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Jessist/Splashes/fire/splash_screen.gd

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GDScript3
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2022-06-18 13:05:48 +02:00
extends AweSplashScreenViewport
onready var logo_container := $ViewportContainer/Viewport/AspectNode/LogoContainer
onready var logo := $ViewportContainer/Viewport/AspectNode/LogoContainer/Logo
onready var info_node := $ViewportContainer/Viewport/AspectNode/InfoNode
onready var title_node := $ViewportContainer/Viewport/AspectNode/TitleNode
onready var bg_color := $CanvasLayer/ColorRect
export(String, FILE) var logo_path = "res://src/demo_collection/fire/src/logo.png"
export(String) var title := "GODOT"
export(String) var description := "Game engine"
export (float) var duration := 6.0
export (Color) var background_color = Color8(0, 0, 0, 255)
export (Color) var vfx_color = Color8(255, 60, 15, 255)
export (float) var title_font_size := 230
export (float) var description_font_size := 120
var logo_color = Color8(255, 255, 255, 255)
var font_color := Color.white
func get_name() -> String:
return "Fire"
func _ready():
._ready()
config()
func config():
bg_color.color = background_color
logo.texture = load_texture(logo_path)
logo.modulate = logo_color
var center_point = self.origin_size / 2.0
logo_container.modulate = logo_color
logo_container.position = center_point + Vector2(0, -100)
logo_container.scale = Vector2(0.8, 0.8)
# Config TitleNode
title_node.font.size = title_font_size
title_node.modulate = font_color
title_node.text = title
title_node.position = center_point + Vector2(0, 50)
# Config InfoNode
info_node.font.size = description_font_size
info_node.modulate = font_color
info_node.text = description
info_node.position = center_point + Vector2(0, 225)
config_shader()
func config_shader():
_set_shader_color_value("burn_color", vfx_color)
func play():
main_animation()
func main_animation():
gd.sequence([
gd.perform("animation_appear", self),
gd.wait(duration * 0.5),
gd.perform("animation_disappear", self),
gd.wait(duration * 0.5),
gd.perform("finished_animation", self)
])\
.start(self)
var noise_tex1 = preload("./src/noise1.png")
var noise_tex2 = preload("./src/noise2.png")
func animation_appear():
_set_shader_texture_value("noise_tex", noise_tex2)
_set_shader_f_value("process_value", 1.0)
gd.custom_action("update_appear", self, duration * 0.5).with_easing(1.5).start(self)
func animation_disappear():
_set_shader_texture_value("noise_tex", noise_tex1)
_set_shader_f_value("process_value", 0.0)
gd.custom_action("update_disappear", self, duration * 0.5).with_easing(3.0).start(self)
func update_disappear(_value: float, eased_value: float, _delta: float):
_set_shader_f_value("process_value", eased_value)
func update_appear(_value: float, eased_value: float, _delta: float):
_set_shader_f_value("process_value", 1.0 - eased_value)