This repository has been archived on 2024-04-19. You can view files and clone it, but cannot push or open issues or pull requests.
Jessist/Splashes/blink_eye/splash_screen.gd
2022-06-18 13:05:48 +02:00

125 lines
3.5 KiB
GDScript

extends AweSplashScreen
onready var logo_container := $AspectNode/LogoContainer
onready var logo := $AspectNode/LogoContainer/Logo
onready var godot_left_eye = $AspectNode/LogoContainer/LeftEye
onready var godot_right_eye = $AspectNode/LogoContainer/RightEye
onready var info_node := $AspectNode/InfoNode
onready var title_node := $AspectNode/TitleNode
onready var bg_color := $CanvasLayer/ColorRect
export(String, FILE) var logo_path = "res://src/demo_collection/blink_eye/logo.png"
export(String) var title := "GODOT"
export(String) var description := "Game engine"
export (Color) var background_color = Color8(0, 204, 189, 255)
export (Color) var logo_color = Color8(255, 255, 255, 255)
export (Color) var font_color := Color.white
export (float) var title_font_size := 230
export (float) var description_font_size := 120
export (float) var duration := 3.0
var fade_time_per_character = 0.2
var text_animation_time = 1.0
const SPACE_LOGO_AND_TITLE := 50.0
const FADE_EYE_TIME = 1.0
const MOVE_TO_LEFT_TIME = 0.2
func get_name() -> String:
return "Blink Eye"
func _ready():
config()
func play():
main_animation()
func config():
bg_color.color = background_color
logo.texture = load_texture(logo_path)
logo.modulate = logo_color
godot_left_eye.color = background_color
godot_left_eye.modulate.a = 1.0
godot_right_eye.color = background_color
godot_right_eye.modulate.a = 1.0
var center_point = self.origin_size / 2.0
logo_container.modulate = logo_color
logo_container.position = center_point + Vector2(0, 50)
logo_container.scale = Vector2(0.5, 0.5)
# Config TitleNode
title_node.font.size = title_font_size
title_node.modulate = font_color
title_node.text = title
var shift_x = (SPACE_LOGO_AND_TITLE + logo_size()) / 2.0
title_node.position = center_point + Vector2(shift_x, -50)
for child in title_node.get_all_text_node():
child.modulate.a = 0
# 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, 130)
info_node.modulate.a = 0
var total_character = title_node.get_all_text_node().size()
text_animation_time = duration - 0.4 - MOVE_TO_LEFT_TIME - FADE_EYE_TIME
if total_character == 0:
total_character = 1.0
text_animation_time
if text_animation_time <= 0:
text_animation_time = 1.0
fade_time_per_character = text_animation_time * 0.6 / total_character
func main_animation():
var shift_x = (title_node.width + SPACE_LOGO_AND_TITLE) / 2.0
gd.sequence([
gd.perform("fade_eye_godot_sprite", self),
gd.wait(FADE_EYE_TIME + 0.2),
gd.move_by_x(-shift_x, MOVE_TO_LEFT_TIME),
gd.wait(0.2),
gd.perform("show_text_animation", self),
]).start(logo_container)
func fade_eye_godot_sprite():
var fade_eye_action = gd.fade_alpha_to(0, FADE_EYE_TIME / 2).with_delay(FADE_EYE_TIME / 2)
fade_eye_action.start(godot_left_eye)
fade_eye_action.start(godot_right_eye)
func show_text_animation():
var delay = 0.0
var time_fade = fade_time_per_character
var count = 0.0
# Animation Slide Text "Godot"
for text_node in title_node.get_all_text_node():
gd.fade_alpha_to(1.0, time_fade).with_delay(delay).start(text_node)
delay += time_fade
count += 1.0
# Wail show "Godot" finished and start appear info node
gd.sequence([
gd.wait(text_animation_time * 0.6),
gd.fade_alpha_to(1.0, text_animation_time * 0.2),
gd.wait(text_animation_time * 0.2 + 0.5),
gd.perform("finished_animation", self)
]).start(info_node)
func logo_size():
return 300.0