mirror of
https://github.com/jcreek/CosmicClash.git
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358 lines
16 KiB
GDScript
358 lines
16 KiB
GDScript
class_name ShipCameraRig
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extends Node3D
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# Third-person camera for a Ship. Ball Cam keeps the ship between the camera
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# and the ball; Ship Cam chases behind the ship. The game mode spawns this
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# rig and assigns `target` after spawning the player's ship — ships
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# themselves are camera-free (a headless/AI ship never needs one).
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signal camera_mode_changed(is_ball_cam: bool)
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signal impact_feedback(intensity: float)
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@export var camera_distance := 8.0
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@export var camera_height := 3.0
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@export var camera_smoothing := 10.0
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@export var orbit_smoothing := 6.0 # How fast the camera swings around the ship in ball cam
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@export var look_smoothing := 20.0 # How fast the camera re-centres its look target
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@export var min_camera_height := 1.0 # Keeps the camera from dipping through the arena floor
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@export_group("Speed Feel")
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@export var base_fov := 70.0
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@export var speed_fov_add := 11.0
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@export var turbo_fov_kick := 7.0
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@export var turbo_distance_kick := 0.9
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@export var feel_smoothing := 7.0
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@export_group("Impact Shake")
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@export var max_shake_offset := 0.32
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@export var shake_decay := 8.0
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@export_group("Impact Punch")
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# Replaces Engine.time_scale hit-stop / goal slow-mo (see game_mode.gd):
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# a camera-only FOV kick + PostFX flash that decays over real time, so it
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# works identically for hit-stop and goal moments without touching global
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# simulation speed — which a networked client could never do to a shared sim.
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@export var punch_fov_kick := 9.0
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@export var punch_vignette_kick := 0.28
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@export var punch_chroma_kick := 0.012
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@export var punch_decay := 5.0
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var target: Ship:
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set(value):
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if target == value:
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return
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if is_instance_valid(target) and target.ball_contact.is_connected(_on_target_ball_contact):
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target.ball_contact.disconnect(_on_target_ball_contact)
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target = value
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_connect_target()
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# Priming: a freshly assigned target's Visual has no interpolation
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# history yet (or is about to be reparented mid-spawn), and the rig
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# itself would otherwise lerp in from wherever it was previously
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# (world origin on first spawn, the old target on a Spectate switch)
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# over camera_smoothing seconds. Both read as a visible swoop/smear;
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# neither is a real camera move.
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if is_instance_valid(target) and is_instance_valid(target.visual):
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target.visual.reset_physics_interpolation()
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if is_inside_tree():
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snap_to_target()
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var ball_cam_enabled := true
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@onready var camera: Camera3D = $Camera3D
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@onready var post_material: ShaderMaterial = $PostProcess/PostFX.material as ShaderMaterial
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var _ball: Node3D
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# Smoothed horizontal direction from ball to ship; the ball-cam orbits along
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# this so the camera swings smoothly around the ship instead of chasing a
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# raw position (which whips when ball and ship are close together).
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var _orbit_dir := Vector3.BACK
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var _turbo_blend := 0.0
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var _speed_blend := 0.0
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var _effective_distance := 8.0
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var _shake_strength := 0.0
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var _shake_noise := FastNoiseLite.new()
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var _shake_time := 0.0
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var _last_shake_offset := Vector3.ZERO
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var _punch_strength := 0.0
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var _goal_cut_active := false
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var _goal_cut_position := Vector3.ZERO
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var _goal_cut_look_at := Vector3.ZERO
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const SHAKE_UPDATE_HZ := 60.0
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func _ready():
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# Group lets the HUD discover the rig for the camera-mode instrument
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add_to_group("ship_camera")
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# The rig moves itself every rendered frame in _process now (task 0.16),
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# not on the physics tick — Godot's built-in physics interpolation would
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# otherwise smooth between _physics_process-era transforms this rig no
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# longer writes, fighting the manual smoothing below.
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physics_interpolation_mode = Node.PHYSICS_INTERPOLATION_MODE_OFF
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camera.fov = base_fov
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_effective_distance = camera_distance
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_shake_noise.noise_type = FastNoiseLite.TYPE_SIMPLEX_SMOOTH
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_shake_noise.frequency = 2.5
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_connect_target()
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func _connect_target() -> void:
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if not is_inside_tree() or not is_instance_valid(target):
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return
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if not target.ball_contact.is_connected(_on_target_ball_contact):
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target.ball_contact.connect(_on_target_ball_contact)
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if not target.wall_contact.is_connected(_on_target_wall_contact):
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target.wall_contact.connect(_on_target_wall_contact)
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func _exit_tree() -> void:
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AudioManager.stop_engine()
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if is_instance_valid(target) and target.ball_contact.is_connected(_on_target_ball_contact):
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target.ball_contact.disconnect(_on_target_ball_contact)
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if is_instance_valid(target) and target.wall_contact.is_connected(_on_target_wall_contact):
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target.wall_contact.disconnect(_on_target_wall_contact)
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func _input(event):
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if event.is_action_pressed("ui_accept"): # Enter key
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ball_cam_enabled = !ball_cam_enabled
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camera_mode_changed.emit(ball_cam_enabled)
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func _process(delta):
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# Camera position smoothing operates on the unshaken chase position. Remove
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# last frame's presentation-only offset first so shake never accumulates or
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# exceeds its configured amplitude during a low-time-scale hit-stop.
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camera.global_position -= _last_shake_offset
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_last_shake_offset = Vector3.ZERO
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if not is_instance_valid(target):
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return
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if _goal_cut_active:
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_smooth_look_at(_goal_cut_look_at, delta)
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# The cinematic cut freezes camera position, but leftover shake from
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# an impact right before the goal must still bleed off in real time —
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# otherwise it resumes at full pre-cut magnitude when play returns.
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_decay_shake(delta)
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return
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_update_speed_feel(delta)
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var ball := _get_ball()
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if ball_cam_enabled and ball:
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_update_ball_cam(delta, ball)
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else:
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_update_ship_cam(delta)
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_apply_punch(delta)
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func _get_ball() -> Node3D:
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if not is_instance_valid(_ball):
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_ball = get_tree().get_first_node_in_group("ball")
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return _ball
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func _update_ball_cam(delta, ball: Node3D):
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# Ball cam keeps the ship between the camera and the ball: the camera sits
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# on the ball→ship line (horizontal component only), looking at the ball,
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# so the ship stays low-centre in frame and the ball stays centred.
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# Reads target.visual, not target itself: once prediction correction
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# (task 0.14) lands, the body can be offset from what's on screen — the
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# camera must always frame what the player sees, not the collider.
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# get_global_transform_interpolated() (not global_transform) because this
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# now runs in _process: the physics body only moves once per 60Hz tick,
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# so sampling its raw transform every rendered frame at 240fps would
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# repeat the same value 4 times in a row and read as stutter.
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var ship_pos: Vector3 = target.visual.get_global_transform_interpolated().origin
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var ball_pos: Vector3 = ball.global_transform.origin
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# Smooth the orbit direction in angle space rather than lerping the camera
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# position directly — when ball and ship pass close to each other the raw
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# direction flips instantly, and slerping the direction turns that into a
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# controlled swing around the ship. The vertical component is dropped so
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# a ball flying overhead pitches the camera up instead of shoving it into
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# the floor or the sky.
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var flat := Vector3(ship_pos.x - ball_pos.x, 0.0, ship_pos.z - ball_pos.z)
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if flat.length() > 0.25:
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var t := 1.0 - exp(-orbit_smoothing * delta) # frame-rate independent
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# Both directions are horizontal, so swing about the exact UP axis.
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# (Vector3.slerp derives its axis from the cross product, which
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# degenerates when the directions are nearly parallel — the common
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# case here — and spams normalization errors every frame.)
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var swing := _orbit_dir.signed_angle_to(flat.normalized(), Vector3.UP)
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_orbit_dir = _orbit_dir.rotated(Vector3.UP, swing * t).normalized()
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var camera_target_pos := ship_pos + _orbit_dir * _effective_distance + Vector3.UP * camera_height
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camera_target_pos.y = maxf(camera_target_pos.y, min_camera_height)
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var pos_t := 1.0 - exp(-camera_smoothing * delta)
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camera.global_position = camera.global_position.lerp(camera_target_pos, pos_t)
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_apply_shake(delta)
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# Look slightly above the ball's centre; look smoothing is faster than
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# position smoothing so the ball never drifts out of frame while the
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# camera is still swinging into place.
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_smooth_look_at(ball_pos + Vector3.UP * 0.5, delta)
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func _update_ship_cam(delta):
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# In ship cam, camera follows and looks in the same direction as the ship.
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# Reads target.visual, not target itself, via the interpolated transform —
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# see _update_ball_cam.
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var visual_xform := target.visual.get_global_transform_interpolated()
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var ship_pos: Vector3 = visual_xform.origin
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var ship_forward: Vector3 = -visual_xform.basis.z
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# Position camera behind and above the ship
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var camera_target_pos := ship_pos - ship_forward * _effective_distance + Vector3.UP * camera_height
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camera_target_pos.y = maxf(camera_target_pos.y, min_camera_height)
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var pos_t := 1.0 - exp(-camera_smoothing * delta)
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camera.global_position = camera.global_position.lerp(camera_target_pos, pos_t)
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_apply_shake(delta)
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# Look ahead of the ship
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_smooth_look_at(ship_pos + ship_forward * 10.0, delta)
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func _smooth_look_at(point: Vector3, delta: float) -> void:
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var to_point := point - camera.global_position
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if to_point.length() < 0.1:
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return
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var dir := to_point.normalized()
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if absf(dir.dot(Vector3.UP)) > 0.99:
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return # Nearly vertical: looking_at would be degenerate, keep last frame
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var look_basis := Basis.looking_at(dir, Vector3.UP)
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var look_t := 1.0 - exp(-look_smoothing * delta)
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camera.global_basis = camera.global_basis.slerp(look_basis, look_t).orthonormalized()
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func _update_speed_feel(delta: float) -> void:
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var feel_t := 1.0 - exp(-feel_smoothing * delta)
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var turbo_target := 1.0 if target.is_turbo_active() else 0.0
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var engine_action := target.get_current_action_copy()
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AudioManager.set_engine_state(maxf(engine_action.thrust.z, 0.0), turbo_target > 0.5)
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_turbo_blend = lerpf(_turbo_blend, turbo_target, feel_t)
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_speed_blend = lerpf(_speed_blend, target.get_speed_ratio(), feel_t)
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var target_fov := base_fov + _speed_blend * speed_fov_add + _turbo_blend * turbo_fov_kick
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camera.fov = lerpf(camera.fov, target_fov, feel_t)
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_effective_distance = lerpf(
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_effective_distance, camera_distance + _turbo_blend * turbo_distance_kick, feel_t
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)
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post_material.set_shader_parameter("chromatic_aberration", _turbo_blend * 0.007)
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post_material.set_shader_parameter("vignette_strength", 0.22 + _turbo_blend * 0.16)
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func _on_target_ball_contact(intensity: float, _world_position: Vector3) -> void:
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_shake_strength = maxf(_shake_strength, clampf(intensity, 0.0, 1.0))
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_punch_strength = maxf(_punch_strength, clampf(intensity, 0.0, 1.0))
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for device in Input.get_connected_joypads():
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Input.start_joy_vibration(
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device, lerpf(0.18, 0.65, intensity), lerpf(0.32, 1.0, intensity),
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lerpf(0.08, 0.2, intensity)
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)
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impact_feedback.emit(intensity)
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func _on_target_wall_contact(intensity: float) -> void:
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AudioManager.play_wall_scrape(intensity)
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func _apply_shake(delta: float) -> void:
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if _shake_strength <= 0.001:
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_shake_strength = 0.0
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return
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_shake_time += delta
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# Quantized to a fixed 60Hz cadence rather than sampled once per rendered
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# frame. The noise domain's total distance travelled per second is the
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# same either way, but that's not what "reads the same" means here: at
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# 60fps, consecutive samples are frequency (2.5) domain-units apart —
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# far enough that FastNoiseLite's simplex correlation has decayed, so it
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# reads as sharp, uncorrelated jitter. At 240fps the same per-second
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# distance is split across 4x the samples, so consecutive samples are
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# ~4x closer together and highly correlated — a completely different,
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# much gentler wobble. Freezing the domain input to whole 60Hz ticks
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# makes every render frame within one tick reuse the exact same sample,
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# so the perceived shake texture is identical at any frame rate.
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var tick: float = floori(_shake_time * SHAKE_UPDATE_HZ)
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var amplitude := max_shake_offset * _shake_strength * _shake_strength
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var noise := Vector2(
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_shake_noise.get_noise_1d(tick),
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_shake_noise.get_noise_1d(tick + 100.0)
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).limit_length(1.0) * amplitude
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_last_shake_offset = camera.global_basis.x * noise.x + camera.global_basis.y * noise.y
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camera.global_position += _last_shake_offset
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_decay_shake(delta)
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func _decay_shake(delta: float) -> void:
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_shake_strength = move_toward(_shake_strength, 0.0, shake_decay * delta)
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# Additive FOV kick + PostFX flash on top of _update_speed_feel's base
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# values, decaying over real time. Replaces the weight that Engine.time_scale
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# hit-stop used to sell on ball impact — see the Impact Punch export group.
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func _apply_punch(delta: float) -> void:
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if _punch_strength <= 0.001:
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_punch_strength = 0.0
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return
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camera.fov += punch_fov_kick * _punch_strength
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var chroma: float = post_material.get_shader_parameter("chromatic_aberration")
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var vignette: float = post_material.get_shader_parameter("vignette_strength")
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post_material.set_shader_parameter("chromatic_aberration", chroma + punch_chroma_kick * _punch_strength)
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post_material.set_shader_parameter("vignette_strength", vignette + punch_vignette_kick * _punch_strength)
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_punch_strength = move_toward(_punch_strength, 0.0, punch_decay * delta)
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# Places the camera at its resting chase position instantly, bypassing
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# camera_smoothing/orbit_smoothing/look_smoothing entirely. Used whenever the
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# thing being framed just teleported (kickoff, target reassignment) — without
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# this the rig would lerp smoothly across the whole arena over
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# camera_smoothing seconds, which reads as an unintended camera move rather
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# than a reset.
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func snap_to_target() -> void:
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if not is_instance_valid(target) or not is_instance_valid(camera):
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return
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_shake_strength = 0.0
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camera.global_position -= _last_shake_offset
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_last_shake_offset = Vector3.ZERO
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var visual_xform := target.visual.get_global_transform_interpolated()
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var ship_pos: Vector3 = visual_xform.origin
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var ball := _get_ball()
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if ball_cam_enabled and ball:
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var ball_pos: Vector3 = ball.global_transform.origin
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var flat := Vector3(ship_pos.x - ball_pos.x, 0.0, ship_pos.z - ball_pos.z)
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_orbit_dir = flat.normalized() if flat.length() > 0.01 else Vector3.BACK
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camera.global_position = ship_pos + _orbit_dir * _effective_distance + Vector3.UP * camera_height
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camera.global_position.y = maxf(camera.global_position.y, min_camera_height)
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camera.look_at(ball_pos + Vector3.UP * 0.5, Vector3.UP)
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else:
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var ship_forward: Vector3 = -visual_xform.basis.z
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camera.global_position = ship_pos - ship_forward * _effective_distance + Vector3.UP * camera_height
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camera.global_position.y = maxf(camera.global_position.y, min_camera_height)
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camera.look_at(ship_pos + ship_forward * 10.0, Vector3.UP)
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func begin_goal_cut(goal_position: Vector3) -> void:
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_goal_cut_active = true
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# The hard cut replaces the chase camera's presentation offset entirely;
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# don't let the next physics frame subtract a pre-cut shake sample from the
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# new cinematic position.
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camera.global_position -= _last_shake_offset
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_last_shake_offset = Vector3.ZERO
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var inward := Vector3(-goal_position.x, 0.0, -goal_position.z)
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if inward.length_squared() < 0.01:
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inward = Vector3.BACK
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else:
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inward = inward.normalized()
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_goal_cut_position = goal_position + inward * 10.5 + Vector3.UP * 5.5
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_goal_cut_look_at = goal_position + Vector3.UP * 0.8
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camera.global_position = _goal_cut_position
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camera.fov = 58.0
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camera.look_at(_goal_cut_look_at, Vector3.UP)
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# A hard, stationary cinematic camera must not inherit the scoring frame's
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# turbo chroma; keep only a deliberate cinematic edge.
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post_material.set_shader_parameter("chromatic_aberration", 0.0)
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post_material.set_shader_parameter("vignette_strength", 0.3)
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func end_goal_cut() -> void:
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_goal_cut_active = false
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_speed_blend = 0.0
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_turbo_blend = 0.0
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post_material.set_shader_parameter("chromatic_aberration", 0.0)
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post_material.set_shader_parameter("vignette_strength", 0.22)
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