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