Two-player mode with client assignment, 3D vector calibration for cylindrical pods, lives, tap/double-tap boost with low-intensity LED cooldown feedback, and Kenney sprite assets. Co-authored-by: Cursor <cursoragent@cursor.com>
227 lines
6.0 KiB
GDScript
227 lines
6.0 KiB
GDScript
extends Control
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signal calibration_finished(calibration: AccelCalibration)
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enum Phase { WAITING, NEUTRAL, RIGHT, LEFT, DONE }
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const TRAVEL_PX := 140.0
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const NEUTRAL_DURATION := 3.5
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const SWAY_DURATION := 5.0
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const SAMPLE_START_FRACTION := 0.5
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const CIRCLE_RADIUS := 44.0
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const NEEDLE_LEN := 58.0
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var _phase := Phase.WAITING
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var _phase_time := 0.0
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var _guide_offset := Vector2.ZERO
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var _instruction := ""
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var _calibration := AccelCalibration.new()
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var _connection_notified := false
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var _context_label := ""
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var _last_accel := Vector3i.ZERO
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@onready var _hint_label: Label = $HintLabel
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@onready var _start_button: Button = $StartButton
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func _ready() -> void:
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set_anchors_preset(Control.PRESET_FULL_RECT)
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mouse_filter = Control.MOUSE_FILTER_PASS
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_start_button.pressed.connect(_on_start_pressed)
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_show_waiting()
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func set_context_label(text: String) -> void:
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_context_label = text
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if _phase == Phase.WAITING:
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_show_waiting()
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func start() -> void:
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_calibration.reset()
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_connection_notified = false
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_phase = Phase.WAITING
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_phase_time = 0.0
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_guide_offset = Vector2.ZERO
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_last_accel = Vector3i.ZERO
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visible = true
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_start_button.visible = true
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_show_waiting()
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queue_redraw()
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func is_active() -> bool:
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return _phase != Phase.DONE
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func feed_accel(accel: Vector3i) -> void:
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_last_accel = accel
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if not _should_record():
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return
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match _phase:
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Phase.NEUTRAL:
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_calibration.record_neutral(accel)
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Phase.RIGHT:
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_calibration.record_right(accel)
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Phase.LEFT:
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_calibration.record_left(accel)
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func get_live_projection() -> float:
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if _calibration.uses_vector:
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return _calibration.project(_last_accel) - _calibration.center
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return 0.0
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func notify_connected() -> void:
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if _phase != Phase.WAITING or _connection_notified:
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return
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_hint_label.text = "Verbunden – tippe „Kalibrierung starten“ oder warte…"
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begin_calibration()
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func begin_calibration() -> void:
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if _phase == Phase.NEUTRAL or _phase == Phase.RIGHT or _phase == Phase.LEFT:
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return
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_connection_notified = true
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_start_button.visible = false
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_begin_phase(Phase.NEUTRAL)
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func _on_start_pressed() -> void:
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begin_calibration()
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func _process(delta: float) -> void:
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if _phase == Phase.WAITING or _phase == Phase.DONE:
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return
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_phase_time += delta
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var duration := _phase_duration()
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var t := clampf(_phase_time / duration, 0.0, 1.0)
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var ease := t * t * (3.0 - 2.0 * t)
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match _phase:
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Phase.NEUTRAL:
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_guide_offset = Vector2.ZERO
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_instruction = _phase_instruction(
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"Halte den Zylinder senkrecht und ruhig\n(mittlere Position – nicht schwanken)"
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)
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if _phase_time >= duration:
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_begin_phase(Phase.RIGHT)
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Phase.RIGHT:
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_guide_offset.x = TRAVEL_PX * ease
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_instruction = _phase_instruction(
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"Schwank den Pod langsam nach rechts ↷\nWie ein Pendel – Spitze kippt nach rechts"
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)
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if _phase_time >= duration:
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_begin_phase(Phase.LEFT)
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Phase.LEFT:
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_guide_offset.x = -TRAVEL_PX * ease
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_instruction = _phase_instruction(
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"Schwank den Pod langsam nach links ↶\nWie ein Pendel – Spitze kippt nach links"
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)
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if _phase_time >= duration:
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_finish()
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var record_hint := ""
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if _phase != Phase.NEUTRAL and _phase_time < duration * SAMPLE_START_FRACTION:
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record_hint = "\n\n… halte gleich die Endposition"
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elif _phase != Phase.WAITING and _phase != Phase.DONE:
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record_hint = "\n\n✓ Aufnahme läuft"
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_hint_label.text = _instruction + record_hint
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queue_redraw()
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func _phase_duration() -> float:
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match _phase:
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Phase.NEUTRAL:
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return NEUTRAL_DURATION
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return SWAY_DURATION
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func _should_record() -> bool:
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if _phase == Phase.WAITING or _phase == Phase.DONE:
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return false
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return _phase_time >= _phase_duration() * SAMPLE_START_FRACTION
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func _begin_phase(phase: Phase) -> void:
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_phase = phase
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_phase_time = 0.0
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_guide_offset = Vector2.ZERO
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match phase:
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Phase.NEUTRAL:
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_instruction = _phase_instruction(
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"Halte den Zylinder senkrecht und ruhig\n(mittlere Position – nicht schwanken)"
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)
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Phase.RIGHT:
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_instruction = _phase_instruction(
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"Schwank den Pod langsam nach rechts ↷\nWie ein Pendel – Spitze kippt nach rechts"
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)
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Phase.LEFT:
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_instruction = _phase_instruction(
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"Schwank den Pod langsam nach links ↶\nWie ein Pendel – Spitze kippt nach links"
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)
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_hint_label.text = _instruction
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queue_redraw()
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func _finish() -> void:
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_phase = Phase.DONE
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visible = false
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if _calibration.analyze():
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calibration_finished.emit(_calibration.duplicate())
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else:
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_hint_label.text = (
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"Kalibrierung fehlgeschlagen.\n"
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+ "Schwank weiter links/rechts oder halte die Neutralposition länger still."
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)
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visible = true
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_start_button.visible = true
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_show_waiting()
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func _phase_instruction(base: String) -> String:
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if _context_label == "":
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return base
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return "%s\n\n%s" % [_context_label, base]
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func _show_waiting() -> void:
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_instruction = "Warte auf Verbindung zu localhost:8081…"
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var prefix := "%s\n\n" % _context_label if _context_label != "" else ""
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_hint_label.text = prefix + _instruction + "\n(Oder „Kalibrierung starten“ ohne Verbindung)"
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func _screen_center() -> Vector2:
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return get_viewport_rect().size * 0.5
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func _draw() -> void:
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if _phase == Phase.DONE:
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return
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var pos := _screen_center() + _guide_offset
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var center := _screen_center()
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if _phase == Phase.NEUTRAL:
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var pulse := 0.85 + 0.15 * sin(_phase_time * 4.0)
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draw_circle(center, CIRCLE_RADIUS * pulse, Color(0.35, 0.85, 0.55, 0.18))
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draw_arc(center, CIRCLE_RADIUS * pulse, 0.0, TAU, 64, Color(0.45, 0.95, 0.65), 2.5)
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draw_line(center + Vector2(-18, 0), center + Vector2(18, 0), Color(1, 1, 1, 0.35), 2.0)
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return
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draw_circle(pos, CIRCLE_RADIUS, Color(0.25, 0.72, 0.95, 0.2))
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draw_arc(pos, CIRCLE_RADIUS, 0.0, TAU, 64, Color(0.35, 0.82, 1.0), 2.5)
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var needle_tip := pos + Vector2(0.0, -NEEDLE_LEN)
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draw_line(pos, needle_tip, Color(1.0, 1.0, 1.0, 0.95), 3.0)
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draw_circle(needle_tip, 5.0, Color(1.0, 1.0, 1.0))
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if _phase == Phase.RIGHT:
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draw_line(center, center + Vector2(TRAVEL_PX, 0.0), Color(1.0, 1.0, 1.0, 0.12), 1.0)
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elif _phase == Phase.LEFT:
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draw_line(center, center + Vector2(-TRAVEL_PX, 0.0), Color(1.0, 1.0, 1.0, 0.12), 1.0)
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