feat(goals): add cinematic celebration sequence

This commit is contained in:
Josh Creek
2026-08-07 22:45:33 +01:00
parent 28eb45338a
commit 8bd65290fc
7 changed files with 190 additions and 12 deletions
+37
View File
@@ -129,6 +129,43 @@ grow_vertical = 2
mouse_filter = 2
color = Color(0.72, 0.9, 1, 0)
[node name="GoalCelebration" type="Control" parent="Control"]
visible = false
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
mouse_filter = 2
[node name="Tint" type="ColorRect" parent="Control/GoalCelebration"]
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
mouse_filter = 2
[node name="Center" type="CenterContainer" parent="Control/GoalCelebration"]
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
mouse_filter = 2
[node name="GoalTitle" type="Label" parent="Control/GoalCelebration/Center"]
layout_mode = 2
theme_override_colors/font_shadow_color = Color(0, 0, 0, 0.8)
theme_override_constants/shadow_offset_x = 5
theme_override_constants/shadow_offset_y = 5
theme_override_font_sizes/font_size = 82
text = "GOAL!"
horizontal_alignment = 1
[node name="ResultOverlay" type="Control" parent="Control"]
visible = false
layout_mode = 1
+37
View File
@@ -19,6 +19,9 @@ class_name HUDController
@onready var result_label = get_node_or_null("Control/ResultOverlay/Center/ResultPanel/VBox/ResultLabel")
@onready var final_score_label = get_node_or_null("Control/ResultOverlay/Center/ResultPanel/VBox/FinalScoreLabel")
@onready var impact_flash = get_node_or_null("Control/ImpactFlash")
@onready var goal_celebration = get_node_or_null("Control/GoalCelebration")
@onready var goal_tint = get_node_or_null("Control/GoalCelebration/Tint")
@onready var goal_title = get_node_or_null("Control/GoalCelebration/Center/GoalTitle")
@onready var heading_tape: HudHeadingTape = get_node_or_null("Control/Instruments/HeadingTape")
@onready var attitude_indicator: HudAttitudeIndicator = get_node_or_null("Control/Instruments/Cluster/Dials/AttitudeIndicator")
@@ -30,6 +33,7 @@ class_name HUDController
var ship: Node
var _last_score := {0: 0, 1: 0}
var _impact_flash_tween: Tween
var _goal_tween: Tween
func _ready():
# Wait one frame to ensure ship is ready and added to group
@@ -184,6 +188,39 @@ func flash_impact(intensity: float) -> void:
_impact_flash_tween.tween_property(impact_flash, "color:a", 0.0, lerpf(0.08, 0.18, intensity))
_impact_flash_tween.tween_callback(func(): impact_flash.visible = false)
func show_goal_celebration(scoring_team: int) -> void:
if not goal_celebration or not goal_title or not goal_tint:
return
if _goal_tween and _goal_tween.is_valid():
_goal_tween.kill()
var tint: Color = TeamColors.TEAM_COLORS[scoring_team]
goal_tint.color = Color(tint.r, tint.g, tint.b, 0.34)
goal_title.text = "%s GOAL!" % TeamColors.TEAM_NAMES[scoring_team].to_upper()
goal_title.add_theme_color_override("font_color", tint.lightened(0.35))
goal_title.scale = Vector2(0.55, 0.55)
goal_title.modulate.a = 0.0
goal_celebration.visible = true
await get_tree().process_frame
if not is_instance_valid(goal_title):
return
goal_title.pivot_offset = goal_title.size / 2.0
_goal_tween = create_tween().set_parallel(true).set_ignore_time_scale(true)
_goal_tween.tween_property(goal_title, "scale", Vector2.ONE, 0.32).set_trans(Tween.TRANS_BACK).set_ease(Tween.EASE_OUT)
_goal_tween.tween_property(goal_title, "modulate:a", 1.0, 0.16)
_goal_tween.tween_property(goal_tint, "color:a", 0.12, 0.7).set_delay(0.12)
func hide_goal_celebration() -> void:
if not goal_celebration or not is_instance_valid(goal_celebration):
return
if _goal_tween and _goal_tween.is_valid():
_goal_tween.kill()
_goal_tween = create_tween().set_parallel(true).set_ignore_time_scale(true)
_goal_tween.tween_property(goal_title, "modulate:a", 0.0, 0.16)
_goal_tween.tween_property(goal_tint, "color:a", 0.0, 0.2)
_goal_tween.chain().tween_callback(func(): goal_celebration.visible = false)
func _on_overtime_started():
if timer_label and is_instance_valid(timer_label):
timer_label.text = "OT"
+61 -7
View File
@@ -20,6 +20,13 @@ var _ship_spawn_transforms := {}
var _hit_stop_generation := 0
var _hit_stop_active := false
var _time_scale_before_hit_stop := 1.0
var _camera_rig: ShipCameraRig
var _goal_slowmo_active := false
var _time_scale_before_goal := 1.0
var _goal_in_progress := false
const GOAL_CELEBRATION_SECONDS := 1.6
const GOAL_SLOWMO_SCALE := 0.22
# Shared by modes that keep score (Match, Spectate); Free Play never
# references this or emits a score_changed signal, and HUDController relies
@@ -66,16 +73,58 @@ func _on_goal_scored(_conceding_team: int) -> void:
pass
# Virtual: immediate, non-presentational consequences at sensor time. Modes
# with a score/clock override this so a last-second goal is authoritative
# before the cinematic; reset/kickoff remains in _on_goal_scored afterwards.
func _on_goal_registered(_conceding_team: int) -> void:
pass
# Debounce: a fast ball can re-trigger the goal area before the deferred
# reset teleports it away, which would double-count the goal.
var _goal_cooldown := false
func _handle_goal_scored(conceding_team: int) -> void:
if _goal_cooldown:
if _goal_in_progress:
return
_goal_cooldown = true
get_tree().create_timer(0.5).timeout.connect(func(): _goal_cooldown = false)
_on_goal_scored(conceding_team)
_goal_in_progress = true
_on_goal_registered(conceding_team)
await _play_goal_celebration(1 - conceding_team, conceding_team)
await _on_goal_scored(conceding_team)
_goal_in_progress = false
func _play_goal_celebration(scoring_team: int, conceding_team: int) -> void:
# Training/headless modes never spawn a camera or HUD and must not pay a
# real-time presentation delay between episodes.
if DisplayServer.get_name() == "headless" or not is_instance_valid(_camera_rig):
return
_restore_hit_stop()
_goal_slowmo_active = true
_time_scale_before_goal = Engine.time_scale
Engine.time_scale = minf(Engine.time_scale, GOAL_SLOWMO_SCALE)
var goal_position := Vector3.ZERO
for goal in arena.get_goals():
if goal.team == conceding_team:
goal_position = goal.global_position
break
_camera_rig.begin_goal_cut(goal_position)
if hud:
hud.show_goal_celebration(scoring_team)
await get_tree().create_timer(GOAL_CELEBRATION_SECONDS, true, false, true).timeout
if is_instance_valid(_camera_rig):
_camera_rig.end_goal_cut()
if hud and is_instance_valid(hud):
hud.hide_goal_celebration()
# Defensive unwind: impact feedback is suppressed while goal slow-mo owns
# time scale, but restore any hit-stop that was already queued this frame.
_restore_hit_stop()
_restore_goal_slowmo()
func _restore_goal_slowmo() -> void:
if not _goal_slowmo_active:
return
Engine.time_scale = _time_scale_before_goal
_goal_slowmo_active = false
func spawn_ball() -> RigidBody3D:
@@ -104,6 +153,7 @@ func spawn_ship(team: int, spawn_index: int = 0, controller: ShipController = nu
func spawn_camera_rig(target: Ship) -> ShipCameraRig:
var rig: ShipCameraRig = CAMERA_RIG_SCENE.instantiate()
add_child(rig)
_camera_rig = rig
rig.target = target
rig.impact_feedback.connect(_on_player_impact)
# Also wires the scene's static HUD (if any) to the same ship, rather
@@ -116,10 +166,13 @@ func spawn_camera_rig(target: Ship) -> ShipCameraRig:
func _on_player_impact(intensity: float) -> void:
if hud:
hud.flash_impact(intensity)
_run_hit_stop(intensity)
if not _goal_slowmo_active:
_run_hit_stop(intensity)
func _run_hit_stop(intensity: float) -> void:
if _goal_slowmo_active:
return
_hit_stop_generation += 1
var generation := _hit_stop_generation
if not _hit_stop_active:
@@ -145,6 +198,7 @@ func _restore_hit_stop() -> void:
func _exit_tree() -> void:
# A scene change during the unscaled timer must never strand global time.
_restore_hit_stop()
_restore_goal_slowmo()
# Given an already-resolved (path, reaction_ticks, action_noise) — callers
+21 -3
View File
@@ -37,6 +37,8 @@ var match_timer: Timer
var _in_overtime := false
var _match_over := false
var _last_timer_remaining := -1
var _pending_scoring_team := -1
var _match_time_after_goal := -1.0
func _get_arena_scene_path() -> String:
@@ -79,16 +81,32 @@ func _process(_delta):
timer_updated.emit(floori(remaining / 60.0), remaining % 60)
func _on_goal_scored(conceding_team: int) -> void:
func _on_goal_registered(conceding_team: int) -> void:
if _match_over:
return
var scoring_team := 1 - conceding_team
_record_goal(scoring_team)
_pending_scoring_team = 1 - conceding_team
_record_goal(_pending_scoring_team)
score_changed.emit(score.duplicate())
# Commit the score and freeze regulation time at sensor entry. The clock
# resumes after the cinematic, so a last-second goal cannot be discarded or
# reclassified as overtime while presentation is still running.
if match_timer and match_timer.time_left > 0.0:
_match_time_after_goal = match_timer.time_left
match_timer.stop()
func _on_goal_scored(_conceding_team: int) -> void:
if _match_over or _pending_scoring_team < 0:
return
var scoring_team := _pending_scoring_team
_pending_scoring_team = -1
if _in_overtime:
# Golden goal: the first score after a draw ends the match outright.
_end_match(scoring_team)
return
if match_timer and _match_time_after_goal > 0.0:
match_timer.start(_match_time_after_goal)
_match_time_after_goal = -1.0
await _run_kickoff_countdown()
+29
View File
@@ -48,6 +48,9 @@ var _shake_strength := 0.0
var _shake_noise := FastNoiseLite.new()
var _shake_time := 0.0
var _last_shake_offset := Vector3.ZERO
var _goal_cut_active := false
var _goal_cut_position := Vector3.ZERO
var _goal_cut_look_at := Vector3.ZERO
func _ready():
@@ -86,6 +89,9 @@ func _physics_process(delta):
_last_shake_offset = Vector3.ZERO
if not is_instance_valid(target):
return
if _goal_cut_active:
_smooth_look_at(_goal_cut_look_at, delta)
return
_update_speed_feel(delta)
var ball := _get_ball()
if ball_cam_enabled and ball:
@@ -199,3 +205,26 @@ func _apply_shake(delta: float) -> void:
_last_shake_offset = camera.global_basis.x * noise.x + camera.global_basis.y * noise.y
camera.global_position += _last_shake_offset
_shake_strength = move_toward(_shake_strength, 0.0, shake_decay * delta)
func begin_goal_cut(goal_position: Vector3) -> void:
_goal_cut_active = true
# The hard cut replaces the chase camera's presentation offset entirely;
# don't let the next physics frame subtract a pre-cut shake sample from the
# new cinematic position.
camera.global_position -= _last_shake_offset
_last_shake_offset = Vector3.ZERO
var inward := Vector3(-goal_position.x, 0.0, -goal_position.z)
if inward.length_squared() < 0.01:
inward = Vector3.BACK
else:
inward = inward.normalized()
_goal_cut_position = goal_position + inward * 10.5 + Vector3.UP * 5.5
_goal_cut_look_at = goal_position + Vector3.UP * 0.8
camera.global_position = _goal_cut_position
camera.fov = 58.0
camera.look_at(_goal_cut_look_at, Vector3.UP)
func end_goal_cut() -> void:
_goal_cut_active = false
+4 -1
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@@ -31,10 +31,13 @@ func _start() -> void:
spawn_camera_rig(ship_a)
func _on_goal_scored(conceding_team: int) -> void:
func _on_goal_registered(conceding_team: int) -> void:
var scoring_team := 1 - conceding_team
_record_goal(scoring_team)
score_changed.emit(score.duplicate())
func _on_goal_scored(_conceding_team: int) -> void:
reset_ball()
reset_ships()
+1 -1
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@@ -19,7 +19,7 @@ The largest gap between this and a AAA-feeling product is presentation, not code
- [x] VFX on anything that moves: throttle-reactive engine cores and plumes, distinct turbo flames, a speed-scaled ball trail, contact sparks and team-tinted goal bursts.
- [x] Impact feedback — intensity-scaled screen shake, unscaled hit-stop, HUD flash and controller rumble on ball contact.
- [x] Camera feel in `ship_camera.gd` — speed-based FOV widening, turbo kick-back and decaying impact shake.
- [ ] Goal celebration sequence: today it's a `print()` and a label scale-pop. Wants an explosion, team-tinted screen flash, camera cut, slow-mo, title card. `HUDController`'s `ResultOverlay` animation is a reasonable template.
- [x] Goal celebration sequence: goal burst, team-tinted flash/title card, dedicated camera cut and slow-motion beat after authoritative score registration and before reset/kickoff.
- [x] Local lighting / dynamic GI — four local pitch lights plus SDFGI provide bounce and contact lighting for the runtime-generated arena shell; the shader's `hull_fill` stand-in is retired. (The shell is generated in `_ready`, so it cannot participate in an editor LightmapGI bake.)
- [x] Dress `arena_03` — its asteroid field now has mining stations, debris clusters and a distant planet.
- [ ] Custom font + a real `Theme` resource for the HUD. The procedural instruments are well-engineered, but `ThemeDB.fallback_font` at 10-13 px reads as a debug overlay.