block.gd 3.0 KB

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  1. class_name Block
  2. extends AnimatableBody2D
  3. ## One arc-shaped segment of a ring around the core.
  4. const GAP := 4.0 # px between neighbouring tiles, drawn only (collision has no gap)
  5. const CORNER := 4.0 # corner rounding radius in px
  6. const BREAK_SECONDS := 0.15 # fade-out time, after a short flash
  7. var indestructible := false
  8. var color := Params.COLOR_BLUE
  9. var _polygon := PackedVector2Array()
  10. ## 0 to 1: how far the tile is washed towards white while breaking.
  11. var _flash := 0.0:
  12. set(value):
  13. _flash = value
  14. queue_redraw()
  15. func _init(inner: float, outer: float, begin: float, end: float, is_indestructible: bool) -> void:
  16. sync_to_physics = false
  17. collision_layer = Params.LAYER_BLOCKS
  18. collision_mask = 0
  19. indestructible = is_indestructible
  20. var collision := CollisionPolygon2D.new()
  21. collision.polygon = _sector(inner, outer, begin + 1.0 / outer, end - 1.0 / outer, 0.0)
  22. add_child(collision)
  23. _polygon = _round_corners(_sector(inner + GAP / 2.0, outer - GAP / 2.0, begin, end, GAP / 2.0))
  24. if indestructible:
  25. color = Params.COLOR_ORANGE
  26. else:
  27. color = Color8(
  28. int(102 * (randf() / 5.0 + 0.5)),
  29. int(217 * (randf() / 5.0 + 0.5)),
  30. int(239 * (randf() / 5.0 + 0.5)))
  31. ## Flashes and fades out, then frees itself. Stops colliding right away.
  32. func destroy() -> void:
  33. collision_layer = 0
  34. var tween := create_tween()
  35. tween.tween_property(self, "_flash", 0.8, BREAK_SECONDS / 3.0)
  36. tween.tween_property(self, "modulate:a", 0.0, BREAK_SECONDS)
  37. tween.parallel().tween_property(self, "scale", Vector2.ONE * 1.04, BREAK_SECONDS)
  38. tween.tween_callback(queue_free)
  39. func _draw() -> void:
  40. var fill := color.lerp(Color.WHITE, _flash)
  41. draw_colored_polygon(_polygon, fill)
  42. # Polygons have no antialiasing of their own; a smooth outline softens the edge.
  43. var outline := _polygon.duplicate()
  44. outline.append(_polygon[0])
  45. draw_polyline(outline, fill, 1.0, true)
  46. ## Ring segment between two radii. [param gap] trims each side by that many pixels,
  47. ## so the space between neighbours has the same width at every radius.
  48. static func _sector(inner: float, outer: float, begin: float, end: float, gap: float) -> PackedVector2Array:
  49. var steps := maxi(2, int((end - begin) * sqrt(outer) / 1.5))
  50. var outer_arc := _arc(outer, begin + gap / outer, end - gap / outer, steps)
  51. return outer_arc + _arc(inner, end - gap / inner, begin + gap / inner, steps)
  52. ## Shrinks then regrows the polygon with round joins, which rounds its corners.
  53. static func _round_corners(polygon: PackedVector2Array) -> PackedVector2Array:
  54. var shrunk := Geometry2D.offset_polygon(polygon, -CORNER)
  55. if shrunk.is_empty():
  56. return polygon
  57. var rounded := Geometry2D.offset_polygon(shrunk[0], CORNER, Geometry2D.JOIN_ROUND)
  58. return polygon if rounded.is_empty() else rounded[0]
  59. static func _arc(radius: float, from: float, to: float, steps: int) -> PackedVector2Array:
  60. var points := PackedVector2Array()
  61. for i in steps + 1:
  62. var angle := lerpf(from, to, float(i) / steps)
  63. points.append(Vector2(sin(angle), cos(angle)) * radius)
  64. return points