mirror of
https://github.com/jcreek/CosmicClash.git
synced 2026-09-11 08:23:45 +00:00
feat(*): Add 3-2-1 kickoff countdown before play and after goals
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@@ -117,16 +117,4 @@ common/physics_interpolation=true
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[autoload]
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GameSettings="*res://scripts/game_settings.gd"
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+22
-1
@@ -1,4 +1,4 @@
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[gd_scene load_steps=6 format=3 uid="uid://c8kak2l3m4n5"]
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[gd_scene load_steps=7 format=3 uid="uid://c8kak2l3m4n5"]
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[ext_resource type="Script" uid="uid://du7y176h5aaq4" path="res://scripts/HUDController.gd" id="1_hud_controller"]
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[ext_resource type="Script" path="res://scripts/hud_attitude_indicator.gd" id="2_adi"]
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@@ -8,6 +8,9 @@
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[sub_resource type="LabelSettings" id="LabelSettings_hud"]
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font_size = 32
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[sub_resource type="LabelSettings" id="LabelSettings_kickoff"]
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font_size = 96
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[node name="HUD" type="CanvasLayer"]
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process_mode = 3
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script = ExtResource("1_hud_controller")
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@@ -62,6 +65,24 @@ theme_override_colors/font_color = Color(1, 0.5, 0.15, 1)
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theme_override_font_sizes/font_size = 32
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text = "0"
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[node name="KickoffLabel" type="Label" parent="Control"]
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visible = false
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layout_mode = 1
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anchors_preset = 8
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anchor_left = 0.5
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anchor_top = 0.5
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anchor_right = 0.5
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anchor_bottom = 0.5
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offset_left = -90.0
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offset_top = -60.0
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offset_right = 90.0
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offset_bottom = 60.0
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grow_horizontal = 2
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grow_vertical = 2
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label_settings = SubResource("LabelSettings_kickoff")
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horizontal_alignment = 1
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vertical_alignment = 1
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[node name="ResultOverlay" type="Control" parent="Control"]
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visible = false
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layout_mode = 1
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@@ -9,6 +9,7 @@ class_name HUDController
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@onready var score_row = get_node_or_null("Control/ScoreRow")
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@onready var team0_score_label = get_node_or_null("Control/ScoreRow/Team0Score")
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@onready var team1_score_label = get_node_or_null("Control/ScoreRow/Team1Score")
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@onready var kickoff_label = get_node_or_null("Control/KickoffLabel")
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@onready var result_overlay = get_node_or_null("Control/ResultOverlay")
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@onready var result_label = get_node_or_null("Control/ResultOverlay/Center/VBox/ResultLabel")
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@onready var final_score_label = get_node_or_null("Control/ResultOverlay/Center/VBox/FinalScoreLabel")
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@@ -72,6 +73,9 @@ func _initialize_hud():
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if game_manager and game_manager.has_signal("match_ended"):
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game_manager.match_ended.connect(_on_match_ended)
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if game_manager and game_manager.has_signal("kickoff_countdown"):
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game_manager.kickoff_countdown.connect(_on_kickoff_countdown)
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func _connect_ship_signals():
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# Route ship telemetry to the flight instruments
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if ship.has_signal("speed_changed"):
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@@ -127,6 +131,13 @@ func _on_score_changed(score: Dictionary):
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if team1_score_label and is_instance_valid(team1_score_label):
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team1_score_label.text = str(score.get(1, 0))
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func _on_kickoff_countdown(count: int):
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if not kickoff_label or not is_instance_valid(kickoff_label):
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return
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kickoff_label.visible = count > 0
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if count > 0:
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kickoff_label.text = str(count)
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func _on_match_ended(winning_team: int, score: Dictionary):
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if not result_overlay or not is_instance_valid(result_overlay):
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return
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@@ -9,9 +9,12 @@ signal timer_updated(minutes: int, seconds: int)
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signal score_changed(score: Dictionary)
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# winning_team is -1 for a draw.
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signal match_ended(winning_team: int, score: Dictionary)
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# Counts 3, 2, 1, then 0 ("go", hide the label).
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signal kickoff_countdown(count: int)
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# How long the result overlay stays up before returning to the menu.
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const RESULT_SCREEN_SECONDS := 5.0
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const KICKOFF_COUNTDOWN_SECONDS := 3
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@export var match_length_seconds := 150.0
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@@ -32,6 +35,8 @@ func _start() -> void:
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spawn_camera_rig(player_ship)
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spawn_ship(1, 0, _make_opponent_controller())
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await _run_kickoff_countdown()
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match_timer = Timer.new()
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match_timer.one_shot = true
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match_timer.wait_time = match_length_seconds
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@@ -66,8 +71,34 @@ func _on_goal_scored(conceding_team: int) -> void:
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score[scoring_team] += 1
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score_changed.emit(score.duplicate())
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print("Goal for team %d! Score: %d - %d" % [scoring_team, score[0], score[1]])
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await _run_kickoff_countdown()
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# Used both for the initial kickoff and after every goal. Freezes ball/ships
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# via RigidBody3D.freeze — a built-in engine property — so this needs zero
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# changes to ship.gd/ball.gd/ship_controller.gd, keeping training_mode.gd
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# (which never calls into this file) completely untouched.
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func _run_kickoff_countdown() -> void:
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reset_ball()
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reset_ships()
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_set_frozen(true)
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for count in range(KICKOFF_COUNTDOWN_SECONDS, 0, -1):
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kickoff_countdown.emit(count)
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# process_always=false: if full-time fires mid-countdown (see
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# _on_match_timer_timeout's get_tree().paused = true), this stalls
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# harmlessly in lockstep with the pause instead of ticking a
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# countdown label over the results screen.
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await get_tree().create_timer(1.0, false).timeout
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kickoff_countdown.emit(0)
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_set_frozen(false)
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func _set_frozen(frozen: bool) -> void:
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if is_instance_valid(ball):
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ball.set_deferred("freeze", frozen)
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for ship in ships:
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if is_instance_valid(ship):
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ship.set_deferred("freeze", frozen)
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func _on_match_timer_timeout() -> void:
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