Files
PNGTuber-Plus/ui_scenes/selectedSprite/spriteObject.gd

550 lines
14 KiB
GDScript

extends Node2D
var type = "sprite"
#Passed Variables
var imageData = null
var tex = null
@export var path = ""
var loadedImageData = null
var id = 0
var parentId = null
var parentSprite = null
var imageSize = Vector2.ZERO
#Node Reference
@onready var sprite = $WobbleOrigin/DragOrigin/Sprite
@onready var grabArea = $WobbleOrigin/DragOrigin/Grab
@onready var dragOrigin = $WobbleOrigin/DragOrigin
@onready var dragger = $WobbleOrigin/Dragger
@onready var originSprite = $WobbleOrigin/DragOrigin/Sprite/Origin
@onready var wob = $WobbleOrigin
@onready var outlineScene = preload("res://ui_scenes/selectedSprite/outline.tscn")
@onready var opacityBlendShader = preload("res://ui_scenes/selectedSprite/opacity_blend.gdshader")
var opacityMaterial = null
#Visuals
var mouseOffset = Vector2.ZERO
var grabDelay = 0
var size = Vector2(1,1)
var showOnTalk = 0
var showOnBlink = 0
var z = 0
#Movement
var heldTicks = 0
var dragSpeed = 0
#Origin
var origTick = 0
var offset = Vector2.ZERO
#Wobble
var xFrq = 0.0
var xAmp = 0.0
var yFrq = 0.0
var yAmp = 0.0
#Rotation Wobble
var rFrq = 0.0
var rAmp = 0.0
#Rotational Drag
var rdragStr = 0
var rLimitMax = 180
var rLimitMin = -180
#Layer
var costumeLayers = [1,1,1,1,1,1,1,1,1,1]
#Stretch
var stretchAmount = 0.0
#Ignore Bounce
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 time = 0.0 # Time accumulator for physics calculations
#Opacity
var spriteOpacity = 1.0
var affectChildrenOpacity = false
var blendMode = 0 # Default to Normal blend mode
#Vis toggle
var toggle = "null"
#Wobble Sync Group
var wobbleSyncGroup = ""
func _ready():
Global.main.spriteVisToggles.connect(visToggle)
var img = Image.new()
var err = img.load(path)
if err != OK:
#Runs if image import fails. Needs error dialog box at some point
if loadedImageData == null:
Global.epicFail(err)
print_debug("Failed to load image.")
queue_free()
return
else:
var data = Marshalls.base64_to_raw(loadedImageData)
var errr = img.load_png_from_buffer(data)
if errr != OK:
Global.epicFail(err)
print_debug("Failed to load image.")
queue_free()
return
var texture = ImageTexture.new()
texture = ImageTexture.create_from_image(img)
tex = texture
imageData = img
imageSize = img.get_size()
sprite.texture = tex
var bitmap = BitMap.new()
bitmap.create_from_image_alpha(imageData)
var polygons = bitmap.opaque_to_polygons(Rect2(Vector2(0, 0), bitmap.get_size()),4.0) #bitmap.get_size()
var b = false
for polygon in polygons:
b = true
var collider = CollisionPolygon2D.new()
collider.polygon = polygon
grabArea.add_child(collider)
var outline = outlineScene.instantiate()
outline.points = polygon
outline.add_point(outline.points[0])
grabArea.add_child(outline)
size = imageData.get_size()
grabArea.position = size*-0.5
sprite.offset = offset
grabArea.position = (size*-0.5) + offset
changeFrames()
setZIndex()
if frames > 1:
remakePolygon()
if !b:
remakePolygon()
add_to_group(str(id))
await get_tree().create_timer(0.1).timeout
if parentId != null:
var nodes = get_tree().get_nodes_in_group(str(parentId))
get_parent().remove_child(self)
nodes[0].sprite.add_child(self)
parentSprite = nodes[0]
set_owner(nodes[0].sprite)
setClip(clipped)
# Always initialize opacity shader
updateShaderOpacity()
if Global.filtering:
sprite.texture_filter = 2
func replaceSprite(pathNew):
var img = Image.new()
var err = img.load(pathNew)
if err != OK:
#Runs if image import fails.
Global.epicFail(err)
print_debug("Failed to load image.")
return
path = pathNew
var texture = ImageTexture.new()
texture = ImageTexture.create_from_image(img)
tex = texture
imageData = img
sprite.texture = tex
var bitmap = BitMap.new()
bitmap.create_from_image_alpha(imageData)
var polygons = bitmap.opaque_to_polygons(Rect2(Vector2(0, 0), bitmap.get_size()))
for i in grabArea.get_children():
i.queue_free()
var b = false
for polygon in polygons:
b = true
var collider = CollisionPolygon2D.new()
collider.polygon = polygon
grabArea.add_child(collider)
var outline = outlineScene.instantiate()
outline.points = polygon
outline.add_point(outline.points[0])
grabArea.add_child(outline)
size = imageData.get_size()
sprite.offset = offset
grabArea.position = (size*-0.5) + offset
if !b:
remakePolygon()
func _process(delta):
time += delta
if Global.heldSprite == self:
grabArea.visible = true
originSprite.visible = true
else:
grabArea.visible = false
originSprite.visible = false
# Disable grabArea input and detection when dialogs are open
if Global.main and Global.main.fileSystemOpen:
grabArea.input_pickable = false
grabArea.monitoring = false
grabArea.monitorable = false
else:
grabArea.input_pickable = true
grabArea.monitoring = true
grabArea.monitorable = true
var glob = dragger.global_position
if ignoreBounce:
glob.y -= Global.main.bounceChange
drag(delta)
wobble()
var length = (glob.y - dragger.global_position.y)
rotationalDrag(length,delta)
stretch(length,delta)
if grabDelay > 0:
grabDelay -= 1
talkBlink()
animation(delta)
func animation(delta):
if animSpeed > 0 and frames > 1:
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:
sprite.frame += 1
if frames > 1:
remakePolygon()
func setZIndex():
sprite.z_index = z
func talkBlink():
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)
# Only handle talk/blink/edit visibility with modulate
# Opacity slider effects are handled by shader
sprite.self_modulate.a = 1.0 # Always keep original texture alpha for clipping
var previousAlpha = sprite.modulate.a
sprite.modulate.a = baseAlpha # Only apply talk/blink/edit visibility
# Update shader if modulate alpha changed (for editor dimming)
if previousAlpha != baseAlpha:
updateShaderOpacity()
func calculateParentOpacityMultiplier():
var multiplier = 1.0
var currentParent = parentSprite
# Traverse up the entire parent hierarchy
while currentParent != null:
if currentParent.affectChildrenOpacity:
multiplier *= currentParent.spriteOpacity
currentParent = currentParent.parentSprite
return multiplier
## Update wobble parameters and sync to group if needed
func updateWobbleParameter(parameter: String, value: float):
print("DEBUG: updateWobbleParameter called - parameter: ", parameter, ", value: ", value, ", sprite ID: ", id)
print("DEBUG: Current wobbleSyncGroup: '", wobbleSyncGroup, "'")
# Update this sprite's parameter first
match parameter:
"xFrq": xFrq = value
"xAmp": xAmp = value
"yFrq": yFrq = value
"yAmp": yAmp = value
"rFrq": rFrq = value
"rAmp": rAmp = value
print("DEBUG: Parameter updated on sprite. New values - xFrq:", xFrq, " xAmp:", xAmp, " yFrq:", yFrq, " yAmp:", yAmp, " rFrq:", rFrq, " rAmp:", rAmp)
# If this sprite is in a sync group, update the entire group
if wobbleSyncGroup != "" and WobbleSyncManager:
print("DEBUG: Sprite is in sync group '", wobbleSyncGroup, "' - updating group wobble parameters")
WobbleSyncManager.updateGroupWobble(wobbleSyncGroup, xFrq, xAmp, yFrq, yAmp, rFrq, rAmp)
# Don't refresh UI immediately - let the sync process complete first
# The wobble sync control will handle UI updates when needed
else:
print("DEBUG: Sprite not in sync group or WobbleSyncManager not available")
## Check if this sprite is synced to a group
func isSynced() -> bool:
return wobbleSyncGroup != ""
func delete():
# Clean up from wobble sync groups
if wobbleSyncGroup != "" and WobbleSyncManager:
WobbleSyncManager.onSpriteDeleted(id)
queue_free()
func _physics_process(delta):
if Global.heldSprite == self:
var dir = pressingDirection()
if Input.is_action_pressed("origin"):
moveOrigin(dir)
else:
moveSprite(dir)
else:
set_physics_process(false)
func pressingDirection():
var dir = Vector2.ZERO
dir.x = Input.get_action_strength("move_left") - Input.get_action_strength("move_right")
dir.y = Input.get_action_strength("move_up") - Input.get_action_strength("move_down")
return dir
func moveSprite(dir):
if dir != Vector2.ZERO:
heldTicks += 1
else:
heldTicks = 0
if heldTicks > 30 or heldTicks == 1:
var multiplier = 2
if heldTicks == 1:
multiplier = 1
position -= dir * multiplier
position = Vector2(int(position.x),int(position.y))
func moveOrigin(dir):
if dir != Vector2.ZERO:
origTick += 1
else:
origTick = 0
if origTick > 30 or origTick == 1:
var multiplier = 2
if origTick == 1:
multiplier = 1
offset += dir * multiplier
position -= dir * multiplier
offset = Vector2(int(offset.x),int(offset.y))
sprite.offset = offset
grabArea.position = (size*-0.5) + offset
func drag(delta):
if dragSpeed == 0:
dragger.global_position = wob.global_position
else:
# 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():
# 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):
var yvel = (length * rdragStr)
#Calculate Max angle
yvel = clamp(yvel, rLimitMin, rLimitMax)
# Add rotation wobble as percentage of rotational limits range
var rotationRange = rLimitMax - rLimitMin
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
# 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):
var yvel = (length * stretchAmount * 0.01)
var target = Vector2(1.0 - yvel, 1.0 + yvel)
# 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
grabArea.monitorable = enable
func changeFrames():
sprite.hframes = frames
sprite.frame = 0
func remakePolygon():
if remadePolygon:
return
for c in grabArea.get_children():
c.queue_free()
var collider = CollisionShape2D.new()
var shape = RectangleShape2D.new()
shape.size = Vector2(imageSize.y,imageSize.y)
collider.shape = shape
collider.position = Vector2(imageSize.x,imageSize.y) * Vector2(0.5,0.5)
grabArea.add_child(collider)
var p = imageSize.y * 0.5
var outline = outlineScene.instantiate()
outline.add_point(Vector2(-p,-p))
outline.add_point(Vector2(p,-p))
outline.add_point(Vector2(p,p))
outline.add_point(Vector2(-p,p))
outline.add_point(Vector2(-p,-p))
outline.position = collider.position
grabArea.add_child(outline)
remadePolygon = true
func setClip(toggle):
if toggle:
sprite.clip_children = CLIP_CHILDREN_AND_DRAW
for node in getAllLinkedSprites():
node.z = z
node.setZIndex()
else:
sprite.clip_children = CLIP_CHILDREN_DISABLED
clipped = toggle
func getAllLinkedSprites():
var nodes = get_tree().get_nodes_in_group("saved")
var linkedSprites = []
for node in nodes:
if node.parentId == id:
linkedSprites.append(node)
return linkedSprites
func updateOpacity():
# Force a refresh of opacity for this sprite and its children
talkBlink()
updateShaderOpacity()
# Update all child sprites in the entire hierarchy if this sprite affects children
if affectChildrenOpacity:
updateChildrenOpacityRecursively()
func updateShaderOpacity():
# Calculate total opacity from user settings and parent hierarchy
var totalOpacity = spriteOpacity * calculateParentOpacityMultiplier()
# Also factor in the modulate alpha for editor dimming/onion skinning
var editorAlpha = sprite.modulate.a
var finalOpacity = totalOpacity * editorAlpha
# Always apply the opacity blend shader to ensure it's loaded
if opacityMaterial == null:
opacityMaterial = ShaderMaterial.new()
opacityMaterial.shader = opacityBlendShader
opacityMaterial.set_shader_parameter("opacity", finalOpacity)
opacityMaterial.set_shader_parameter("blend_mode", blendMode)
sprite.material = opacityMaterial
## Update the blend mode and refresh the shader
func updateBlendMode(newBlendMode: int):
if BlendModeManager.is_valid_blend_mode(newBlendMode):
blendMode = newBlendMode
updateShaderOpacity() # Refresh shader with new blend mode
func updateChildrenOpacityRecursively():
var linkedSprites = getAllLinkedSprites()
for child in linkedSprites:
child.talkBlink()
child.updateShaderOpacity()
# Always update the entire hierarchy below this child
child.updateChildrenOpacityRecursively()
func visToggle(keys):
if keys.has(toggle):
$WobbleOrigin/DragOrigin.visible = !$WobbleOrigin/DragOrigin.visible
func makeVis():
$WobbleOrigin/DragOrigin.visible = true