virtualx-engine/demos/misc/tween/main.gd

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GDScript3
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extends Control
# member variables here, example:
# var a=2
# var b="textvar"
var trans = ["linear", "sine", "quint", "quart", "quad", "expo", "elastic", "cubic", "circ", "bounce", "back"]
var eases = ["in", "out", "in_out", "out_in"]
var modes = ["move", "color", "scale", "rotate", "callback", "follow", "repeat", "pause"]
var state = {
trans = Tween.TRANS_LINEAR,
eases = Tween.EASE_IN,
}
func _ready():
for index in range(trans.size()):
var name = trans[index]
get_node("trans/" + name).connect("pressed", self, "on_trans_changed", [name, index])
for index in range(eases.size()):
var name = eases[index]
get_node("eases/" + name).connect("pressed", self, "on_eases_changed", [name, index])
for index in range(modes.size()):
var name = modes[index]
get_node("modes/" + name).connect("pressed", self, "on_modes_changed", [name])
get_node("color/color_from").set_color(Color(1, 0, 0, 1))
get_node("color/color_from").connect("color_changed", self, "on_color_changed")
get_node("color/color_to").set_color(Color(0, 1, 1, 1))
get_node("color/color_to").connect("color_changed", self, "on_color_changed")
get_node("trans/linear").set_pressed(true)
get_node("eases/in").set_pressed(true)
get_node("modes/move").set_pressed(true)
get_node("modes/repeat").set_pressed(true)
reset_tween()
# Initalization here
pass
func on_trans_changed(name, index):
for index in range(trans.size()):
var pressed = trans[index] == name
var btn = get_node("trans/" + trans[index])
btn.set_pressed(pressed)
btn.set_ignore_mouse(pressed)
state.trans = index
reset_tween()
func on_eases_changed(name, index):
for index in range(eases.size()):
var pressed = eases[index] == name
var btn = get_node("eases/" + eases[index])
btn.set_pressed(pressed)
btn.set_ignore_mouse(pressed)
state.eases = index
reset_tween()
func on_modes_changed(name):
var tween = get_node("tween")
if name == "pause":
if get_node("modes/pause").is_pressed():
tween.stop_all()
get_node("timeline").show()
else:
tween.resume_all()
get_node("timeline").hide()
else:
reset_tween()
func on_color_changed(color):
reset_tween()
func reset_tween():
var tween = get_node("tween")
var pos = tween.tell()
tween.reset_all()
tween.remove_all()
var sprite = get_node("tween/area/sprite")
var follow = get_node("tween/area/follow")
var follow_2 = get_node("tween/area/follow_2")
if get_node("modes/move").is_pressed():
tween.interpolate_method(sprite, "set_pos", Vector2(0,0), Vector2(736, 184), 2, state.trans, state.eases)
tween.interpolate_property(sprite, "transform/pos", Vector2(736,184), Vector2(0, 0), 2, state.trans, state.eases, 2)
if get_node("modes/color").is_pressed():
tween.interpolate_method(sprite, "set_modulate", get_node("color/color_from").get_color(), get_node("color/color_to").get_color(), 2, state.trans, state.eases)
tween.interpolate_property(sprite, "modulate", get_node("color/color_to").get_color(), get_node("color/color_from").get_color(), 2, state.trans, state.eases, 2)
else:
sprite.set_modulate(Color(1, 1, 1, 1))
if get_node("modes/scale").is_pressed():
tween.interpolate_method(sprite, "set_scale", Vector2(0.5,0.5), Vector2(1.5, 1.5), 2, state.trans, state.eases)
tween.interpolate_property(sprite, "transform/scale", Vector2(1.5,1.5), Vector2(0.5, 0.5), 2, state.trans, state.eases, 2)
else:
sprite.set_scale(Vector2(1, 1))
if get_node("modes/rotate").is_pressed():
tween.interpolate_method(sprite, "set_rot", 0, 6.28, 2, state.trans, state.eases)
tween.interpolate_property(sprite, "transform/rot", 6.28, 0, 2, state.trans, state.eases, 2)
if get_node("modes/callback").is_pressed():
tween.interpolate_callback(self, "on_callback", 0.5, "0.5 second's after")
tween.interpolate_callback(self, "on_callback", 1.2, "1.2 second's after")
if get_node("modes/follow").is_pressed():
follow.show()
follow_2.show()
tween.follow_method(follow, "set_pos", Vector2(0, 184), sprite, "get_pos", 2, state.trans, state.eases)
tween.targeting_method(follow, "set_pos", sprite, "get_pos", Vector2(0, 184), 2, state.trans, state.eases, 2)
tween.targeting_property(follow_2, "transform/pos", sprite, "transform/pos", Vector2(736, 0), 2, state.trans, state.eases)
tween.follow_property(follow_2, "transform/pos", Vector2(736, 0), sprite, "transform/pos", 2, state.trans, state.eases, 2)
else:
follow.hide()
follow_2.hide()
tween.set_repeat(get_node("modes/repeat").is_pressed())
tween.start()
tween.seek(pos)
if get_node("modes/pause").is_pressed():
tween.stop_all()
get_node("timeline").show()
get_node("timeline").set_value(0)
else:
tween.resume_all()
get_node("timeline").hide()
func _on_tween_step( object, key, elapsed, value ):
var timeline = get_node("timeline")
var tween = get_node("tween")
var runtime = tween.get_runtime()
var ratio = 100 * (elapsed / runtime)
timeline.set_value(ratio)
func _on_timeline_value_changed( value ):
if !get_node("modes/pause").is_pressed():
return
var tween = get_node("tween")
var runtime = tween.get_runtime()
tween.seek(runtime * value / 100)
func on_callback(arg):
print("on_callback -> ", arg)