259 lines
9.2 KiB
GDScript
259 lines
9.2 KiB
GDScript
extends CanvasLayer
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class_name TutorialOverlay
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# --- Scene node references ---
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@onready var dim_rect: ColorRect = $DimRect
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@onready var highlight_border: Panel = $HighlightBorder
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@onready var dialogue_panel: PanelContainer = $DialoguePanel
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@onready var text_label: RichTextLabel = $DialoguePanel/MarginContainer/HBoxContainer/VBoxContainer/DialogueText
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@onready var next_indicator: Label = $DialoguePanel/MarginContainer/HBoxContainer/VBoxContainer/NextIndicator
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@onready var highlight_zones: Node = $HighlightZones
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@onready var objective_panel: PanelContainer = $ObjectivePanel
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@onready var objective_text: RichTextLabel = $ObjectivePanel/MarginContainer/VBoxContainer/ObjectiveText
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# --- State ---
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var is_waiting_for_input: bool = false
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signal next_pressed
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var _pulse_tween: Tween
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var _dim_material: ShaderMaterial
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func _ready() -> void:
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process_mode = Node.PROCESS_MODE_ALWAYS
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get_viewport().size_changed.connect(_update_panel_position)
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_dim_material = dim_rect.material as ShaderMaterial
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_update_panel_position()
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clear_highlight()
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func _update_panel_position() -> void:
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if not is_instance_valid(dialogue_panel) or not get_viewport():
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return
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var vp = get_viewport().get_visible_rect().size
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var panel_w = dialogue_panel.size.x if dialogue_panel.size.x > 0 else 800.0
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var panel_h = dialogue_panel.size.y if dialogue_panel.size.y > 0 else 180.0
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dialogue_panel.position = Vector2(
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(vp.x - panel_w) / 2.0,
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vp.y - panel_h - 24.0
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)
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# Keep shader viewport size in sync
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if _dim_material:
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_dim_material.set_shader_parameter("viewport_size", vp)
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# ---------------------------------------------------------------------------
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# Highlight — named zone lookup (preferred) OR raw Rect2
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# ---------------------------------------------------------------------------
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func highlight_zone(zone_name: String) -> void:
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"""Highlight a named zone defined in the HighlightZones node in the scene."""
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if not highlight_zones:
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return
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var zone = highlight_zones.get_node_or_null(zone_name)
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if zone and zone is Control:
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# Use the zone's rect directly — it's already in the CanvasLayer's coord space
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highlight_rect(Rect2(zone.position, zone.size))
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else:
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push_warning("TutorialOverlay: highlight zone '%s' not found." % zone_name)
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func highlight_rect(rect: Rect2) -> void:
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if not is_inside_tree() or not _dim_material:
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return
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var vp = get_viewport().get_visible_rect().size
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# Pass the rect to the shader (pixel coordinates) for the cutout hole
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_dim_material.set_shader_parameter("viewport_size", vp)
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_dim_material.set_shader_parameter("spotlight",
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Vector4(rect.position.x, rect.position.y, rect.size.x, rect.size.y))
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# Position the glowing border panel on top
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highlight_border.position = rect.position - Vector2(6, 6)
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highlight_border.size = rect.size + Vector2(12, 12)
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highlight_border.visible = true
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# Pulsing glow animation
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if _pulse_tween:
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_pulse_tween.kill()
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_pulse_tween = create_tween().set_loops()
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_pulse_tween.tween_property(highlight_border, "self_modulate:a", 0.25, 0.75)
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_pulse_tween.tween_property(highlight_border, "self_modulate:a", 1.0, 0.75)
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func clear_highlight() -> void:
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if _dim_material:
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_dim_material.set_shader_parameter("spotlight", Vector4(0, 0, 0, 0))
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if _pulse_tween:
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_pulse_tween.kill()
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_pulse_tween = null
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if is_instance_valid(highlight_border):
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highlight_border.visible = false
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# ---------------------------------------------------------------------------
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# Show / Hide whole overlay
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# ---------------------------------------------------------------------------
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func hide_overlay() -> void:
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dim_rect.visible = false
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highlight_border.visible = false
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dialogue_panel.visible = false
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func show_overlay() -> void:
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dim_rect.visible = true
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dialogue_panel.visible = true
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func set_objective(text: String) -> void:
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if objective_panel and objective_text:
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objective_text.text = text
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objective_panel.visible = true
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func hide_objective() -> void:
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if objective_panel:
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objective_panel.visible = false
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# ---------------------------------------------------------------------------
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# Dialogue
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# ---------------------------------------------------------------------------
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func display_text(bbcode_text: String, wait_for_click: bool = true) -> void:
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show_overlay()
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text_label.text = bbcode_text
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# Wait one frame so the panel has laid itself out before calling position update
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await get_tree().process_frame
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_update_panel_position()
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if wait_for_click:
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next_indicator.visible = true
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is_waiting_for_input = true
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await next_pressed
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else:
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next_indicator.visible = false
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is_waiting_for_input = false
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func _input(event: InputEvent) -> void:
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if not is_waiting_for_input:
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return
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var consumed = false
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if event is InputEventMouseButton and event.pressed and event.button_index == MOUSE_BUTTON_LEFT:
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consumed = true
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elif event is InputEventScreenTouch and event.pressed:
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consumed = true
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if consumed:
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is_waiting_for_input = false
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next_indicator.visible = false
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next_pressed.emit()
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var vp = get_viewport()
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if vp:
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vp.set_input_as_handled()
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# ---------------------------------------------------------------------------
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# Power-Up Showcase — one card per powerup with icon + name + description
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# ---------------------------------------------------------------------------
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var _current_showcase: Control
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func show_powerup_card(pid: int) -> void:
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var powerups = {
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11: {
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"icon": "res://assets/graphics/touch_control/speed.png",
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"name": "[color=gold]Speed Boost[/color]",
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"desc": "Temporarily increases your movement speed for [color=yellow]5 seconds[/color]. Great for racing across the board to grab tiles before opponents."
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},
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12: {
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"icon": "res://assets/graphics/touch_control/freeze_area.png",
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"name": "[color=aqua]Area Freeze[/color]",
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"desc": "Freezes all opponents within a radius of [color=aqua]5 tiles[/color] around you, slowing them to a crawl for [color=yellow]3 seconds[/color]."
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},
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13: {
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"icon": "res://assets/graphics/touch_control/wall.png",
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"name": "[color=gray]Iron Wall[/color]",
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"desc": "Projects a full row or column of wall tiles in front of you, blocking opponent movement and protecting your tiles."
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},
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14: {
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"icon": "res://assets/graphics/touch_control/ghost.png",
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"name": "[color=white]Ghost Mode[/color]",
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"desc": "Makes you [color=white]invisible[/color] for [color=yellow]6 seconds[/color]. You cannot be rammed while invisible — perfect for escaping danger or sneaking around."
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}
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}
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if not powerups.has(pid):
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return
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var pu = powerups[pid]
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# Build a showcase panel sitting above the dialogue panel
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var showcase = PanelContainer.new()
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showcase.custom_minimum_size = Vector2(800, 220)
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showcase.mouse_filter = Control.MOUSE_FILTER_IGNORE
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var showcase_style = StyleBoxFlat.new()
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showcase_style.bg_color = Color(0.05, 0.05, 0.12, 0.97)
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showcase_style.border_width_left = 3
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showcase_style.border_width_top = 3
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showcase_style.border_width_right = 3
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showcase_style.border_width_bottom = 3
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showcase_style.border_color = Color(0.6, 0.4, 1.0, 1.0)
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showcase_style.corner_radius_top_left = 12
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showcase_style.corner_radius_top_right = 12
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showcase_style.corner_radius_bottom_left = 12
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showcase_style.corner_radius_bottom_right = 12
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showcase.add_theme_stylebox_override("panel", showcase_style)
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add_child(showcase)
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var margin = MarginContainer.new()
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margin.add_theme_constant_override("margin_left", 24)
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margin.add_theme_constant_override("margin_top", 16)
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margin.add_theme_constant_override("margin_right", 24)
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margin.add_theme_constant_override("margin_bottom", 16)
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showcase.add_child(margin)
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var hbox = HBoxContainer.new()
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hbox.add_theme_constant_override("separation", 20)
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margin.add_child(hbox)
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# Icon
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var icon_rect = TextureRect.new()
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icon_rect.custom_minimum_size = Vector2(96, 96)
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icon_rect.expand_mode = TextureRect.EXPAND_IGNORE_SIZE
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icon_rect.stretch_mode = TextureRect.STRETCH_KEEP_ASPECT_CENTERED
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icon_rect.size_flags_vertical = Control.SIZE_SHRINK_CENTER
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var tex = load(pu["icon"])
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if tex:
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icon_rect.texture = tex
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hbox.add_child(icon_rect)
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# Text column
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var vbox = VBoxContainer.new()
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vbox.size_flags_horizontal = Control.SIZE_EXPAND_FILL
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vbox.add_theme_constant_override("separation", 8)
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hbox.add_child(vbox)
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var name_label = RichTextLabel.new()
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name_label.bbcode_enabled = true
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name_label.fit_content = true
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name_label.scroll_active = false
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name_label.add_theme_font_size_override("normal_font_size", 24)
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name_label.text = pu["name"]
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vbox.add_child(name_label)
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var desc_label = RichTextLabel.new()
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desc_label.bbcode_enabled = true
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desc_label.fit_content = true
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desc_label.scroll_active = false
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desc_label.size_flags_vertical = Control.SIZE_EXPAND_FILL
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desc_label.add_theme_font_size_override("normal_font_size", 18)
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desc_label.text = pu["desc"]
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vbox.add_child(desc_label)
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# Position the showcase above the dialogue panel
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# We rely on call deferred or await frame to ensure layout sizing is processed
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await get_tree().process_frame
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if not is_inside_tree() or not is_instance_valid(showcase):
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return
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var vp = get_viewport().get_visible_rect().size
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showcase.position = Vector2(
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(vp.x - showcase.custom_minimum_size.x) / 2.0,
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dialogue_panel.position.y - showcase.custom_minimum_size.y - 12
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)
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_current_showcase = showcase
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func hide_powerup_card() -> void:
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if is_instance_valid(_current_showcase):
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_current_showcase.queue_free()
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_current_showcase = null
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