Compare commits

...

19 Commits

Author SHA1 Message Date
56e76c61e6 Update README.md !build 2025-07-20 07:34:46 +10:00
5dfe68cb81 Merge branch 'master' of https://github.com/litruv/PNGTuber-Plus 2025-07-20 07:32:01 +10:00
6e02a67114 replaced framerate dependant physics with delta time 2025-07-20 07:31:59 +10:00
32a67a6617 Update README.md !build 2025-07-20 06:57:22 +10:00
fb0c7a9e3b Merge branch 'master' of https://github.com/litruv/PNGTuber-Plus 2025-07-20 06:53:37 +10:00
f0ce00b23b Viewmode Panning 2025-07-20 06:53:34 +10:00
d4a9f5a0b0 scaled zooming 2025-07-20 06:36:07 +10:00
085d6a21a0 Update README.md !build 2025-07-20 06:33:37 +10:00
99d2d3f508 Update UI positions during zoom changes 2025-07-20 06:26:23 +10:00
dad22ece22 !build fixed opacity shader on open 2025-07-20 06:19:21 +10:00
52496df10e added panning to edit mode 2025-07-20 06:13:09 +10:00
29b903fadd Improve GitHub Actions build automation workflow
- Update build automation wording and descriptions
- Refine workflow trigger conditions
- Enhance build process testing and validation
- Consolidate multiple build automation improvements
2025-07-20 05:48:34 +10:00
e8191e2de8 Merge branch 'master' of https://github.com/litruv/PNGTuber-Plus 2025-07-20 05:34:26 +10:00
b7b7d7cdec test some build description stuff out !build 2025-07-20 05:34:24 +10:00
fc6e4a1028 Update README.md 2025-07-20 05:28:11 +10:00
1dfe21363b update wording 2025-07-20 04:42:36 +10:00
fde3f23ed5 build trigger 2025-07-20 04:17:21 +10:00
79e54c28da Merge branch 'master' of https://github.com/litruv/PNGTuber-Plus 2025-07-20 04:15:13 +10:00
a8f327ae5a Add opacity slider with shader-based rendering that preserves clip mask behavior
- Added opacity slider (0-100%) in sprite options with 'affect children' checkbox
- Implemented hierarchical opacity that affects entire sprite hierarchy when enabled
- Created shader-based opacity system that doesn't interfere with clip mask functionality
- Clip masks now work with original image pixels regardless of opacity settings
- Removed shadow effects from selected sprites to prevent visual conflicts
- Updated save/load system to persist opacity properties with backward compatibility

Fixes clipping behavior issues where opacity changes previously affected clip mask detection
2025-07-20 04:14:58 +10:00
13 changed files with 323 additions and 63 deletions

View File

@@ -16,6 +16,7 @@ jobs:
export-windows:
name: Windows Export
runs-on: self-hosted
if: contains(github.event.head_commit.message, '!build')
steps:
- name: Checkout
uses: actions/checkout@v4
@@ -124,11 +125,49 @@ jobs:
Write-Host "Generated tag: $tag"
Write-Host "Generated release name: $releaseName"
# Get the latest release tag to compare against
$latestTag = ""
try {
$latestTag = & git describe --tags --abbrev=0 2>$null
Write-Host "Latest tag found: $latestTag"
} catch {
Write-Host "No previous tags found, showing all commits"
}
# Generate commit history since last tag (or all commits if no tag)
$commitRange = if ($latestTag) { "$latestTag..HEAD" } else { "HEAD" }
# Get commits with format: short hash, subject, author
$commits = & git log $commitRange --pretty=format:"%h|%s|%an" --no-merges
# Build commit history as a single string
$commitHistory = ""
if ($commits) {
$commitHistory += "`n`n## Changes Since Last Release`n`n"
$commits | ForEach-Object {
$parts = $_ -split '\|', 3
$hash = $parts[0]
$subject = $parts[1] -replace '"', '""'
$author = $parts[2]
$commitUrl = "https://github.com/${{ github.repository }}/commit/$hash"
$commitHistory += "- [$hash]($commitUrl) $subject`n"
}
} else {
$commitHistory += "`n`n## Changes Since Last Release`n`nNo new commits since last release.`n"
}
# Set outputs for use in next steps
echo "tag=$tag" >> $env:GITHUB_OUTPUT
echo "release_name=$releaseName" >> $env:GITHUB_OUTPUT
echo "short_sha=$shortSha" >> $env:GITHUB_OUTPUT
echo "build_number=$buildNumber" >> $env:GITHUB_OUTPUT
# Use heredoc syntax for multiline commit history
Add-Content -Path $env:GITHUB_OUTPUT -Value "commit_history<<EOF"
Add-Content -Path $env:GITHUB_OUTPUT -Value $commitHistory
Add-Content -Path $env:GITHUB_OUTPUT -Value "EOF"
- name: Download Windows Build
uses: actions/download-artifact@v4
with:
@@ -145,15 +184,14 @@ jobs:
release_name: ${{ steps.release_info.outputs.release_name }}
body: |
Automated build of PNGTuber Plus
${{ steps.release_info.outputs.commit_history }}
## Installation
1. Download PNGTuber-Plus.exe from the assets below
2. Run the executable - no installation required!
3. For StreamDeck integration, download the plugin from [here](https://github.com/BoyneGames/streamdeck-godot-plugin/releases/tag/1.0.0)
## Credits
- Original project by [kaiakairos](https://github.com/kaiakairos/PNGTuber-Plus)
- Microphone improvements by [k0ffinz](https://github.com/k0ffinz/PNGTuber-Plus)
draft: false
prerelease: false

2
.vscode/tasks.json vendored
View File

@@ -4,7 +4,7 @@
{
"label": "Build PNGTuber-Plus",
"type": "shell",
"command": "cd c:\\DEV\\Sync\\PNGTuber-Plus && .\\build-windows.bat",
"command": "cd c:\\DEV\\Sync\\PNGTuber-Plus; .\\build-windows.bat",
"group": "build"
}
]

View File

@@ -2,16 +2,73 @@
![Build Status](https://github.com/litruv/PNGTuber-Plus/workflows/Build%20Windows/badge.svg)
### Recent Updates by Litruv
- **GitHub Actions**: Automated Windows builds on every commit
- **StreamDeck Integration**: Add buttons to enable the streamdeck plugin that was built in
- **Rotation Wobble**: New sprite rotation effects with frequency and amplitude controls
- **Enhanced Modifier Keys**: Support for complex key combinations (Ctrl+Shift+Alt+Cmd)
- **Godot 4.4.1 Support**: Updated for latest Godot stable release
- **Microphone Improvements**: Audio delay fix & more *from [k0ffinz/PNGTuber-Plus](https://github.com/k0ffinz/PNGTuber-Plus)*
A fork of [kaiakairos/PNGTuber-Plus](https://github.com/kaiakairos/PNGTuber-Plus) with some quality-of-life upgrades, editor polish, and a few power-user toys.
## 🙏 Credits
---
- **Original Project**: [PNGTuber Plus by kaiakairos](https://github.com/kaiakairos/PNGTuber-Plus)
- **StreamDeck Plugin**: Based on [BoyneGames StreamDeck Godot Plugin](https://github.com/BoyneGames/streamdeck-godot-plugin)
- **Microphone Improvements**: k0ffinz - Experimental mic loudness detection, improved audio initialization, and audio delay fixes from [k0ffinz/PNGTuber-Plus](https://github.com/k0ffinz/PNGTuber-Plus)
## 🔧 Fork Changes (Litruv Edition)
### 🎛️ Opacity Controls
Added a proper opacity slider for sprites, with an "affect children" toggle. Clip masks still behave like they should.
![Opacity Demo](https://github.com/user-attachments/assets/d5a05508-1cb1-46e0-8c90-d0aac73398db)
### 🌀 Rotation Wobble
Sprites can now do a subtle (or chaotic) rotational wobble. Frequency + amplitude sliders included.
![Rotation Wobble](https://github.com/user-attachments/assets/f45c3cc8-98d8-48cf-8821-b015de0a2f78)
### ⌨️ Enhanced Modifier Keys
Supports combos like Ctrl+Shift+Alt+Cmd. For people with more keybinds than fingers.
![Modifier Keys](https://github.com/user-attachments/assets/6d492134-f929-4e3e-a6c6-a89cf16cd62f)
### ↗️ Editor Middle Mouse Button Panning
Hold MMB in the editor to pan around the scene, it'll reset when you go back to live.
![Panning](https://github.com/user-attachments/assets/b8687b69-fc84-43c9-950b-70395ae54820)
### ↗️ View Mode MMB Shake
Hold MMB in view mode to shake your character, Show off them physics!
![viewmodeshake](https://github.com/user-attachments/assets/536dc4ae-0562-494f-8cd0-2d2ef115f085)
🎞️ Delta Time Physics
Physics are now framerate-independent. Low FPS wont make your character move in slow motion anymore.
Just smooth, consistent jank if thats your thing. Great for stop-motion vibes.
### 🎤 Microphone Fixes
Merged in [k0ffinzs](https://github.com/k0ffinz/PNGTuber-Plus) audio tweaks:
* Reduced mic startup delay
* Better loudness detection
* General stability improvements
### 🧱 Engine Update
Updated to **Godot 4.4.1** — no more editor nags or compatibility weirdness.
### 🎚️ StreamDeck Integration
StreamDeck plugin was already in, this just wires up the buttons.
---
## 🧾 Credits
* Original project by [kaiakairos](https://github.com/kaiakairos/PNGTuber-Plus)
* StreamDeck plugin from [BoyneGames](https://github.com/BoyneGames/streamdeck-godot-plugin)
* Mic improvements by [k0ffinz](https://github.com/k0ffinz/PNGTuber-Plus)

View File

@@ -106,7 +106,7 @@ func _process(delta):
heldSprite.z += 1
heldSprite.setZIndex()
pushUpdate("Moved sprite layer.")
if main.editMode:
if main and main.editMode:
if Input.is_action_just_pressed("reparent"):
reparentMode = !reparentMode
Global.chain.enable(reparentMode)
@@ -115,7 +115,7 @@ func _process(delta):
reparentMode = false
Global.chain.enable(reparentMode)
if main.editMode:
if main and main.editMode:
if reparentMode:
RenderingServer.set_default_clear_color(Color.POWDER_BLUE)
else:
@@ -126,7 +126,7 @@ func _process(delta):
scrollSprites()
if !main.fileSystemOpen:
if !main or main.fileSystemOpen:
if Input.is_action_just_pressed("refresh"):
refresh()
@@ -222,7 +222,7 @@ func scrollSprites():
if Input.is_action_pressed("control"):
return
if !main.editMode:
if !main or !main.editMode:
return
if main.fileSystemOpen:

View File

@@ -4,7 +4,8 @@ extends Node2D
@onready var editButton = $Edit/Button
func _process(delta):
var uiAnimSpeed = Global.main.physicsTimeMultiplier * 20.0 if Global.main else 120.0
if Rect2(editButton.get_parent().position-Vector2(24,24),editButton.size).has_point(get_local_mouse_position()):
editSprite.scale = lerp(editSprite.scale,Vector2(1.2,1.2),0.2)
editSprite.scale = lerp(editSprite.scale, Vector2(1.2,1.2), delta * uiAnimSpeed)
else:
editSprite.scale = lerp(editSprite.scale,Vector2(1.0,1.0),0.2)
editSprite.scale = lerp(editSprite.scale, Vector2(1.0,1.0), delta * uiAnimSpeed)

View File

@@ -30,7 +30,8 @@ func _process(delta):
if buttons[b] == null:
continue
if Rect2(buttons[b].get_parent().position-Vector2(24,24),buttons[b].size).has_point(get_local_mouse_position()):
sprites[s].scale = lerp(sprites[s].scale,Vector2(1.2,1.2),0.2)
var uiAnimSpeed = Global.main.physicsTimeMultiplier * 20.0 if Global.main else 120.0
sprites[s].scale = lerp(sprites[s].scale, Vector2(1.2,1.2), delta * uiAnimSpeed)
if Input.is_action_pressed("mouse_left"):
sprites[s].scale = Vector2(0.6,0.6)
match b:
@@ -50,7 +51,8 @@ func _process(delta):
Global.mouse.text = "Duplicate sprite"
else:
sprites[s].scale = lerp(sprites[s].scale,Vector2(1.0,1.0),0.2)
var uiAnimSpeed = Global.main.physicsTimeMultiplier * 20.0 if Global.main else 120.0
sprites[s].scale = lerp(sprites[s].scale, Vector2(1.0,1.0), delta * uiAnimSpeed)
s += 1
var newColor = Color.DARK_SLATE_GRAY if Global.heldSprite == null else Color.WHITE

View File

@@ -36,6 +36,10 @@ var yVel = 0
var bounceSlider = 250
var bounceGravity = 1000
# Physics timing multiplier - adjust this to fine-tune physics speed
# 1.0 = very slow, 10.0 = reasonable, 60.0 = old frame-based speed
var physicsTimeMultiplier = 6.0
#Costumes
var costume = 1
var bounceOnCostumeChange = false
@@ -43,6 +47,18 @@ var bounceOnCostumeChange = false
#Zooming
var scaleOverall = 100
#Camera Panning
var isPanning = false
var initialPanPosition = Vector2.ZERO
var initialCameraOffset = Vector2.ZERO
var cameraOffset = Vector2.ZERO
#View Mode Panning
var viewModePanning = false
var initialViewPanPosition = Vector2.ZERO
var viewPanOffset = Vector2.ZERO
var viewPanLerpSpeed = 3.0
var bounceChange = 0.0
#IMPORTANT
@@ -130,28 +146,93 @@ func _ready():
var s = get_viewport().get_visible_rect().size
origin.position = s*0.5
camera.position = origin.position
updateCameraPosition()
func _process(delta):
var hold = origin.get_parent().position.y
origin.get_parent().position.y += yVel * 0.0166
origin.get_parent().position.y += yVel * delta * physicsTimeMultiplier
if origin.get_parent().position.y > 0:
origin.get_parent().position.y = 0
bounceChange = hold - origin.get_parent().position.y
yVel += bounceGravity*0.0166
yVel += bounceGravity * delta * physicsTimeMultiplier
# Handle view mode panning lerp back to center
if !editMode:
if !viewModePanning:
# Lerp back to center when not actively panning
viewPanOffset = viewPanOffset.lerp(Vector2.ZERO, viewPanLerpSpeed * delta)
# Apply view pan offset to the root character (affects physics)
origin.position = (get_viewport().get_visible_rect().size * 0.5) + viewPanOffset
updateCameraPosition()
if Input.is_action_just_pressed("openFolder"):
OS.shell_open(ProjectSettings.globalize_path("user://"))
moveSpriteMenu(delta)
zoomScene()
zoomScene(delta)
fileSystemOpen = isFileSystemOpen()
followShadow()
## Handle input events, especially for camera panning
func _input(event):
# Handle middle mouse button for camera panning/reset
if event is InputEventMouseButton and event.button_index == MOUSE_BUTTON_MIDDLE:
if editMode:
if event.pressed:
# Start panning in edit mode
isPanning = true
initialPanPosition = event.global_position
initialCameraOffset = cameraOffset
else:
# Stop panning
isPanning = false
else:
if event.pressed:
# Start view mode panning
viewModePanning = true
initialViewPanPosition = event.global_position
else:
# Stop view mode panning
viewModePanning = false
# Handle mouse movement during edit mode panning
elif editMode and event is InputEventMouseMotion and isPanning:
var totalDelta = event.global_position - initialPanPosition
# Scale pan distance based on zoom level for more intuitive panning
# Higher zoom (closer) = less movement, lower zoom (farther) = more movement
var zoomScale = 1.0 / camera.zoom.x
var scaledDelta = totalDelta * zoomScale
# Calculate new camera offset from initial position plus scaled movement
cameraOffset = initialCameraOffset - scaledDelta
# Update camera position immediately
var s = get_viewport().get_visible_rect().size
camera.position = origin.position + cameraOffset
# Update UI positions
controlPanel.position = camera.position + (s/(camera.zoom*2.0))
tutorial.position = controlPanel.position
editControls.position = camera.position - (s/(camera.zoom*2.0))
viewerArrows.position = editControls.position
pushUpdates.position.y = controlPanel.position.y
pushUpdates.position.x = editControls.position.x
# Handle mouse movement during view mode panning
elif !editMode and event is InputEventMouseMotion and viewModePanning:
var totalDelta = event.global_position - initialViewPanPosition
# Scale pan distance for view mode (less sensitive than edit mode)
# Invert the movement so dragging right moves character right (not left)
var panSensitivity = 0.5
viewPanOffset = -totalDelta * panSensitivity
func followShadow():
# Shadow disabled for selected sprites
shadow.visible = false
@@ -189,16 +270,10 @@ func onWindowSizeChange():
lines.position = s*0.5
lines.drawLine()
camera.position = origin.position
controlPanel.position = camera.position + (s/(camera.zoom*2.0))
tutorial.position = controlPanel.position
editControls.position = camera.position - (s/(camera.zoom*2.0))
viewerArrows.position = editControls.position
updateCameraPosition()
spriteList.position.x = s.x - 233
pushUpdates.position.y = controlPanel.position.y
pushUpdates.position.x = editControls.position.x
func zoomScene():
func zoomScene(delta):
#Handles Zooming
if Input.is_action_pressed("control"):
if Input.is_action_just_pressed("scrollUp"):
@@ -212,7 +287,7 @@ func zoomScene():
scaleOverall -= 10
changeZoom()
$ControlPanel/ZoomLabel.modulate.a = lerp($ControlPanel/ZoomLabel.modulate.a,0.0,0.02)
$ControlPanel/ZoomLabel.modulate.a = lerp($ControlPanel/ZoomLabel.modulate.a, 0.0, delta * (physicsTimeMultiplier * 1.2))
func changeZoom():
var newZoom = Vector2(1.0,1.0) / camera.zoom
@@ -224,11 +299,45 @@ func changeZoom():
pushUpdates.scale = newZoom
Global.mouse.scale = newZoom
# Update UI positions to account for new zoom level
# Force update even during panning since zoom affects UI positioning calculations
var s = get_viewport().get_visible_rect().size
controlPanel.position = camera.position + (s/(camera.zoom*2.0))
tutorial.position = controlPanel.position
editControls.position = camera.position - (s/(camera.zoom*2.0))
viewerArrows.position = editControls.position
pushUpdates.position.y = controlPanel.position.y
pushUpdates.position.x = editControls.position.x
$ControlPanel/ZoomLabel.modulate.a = 6.0
$ControlPanel/ZoomLabel.text = "Zoom : " + str(scaleOverall) + "%"
Global.pushUpdate("Set zoom to " + str(scaleOverall) + "%")
onWindowSizeChange()
## Update camera position with current offset
func updateCameraPosition():
var s = get_viewport().get_visible_rect().size
# Only update if not currently panning to avoid conflicts
if !isPanning:
camera.position = origin.position + cameraOffset
# Update UI element positions relative to new camera position
controlPanel.position = camera.position + (s/(camera.zoom*2.0))
tutorial.position = controlPanel.position
editControls.position = camera.position - (s/(camera.zoom*2.0))
viewerArrows.position = editControls.position
pushUpdates.position.y = controlPanel.position.y
pushUpdates.position.x = editControls.position.x
## Reset camera position to center
func resetCameraPosition():
cameraOffset = Vector2.ZERO
isPanning = false
viewPanOffset = Vector2.ZERO
viewModePanning = false
updateCameraPosition()
Global.pushUpdate("Camera reset to center.")
#When the user speaks!
func onSpeak():
@@ -243,6 +352,14 @@ func swapMode():
editMode = !editMode
Global.pushUpdate("Toggled editing mode.")
# Reset camera when entering view mode
if !editMode:
resetCameraPosition()
else:
# Reset view mode panning when entering edit mode
viewPanOffset = Vector2.ZERO
viewModePanning = false
get_viewport().transparent_bg = !editMode
if Global.backgroundColor.a != 0.0:
get_viewport().transparent_bg = false
@@ -365,6 +482,13 @@ func _on_load_dialog_file_selected(path):
Saving.settings["lastAvatar"] = path
Global.spriteList.updateData()
# Update opacity shaders for all loaded sprites after they're all created
await get_tree().process_frame # Wait for all sprites to be fully initialized
var allSprites = get_tree().get_nodes_in_group("saved")
for sprite in allSprites:
if sprite.has_method("updateOpacity"):
sprite.updateOpacity()
Global.pushUpdate("Loaded avatar at: " + path)
onWindowSizeChange()
@@ -504,6 +628,10 @@ func _on_duplicate_button_pressed():
origin.add_child(sprite)
sprite.position = Global.heldSprite.position + Vector2(16,16)
# Update opacity shader for the duplicated sprite
await get_tree().process_frame # Wait for sprite to be fully initialized
sprite.updateOpacity()
Global.heldSprite = sprite
Global.spriteList.updateData()
@@ -576,9 +704,9 @@ func moveSpriteMenu(delta):
if $EditControls/MoveMenuUp.overlaps_area(Global.mouse.area):
Global.spriteEdit.position.y += (delta*432.0)
Global.spriteEdit.position.y += (delta * 432.0 * physicsTimeMultiplier)
elif $EditControls/MoveMenuDown.overlaps_area(Global.mouse.area):
Global.spriteEdit.position.y -= (delta*432.0)
Global.spriteEdit.position.y -= (delta * 432.0 * physicsTimeMultiplier)
if Global.spriteEdit.position.y > 66:
Global.spriteEdit.position.y = 66

View File

@@ -14358,6 +14358,7 @@ text = "Zoom : 100%"
horizontal_alignment = 2
[node name="VersionLabels" type="Node2D" parent="ControlPanel"]
position = Vector2(-284, 59)
[node name="Label" type="Label" parent="ControlPanel/VersionLabels"]
offset_left = -713.0
@@ -14377,13 +14378,21 @@ label_settings = SubResource("LabelSettings_qg0do")
[node name="versionNo" type="Label" parent="ControlPanel/VersionLabels/Label2"]
layout_mode = 0
offset_left = 144.0
offset_top = 40.0
offset_right = 282.0
offset_bottom = 74.0
offset_left = 104.0
offset_top = 11.0
offset_right = 242.0
offset_bottom = 54.0
text = "v1.4.5"
label_settings = SubResource("LabelSettings_xvf50")
[node name="Label3" type="Label" parent="ControlPanel/VersionLabels"]
offset_left = -566.0
offset_top = -93.0
offset_right = -428.0
offset_bottom = -59.0
text = "Litruv Edition"
label_settings = SubResource("LabelSettings_qg0do")
[node name="EditControls" type="Node2D" parent="."]
z_index = 4090
script = ExtResource("17_bf1ic")

View File

@@ -136,6 +136,11 @@ control={
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194326,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
]
}
mouse_middle={
"deadzone": 0.5,
"events": [Object(InputEventMouseButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"button_mask":0,"position":Vector2(0, 0),"global_position":Vector2(0, 0),"factor":1.0,"button_index":3,"canceled":false,"pressed":false,"double_click":false,"script":null)
]
}
saveImages={
"deadzone": 0.5,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":76,"key_label":0,"unicode":108,"location":0,"echo":false,"script":null)

View File

@@ -9,7 +9,7 @@ func _ready():
Global.mouse = self
func _process(delta):
if Global.main.editMode:
if Global.main and Global.main.editMode:
if text != "":
label.text = text
visible = true

View File

@@ -79,12 +79,13 @@ var ignoreBounce = false
#Animation
var frames = 1
var animSpeed = 0
var animTime = 0.0 # Time accumulator for animations
var remadePolygon = false
var clipped = false
var tick = 0
var time = 0.0 # Time accumulator for physics calculations
#Opacity
var spriteOpacity = 1.0
@@ -224,7 +225,7 @@ func replaceSprite(pathNew):
remakePolygon()
func _process(delta):
tick += 1
time += delta
if Global.heldSprite == self:
grabArea.visible = true
@@ -251,13 +252,17 @@ func _process(delta):
talkBlink()
animation()
animation(delta)
func animation():
var speed = max(float(animSpeed),Engine.max_fps*6.0)
func animation(delta):
if animSpeed > 0 and frames > 1:
if Global.animationTick % int((speed)/float(animSpeed)) == 0:
animTime += delta
# Convert animSpeed to frames per second - no additional scaling needed since this controls frame rate
var frameRate = animSpeed / 60.0 # Normalize from old frame-based system
var frameInterval = 1.0 / frameRate
if animTime >= frameInterval:
animTime -= frameInterval
if sprite.frame == frames - 1:
sprite.frame = 0
else:
@@ -269,7 +274,7 @@ func setZIndex():
sprite.z_index = z
func talkBlink():
var faded = 0.2 * int(Global.main.editMode)
var faded = 0.2 * int(Global.main and Global.main.editMode)
var value = (showOnTalk + (showOnBlink*3)) + (int(Global.speaking)*10) + (int(Global.blink)*20)
var yes = [0,10,20,30,1,21,12,32,3,13,4,15,26,36,27,38].has(int(value))
var baseAlpha = max(int(yes), faded)
@@ -348,31 +353,46 @@ func drag(delta):
if dragSpeed == 0:
dragger.global_position = wob.global_position
else:
dragger.global_position = lerp(dragger.global_position,wob.global_position,1/dragSpeed)
# Convert dragSpeed to a proper delta-time lerp factor
# Higher dragSpeed = slower movement, so we invert it
# Use Global.main.physicsTimeMultiplier for consistent physics timing
var physicsMultiplier = Global.main.physicsTimeMultiplier if Global.main else 10.0
var lerpFactor = clamp(delta * (physicsMultiplier * 10.0 / max(dragSpeed, 0.1)), 0.0, 1.0)
dragger.global_position = lerp(dragger.global_position, wob.global_position, lerpFactor)
dragOrigin.global_position = dragger.global_position
func wobble():
wob.position.x = sin(tick*xFrq)*xAmp
wob.position.y = sin(tick*yFrq)*yAmp
# Use Global.main.physicsTimeMultiplier for consistent physics timing
var physicsMultiplier = Global.main.physicsTimeMultiplier if Global.main else 10.0
var scaledTime = time * physicsMultiplier
wob.position.x = sin(scaledTime * xFrq) * xAmp
wob.position.y = sin(scaledTime * yFrq) * yAmp
func rotationalDrag(length,delta):
func rotationalDrag(length, delta):
var yvel = (length * rdragStr)
#Calculate Max angle
yvel = clamp(yvel,rLimitMin,rLimitMax)
yvel = clamp(yvel, rLimitMin, rLimitMax)
# Add rotation wobble as percentage of rotational limits range
var rotationRange = rLimitMax - rLimitMin
var rotationWobble = sin(tick*rFrq) * (rotationRange * rAmp * 0.01)
var physicsMultiplier = Global.main.physicsTimeMultiplier if Global.main else 10.0
var scaledTime = time * physicsMultiplier
var rotationWobble = sin(scaledTime * rFrq) * (rotationRange * rAmp * 0.01)
var totalRotation = yvel + rotationWobble
sprite.rotation = lerp_angle(sprite.rotation,deg_to_rad(totalRotation),0.25)
# Use delta-based lerp for smooth rotation with slower speed
var lerpFactor = clamp(delta * (physicsMultiplier * 1.0), 0.0, 1.0) # Reduced from 15.0 to 4.0
sprite.rotation = lerp_angle(sprite.rotation, deg_to_rad(totalRotation), lerpFactor)
func stretch(length,delta):
func stretch(length, delta):
var yvel = (length * stretchAmount * 0.01)
var target = Vector2(1.0-yvel,1.0+yvel)
var target = Vector2(1.0 - yvel, 1.0 + yvel)
sprite.scale = lerp(sprite.scale,target,0.5)
# Use delta-based lerp for smooth stretching
var physicsMultiplier = Global.main.physicsTimeMultiplier if Global.main else 10.0
var lerpFactor = clamp(delta * (physicsMultiplier * 30.0), 0.0, 1.0)
sprite.scale = lerp(sprite.scale, target, lerpFactor)
func changeCollision(enable):
grabArea.monitorable = enable