class_name TitleScreen extends Control const SaveInspectionType = preload("res://save/player_save_inspection.gd") const SaveManagerType = preload("res://save/player_save_manager.gd") const SettingsManagerType = preload( "res://settings/player_settings_manager.gd" ) const SettingsPanelType = preload("res://ui/settings_panel.gd") const BubbleButtonType = preload( "res://ui/components/bubble_menu/bubble_button.gd" ) const BubbleClusterType = preload( "res://ui/components/bubble_menu/bubble_cluster.gd" ) const TitleConfirmationBubblePageType = preload( "res://ui/title_confirmation_bubble_page.gd" ) const NetworkSessionType = preload("res://network/network_session.gd") const SavedServerStoreType = preload("res://network/saved_server_store.gd") const JoinGamePageType = preload("res://ui/network/join_game_page.gd") const DECORATIVE_FISH_TEXTURES: Array[Texture2D] = [ preload("res://fish/species/bass/fish_bass_striped.png"), preload("res://fish/species/bluegill/fish_bluegill.png"), preload("res://fish/species/carp/fish_carp_common.png"), preload("res://fish/species/sunfish/fish_sunfish.png"), ] const DECORATIVE_BUBBLE_TEXTURES: Array[Texture2D] = [ preload("res://ui/assets/title/bubbles/bubble1.png"), preload("res://ui/assets/title/bubbles/bubble2.png"), preload("res://ui/assets/title/bubbles/bubble3.png"), ] const FIRST_FISH_DELAY_MIN: float = 2.0 const FIRST_FISH_DELAY_MAX: float = 5.0 const NEXT_FISH_DELAY_MIN: float = 5.0 const NEXT_FISH_DELAY_MAX: float = 12.0 const CROSSING_DURATION_MIN: float = 8.0 const CROSSING_DURATION_MAX: float = 16.0 const FISH_LONGEST_SIDE_MIN: float = 120.0 const FISH_LONGEST_SIDE_MAX: float = 210.0 const FISH_EDGE_MARGIN: float = 24.0 const BUBBLE_EVENT_DELAY_MIN: float = 4.0 const BUBBLE_EVENT_DELAY_MAX: float = 10.0 const BUBBLE_CLUSTER_DELAY_MIN: float = 0.25 const BUBBLE_CLUSTER_DELAY_MAX: float = 0.65 const BUBBLE_TRAVEL_DURATION_MIN: float = 7.0 const BUBBLE_TRAVEL_DURATION_MAX: float = 14.0 const BUBBLE_SCALE_MIN: float = 0.65 const BUBBLE_SCALE_MAX: float = 1.15 const BUBBLE_OPACITY_MIN: float = 0.55 const BUBBLE_OPACITY_MAX: float = 0.90 const BUBBLE_DRIFT_MIN: float = 10.0 const BUBBLE_DRIFT_MAX: float = 45.0 const BUBBLE_WOBBLE_MIN: float = 3.0 const BUBBLE_WOBBLE_MAX: float = 9.0 const BUBBLE_EDGE_MARGIN: float = 16.0 const MAX_DECORATIVE_BUBBLES: int = 6 const TRANSITION_BUBBLE_COUNT_MIN: int = 4 const TRANSITION_BUBBLE_COUNT_MAX: int = 5 const MAX_TRANSITION_BUBBLES: int = 30 const TRANSITION_BUBBLE_X_MIN: float = 0.36 const TRANSITION_BUBBLE_X_MAX: float = 0.64 const TRANSITION_BUBBLE_Y_MIN: float = 0.60 const TRANSITION_BUBBLE_Y_MAX: float = 0.78 const LOGO_ASPECT_RATIO: float = 2560.0 / 760.0 const LOGO_WIDTH_FACTOR: float = 0.4784 const LOGO_MIN_WIDTH: float = 294.0 const LOGO_MAX_WIDTH: float = 662.0 const TITLE_HORIZONTAL_MARGIN: float = 48.0 const TITLE_DESKTOP_REFERENCE_SIZE: Vector2 = Vector2(1280.0, 720.0) const TITLE_COMPACT_REFERENCE_SIZE: Vector2 = Vector2(640.0, 480.0) const BUBBLE_FIELD_MAX_WIDTH: float = 396.0 const BUBBLE_FIELD_DESKTOP_HEIGHT: float = 318.0 const BUBBLE_FIELD_COMPACT_WIDTH: float = 294.0 const BUBBLE_FIELD_COMPACT_HEIGHT: float = 200.0 const BUBBLE_COMPACT_HEIGHT_THRESHOLD: float = 560.0 const START_PROMPT_MIN_SCALE: float = 0.985 const START_PROMPT_MAX_SCALE: float = 1.015 const START_PROMPT_CYCLE_SECONDS: float = 3.0 const DISABLED_BUBBLE_LABEL_ALPHA: float = 0.55 const INTRO_PROMPT_FADE_DURATION: float = 0.55 const INTRO_BUBBLE_TRAVEL_DURATION: float = 2.40 const INTRO_BRANDING_TRAVEL_DURATION: float = 2.0 const INTRO_BRANDING_START_DELAY: float = 0.35 const HOST_CLUSTER_SAFE_MARGIN: float = 24.0 signal new_game_requested signal continue_game_requested signal quit_requested signal join_game_requested(endpoint: String) enum ConfirmationAction { NONE, NEW_GAME, DELETE_SAVE, } @onready var _continue_button: BubbleButtonType = %ContinueButton @onready var _new_game_button: BubbleButtonType = %NewGameButton @onready var _settings_button: BubbleButtonType = %SettingsButton @onready var _delete_button: BubbleButtonType = %DeleteSaveButton @onready var _quit_button: BubbleButtonType = %QuitButton @onready var _join_game_button: BubbleButtonType = %JoinGameButton @onready var _new_game_label: Label = %NewGameLabel @onready var _delete_save_label: Label = %DeleteSaveLabel @onready var _feedback_label: Label = %FeedbackLabel @onready var _confirmation_page: TitleConfirmationBubblePageType = ( %ConfirmationPage ) @onready var _settings_panel: SettingsPanelType = %SettingsPanel @onready var _title_presentation_scale_root: Control = ( %TitlePresentationScaleRoot ) @onready var _background: ColorRect = %Background @onready var _decorative_fish_layer: Control = %DecorativeFishLayer @onready var _decorative_fish_timer: Timer = %DecorativeFishTimer @onready var _decorative_bubble_layer: Control = %DecorativeBubbleLayer @onready var _decorative_bubble_event_timer: Timer = %DecorativeBubbleEventTimer @onready var _decorative_bubble_cluster_timer: Timer = %DecorativeBubbleClusterTimer @onready var _title_logo: TextureRect = %TitleLogo @onready var _playtest_label: Label = %PlaytestLabel @onready var _intro_branding_anchor: Control = %IntroBrandingAnchor @onready var _presentation_center: CenterContainer = %Center @onready var _main_content: VBoxContainer = %MainContent @onready var _branding_slot: Control = %BrandingSlot @onready var _branding_motion_root: Control = %BrandingMotionRoot @onready var _version_row: Control = %VersionRow @onready var _title_spacer: Control = %Spacer @onready var _button_center: CenterContainer = %ButtonCenter @onready var _bubble_layout_slot: Control = %BubbleLayoutSlot @onready var _bubble_motion_root: Control = %BubbleMotionRoot @onready var _bubble_field: BubbleClusterType = %BubbleField @onready var _start_prompt_center: CenterContainer = %StartPromptCenter @onready var _start_prompt_label: Label = %StartPromptLabel @onready var _join_game_page: JoinGamePageType = %JoinGamePage var _save_manager: SaveManagerType var _settings_manager: SettingsManagerType var _inspection: SaveInspectionType var _confirmation_action: ConfirmationAction = ConfirmationAction.NONE var _action_in_progress: bool = false var _decorative_rng := RandomNumberGenerator.new() var _decorative_fish: TextureRect var _decorative_fish_tween: Tween var _decorative_presentation_ready: bool = false var _decorative_presentation_active: bool = false var _decorative_generation: int = 0 var _decorative_bubbles: Array[TextureRect] = [] var _decorative_bubble_tweens: Dictionary[int, Tween] = {} var _transition_bubble_ids: Dictionary[int, bool] = {} var _pending_cluster_bubbles: int = 0 var _awaiting_start_input: bool = false var _start_prompt_elapsed: float = 0.0 var _navigation_focus_active: bool = false var _modal_restore_navigation_focus: bool = false var _world_pixel_size: int = PlayerSettings.DEFAULT_WORLD_PIXEL_SIZE var _title_settings_transition: Tween var _title_settings_transition_generation: int = 0 var _title_settings_transition_active: bool = false var _title_bubble_rest_position: Vector2 = Vector2.ZERO var _title_content_rest_position: Vector2 = Vector2.ZERO var _title_entry_transition: Tween var _title_entry_generation: int = 0 var _title_entry_transition_active: bool = false var _intro_geometry_ready: bool = false var _intro_layout_generation: int = 0 var _branding_intro_position: Vector2 = Vector2.ZERO var _bubble_intro_position: Vector2 = Vector2.ZERO var _feedback_visible_before_settings: bool = false var _feedback_text_before_settings: String = "" var _continue_stats_hovered: bool = false var _continue_stats_focused: bool = false var _continue_stats_fade: Tween var _confirmation_transition: Tween var _confirmation_transition_generation: int = 0 var _confirmation_transition_active: bool = false var _confirmation_title_content_rest_position: Vector2 = Vector2.ZERO func _ready() -> void: var release_version: String = str( ProjectSettings.get_setting("application/config/version", "") ).strip_edges() if not release_version.is_empty(): _playtest_label.text = "v%s" % release_version _continue_button.pressed.connect(_on_continue_pressed) _continue_button.mouse_entered.connect( _on_continue_stats_hover_changed.bind(true) ) _continue_button.mouse_exited.connect( _on_continue_stats_hover_changed.bind(false) ) _continue_button.focus_entered.connect( _on_continue_stats_focus_changed.bind(true) ) _continue_button.focus_exited.connect( _on_continue_stats_focus_changed.bind(false) ) _new_game_button.pressed.connect(_on_new_game_pressed) _join_game_button.pressed.connect(_open_join_game) _settings_button.pressed.connect(_open_settings) _delete_button.pressed.connect(_on_delete_pressed) %QuitButton.pressed.connect(_on_quit_pressed) _confirmation_page.confirmed.connect(_on_confirmation_accepted) _confirmation_page.cancelled.connect(_request_close_confirmation) _settings_panel.applied.connect(_on_settings_applied) _settings_panel.closed.connect(_on_settings_closed) _settings_panel.closing.connect(_on_settings_closing) _settings_panel.opened.connect(_on_settings_opened) _settings_panel.navigation_transition_started.connect( _emit_navigation_bubble_flurry ) _bubble_field.configure(_get_title_buttons()) _decorative_fish_timer.timeout.connect(_on_decorative_fish_timer_timeout) _decorative_bubble_event_timer.timeout.connect( _on_decorative_bubble_event_timer_timeout ) _decorative_bubble_cluster_timer.timeout.connect( _on_decorative_bubble_cluster_timer_timeout ) visibility_changed.connect(_on_title_visibility_changed) resized.connect(_update_responsive_title_stage) _start_prompt_label.resized.connect(_update_start_prompt_pivot) _decorative_rng.randomize() set_process(false) call_deferred("_update_responsive_title_stage") call_deferred("_update_start_prompt_pivot") call_deferred("_capture_title_bubble_rest_position") call_deferred("_capture_title_content_rest_position") func setup( save_manager: SaveManagerType, settings_manager: SettingsManagerType, network_session: NetworkSessionType, saved_servers: SavedServerStoreType, server_trust: ServerTrustStore, discovery: DiscoveryClient, ) -> void: _save_manager = save_manager _settings_manager = settings_manager _join_game_page.setup( network_session, saved_servers, false, server_trust, discovery ) _join_game_page.join_requested.connect(join_game_requested.emit) _join_game_page.back_requested.connect(_close_join_game) Input.mouse_mode = Input.MOUSE_MODE_VISIBLE _refresh_save_inspection() show() _decorative_presentation_ready = true _start_decorative_presentation() _begin_title_entry() func reopen() -> void: _cancel_title_entry_transition() _cancel_title_settings_transition() Input.mouse_mode = Input.MOUSE_MODE_VISIBLE _prepare_awaiting_start_input() _reset_confirmation() _settings_panel.hide() _join_game_page.close_page() _refresh_save_inspection() show() _start_decorative_presentation() _start_entry_prompt_animation() func open_join_game_page(endpoint: String = "") -> void: _cancel_title_entry_transition() _awaiting_start_input = false _start_prompt_center.hide() _presentation_center.hide() _settings_panel.hide() _confirmation_page.hide_page() _join_game_page.open_page(endpoint) func report_network_error(message: String) -> void: _join_game_page.set_status(message) if not _join_game_page.visible: _feedback_label.text = message _feedback_label.show() _feedback_label.modulate.a = 1.0 func _open_join_game() -> void: if _action_in_progress or _is_confirmation_active(): return open_join_game_page() func _close_join_game() -> void: _join_game_page.close_page() _presentation_center.show() _button_center.show() _start_prompt_center.hide() _focus_initial_button() func is_awaiting_start_input() -> bool: return _awaiting_start_input func is_decorative_presentation_active() -> bool: return _decorative_presentation_active func get_active_decorative_fish_count() -> int: return 1 if is_instance_valid(_decorative_fish) else 0 func get_active_decorative_bubble_count() -> int: return _decorative_bubbles.size() func is_decorative_bubble_scheduler_active() -> bool: return ( _decorative_presentation_active and ( not _decorative_bubble_event_timer.is_stopped() or not _decorative_bubble_cluster_timer.is_stopped() ) ) func _update_title_layout() -> void: if not is_node_ready(): return var layout_size: Vector2 = _title_presentation_scale_root.size var available_width: float = maxf( 1.0, layout_size.x - TITLE_HORIZONTAL_MARGIN ) var logo_width: float = minf( clampf( layout_size.x * LOGO_WIDTH_FACTOR, LOGO_MIN_WIDTH, LOGO_MAX_WIDTH ), available_width ) _title_logo.custom_minimum_size = Vector2( logo_width, logo_width / LOGO_ASPECT_RATIO ) var branding_separation: float = float( _main_content.get_theme_constant("separation") ) var branding_size := Vector2( logo_width, logo_width / LOGO_ASPECT_RATIO + branding_separation + _version_row.get_combined_minimum_size().y ) _branding_slot.custom_minimum_size = branding_size _branding_motion_root.size = branding_size var field_width: float = minf(BUBBLE_FIELD_MAX_WIDTH, available_width) var field_height: float = ( BUBBLE_FIELD_COMPACT_HEIGHT if layout_size.y < BUBBLE_COMPACT_HEIGHT_THRESHOLD else BUBBLE_FIELD_DESKTOP_HEIGHT ) if layout_size.y < BUBBLE_COMPACT_HEIGHT_THRESHOLD: field_width = minf(BUBBLE_FIELD_COMPACT_WIDTH, available_width) _bubble_layout_slot.custom_minimum_size = Vector2(field_width, field_height) _bubble_motion_root.size = Vector2(field_width, field_height) _bubble_field.custom_minimum_size = Vector2(field_width, field_height) var compact_layout: bool = field_height == BUBBLE_FIELD_COMPACT_HEIGHT _bubble_field.apply_layout( Vector2(field_width, field_height), compact_layout ) if not _title_settings_transition_active: call_deferred("_capture_title_bubble_rest_position") _new_game_label.text = "new\ngame" if compact_layout else "new game" _delete_save_label.text = ( "delete\nsave" if compact_layout else "delete save" ) if _awaiting_start_input and not _title_entry_transition_active: _schedule_intro_presentation() _update_world_preview_resolution() func _update_responsive_title_stage() -> void: if not is_node_ready(): return _title_presentation_scale_root.size = TITLE_DESKTOP_REFERENCE_SIZE _title_presentation_scale_root.scale = Vector2.ONE _title_presentation_scale_root.position = Vector2.ZERO _update_title_layout() if ( _is_confirmation_active() and not _confirmation_page.is_transitioning() ): _set_confirmation_stage_rect() func _get_title_buttons() -> Array[BubbleButton]: return [ _continue_button, _new_game_button, _join_game_button, _settings_button, _delete_button, _quit_button, ] func set_world_pixelation(pixel_size: int) -> void: _world_pixel_size = clampi( pixel_size, PlayerSettings.MIN_WORLD_PIXEL_SIZE, PlayerSettings.MAX_WORLD_PIXEL_SIZE ) if is_node_ready(): _update_world_preview_resolution() func _update_world_preview_resolution() -> void: var displayed_size := Vector2i( maxi(1, roundi(size.x)), maxi(1, roundi(size.y)) ) var grid_size: Vector2i = PlayerSettings.get_world_grid_size( _world_pixel_size, displayed_size ) var shader_material := _background.material as ShaderMaterial if shader_material != null: shader_material.set_shader_parameter( "virtual_pixel_density", Vector2(grid_size) ) var logo_material := _title_logo.material as ShaderMaterial if logo_material != null: var render_scale: float = ( float(grid_size.y) / float(displayed_size.y) ) var effect_scale: float = 1.0 / render_scale logo_material.set_shader_parameter( "horizontal_displacement_pixels", minf(2.0, 1.5 * effect_scale) ) logo_material.set_shader_parameter( "bob_amount_pixels", minf(4.0, 3.0 * effect_scale) ) func _snap_world_preview(value: Vector2) -> Vector2: var displayed_size := Vector2i( maxi(1, roundi(size.x)), maxi(1, roundi(size.y)) ) var grid_size: Vector2i = PlayerSettings.get_world_grid_size( _world_pixel_size, displayed_size ) var render_scale: float = float(grid_size.y) / float(displayed_size.y) var step: float = 1.0 / render_scale return Vector2( roundf(value.x / step) * step, roundf(value.y / step) * step ) func _process(delta: float) -> void: if not visible: return if _awaiting_start_input and _start_prompt_center.visible: _start_prompt_elapsed = fmod( _start_prompt_elapsed + delta, START_PROMPT_CYCLE_SECONDS ) var phase: float = ( _start_prompt_elapsed / START_PROMPT_CYCLE_SECONDS ) var pulse_weight: float = ( sin(phase * TAU - PI * 0.5) + 1.0 ) * 0.5 var prompt_scale: float = lerpf( START_PROMPT_MIN_SCALE, START_PROMPT_MAX_SCALE, pulse_weight ) _start_prompt_label.scale = Vector2.ONE * prompt_scale if _main_content.visible and _button_center.visible: _bubble_field.advance_motion(delta) func _input(event: InputEvent) -> void: if not visible: return if ( _settings_panel.visible and _settings_panel.is_controller_mapping_capturing() ): return if _join_game_page.visible: if event.is_action_pressed("ui_cancel"): _close_join_game() get_viewport().set_input_as_handled() return if ( _title_settings_transition_active or _title_entry_transition_active or _confirmation_transition_active ): get_viewport().set_input_as_handled() return if _awaiting_start_input: if not _is_start_prompt_reveal_event(event): return if not _intro_geometry_ready: get_viewport().set_input_as_handled() return _reveal_primary_menu() get_viewport().set_input_as_handled() return if _handle_primary_menu_focus_input(event): get_viewport().set_input_as_handled() return if not event.is_action_pressed("ui_cancel"): return if _is_confirmation_active(): _request_close_confirmation() elif _settings_panel.visible: _settings_panel.handle_back() else: return get_viewport().set_input_as_handled() func _is_start_prompt_reveal_event(event: InputEvent) -> bool: if event is InputEventKey: var key_event := event as InputEventKey return key_event.pressed and not key_event.echo if event is InputEventJoypadButton: return (event as InputEventJoypadButton).pressed if event is InputEventMouseButton: return (event as InputEventMouseButton).pressed return false func _handle_primary_menu_focus_input(event: InputEvent) -> bool: if ( not _button_center.visible or _is_confirmation_active() or _settings_panel.visible ): return false if event is InputEventMouseMotion: _navigation_focus_active = false _release_primary_menu_focus() _update_continue_stats_visibility() return false if event is InputEventKey and (event as InputEventKey).echo: return false var moves_forward: bool = ( event.is_action_pressed("ui_down") or event.is_action_pressed("ui_right") ) var moves_backward: bool = ( event.is_action_pressed("ui_up") or event.is_action_pressed("ui_left") ) if not moves_forward and not moves_backward: return false _navigation_focus_active = true if _primary_menu_has_focus(): return false if moves_forward: _get_first_available_menu_button().grab_focus() else: _quit_button.grab_focus() return true func _get_first_available_menu_button() -> Button: return _continue_button if not _continue_button.disabled else _new_game_button func _primary_menu_has_focus() -> bool: var focus_owner: Control = get_viewport().gui_get_focus_owner() return focus_owner != null and _button_center.is_ancestor_of(focus_owner) func _release_primary_menu_focus() -> void: var focus_owner: Control = get_viewport().gui_get_focus_owner() if focus_owner != null and _button_center.is_ancestor_of(focus_owner): focus_owner.release_focus() func _release_title_focus() -> void: var focus_owner: Control = get_viewport().gui_get_focus_owner() if focus_owner != null and is_ancestor_of(focus_owner): focus_owner.release_focus() func _begin_title_entry() -> void: _prepare_awaiting_start_input() _start_entry_prompt_animation() func _prepare_awaiting_start_input() -> void: _cancel_title_entry_transition() _awaiting_start_input = true _intro_geometry_ready = false _navigation_focus_active = false _modal_restore_navigation_focus = false _button_center.show() var bubble_field := get_node_or_null("%BubbleField") as Control if bubble_field != null: bubble_field.hide() call_deferred("set_process", visible) _feedback_label.show() _feedback_label.modulate.a = 0.0 _continue_stats_hovered = false _continue_stats_focused = false _cancel_continue_stats_fade() _main_content.show() _start_prompt_center.show() _start_prompt_center.modulate.a = 1.0 _set_title_bubbles_interactive(false) var focus_owner: Control = get_viewport().gui_get_focus_owner() if focus_owner != null and is_ancestor_of(focus_owner): focus_owner.release_focus() _schedule_intro_presentation() func _start_entry_prompt_animation() -> void: _start_prompt_elapsed = 0.0 _start_prompt_label.scale = Vector2.ONE * START_PROMPT_MIN_SCALE _update_start_prompt_pivot() set_process(true) func _stop_entry_prompt_animation() -> void: set_process(visible and _button_center.visible) _start_prompt_elapsed = 0.0 _start_prompt_label.scale = Vector2.ONE func _update_start_prompt_pivot() -> void: if not is_node_ready(): return _start_prompt_label.pivot_offset = _start_prompt_label.size * 0.5 func _reveal_primary_menu() -> void: if ( not _awaiting_start_input or not _intro_geometry_ready or _title_entry_transition_active ): return _awaiting_start_input = false _button_center.show() var bubble_field := get_node_or_null("%BubbleField") as Control if bubble_field != null: bubble_field.show() _stop_entry_prompt_animation() _title_entry_generation += 1 _title_entry_transition_active = true _set_title_bubbles_interactive(false) var generation: int = _title_entry_generation set_process(true) _navigation_focus_active = false _release_title_focus() _title_entry_transition = create_tween() _title_entry_transition.set_parallel(true) _title_entry_transition.tween_property( _start_prompt_center, "modulate:a", 0.0, INTRO_PROMPT_FADE_DURATION ).set_trans(Tween.TRANS_CUBIC).set_ease(Tween.EASE_IN_OUT) _title_entry_transition.tween_property( _bubble_motion_root, "position", Vector2.ZERO, INTRO_BUBBLE_TRAVEL_DURATION ).set_trans(Tween.TRANS_SINE).set_ease(Tween.EASE_IN_OUT) _title_entry_transition.tween_property( _branding_motion_root, "position", Vector2.ZERO, INTRO_BRANDING_TRAVEL_DURATION ).set_delay(INTRO_BRANDING_START_DELAY).set_trans( Tween.TRANS_QUAD ).set_ease(Tween.EASE_IN_OUT) _title_entry_transition.finished.connect( _finish_primary_menu_reveal.bind(generation), CONNECT_ONE_SHOT ) func _finish_primary_menu_reveal(generation: int) -> void: if ( generation != _title_entry_generation or not _title_entry_transition_active ): return _title_entry_transition = null _title_entry_transition_active = false _start_prompt_center.hide() _start_prompt_center.modulate.a = 1.0 _feedback_label.modulate.a = 0.0 _set_title_bubbles_interactive(true) func _cancel_title_entry_transition() -> void: _title_entry_generation += 1 if _title_entry_transition != null: _title_entry_transition.kill() _title_entry_transition = null _title_entry_transition_active = false if is_node_ready(): _start_prompt_center.modulate.a = 1.0 func _schedule_intro_presentation() -> void: _intro_layout_generation += 1 _intro_geometry_ready = false call_deferred( "_prepare_intro_presentation", _intro_layout_generation ) func _prepare_intro_presentation(generation: int) -> void: await get_tree().process_frame await get_tree().process_frame if ( generation != _intro_layout_generation or not is_node_ready() or not _awaiting_start_input or _title_entry_transition_active ): return _branding_motion_root.size = _branding_slot.size _bubble_motion_root.size = _bubble_layout_slot.size var intro_tail_height: float = ( _title_spacer.get_combined_minimum_size().y + float(_main_content.get_theme_constant("separation")) ) var inverse_stage_transform: Transform2D = ( _title_presentation_scale_root.get_global_transform().affine_inverse() ) var branding_anchor_position: Vector2 = ( inverse_stage_transform * _intro_branding_anchor.get_global_transform().origin ) var branding_slot_position: Vector2 = ( inverse_stage_transform * _branding_slot.get_global_transform().origin ) var branding_target_position := Vector2( floorf( branding_anchor_position.x - _branding_motion_root.size.x * 0.5 ), floorf( branding_anchor_position.y - (_branding_motion_root.size.y + intro_tail_height) * 0.5 ) ) _branding_intro_position = ( branding_target_position - branding_slot_position ) var bubble_bounds: Rect2 = _get_title_bubble_stage_bounds() bubble_bounds.position -= _bubble_motion_root.position var presentation_allowance: float = _get_bubble_offscreen_allowance() _bubble_intro_position = Vector2( 0.0, _title_presentation_scale_root.size.y + presentation_allowance - bubble_bounds.position.y ) _branding_motion_root.position = _branding_intro_position _bubble_motion_root.position = _bubble_intro_position _title_content_rest_position = _presentation_center.position _title_bubble_rest_position = _bubble_field.position _intro_geometry_ready = true func _get_title_bubble_stage_bounds() -> Rect2: var bubbles: Array[BubbleButton] = _get_title_buttons() var bounds: Rect2 = _get_title_stage_rect(bubbles[0]) for index: int in range(1, bubbles.size()): bounds = bounds.merge(_get_title_stage_rect(bubbles[index])) return bounds func _get_title_stage_rect(control: Control) -> Rect2: var inverse_stage_transform: Transform2D = ( _title_presentation_scale_root.get_global_transform().affine_inverse() ) var global_rect: Rect2 = control.get_global_rect() var local_position: Vector2 = ( inverse_stage_transform * global_rect.position ) var local_end: Vector2 = inverse_stage_transform * global_rect.end return Rect2(local_position, local_end - local_position) func _get_bubble_offscreen_allowance() -> float: var maximum_vertical_amplitude: float = 0.0 var maximum_deformation_growth: float = 0.0 for bubble: BubbleButton in _get_title_buttons(): maximum_vertical_amplitude = maxf( maximum_vertical_amplitude, bubble.vertical_amplitude ) var maximum_scale: float = ( 1.0 + bubble.deformation_amplitude ) * _bubble_field.profile.hover_focus_scale maximum_deformation_growth = maxf( maximum_deformation_growth, bubble.presented_size.y * (maximum_scale - 1.0) * 0.5 ) return ( HOST_CLUSTER_SAFE_MARGIN + maximum_vertical_amplitude + maximum_deformation_growth + _bubble_field.profile.hover_focus_lift + _bubble_field.profile.maximum_separation ) func _on_continue_stats_hover_changed(hovered: bool) -> void: _continue_stats_hovered = hovered _update_continue_stats_visibility() func _on_continue_stats_focus_changed(focused: bool) -> void: _continue_stats_focused = focused _update_continue_stats_visibility() func _update_continue_stats_visibility() -> void: if not is_node_ready(): return var requested_visible: bool = ( _continue_stats_hovered or ( _continue_stats_focused and _navigation_focus_active ) ) requested_visible = ( requested_visible and not _continue_button.disabled and _inspection != null and _inspection.status == SaveInspectionType.Status.VALID_SUPPORTED and not _awaiting_start_input and not _title_entry_transition_active and not _title_settings_transition_active and not _settings_panel.visible and not _is_confirmation_active() and not _action_in_progress and _presentation_center.visible ) if requested_visible: _feedback_label.text = _get_continue_stats_text() _fade_continue_stats_to(1.0 if requested_visible else 0.0) func _hide_continue_stats_context() -> void: _continue_stats_hovered = false _continue_stats_focused = false _fade_continue_stats_to(0.0) func _fade_continue_stats_to(target_opacity: float) -> void: if not is_node_ready(): return _cancel_continue_stats_fade() if is_equal_approx(_feedback_label.modulate.a, target_opacity): _feedback_label.modulate.a = target_opacity return _continue_stats_fade = create_tween() _continue_stats_fade.tween_property( _feedback_label, "modulate:a", target_opacity, INTRO_PROMPT_FADE_DURATION ).set_trans(Tween.TRANS_CUBIC).set_ease(Tween.EASE_IN_OUT) func _cancel_continue_stats_fade() -> void: if _continue_stats_fade != null: _continue_stats_fade.kill() _continue_stats_fade = null func _get_continue_stats_text() -> String: if ( _inspection == null or _inspection.status != SaveInspectionType.Status.VALID_SUPPORTED ): return "" return ( "%d fish • $%d • %d discovered" % [ _inspection.catch_count, _inspection.wallet_balance, _inspection.discovered_species_count, ] ) func _on_continue_pressed() -> void: if ( _action_in_progress or _is_confirmation_active() or _settings_panel.visible or _inspection == null or not _inspection.can_continue() ): return _hide_continue_stats_context() _action_in_progress = true continue_game_requested.emit() _action_in_progress = false func _on_new_game_pressed() -> void: if ( _action_in_progress or _is_confirmation_active() or _settings_panel.visible or _inspection == null ): return _hide_continue_stats_context() if _inspection.status == SaveInspectionType.Status.MISSING: new_game_requested.emit() return if _inspection.status == SaveInspectionType.Status.UNSUPPORTED_VERSION: _feedback_label.text = ( "this save is from a newer game version. " + "use delete save before starting over." ) return if _inspection.status == SaveInspectionType.Status.IO_ERROR: _feedback_label.text = "the existing save cannot be accessed safely." return _open_confirmation( ConfirmationAction.NEW_GAME, "start a new game? existing progression will be deleted.", "start\nnew game", true ) func _on_delete_pressed() -> void: if ( _action_in_progress or _is_confirmation_active() or _settings_panel.visible or _inspection == null or not _inspection.can_delete() ): return _hide_continue_stats_context() _open_confirmation( ConfirmationAction.DELETE_SAVE, "delete your saved progression? this cannot be undone.", "delete" ) func _on_confirmation_accepted() -> void: if ( _action_in_progress or _confirmation_transition_active or _confirmation_action == ConfirmationAction.NONE ): return var action: ConfirmationAction = _confirmation_action _confirmation_page.lock_interaction() _action_in_progress = true if action == ConfirmationAction.NEW_GAME: _confirmation_action = ConfirmationAction.NONE _confirmation_transition_generation += 1 _cancel_confirmation_transition() _confirmation_page.hide_page() new_game_requested.emit() _action_in_progress = false return if not _save_manager.delete_progression_save(): _feedback_label.text = "failed to delete saved progression." _action_in_progress = false _refresh_save_inspection() _begin_confirmation_return() return _save_manager.initialize_new_game() _refresh_save_inspection() _feedback_label.text = "saved progression deleted." _begin_confirmation_return() _action_in_progress = false func _open_confirmation( action: ConfirmationAction, message: String, confirm_text: String, use_multiline_action_layout: bool = false, ) -> void: _hide_continue_stats_context() _modal_restore_navigation_focus = _navigation_focus_active _confirmation_action = action _confirmation_page.configure( message, confirm_text, use_multiline_action_layout ) _begin_confirmation_open() func _request_close_confirmation() -> void: if ( not _confirmation_page.visible or _confirmation_transition_active or _action_in_progress ): return _begin_confirmation_return() func _begin_confirmation_open() -> void: _confirmation_transition_generation += 1 _cancel_confirmation_transition() _confirmation_transition_active = true _emit_navigation_bubble_flurry() _confirmation_title_content_rest_position = _presentation_center.position _set_confirmation_stage_rect() _confirmation_page.hide_page() _set_title_bubbles_interactive(false) _release_primary_menu_focus() var generation: int = _confirmation_transition_generation var content_bounds: Rect2 = _get_title_stage_rect(_main_content) var exit_distance: float = ( content_bounds.end.y + HOST_CLUSTER_SAFE_MARGIN ) _confirmation_transition = create_tween() _confirmation_transition.tween_property( _presentation_center, "position:y", _confirmation_title_content_rest_position.y - exit_distance, UIMotion.bubble_duration(exit_distance) ).set_trans(Tween.TRANS_SINE).set_ease(Tween.EASE_IN_OUT) _confirmation_transition.finished.connect( _finish_confirmation_title_exit.bind(generation), CONNECT_ONE_SHOT ) func _finish_confirmation_title_exit(generation: int) -> void: if ( generation != _confirmation_transition_generation or not _confirmation_transition_active ): return _confirmation_transition = null _presentation_center.hide() _presentation_center.position = _confirmation_title_content_rest_position _confirmation_page.transition_in( 0.0, _finish_confirmation_open.bind(generation) ) func _finish_confirmation_open(generation: int) -> void: if ( generation != _confirmation_transition_generation or not _confirmation_transition_active ): return _confirmation_transition_active = false func _begin_confirmation_return() -> void: if not _confirmation_page.visible or _confirmation_transition_active: return _confirmation_transition_generation += 1 _cancel_confirmation_transition() _confirmation_transition_active = true _emit_navigation_bubble_flurry() _confirmation_page.lock_interaction() var generation: int = _confirmation_transition_generation _confirmation_page.transition_out( 0.0, _finish_confirmation_page_exit.bind(generation) ) func _finish_confirmation_page_exit(generation: int) -> void: if ( generation != _confirmation_transition_generation or not _confirmation_transition_active ): return _confirmation_action = ConfirmationAction.NONE _presentation_center.position = Vector2( _confirmation_title_content_rest_position.x, _title_presentation_scale_root.size.y + HOST_CLUSTER_SAFE_MARGIN ) _presentation_center.show() var entry_distance: float = absf( _presentation_center.position.y - _confirmation_title_content_rest_position.y ) _confirmation_transition = create_tween() _confirmation_transition.tween_property( _presentation_center, "position", _confirmation_title_content_rest_position, UIMotion.bubble_duration(entry_distance) ).set_trans(Tween.TRANS_SINE).set_ease(Tween.EASE_IN_OUT) _confirmation_transition.finished.connect( _finish_confirmation_return.bind(generation), CONNECT_ONE_SHOT ) func _finish_confirmation_return(generation: int) -> void: if ( generation != _confirmation_transition_generation or not _confirmation_transition_active ): return _confirmation_transition = null _confirmation_transition_active = false _presentation_center.position = _confirmation_title_content_rest_position _set_title_bubbles_interactive(true) var restore_navigation_focus: bool = _modal_restore_navigation_focus _modal_restore_navigation_focus = false if restore_navigation_focus: _focus_initial_button() else: _navigation_focus_active = false _release_title_focus() _update_continue_stats_visibility() func _set_confirmation_stage_rect() -> void: var slot_rect: Rect2 = _get_title_stage_rect(_bubble_layout_slot) _confirmation_page.set_stage_rect( slot_rect ) func _reset_confirmation() -> void: _confirmation_transition_generation += 1 _cancel_confirmation_transition() _confirmation_transition_active = false _confirmation_action = ConfirmationAction.NONE _confirmation_page.hide_page() if is_node_ready(): _presentation_center.position = _confirmation_title_content_rest_position _presentation_center.show() func _cancel_confirmation_transition() -> void: if _confirmation_transition != null: _confirmation_transition.kill() _confirmation_transition = null func _is_confirmation_active() -> bool: return ( _confirmation_action != ConfirmationAction.NONE or _confirmation_page.visible or _confirmation_transition_active ) func _open_settings() -> void: if ( _is_confirmation_active() or _action_in_progress or _settings_panel.visible or _title_settings_transition_active ): return _hide_continue_stats_context() _modal_restore_navigation_focus = _navigation_focus_active _feedback_visible_before_settings = _feedback_label.visible _feedback_text_before_settings = _feedback_label.text _begin_title_cluster_exit() func _close_settings() -> void: _settings_panel.close_panel() func _on_settings_applied() -> void: _feedback_text_before_settings = "settings saved." func _on_settings_closed() -> void: pass func _on_settings_closing() -> void: await get_tree().create_timer( UIMotion.BUBBLE_TRANSITION_OVERLAP_DELAY ).timeout if _settings_panel.visible: _begin_title_cluster_return(_feedback_text_before_settings) func _on_settings_opened() -> void: pass func _begin_title_cluster_exit() -> void: _title_settings_transition_generation += 1 _cancel_title_settings_tween() _title_settings_transition_active = true _emit_navigation_bubble_flurry() _title_content_rest_position = _presentation_center.position _title_bubble_rest_position = _bubble_field.position _set_title_bubbles_interactive(false) _release_primary_menu_focus() var generation: int = _title_settings_transition_generation var content_bounds: Rect2 = _get_title_stage_rect(_main_content) var exit_distance: float = ( content_bounds.end.y + HOST_CLUSTER_SAFE_MARGIN ) _title_settings_transition = create_tween() _title_settings_transition.tween_property( _presentation_center, "position:y", _title_content_rest_position.y - exit_distance, UIMotion.bubble_duration(exit_distance) ).set_trans(Tween.TRANS_SINE).set_ease(Tween.EASE_IN_OUT) _title_settings_transition.finished.connect( _finish_title_cluster_exit.bind(generation), CONNECT_ONE_SHOT ) await get_tree().create_timer( UIMotion.BUBBLE_TRANSITION_OVERLAP_DELAY ).timeout if ( generation == _title_settings_transition_generation and _title_settings_transition_active ): _settings_panel.open_panel( _settings_manager, SettingsPanelType.PresentationMode.TITLE_EMBEDDED ) func _finish_title_cluster_exit(generation: int) -> void: if ( generation != _title_settings_transition_generation or not _title_settings_transition_active ): return _title_settings_transition = null _title_settings_transition_active = false _presentation_center.hide() _presentation_center.position = _title_content_rest_position func _begin_title_cluster_return(feedback_text: String) -> void: _title_settings_transition_generation += 1 _cancel_title_settings_tween() _title_settings_transition_active = true if _feedback_label.text != feedback_text: _feedback_label.text = feedback_text _feedback_label.visible = _feedback_visible_before_settings _hide_continue_stats_context() _set_title_bubbles_interactive(false) var generation: int = _title_settings_transition_generation _presentation_center.position = Vector2( _title_content_rest_position.x, _title_presentation_scale_root.size.y + HOST_CLUSTER_SAFE_MARGIN ) _presentation_center.show() var entry_distance: float = absf( _presentation_center.position.y - _title_content_rest_position.y ) _title_settings_transition = create_tween() _title_settings_transition.tween_property( _presentation_center, "position", _title_content_rest_position, UIMotion.bubble_duration(entry_distance) ).set_trans(Tween.TRANS_SINE).set_ease(Tween.EASE_IN_OUT) _title_settings_transition.finished.connect( _finish_title_cluster_return.bind(generation), CONNECT_ONE_SHOT ) func _finish_title_cluster_return(generation: int) -> void: if ( generation != _title_settings_transition_generation or not _title_settings_transition_active ): return _title_settings_transition = null _title_settings_transition_active = false _presentation_center.position = _title_content_rest_position _bubble_field.position = _title_bubble_rest_position _set_title_bubbles_interactive(true) _restore_settings_focus() _update_continue_stats_visibility() func _set_title_bubbles_interactive(interactive: bool) -> void: for bubble: BubbleButton in _get_title_buttons(): bubble.focus_mode = ( Control.FOCUS_ALL if interactive else Control.FOCUS_NONE ) bubble.mouse_filter = ( Control.MOUSE_FILTER_STOP if interactive else Control.MOUSE_FILTER_IGNORE ) func _capture_title_bubble_rest_position() -> void: if ( not is_node_ready() or _title_settings_transition_active or not _button_center.visible ): return _title_bubble_rest_position = _bubble_field.position func _capture_title_content_rest_position() -> void: if ( not is_node_ready() or _title_settings_transition_active or _title_entry_transition_active or not _button_center.visible ): return _title_content_rest_position = _presentation_center.position func _cancel_title_settings_transition() -> void: _title_settings_transition_generation += 1 _cancel_title_settings_tween() _title_settings_transition_active = false if is_node_ready(): _presentation_center.position = _title_content_rest_position _presentation_center.show() _bubble_field.position = _title_bubble_rest_position _set_title_bubbles_interactive(true) func _cancel_title_settings_tween() -> void: if _title_settings_transition != null: _title_settings_transition.kill() _title_settings_transition = null func _restore_settings_focus() -> void: var restore_navigation_focus: bool = _modal_restore_navigation_focus _modal_restore_navigation_focus = false if restore_navigation_focus: _navigation_focus_active = true _settings_button.grab_focus() else: _navigation_focus_active = false _release_title_focus() func _refresh_save_inspection() -> void: _inspection = _save_manager.inspect_save() _continue_button.disabled = not _inspection.can_continue() _delete_button.disabled = not _inspection.can_delete() _delete_save_label.modulate.a = ( DISABLED_BUBBLE_LABEL_ALPHA if _delete_button.disabled else 1.0 ) _feedback_label.text = _inspection.message if _inspection.status == SaveInspectionType.Status.VALID_SUPPORTED: _feedback_label.text = _get_continue_stats_text() if _continue_button.disabled: _hide_continue_stats_context() else: _update_continue_stats_visibility() func _focus_initial_button() -> void: if ( not is_node_ready() or not visible or _awaiting_start_input or not _button_center.visible ): return if not _continue_button.disabled: _continue_button.grab_focus() else: _new_game_button.grab_focus() _navigation_focus_active = true _update_continue_stats_visibility() func _on_quit_pressed() -> void: if ( not _action_in_progress and not _is_confirmation_active() and not _settings_panel.visible ): _hide_continue_stats_context() quit_requested.emit() func _on_title_visibility_changed() -> void: if not _decorative_presentation_ready: return if visible: set_process(true) _start_decorative_presentation() else: _hide_continue_stats_context() _stop_entry_prompt_animation() _navigation_focus_active = false _modal_restore_navigation_focus = false _reset_confirmation() _stop_decorative_presentation() func _start_decorative_presentation() -> void: if ( not _decorative_presentation_ready or not visible or _decorative_presentation_active ): return _decorative_generation += 1 _decorative_presentation_active = true _schedule_next_decorative_fish( FIRST_FISH_DELAY_MIN, FIRST_FISH_DELAY_MAX ) _schedule_next_decorative_bubble_event( BUBBLE_EVENT_DELAY_MIN, BUBBLE_EVENT_DELAY_MAX ) func _stop_decorative_presentation() -> void: _decorative_generation += 1 _decorative_presentation_active = false _decorative_fish_timer.stop() if _decorative_fish_tween != null: _decorative_fish_tween.kill() _decorative_fish_tween = null if is_instance_valid(_decorative_fish): _decorative_fish.queue_free() _decorative_fish = null _decorative_bubble_event_timer.stop() _decorative_bubble_cluster_timer.stop() _pending_cluster_bubbles = 0 for bubble_tween: Tween in _decorative_bubble_tweens.values(): if bubble_tween != null: bubble_tween.kill() _decorative_bubble_tweens.clear() for bubble: TextureRect in _decorative_bubbles: if is_instance_valid(bubble): bubble.queue_free() _decorative_bubbles.clear() _transition_bubble_ids.clear() func _schedule_next_decorative_fish( minimum_delay: float, maximum_delay: float, ) -> void: if not _decorative_presentation_active or not visible: return _decorative_fish_timer.start( _decorative_rng.randf_range(minimum_delay, maximum_delay) ) func _on_decorative_fish_timer_timeout() -> void: if ( not _decorative_presentation_active or not visible or is_instance_valid(_decorative_fish) ): return _spawn_decorative_fish(_decorative_generation) func _spawn_decorative_fish(generation: int) -> void: if ( generation != _decorative_generation or not _decorative_presentation_active or not visible or DECORATIVE_FISH_TEXTURES.is_empty() ): return var layer_size: Vector2 = _decorative_fish_layer.size if layer_size.x <= 1.0 or layer_size.y <= 1.0: _schedule_next_decorative_fish(0.5, 1.0) return var texture: Texture2D = DECORATIVE_FISH_TEXTURES[ _decorative_rng.randi_range(0, DECORATIVE_FISH_TEXTURES.size() - 1) ] var source_size: Vector2 = texture.get_size() if source_size.x <= 0.0 or source_size.y <= 0.0: _schedule_next_decorative_fish( NEXT_FISH_DELAY_MIN, NEXT_FISH_DELAY_MAX ) return var longest_side: float = _decorative_rng.randf_range( FISH_LONGEST_SIDE_MIN, FISH_LONGEST_SIDE_MAX ) var presentation_scale: float = longest_side / maxf( source_size.x, source_size.y ) var presentation_size: Vector2 = source_size * presentation_scale var fish_control := TextureRect.new() fish_control.name = "DecorativeFish" fish_control.texture = texture fish_control.expand_mode = TextureRect.EXPAND_IGNORE_SIZE fish_control.stretch_mode = TextureRect.STRETCH_KEEP_ASPECT_CENTERED fish_control.texture_filter = CanvasItem.TEXTURE_FILTER_NEAREST fish_control.mouse_filter = Control.MOUSE_FILTER_IGNORE fish_control.custom_minimum_size = presentation_size fish_control.size = presentation_size fish_control.modulate.a = 0.46 var direction: float = ( 1.0 if _decorative_rng.randi_range(0, 1) == 1 else -1.0 ) fish_control.flip_h = direction > 0.0 var minimum_y: float = maxf(24.0, layer_size.y * 0.08) var maximum_y: float = maxf( minimum_y, layer_size.y - presentation_size.y - maxf(24.0, layer_size.y * 0.08) ) var base_y: float = _decorative_rng.randf_range(minimum_y, maximum_y) var bob_amplitude: float = _decorative_rng.randf_range(3.0, 8.0) var bob_speed: float = _decorative_rng.randf_range(0.65, 1.15) var crossing_duration: float = _decorative_rng.randf_range( CROSSING_DURATION_MIN, CROSSING_DURATION_MAX ) var horizontal_bounds: Vector2 = get_decorative_fish_crossing_bounds( layer_size.x, presentation_size.x, direction, ) fish_control.position = Vector2(horizontal_bounds.x, base_y) _decorative_fish_layer.add_child(fish_control) _decorative_fish = fish_control _decorative_fish_tween = create_tween() _decorative_fish_tween.tween_method( _update_decorative_fish.bind( fish_control, direction, base_y, bob_amplitude, bob_speed, crossing_duration, generation ), 0.0, 1.0, crossing_duration ) _decorative_fish_tween.finished.connect( _on_decorative_fish_finished.bind(fish_control, generation), CONNECT_ONE_SHOT ) func _update_decorative_fish( progress: float, fish_control: TextureRect, direction: float, base_y: float, bob_amplitude: float, bob_speed: float, crossing_duration: float, generation: int, ) -> void: if ( generation != _decorative_generation or not _decorative_presentation_active or not is_instance_valid(fish_control) ): return var horizontal_bounds: Vector2 = get_decorative_fish_crossing_bounds( _decorative_fish_layer.size.x, fish_control.size.x, direction, ) fish_control.position.x = lerpf( horizontal_bounds.x, horizontal_bounds.y, progress ) var bobbed_y: float = ( base_y + sin(progress * crossing_duration * bob_speed) * bob_amplitude ) fish_control.position.y = clampf( bobbed_y, 8.0, maxf(8.0, _decorative_fish_layer.size.y - fish_control.size.y - 8.0) ) fish_control.position = _snap_world_preview(fish_control.position) static func get_decorative_fish_crossing_bounds( layer_width: float, fish_width: float, direction: float, ) -> Vector2: var outside_left: float = -fish_width - FISH_EDGE_MARGIN var outside_right: float = layer_width + FISH_EDGE_MARGIN return ( Vector2(outside_left, outside_right) if direction > 0.0 else Vector2(outside_right, outside_left) ) func _on_decorative_fish_finished( fish_control: TextureRect, generation: int, ) -> void: if generation != _decorative_generation: return _decorative_fish_tween = null if is_instance_valid(fish_control): fish_control.queue_free() if _decorative_fish == fish_control: _decorative_fish = null _schedule_next_decorative_fish( NEXT_FISH_DELAY_MIN, NEXT_FISH_DELAY_MAX ) func _schedule_next_decorative_bubble_event( minimum_delay: float, maximum_delay: float, ) -> void: if not _decorative_presentation_active or not visible: return _decorative_bubble_event_timer.start( _decorative_rng.randf_range(minimum_delay, maximum_delay) ) func _on_decorative_bubble_event_timer_timeout() -> void: if not _decorative_presentation_active or not visible: return var available_slots: int = ( MAX_DECORATIVE_BUBBLES - _get_idle_decorative_bubble_count() ) if available_slots <= 0: _schedule_next_decorative_bubble_event( BUBBLE_EVENT_DELAY_MIN, BUBBLE_EVENT_DELAY_MAX ) return var event_size: int = _choose_decorative_bubble_event_size() event_size = mini(event_size, available_slots) if not _spawn_decorative_bubble(_decorative_generation): _schedule_next_decorative_bubble_event(0.5, 1.0) return _pending_cluster_bubbles = event_size - 1 if _pending_cluster_bubbles > 0: _start_decorative_bubble_cluster_timer() else: _schedule_next_decorative_bubble_event( BUBBLE_EVENT_DELAY_MIN, BUBBLE_EVENT_DELAY_MAX ) func _choose_decorative_bubble_event_size() -> int: var roll: float = _decorative_rng.randf() if roll < 0.75: return 1 if roll < 0.95: return 2 return 3 func _start_decorative_bubble_cluster_timer() -> void: _decorative_bubble_cluster_timer.start( _decorative_rng.randf_range( BUBBLE_CLUSTER_DELAY_MIN, BUBBLE_CLUSTER_DELAY_MAX ) ) func _on_decorative_bubble_cluster_timer_timeout() -> void: if ( not _decorative_presentation_active or not visible or _pending_cluster_bubbles <= 0 ): _pending_cluster_bubbles = 0 return if _get_idle_decorative_bubble_count() < MAX_DECORATIVE_BUBBLES: _spawn_decorative_bubble(_decorative_generation) _pending_cluster_bubbles -= 1 if _pending_cluster_bubbles > 0: _start_decorative_bubble_cluster_timer() else: _schedule_next_decorative_bubble_event( BUBBLE_EVENT_DELAY_MIN, BUBBLE_EVENT_DELAY_MAX ) func _spawn_decorative_bubble( generation: int, start_y_ratio: float = -1.0, normalized_x_override: float = -1.0, is_transition_bubble: bool = false, ) -> bool: if ( generation != _decorative_generation or not _decorative_presentation_active or not visible or DECORATIVE_BUBBLE_TEXTURES.is_empty() ): return false if is_transition_bubble: if _transition_bubble_ids.size() >= MAX_TRANSITION_BUBBLES: return false elif _get_idle_decorative_bubble_count() >= MAX_DECORATIVE_BUBBLES: return false var layer_size: Vector2 = _decorative_bubble_layer.size if layer_size.x <= 1.0 or layer_size.y <= 1.0: return false var texture: Texture2D = DECORATIVE_BUBBLE_TEXTURES[ _decorative_rng.randi_range( 0, DECORATIVE_BUBBLE_TEXTURES.size() - 1 ) ] var presentation_scale: float = _decorative_rng.randf_range( BUBBLE_SCALE_MIN, BUBBLE_SCALE_MAX ) var presentation_size: Vector2 = texture.get_size() * presentation_scale var bubble := TextureRect.new() bubble.name = "DecorativeBubble" bubble.texture = texture bubble.expand_mode = TextureRect.EXPAND_IGNORE_SIZE bubble.stretch_mode = TextureRect.STRETCH_KEEP_ASPECT_CENTERED bubble.texture_filter = CanvasItem.TEXTURE_FILTER_NEAREST bubble.mouse_filter = Control.MOUSE_FILTER_IGNORE bubble.size = presentation_size bubble.modulate.a = _decorative_rng.randf_range( BUBBLE_OPACITY_MIN, BUBBLE_OPACITY_MAX ) _decorative_bubble_layer.add_child(bubble) _decorative_bubbles.append(bubble) if is_transition_bubble: _transition_bubble_ids[bubble.get_instance_id()] = true var normalized_x: float = normalized_x_override if normalized_x < 0.0: normalized_x = _decorative_rng.randf_range(0.08, 0.92) var drift_direction: float = ( 1.0 if _decorative_rng.randi_range(0, 1) == 1 else -1.0 ) var horizontal_drift: float = ( _decorative_rng.randf_range( BUBBLE_DRIFT_MIN, BUBBLE_DRIFT_MAX ) * drift_direction ) var wobble_amplitude: float = _decorative_rng.randf_range( BUBBLE_WOBBLE_MIN, BUBBLE_WOBBLE_MAX ) var wobble_cycles: float = _decorative_rng.randf_range(0.8, 1.6) var wobble_phase: float = _decorative_rng.randf_range(0.0, TAU) var travel_duration: float = _decorative_rng.randf_range( BUBBLE_TRAVEL_DURATION_MIN, BUBBLE_TRAVEL_DURATION_MAX ) if start_y_ratio >= 0.0: var full_start_y: float = ( layer_size.y + presentation_size.y + BUBBLE_EDGE_MARGIN ) var end_y: float = -presentation_size.y - BUBBLE_EDGE_MARGIN var burst_start_y: float = ( start_y_ratio * layer_size.y - presentation_size.y * 0.5 ) var remaining_distance: float = maxf(burst_start_y - end_y, 1.0) var full_distance: float = maxf(full_start_y - end_y, 1.0) travel_duration *= remaining_distance / full_distance _update_decorative_bubble( 0.0, bubble, normalized_x, horizontal_drift, wobble_amplitude, wobble_cycles, wobble_phase, start_y_ratio, generation ) var bubble_tween: Tween = create_tween() _decorative_bubble_tweens[bubble.get_instance_id()] = bubble_tween bubble_tween.tween_method( _update_decorative_bubble.bind( bubble, normalized_x, horizontal_drift, wobble_amplitude, wobble_cycles, wobble_phase, start_y_ratio, generation ), 0.0, 1.0, travel_duration ) bubble_tween.finished.connect( _on_decorative_bubble_finished.bind(bubble, generation), CONNECT_ONE_SHOT ) return true func _update_decorative_bubble( progress: float, bubble: TextureRect, normalized_x: float, horizontal_drift: float, wobble_amplitude: float, wobble_cycles: float, wobble_phase: float, start_y_ratio: float, generation: int, ) -> void: if ( generation != _decorative_generation or not _decorative_presentation_active or not is_instance_valid(bubble) ): return var layer_size: Vector2 = _decorative_bubble_layer.size var start_y: float = ( layer_size.y + bubble.size.y + BUBBLE_EDGE_MARGIN ) if start_y_ratio >= 0.0: start_y = start_y_ratio * layer_size.y - bubble.size.y * 0.5 var end_y: float = -bubble.size.y - BUBBLE_EDGE_MARGIN var base_x: float = normalized_x * layer_size.x var wobble: float = sin( wobble_phase + progress * TAU * wobble_cycles ) * wobble_amplitude bubble.position = _snap_world_preview(Vector2( base_x + horizontal_drift * progress + wobble - bubble.size.x * 0.5, lerpf(start_y, end_y, progress) )) func _on_decorative_bubble_finished( bubble: TextureRect, generation: int, ) -> void: if generation != _decorative_generation: return if is_instance_valid(bubble): _decorative_bubble_tweens.erase(bubble.get_instance_id()) _transition_bubble_ids.erase(bubble.get_instance_id()) _decorative_bubbles.erase(bubble) bubble.queue_free() func _get_idle_decorative_bubble_count() -> int: return _decorative_bubbles.size() - _transition_bubble_ids.size() func _emit_navigation_bubble_flurry() -> void: if not _decorative_presentation_active or not visible: return var bubble_count: int = _decorative_rng.randi_range( TRANSITION_BUBBLE_COUNT_MIN, TRANSITION_BUBBLE_COUNT_MAX ) for _bubble_index: int in bubble_count: if not _spawn_decorative_bubble( _decorative_generation, _decorative_rng.randf_range( TRANSITION_BUBBLE_Y_MIN, TRANSITION_BUBBLE_Y_MAX ), _decorative_rng.randf_range( TRANSITION_BUBBLE_X_MIN, TRANSITION_BUBBLE_X_MAX ), true ): break func _exit_tree() -> void: _stop_decorative_presentation()