verbindung)" + var prefix := "%s\n\n" % _context_label if _context_label != "" else "" + _hint_label.text = prefix + _instruction + "\n(Oder „Kalibrierung starten“ ohne Verbindung)" func _screen_center() -> Vector2: @@ -134,6 +204,14 @@ func _draw() -> void: return var pos := _screen_center() + _guide_offset + var center := _screen_center() + + if _phase == Phase.NEUTRAL: + var pulse := 0.85 + 0.15 * sin(_phase_time * 4.0) + draw_circle(center, CIRCLE_RADIUS * pulse, Color(0.35, 0.85, 0.55, 0.18)) + draw_arc(center, CIRCLE_RADIUS * pulse, 0.0, TAU, 64, Color(0.45, 0.95, 0.65), 2.5) + draw_line(center + Vector2(-18, 0), center + Vector2(18, 0), Color(1, 1, 1, 0.35), 2.0) + return draw_circle(pos, CIRCLE_RADIUS, Color(0.25, 0.72, 0.95, 0.2)) draw_arc(pos, CIRCLE_RADIUS, 0.0, TAU, 64, Color(0.35, 0.82, 1.0), 2.5) @@ -142,7 +220,6 @@ func _draw() -> void: draw_line(pos, needle_tip, Color(1.0, 1.0, 1.0, 0.95), 3.0) draw_circle(needle_tip, 5.0, Color(1.0, 1.0, 1.0)) - var center := _screen_center() if _phase == Phase.RIGHT: draw_line(center, center + Vector2(TRAVEL_PX, 0.0), Color(1.0, 1.0, 1.0, 0.12), 1.0) elif _phase == Phase.LEFT: diff --git a/scripts/menu.gd b/scripts/menu.gd index d468edd..4bfa153 100644 --- a/scripts/menu.gd +++ b/scripts/menu.gd @@ -4,11 +4,13 @@ const DEMO_SCENE := "res://scenes/demo.tscn" const CONFIG_SCENE := "res://scenes/config.tscn" const PONG_SCENE := "res://scenes/pong.tscn" const COLOR_GAME_SCENE := "res://scenes/color_game.tscn" +const SPACE_SHOOTER_SCENE := "res://scenes/space_shooter.tscn" @onready var demo_button: Button = $CenterBox/DemoButton @onready var config_button: Button = $CenterBox/ConfigButton @onready var pong_button: Button = $CenterBox/PongButton @onready var color_game_button: Button = $CenterBox/ColorGameButton +@onready var space_shooter_button: Button = $CenterBox/SpaceShooterButton @onready var exit_button: Button = $CenterBox/ExitButton @@ -17,6 +19,7 @@ func _ready() -> void: config_button.pressed.connect(func(): _open_scene(CONFIG_SCENE)) pong_button.pressed.connect(func(): _open_scene(PONG_SCENE)) color_game_button.pressed.connect(func(): _open_scene(COLOR_GAME_SCENE)) + space_shooter_button.pressed.connect(func(): _open_scene(SPACE_SHOOTER_SCENE)) exit_button.pressed.connect(_exit_game) diff --git a/scripts/space_shooter.gd b/scripts/space_shooter.gd new file mode 100644 index 0000000..0db57a3 --- /dev/null +++ b/scripts/space_shooter.gd @@ -0,0 +1,895 @@ +extends Node2D + +enum GameState { SETUP, CALIBRATION, PLAYING } + +enum PlayerSide { LEFT, RIGHT } + +const WS_URL := "ws://localhost:8081/ws" +const MENU_SCENE := "res://scenes/menu.tscn" +const STREAM_INTERVAL_MS := 16 + +const PLAY_TOP := 72.0 +const PLAY_BOTTOM_MARGIN := 32.0 +const SHIP_Y_OFFSET := 88.0 +const SIDE_MARGIN := 48.0 +const DIVIDER_WIDTH := 4.0 + +const MAX_SHIP_SPEED := 720.0 +const SHIP_FRICTION := 0.88 +const DEFAULT_SENSITIVITY := 12.0 +const ACCEL_SMOOTH := 0.3 + +const BULLET_SPEED := 900.0 +const FIRE_INTERVAL := 0.14 +const ASTEROID_SCROLL := 220.0 +const ASTEROID_SPAWN_INTERVAL := 2.2 +const ASTEROID_HEALTH := 1.0 +const BULLET_DAMAGE := 0.18 +const SCORE_DESTROY := 100 +const SCORE_DODGE := 40 + +const MAX_LIVES := 10 +const BOOST_COOLDOWN_SEC := 30.0 +const BOOST_DURATION_SEC := 6.0 +const BOOST_DAMAGE_MULT := 2.0 +const LED_INTENSITY := 2 +const LED_UPDATE_INTERVAL := 0.2 +const LED_BLINK_MS := 200 + +const SHIP_SCALE := 0.72 +const ASTEROID_SCALE := 0.78 +const LASER_SCALE := 1.4 + +@onready var game_layer: Node2D = $GameLayer +@onready var stars_layer: Node2D = $StarsLayer +@onready var status_label: Label = $UiLayer/StatusLabel +@onready var menu_button: Button = $UiLayer/MenuButton +@onready var left_score_label: Label = $UiLayer/LeftScoreLabel +@onready var right_score_label: Label = $UiLayer/RightScoreLabel +@onready var setup_panel: Control = $UiLayer/SetupPanel +@onready var left_client_option: OptionButton = $UiLayer/SetupPanel/ClientGrid/LeftClientOption +@onready var right_client_option: OptionButton = $UiLayer/SetupPanel/ClientGrid/RightClientOption +@onready var start_game_button: Button = $UiLayer/SetupPanel/StartGameButton +@onready var setup_hint_label: Label = $UiLayer/SetupPanel/SetupHintLabel +@onready var calibration_overlay: Control = $UiLayer/CalibrationOverlay +@onready var recalib_button: Button = $UiLayer/RecalibButton + +var _socket := WebSocketPeer.new() +var _state := GameState.SETUP +var _available_clients: PackedInt32Array = PackedInt32Array() +var _left_client_id := 0 +var _right_client_id := 0 +var _calib_side := PlayerSide.LEFT +var _stream_client_ids: PackedInt32Array = PackedInt32Array() + +var _calibrations: Array[AccelCalibration] = [AccelCalibration.new(), AccelCalibration.new()] +var _thresholds: Array[float] = [3000.0, 3000.0] +var _sensitivities: Array[float] = [DEFAULT_SENSITIVITY, DEFAULT_SENSITIVITY] +var _accel_filtered: Array[Vector3] = [Vector3.ZERO, Vector3.ZERO] +var _ship_x: Array[float] = [0.0, 0.0] +var _ship_vx: Array[float] = [0.0, 0.0] +var _scores: Array[int] = [0, 0] +var _fire_cooldown: Array[float] = [0.0, 0.0] +var _spawn_timer: Array[float] = [0.0, 0.0] +var _lives: Array[int] = [MAX_LIVES, MAX_LIVES] +var _alive: Array[bool] = [true, true] +var _boost_time_left: Array[float] = [0.0, 0.0] +var _boost_cooldown_left: Array[float] = [0.0, 0.0] +var _boost_led_active: Array[bool] = [false, false] +var _led_update_timer := 0.0 + +var _ships: Array[Sprite2D] = [] +var _asteroids: Array = [] +var _bullets: Array = [] +var _stars: Array = [] + + +func _ready() -> void: + menu_button.pressed.connect(_return_to_menu) + start_game_button.pressed.connect(_on_start_game_pressed) + left_client_option.item_selected.connect(_on_client_selection_changed) + right_client_option.item_selected.connect(_on_client_selection_changed) + recalib_button.pressed.connect(_restart_calibration) + calibration_overlay.calibration_finished.connect(_on_calibration_finished) + + _hide_gameplay() + setup_panel.visible = true + recalib_button.visible = false + _state = GameState.SETUP + + _init_visuals() + _connect_ws() + + +func _exit_tree() -> void: + _cleanup_hardware() + + +func _cleanup_hardware() -> void: + if _socket.get_ready_state() == WebSocketPeer.STATE_OPEN: + _send({"type": "set_stream", "enable": false, "interval_ms": STREAM_INTERVAL_MS}) + for cid in [_left_client_id, _right_client_id]: + if cid <= 0: + continue + _send({"type": "set_input_stream", "client_id": cid, "enable": false}) + _send({ + "type": "set_tap_notify", + "client_id": cid, + "single": false, + "double_tap": false, + "triple": false, + }) + _send_led_clear(cid) + _stream_client_ids = PackedInt32Array() + + +func _return_to_menu() -> void: + _cleanup_hardware() + get_tree().change_scene_to_file(MENU_SCENE) + + +func _connect_ws() -> void: + var err := _socket.connect_to_url(WS_URL) + if err != OK: + status_label.text = "Verbindung fehlgeschlagen: %s" % error_string(err) + else: + status_label.text = "Verbinde mit %s…" % WS_URL + + +func _init_visuals() -> void: + for side in [PlayerSide.LEFT, PlayerSide.RIGHT]: + var ship := Sprite2D.new() + ship.texture = SpriteAtlas.named("playerShip1_blue") if side == PlayerSide.LEFT else SpriteAtlas.named("playerShip1_orange") + ship.scale = Vector2(SHIP_SCALE, SHIP_SCALE) + ship.visible = false + game_layer.add_child(ship) + _ships.append(ship) + + for i in 40: + var star := Sprite2D.new() + star.texture = SpriteAtlas.named("star1" if i % 2 == 0 else "star2") + star.modulate = Color(1, 1, 1, randf_range(0.25, 0.85)) + star.scale = Vector2(randf_range(0.35, 0.9), randf_range(0.35, 0.9)) + var view := get_viewport_rect().size + star.position = Vector2(randf_range(0, view.x), randf_range(PLAY_TOP, view.y)) + star.set_meta("speed", randf_range(80.0, 220.0)) + stars_layer.add_child(star) + _stars.append(star) + + +func _physics_process(delta: float) -> void: + _socket.poll() + _poll_messages() + _update_connection_status() + + match _state: + GameState.SETUP: + return + GameState.CALIBRATION: + if calibration_overlay.is_active(): + calibration_overlay.feed_accel(_accel_for_side(_calib_side)) + return + GameState.PLAYING: + _update_boost_state(delta) + _update_stars(delta) + _update_ships(delta) + _update_bullets(delta) + _update_asteroids(delta) + _try_spawn_asteroids(delta) + _check_collisions() + _sync_sprite_positions() + _update_leds_throttled(delta) + + +func _poll_messages() -> void: + if _socket.get_ready_state() != WebSocketPeer.STATE_OPEN: + if _socket.get_ready_state() == WebSocketPeer.STATE_CLOSED: + _socket.connect_to_url(WS_URL) + return + + while _socket.get_available_packet_count() > 0: + _handle_message(_socket.get_packet().get_string_from_utf8()) + + +func _handle_message(text: String) -> void: + var data = JSON.parse_string(text) + if typeof(data) != TYPE_DICTIONARY: + return + + match data.get("type", ""): + "hello": + _send({"type": "list_clients"}) + "client_list": + _on_client_list(data) + "input": + _on_input(data) + + +func _on_client_list(data: Dictionary) -> void: + if not data.get("success", false): + setup_hint_label.text = "Client-Liste fehlgeschlagen: %s" % data.get("error", "?") + return + + _available_clients = PackedInt32Array() + for entry in data.get("clients", []): + if typeof(entry) != TYPE_DICTIONARY: + continue + if not entry.get("available", false): + continue + var cid := int(entry.get("id", 0)) + if cid > 0: + _available_clients.append(cid) + _available_clients.sort() + + _populate_client_options() + _on_client_selection_changed(-1) + + +func _populate_client_options() -> void: + left_client_option.clear() + right_client_option.clear() + for cid in _available_clients: + var label := "Pod #%d" % cid + left_client_option.add_item(label, cid) + right_client_option.add_item(label, cid) + + if _available_clients.size() >= 2: + left_client_option.select(0) + right_client_option.select(1) + elif _available_clients.size() == 1: + left_client_option.select(0) + right_client_option.select(0) + + +func _on_client_selection_changed(_idx: int) -> void: + if left_client_option.item_count == 0: + _left_client_id = 0 + _right_client_id = 0 + start_game_button.disabled = true + setup_hint_label.text = "Keine Pods online – warte auf Verbindung…" + return + + _left_client_id = left_client_option.get_selected_id() + _right_client_id = right_client_option.get_selected_id() + + var ok := _available_clients.size() >= 2 and _left_client_id > 0 and _right_client_id > 0 and _left_client_id != _right_client_id + start_game_button.disabled = not ok + if _available_clients.size() < 2: + setup_hint_label.text = "Mindestens 2 Pods nötig (aktuell: %d)" % _available_clients.size() + elif _left_client_id == _right_client_id: + setup_hint_label.text = "Links und rechts müssen verschiedene Pods sein." + else: + setup_hint_label.text = "Pod #%d spielt links · Pod #%d spielt rechts" % [_left_client_id, _right_client_id] + + +func _on_start_game_pressed() -> void: + if _left_client_id <= 0 or _right_client_id <= 0 or _left_client_id == _right_client_id: + return + setup_panel.visible = false + _start_calibration(PlayerSide.LEFT) + + +func _start_calibration(side: PlayerSide) -> void: + _state = GameState.CALIBRATION + _calib_side = side + _hide_gameplay() + recalib_button.visible = false + + var cid := _client_id_for_side(side) + calibration_overlay.set_context_label( + "Kalibrierung %s · Pod #%d\nZylinder senkrecht halten, dann links/rechts schwanken" % [ + _side_name(side), cid + ] + ) + calibration_overlay.start() + _set_stream_for_calibration(cid) + + if _socket.get_ready_state() == WebSocketPeer.STATE_OPEN: + calibration_overlay.notify_connected() + + +func _on_calibration_finished(calibration: AccelCalibration) -> void: + _calibrations[_calib_side] = calibration + _thresholds[_calib_side] = calibration.suggested_threshold + _sensitivities[_calib_side] = DEFAULT_SENSITIVITY + + if _calib_side == PlayerSide.LEFT: + _start_calibration(PlayerSide.RIGHT) + else: + _begin_playing() + + +func _begin_playing() -> void: + _state = GameState.PLAYING + _clear_entities() + _scores = [0, 0] + _ship_vx = [0.0, 0.0] + _fire_cooldown = [0.0, 0.0] + _spawn_timer = [0.8, 1.1] + _lives = [MAX_LIVES, MAX_LIVES] + _alive = [true, true] + _boost_time_left = [0.0, 0.0] + _boost_cooldown_left = [0.0, 0.0] + _boost_led_active = [false, false] + _led_update_timer = 0.0 + + for side in [PlayerSide.LEFT, PlayerSide.RIGHT]: + _ship_x[side] = _side_play_rect(side).get_center().x + + _show_gameplay() + recalib_button.visible = true + _enable_both_streams() + _update_score_labels() + status_label.text = ( + "Pod #%d · %s · Schwelle %.0f | Pod #%d · %s · Schwelle %.0f" + % [ + _left_client_id, + _calibrations[PlayerSide.LEFT].axis_name(), + _thresholds[PlayerSide.LEFT], + _right_client_id, + _calibrations[PlayerSide.RIGHT].axis_name(), + _thresholds[PlayerSide.RIGHT], + ] + ) + + +func _restart_calibration() -> void: + _clear_entities() + _hide_gameplay() + _start_calibration(PlayerSide.LEFT) + + +func _show_gameplay() -> void: + for ship in _ships: + ship.visible = true + + +func _hide_gameplay() -> void: + for ship in _ships: + ship.visible = false + _clear_entities() + + +func _clear_entities() -> void: + for entry in _asteroids: + entry["node"].queue_free() + for entry in _bullets: + entry["node"].queue_free() + _asteroids.clear() + _bullets.clear() + + +func _set_stream_for_calibration(client_id: int) -> void: + _disable_all_streams() + _stream_client_ids = PackedInt32Array([client_id]) + _send({"type": "set_input_stream", "client_id": client_id, "enable": true}) + _send({"type": "set_tap_notify", "client_id": client_id, "single": false, "double_tap": false, "triple": false}) + _send({"type": "set_stream", "enable": true, "interval_ms": STREAM_INTERVAL_MS}) + + +func _enable_both_streams() -> void: + _disable_all_streams() + _stream_client_ids = PackedInt32Array([_left_client_id, _right_client_id]) + for cid in _stream_client_ids: + _send({"type": "set_input_stream", "client_id": cid, "enable": true}) + _send({ + "type": "set_tap_notify", + "client_id": cid, + "single": true, + "double_tap": true, + "triple": false, + }) + _send({"type": "set_stream", "enable": true, "interval_ms": STREAM_INTERVAL_MS}) + for side in [PlayerSide.LEFT, PlayerSide.RIGHT]: + _update_led_for_side(side) + + +func _disable_all_streams() -> void: + if _socket.get_ready_state() != WebSocketPeer.STATE_OPEN: + _stream_client_ids = PackedInt32Array() + return + _send({"type": "set_stream", "enable": false, "interval_ms": STREAM_INTERVAL_MS}) + for cid in _stream_client_ids: + _send({"type": "set_input_stream", "client_id": cid, "enable": false}) + _send({ + "type": "set_tap_notify", + "client_id": cid, + "single": false, + "double_tap": false, + "triple": false, + }) + _stream_client_ids = PackedInt32Array() + + +func _on_input(data: Dictionary) -> void: + if not data.get("success", false): + return + + for client in data.get("clients", []): + if typeof(client) != TYPE_DICTIONARY: + continue + var cid := int(client.get("client_id", 0)) + var side := _side_for_client(cid) + if side < 0: + continue + if client.get("valid", false): + var accel := Vector3i( + _to_int(client.get("x")), + _to_int(client.get("y")), + _to_int(client.get("z")) + ) + _set_filtered_accel(side, accel) + if _state == GameState.PLAYING and _is_boost_tap(str(client.get("tap_kind", ""))): + _on_boost_tap(side) + + +func _side_for_client(cid: int) -> int: + if cid == _left_client_id: + return PlayerSide.LEFT + if cid == _right_client_id: + return PlayerSide.RIGHT + return -1 + + +func _is_boost_tap(tap_kind: String) -> bool: + return tap_kind == "single" or tap_kind == "double" + + +func _on_boost_tap(side: PlayerSide) -> void: + if not _alive[side]: + return + if _boost_cooldown_left[side] > 0.0 or _boost_time_left[side] > 0.0: + return + _boost_time_left[side] = BOOST_DURATION_SEC + _boost_led_active[side] = false + _led_update_timer = 0.0 + _update_score_labels() + + +func _update_boost_state(delta: float) -> void: + for side in [PlayerSide.LEFT, PlayerSide.RIGHT]: + if _boost_time_left[side] > 0.0: + _boost_time_left[side] -= delta + if _boost_time_left[side] <= 0.0: + _boost_time_left[side] = 0.0 + _boost_cooldown_left[side] = BOOST_COOLDOWN_SEC + _boost_led_active[side] = false + elif _boost_cooldown_left[side] > 0.0: + _boost_cooldown_left[side] = maxf(_boost_cooldown_left[side] - delta, 0.0) + + +func _is_boost_active(side: PlayerSide) -> bool: + return _alive[side] and _boost_time_left[side] > 0.0 + + +func _update_leds_throttled(delta: float) -> void: + _led_update_timer -= delta + if _led_update_timer > 0.0: + return + _led_update_timer = LED_UPDATE_INTERVAL + for side in [PlayerSide.LEFT, PlayerSide.RIGHT]: + _update_led_for_side(side) + + +func _update_led_for_side(side: PlayerSide) -> void: + var cid := _client_id_for_side(side) + if cid <= 0: + return + if not _alive[side]: + _send_led_color(cid, Color(0.35, 0.05, 0.05), LED_INTENSITY) + return + if _boost_time_left[side] > 0.0: + if not _boost_led_active[side]: + _boost_led_active[side] = true + _send_led_boost_blink(cid, _boost_color(side)) + return + if _boost_cooldown_left[side] > 0.0: + var progress := int((1.0 - _boost_cooldown_left[side] / BOOST_COOLDOWN_SEC) * 100.0) + _send_led_progress(cid, progress, _side_led_color(side)) + return + _send_led_progress(cid, 100, _side_led_color(side)) + + +func _side_led_color(side: PlayerSide) -> Color: + return Color(0.2, 0.75, 1.0) if side == PlayerSide.LEFT else Color(1.0, 0.55, 0.15) + + +func _boost_color(side: PlayerSide) -> Color: + return Color(0.3, 1.0, 0.45) if side == PlayerSide.LEFT else Color(1.0, 0.35, 0.2) + + +func _set_filtered_accel(side: PlayerSide, raw: Vector3i) -> void: + var target := Vector3(raw) + _accel_filtered[side] = _accel_filtered[side].lerp(target, ACCEL_SMOOTH) + + +func _accel_for_side(side: PlayerSide) -> Vector3i: + var v := _accel_filtered[side] + return Vector3i(int(v.x), int(v.y), int(v.z)) + + +func _update_ships(delta: float) -> void: + for side in [PlayerSide.LEFT, PlayerSide.RIGHT]: + if not _alive[side]: + continue + var eff := _effective_accel(side) + if eff == 0.0: + _ship_vx[side] *= SHIP_FRICTION + else: + var target_v := eff * _velocity_scale(side) + _ship_vx[side] = move_toward( + _ship_vx[side], target_v, maxf(absf(target_v) * 0.35, 100.0) * delta + ) + _ship_vx[side] = clampf(_ship_vx[side], -MAX_SHIP_SPEED, MAX_SHIP_SPEED) + + var rect := _side_play_rect(side) + var next_x := _ship_x[side] + _ship_vx[side] * delta + var half_w := 42.0 + if next_x < rect.position.x + half_w: + next_x = rect.position.x + half_w + _ship_vx[side] = 0.0 + if next_x > rect.end.x - half_w: + next_x = rect.end.x - half_w + _ship_vx[side] = 0.0 + _ship_x[side] = next_x + + _fire_cooldown[side] = maxf(_fire_cooldown[side] - delta, 0.0) + if _fire_cooldown[side] <= 0.0: + _fire_cooldown[side] = FIRE_INTERVAL + _spawn_bullet(side) + + +func _spawn_bullet(side: int) -> void: + var boosted := _is_boost_active(side) + var laser := Sprite2D.new() + if boosted: + laser.texture = SpriteAtlas.named("laserGreen01") if side == PlayerSide.LEFT else SpriteAtlas.named("laserRed01") + laser.modulate = Color(1.2, 1.2, 1.2) + else: + laser.texture = SpriteAtlas.named("laserBlue01") + laser.scale = Vector2(LASER_SCALE, LASER_SCALE) + laser.centered = true + game_layer.add_child(laser) + + var ship_y := _ship_y(side) + var damage := BULLET_DAMAGE * (BOOST_DAMAGE_MULT if boosted else 1.0) + _bullets.append({ + "node": laser, + "side": side, + "x": _ship_x[side], + "y": ship_y - 36.0, + "damage": damage, + }) + + +func _try_spawn_asteroids(delta: float) -> void: + for side in [PlayerSide.LEFT, PlayerSide.RIGHT]: + if not _alive[side]: + continue + _spawn_timer[side] -= delta + if _spawn_timer[side] > 0.0: + continue + _spawn_timer[side] = ASTEROID_SPAWN_INTERVAL + randf_range(-0.4, 0.6) + _spawn_asteroid(side) + + +func _spawn_asteroid(side: int) -> void: + var sprite := Sprite2D.new() + sprite.texture = SpriteAtlas.named("meteorBrown_big1") + sprite.scale = Vector2(ASTEROID_SCALE, ASTEROID_SCALE) + sprite.centered = true + game_layer.add_child(sprite) + + var rect := _side_play_rect(side) + var half_w := 52.0 + var x := randf_range(rect.position.x + half_w, rect.end.x - half_w) + _asteroids.append({ + "node": sprite, + "side": side, + "x": x, + "y": PLAY_TOP - 40.0, + "health": ASTEROID_HEALTH, + "scored": false, + }) + + +func _update_bullets(delta: float) -> void: + var remove: Array = [] + for entry in _bullets: + entry["y"] -= BULLET_SPEED * delta + if entry["y"] < PLAY_TOP - 60.0: + remove.append(entry) + for entry in remove: + entry["node"].queue_free() + _bullets.erase(entry) + + +func _update_asteroids(delta: float) -> void: + var remove: Array = [] + for entry in _asteroids: + entry["y"] += ASTEROID_SCROLL * delta + var side: int = entry["side"] + if entry["scored"]: + continue + if entry["y"] > _ship_y(side) + 70.0: + if not _asteroid_hits_ship(entry): + _award_points(side, SCORE_DODGE) + entry["scored"] = true + remove.append(entry) + for entry in remove: + entry["node"].queue_free() + _asteroids.erase(entry) + + +func _check_collisions() -> void: + var bullet_remove: Array = [] + var asteroid_remove: Array = [] + + for bullet in _bullets: + for asteroid in _asteroids: + if bullet["side"] != asteroid["side"]: + continue + if bullet in bullet_remove or asteroid in asteroid_remove: + continue + if _hit_test(bullet, asteroid, 18.0, 42.0): + var damage: float = bullet.get("damage", BULLET_DAMAGE) + asteroid["health"] -= damage + bullet_remove.append(bullet) + if asteroid["health"] <= 0.0 and not asteroid["scored"]: + _award_points(asteroid["side"], SCORE_DESTROY) + asteroid["scored"] = true + asteroid_remove.append(asteroid) + break + + for bullet in bullet_remove: + bullet["node"].queue_free() + _bullets.erase(bullet) + for asteroid in asteroid_remove: + asteroid["node"].queue_free() + _asteroids.erase(asteroid) + + for asteroid in _asteroids.duplicate(): + if asteroid["scored"]: + continue + if _asteroid_hits_ship(asteroid): + asteroid["scored"] = true + asteroid["node"].queue_free() + _asteroids.erase(asteroid) + _damage_ship(int(asteroid["side"])) + + +func _damage_ship(side: PlayerSide) -> void: + if not _alive[side]: + return + _lives[side] -= 1 + _ships[side].modulate = Color(1.5, 0.45, 0.45) + get_tree().create_timer(0.15).timeout.connect( + func() -> void: + if is_inside_tree() and _alive[side]: + _ships[side].modulate = Color.WHITE, + CONNECT_ONE_SHOT + ) + if _lives[side] <= 0: + _alive[side] = false + _ships[side].visible = false + _boost_time_left[side] = 0.0 + _boost_led_active[side] = false + _clear_side_asteroids(side) + _update_led_for_side(side) + _update_score_labels() + + +func _clear_side_asteroids(side: int) -> void: + for entry in _asteroids.duplicate(): + if entry["side"] != side: + continue + entry["node"].queue_free() + _asteroids.erase(entry) + + +func _asteroid_hits_ship(asteroid: Dictionary) -> bool: + var side: int = asteroid["side"] + if not _alive[side]: + return false + return _hit_test( + {"x": _ship_x[side], "y": _ship_y(side)}, + asteroid, + 38.0, + 42.0 + ) + + +func _hit_test(a: Dictionary, b: Dictionary, radius_a: float, radius_b: float) -> bool: + var dx := float(a["x"]) - float(b["x"]) + var dy := float(a["y"]) - float(b["y"]) + var r := radius_a + radius_b + return dx * dx + dy * dy <= r * r + + +func _award_points(side: int, amount: int) -> void: + _scores[side] += amount + _update_score_labels() + + +func _update_score_labels() -> void: + left_score_label.text = _player_hud_text(PlayerSide.LEFT) + right_score_label.text = _player_hud_text(PlayerSide.RIGHT) + + +func _player_hud_text(side: PlayerSide) -> String: + var side_label := "Links" if side == PlayerSide.LEFT else "Rechts" + var cid := _client_id_for_side(side) + if not _alive[side]: + return "%s · Pod #%d\n%d Pkt · TOT" % [side_label, cid, _scores[side]] + var boost_text := "Boost bereit" + if _boost_time_left[side] > 0.0: + boost_text = "BOOST %.0fs" % _boost_time_left[side] + elif _boost_cooldown_left[side] > 0.0: + boost_text = "Boost %.0fs" % _boost_cooldown_left[side] + return "%s · Pod #%d\n%d Pkt · ♥ %d/%d · %s" % [ + side_label, cid, _scores[side], _lives[side], MAX_LIVES, boost_text + ] + + +func _sync_sprite_positions() -> void: + for side in [PlayerSide.LEFT, PlayerSide.RIGHT]: + if _alive[side]: + _ships[side].position = Vector2(_ship_x[side], _ship_y(side)) + for entry in _bullets: + entry["node"].position = Vector2(entry["x"], entry["y"]) + for entry in _asteroids: + entry["node"].position = Vector2(entry["x"], entry["y"]) + + +func _update_stars(delta: float) -> void: + var view_h := get_viewport_rect().size.y + for star in _stars: + var speed: float = star.get_meta("speed") + star.position.y += speed * delta + if star.position.y > view_h + 20.0: + star.position.y = PLAY_TOP - 20.0 + star.position.x = randf_range(0.0, get_viewport_rect().size.x) + + +func _effective_accel(side: int) -> float: + var cal: AccelCalibration = _calibrations[side] + var raw := cal.project(_accel_for_side(side)) + var centered := raw - cal.center + var threshold := _thresholds[side] + var abs_v := absf(centered) + if abs_v <= threshold: + return 0.0 + return signf(centered) * (abs_v - threshold) + + +func _velocity_scale(side: int) -> float: + return _sensitivities[side] / 100.0 + + +func _ship_y(_side: int) -> float: + return get_viewport_rect().size.y - PLAY_BOTTOM_MARGIN - SHIP_Y_OFFSET + + +func _side_play_rect(side: PlayerSide) -> Rect2: + var view := get_viewport_rect().size + var half_w := view.x * 0.5 + if side == PlayerSide.LEFT: + return Rect2(SIDE_MARGIN, PLAY_TOP, half_w - SIDE_MARGIN - DIVIDER_WIDTH * 0.5, view.y - PLAY_TOP - PLAY_BOTTOM_MARGIN) + return Rect2(half_w + DIVIDER_WIDTH * 0.5, PLAY_TOP, half_w - SIDE_MARGIN - DIVIDER_WIDTH * 0.5, view.y - PLAY_TOP - PLAY_BOTTOM_MARGIN) + + +func _client_id_for_side(side: PlayerSide) -> int: + return _left_client_id if side == PlayerSide.LEFT else _right_client_id + + +func _side_name(side: PlayerSide) -> String: + return "links" if side == PlayerSide.LEFT else "rechts" + + +func _update_connection_status() -> void: + match _state: + GameState.SETUP: + match _socket.get_ready_state(): + WebSocketPeer.STATE_OPEN: + status_label.text = "Verbunden · Spieler wählen" + WebSocketPeer.STATE_CONNECTING: + status_label.text = "Verbinde…" + _: + status_label.text = "Getrennt – erneuter Verbindungsversuch…" + GameState.CALIBRATION: + match _socket.get_ready_state(): + WebSocketPeer.STATE_OPEN: + status_label.text = "Kalibrierung %s · Pod #%d" % [ + _side_name(_calib_side), _client_id_for_side(_calib_side) + ] + calibration_overlay.notify_connected() + WebSocketPeer.STATE_CONNECTING: + status_label.text = "Kalibrierung – verbinde…" + _: + status_label.text = "Kalibrierung – keine Verbindung" + GameState.PLAYING: + match _socket.get_ready_state(): + WebSocketPeer.STATE_OPEN: + status_label.text = ( + "Tap/Doppel-Tap = Boost (%ds) · x2 Schaden · ♥×%d · Cooldown %ds" + % [int(BOOST_DURATION_SEC), MAX_LIVES, int(BOOST_COOLDOWN_SEC)] + ) + WebSocketPeer.STATE_CONNECTING: + status_label.text = "Verbinde…" + _: + status_label.text = "Getrennt – erneuter Verbindungsversuch…" + if _socket.get_ready_state() == WebSocketPeer.STATE_CLOSED: + _connect_ws() + + +func _send(payload: Dictionary) -> void: + if _socket.get_ready_state() != WebSocketPeer.STATE_OPEN: + return + _socket.send_text(JSON.stringify(payload)) + + +func _send_led_clear(cid: int) -> void: + _send({"type": "set_led_ring", "client_id": cid, "mode": "clear"}) + + +func _send_led_color(cid: int, color: Color, intensity: int) -> void: + _send({ + "type": "set_led_ring", + "client_id": cid, + "mode": "color", + "r": int(color.r * 255), + "g": int(color.g * 255), + "b": int(color.b * 255), + "intensity": intensity, + }) + + +func _send_led_progress(cid: int, progress: int, color: Color) -> void: + _send({ + "type": "set_led_ring", + "client_id": cid, + "mode": "progress", + "progress": clampi(progress, 0, 100), + "r": int(color.r * 255), + "g": int(color.g * 255), + "b": int(color.b * 255), + "intensity": LED_INTENSITY, + }) + + +func _send_led_boost_blink(cid: int, color: Color) -> void: + var cycle_sec := LED_BLINK_MS * 2.0 / 1000.0 + var count := maxi(int(ceil(BOOST_DURATION_SEC / cycle_sec)), 1) + _send({ + "type": "set_led_ring", + "client_id": cid, + "mode": "blink", + "blink_ms": LED_BLINK_MS, + "blink_count": count, + "r": int(color.r * 255), + "g": int(color.g * 255), + "b": int(color.b * 255), + "intensity": LED_INTENSITY, + }) + + +func _to_int(value: Variant) -> int: + match typeof(value): + TYPE_INT: + return value + TYPE_FLOAT: + return int(value) + TYPE_STRING: + return int(float(value)) + return 0 + + +func _draw() -> void: + var view := get_viewport_rect().size + var mid_x := view.x * 0.5 + draw_line(Vector2(mid_x, PLAY_TOP), Vector2(mid_x, view.y), Color(0.35, 0.4, 0.55, 0.55), DIVIDER_WIDTH) + + var left_rect := _side_play_rect(PlayerSide.LEFT) + var right_rect := _side_play_rect(PlayerSide.RIGHT) + draw_rect(left_rect, Color(0.12, 0.14, 0.22, 0.35), false, 1.0) + draw_rect(right_rect, Color(0.12, 0.14, 0.22, 0.35), false, 1.0) diff --git a/scripts/space_shooter.gd.uid b/scripts/space_shooter.gd.uid new file mode 100644 index 0000000..2c19aa1 --- /dev/null +++ b/scripts/space_shooter.gd.uid @@ -0,0 +1 @@ +uid://csydp7koiklsd diff --git a/scripts/sprite_atlas.gd b/scripts/sprite_atlas.gd new file mode 100644 index 0000000..86f63dd --- /dev/null +++ b/scripts/sprite_atlas.gd @@ -0,0 +1,40 @@ +class_name SpriteAtlas +extends RefCounted + +static var _sheet: Texture2D + + +static func sheet() -> Texture2D: + if _sheet == null: + _sheet = load("res://assets/Spritesheet/sheet.png") + return _sheet + + +static func region(x: int, y: int, w: int, h: int) -> AtlasTexture: + var tex := AtlasTexture.new() + tex.atlas = sheet() + tex.region = Rect2i(x, y, w, h) + return tex + + +static func named(name: String) -> AtlasTexture: + match name: + "meteorBrown_big1": + return region(224, 664, 101, 84) + "playerShip1_blue": + return region(211, 941, 99, 75) + "playerShip1_orange": + return region(247, 84, 99, 75) + "laserBlue01": + return region(856, 421, 9, 54) + "laserRed01": + return region(858, 230, 9, 54) + "laserGreen01": + return region(855, 173, 9, 57) + "star1": + return region(628, 681, 25, 24) + "star2": + return region(222, 84, 25, 24) + _: + push_warning("SpriteAtlas: unknown sprite '%s'" % name) + return region(0, 0, 1, 1) diff --git a/scripts/sprite_atlas.gd.uid b/scripts/sprite_atlas.gd.uid new file mode 100644 index 0000000..38805f6 --- /dev/null +++ b/scripts/sprite_atlas.gd.uid @@ -0,0 +1 @@ +uid://bfp8rhmuuiunl