get background (hit area) animations working
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@@ -18,21 +18,22 @@ namespace WacK.Things.TunnelObjects
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public partial class Background : Node
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{
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[Export]
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private ColorRect firstSegment;
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private List<ColorRect> segments = new(60);
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private TextureRect firstSegment;
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private List<TextureRect> segments = new(60);
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// Called when the node enters the scene tree for the first time.
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public override void _Ready()
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{
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var segmentsNode = FindChild("Segment Masks");
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firstSegment.Visible = false;
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segments.Add(firstSegment);
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for (int i = 1; i < 60; ++i)
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{
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var n = (ColorRect)firstSegment.Duplicate();
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var n = (TextureRect)firstSegment.Duplicate();
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segmentsNode.AddChild(n);
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segments.Add(n);
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n.Name = i.ToString();
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n.SetPosition(new Vector2(i * Constants.BASE_2D_RESOLUTION / 60, 0));
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n.SetPosition(new Vector2(i * Constants.BASE_2D_RESOLUTION / 60, Constants.BASE_2D_RESOLUTION));
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}
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}
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@@ -43,7 +44,7 @@ namespace WacK.Things.TunnelObjects
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// GD.Print($"{direction} = {state}. Even? {size % 2 == 0}");
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double timer = 0;
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double time = .5f;
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double time = .1f;
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int centerSeg = pos + size/2;
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while (timer < time)
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@@ -79,6 +80,7 @@ namespace WacK.Things.TunnelObjects
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}
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await ToSignal(GetTree(), "process_frame");
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}
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GD.Print("Finished BG anim!");
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}
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}
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}
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@@ -23,7 +23,7 @@ namespace WacK.Things.TunnelObjects
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{
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longThing = new Node2D();
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holdScroll.AddChild(longThing);
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longThing.Position = new Vector2(0, (float)-holdNoteData.time * Play.scrollPxPerSec);
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longThing.Position = new Vector2(0, (float)-holdNoteData.time * Play.ScrollPxPerSec);
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if (holdNoteData.points.Count > 0)
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{
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@@ -31,7 +31,7 @@ namespace WacK.Things.TunnelObjects
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float segmentPos = 0;
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foreach (var (_, curNote) in holdNoteData.points)
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{
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var curLength = Play.scrollPxPerSec * (float)(curNote.time - lastHold.time);
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var curLength = Play.ScrollPxPerSec * (float)(curNote.time - lastHold.time);
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var segment = CreateSegment(lastHold, curNote);
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longThing.AddChild(segment);
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segment.Position = new Vector2(0, segmentPos);
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@@ -50,7 +50,7 @@ namespace WacK.Things.TunnelObjects
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{
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float minuteSize = Constants.BASE_2D_RESOLUTION / 60;
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var length = Play.scrollPxPerSec * (float)(destination.time - origin.time);
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var length = Play.ScrollPxPerSec * (float)(destination.time - origin.time);
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var verts = new Vector2[4];
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int originPos;
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