Files
CultManor/game/collision_switcher.gd
T

132 lines
3.0 KiB
GDScript

class_name CollisionSwitcher
extends Node
enum Collisions {
GREY_WORLD = 1 << 0,
GREY_ENEMY = 1 << 4,
BLACK_WORLD = 1 << 1,
BLACK_ENEMY = 1 << 2,
BLACK_PLAYER = 1 << 3,
WHITE_WORLD = 1 << 5,
WHITE_ENEMY = 1 << 6,
WHITE_PLAYER = 1 << 7,
GREY = GREY_WORLD | GREY_ENEMY,
BLACK = BLACK_WORLD | BLACK_ENEMY | BLACK_PLAYER,
WHITE = WHITE_WORLD | WHITE_ENEMY | WHITE_PLAYER,
}
enum State {
Black,
White,
TransitionToBlack,
TransitionToWhite,
}
const COLLISION_WHITE_SHIFT = 4
const MAX_INTENSITY = 1.0
const SHADER_SWITCH_COLORS = "shader_parameter/switch_colors"
const SHADER_INTENSITY = "shader_parameter/intensity"
@export var object : CollisionObject2D
@export var state := _state:
set(value):
if (_state != value):
_state = value
get():
return _state
var material : Material:
set(value):
material = value
_apply_color()
var _state : State = State.White:
set(value):
_state = value
_apply_color()
var _intensity_tween : Tween
var _grey_layer := 0
var _color_layer := 0
var _grey_mask := 0
var _color_mask := 0
func _ready() -> void:
_grey_layer = _get_grey_collision(object.collision_layer)
_color_layer = _get_color_collision(object.collision_layer)
_grey_mask = _get_grey_collision(object.collision_mask)
_color_mask = _get_color_collision(object.collision_mask)
func switch_color(time: float = 0.0) -> void:
if _intensity_tween != null and _intensity_tween.is_running(): return
if is_zero_approx(time):
_state = State.Black if _state == State.White else State.White
else:
_state = State.TransitionToBlack if _state == State.White else State.TransitionToWhite
_intensity_tween = create_tween()
_intensity_tween.tween_method(_set_shader_internsity, 0.0, MAX_INTENSITY, time)
_intensity_tween.finished.connect(_update_state)
func _get_grey_collision(collision: int) -> int:
return collision & Collisions.GREY
func _get_color_collision(collision: int) -> int:
var black_collision := collision & Collisions.BLACK
var white_collision := (collision & Collisions.WHITE) >> COLLISION_WHITE_SHIFT
return black_collision | white_collision
func _set_shader_internsity(value: float) -> void:
material.set(SHADER_INTENSITY, value)
func _update_state() -> void:
match _state:
State.TransitionToBlack:
state = State.Black
State.TransitionToWhite:
state = State.White
func _apply_color() -> void:
var layer := 0
var mask := 0
match _state:
State.Black:
layer = _grey_layer | _color_layer
mask = _grey_mask | _color_mask
State.White:
layer = _grey_layer | (_color_layer << COLLISION_WHITE_SHIFT)
mask = _grey_mask | (_color_mask << COLLISION_WHITE_SHIFT)
State.TransitionToBlack, State.TransitionToWhite:
layer = _grey_layer | _color_layer | (_color_layer << COLLISION_WHITE_SHIFT)
mask = _grey_mask | _color_mask | (_color_mask << COLLISION_WHITE_SHIFT)
object.collision_layer = layer
object.collision_mask = mask
if material != null:
var is_black := _state == State.Black or _state == State.TransitionToBlack
material.set(SHADER_SWITCH_COLORS, is_black)