dash speed 3x, slam visual/damage fix

This commit is contained in:
2026-06-10 22:36:47 +03:00
parent 09c39e068b
commit 4fc64dedae
3 changed files with 60 additions and 91 deletions
+27 -63
View File
@@ -4,58 +4,39 @@ extends Camera3D
@export var horizontal_distance: float = 28.0
@export var horizontal_angle_deg: float = 45.0
# --- ORTHOGRAPHIC ZOOM SETTINGS ---
@export var size_min: float = 5.0 # Maximum zoom in (small frame size)
@export var size_max: float = 30.0 # Maximum zoom out (large frame size)
@export var size_min: float = 5.0
@export var size_max: float = 30.0
@export var default_size: float = 15.0
# --- TILT-SHIFT DOF SETTINGS ---
@export var focus_slice_thickness: float = 6.0
@export var blur_transition: float = 15.0
const _FLASH_DURATION: float = 0.30
@export var focus_slice_thickness: float = 6.0
@export var blur_transition: float = 15.0
var _shake_amount: float = 0.0
var _shake_decay: float = 0.0
var _flash_timer: float = 0.0
var _flash_rect: ColorRect = null
var _target_size: float = 0.0
var _shake_decay: float = 0.0
var _user_size: float = 0.0
var _charge_active: bool = false
func _ready() -> void:
set_as_top_level(true)
projection = Camera3D.PROJECTION_ORTHOGONAL # Switched to orthographic
_target_size = default_size
projection = Camera3D.PROJECTION_ORTHOGONAL
_user_size = default_size
size = default_size
near = 0.1
far = 150.0
_setup_flash()
func _setup_flash() -> void:
var canvas := CanvasLayer.new()
canvas.layer = 20
add_child(canvas)
_flash_rect = ColorRect.new()
_flash_rect.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)
_flash_rect.color = Color(1.0, 0.25, 0.2, 0.0)
_flash_rect.mouse_filter = Control.MOUSE_FILTER_IGNORE
canvas.add_child(_flash_rect)
near = 0.1
far = 150.0
func _unhandled_input(event: InputEvent) -> void:
# Zoom inputs now scale the Orthographic Size property
if event.is_action_pressed("zoom_in"):
_target_size = clamp(_target_size / 1.2, size_min, size_max)
_user_size = clamp(_user_size / 1.2, size_min, size_max)
if event.is_action_pressed("zoom_out"):
_target_size = clamp(_target_size * 1.2, size_min, size_max)
_user_size = clamp(_user_size * 1.2, size_min, size_max)
func _process(delta: float) -> void:
size = lerpf(size, _target_size, delta * 10.0)
var zoom_target := _user_size * DP.f("charge_zoom_factor") if _charge_active else _user_size
size = lerpf(size, zoom_target, delta * 8.0)
var angle_rad := deg_to_rad(horizontal_angle_deg)
var offset := Vector3(
sin(angle_rad) * horizontal_distance,
@@ -66,7 +47,6 @@ func _process(delta: float) -> void:
global_position = target.global_position + offset
look_at(target.global_position, Vector3.UP)
# --- DYNAMIC TILT SHIFT CALCULATION ---
_update_ortho_tilt_shift_dof(target.global_position)
if _shake_amount > 0.005:
@@ -77,54 +57,38 @@ func _process(delta: float) -> void:
)
_shake_amount = move_toward(_shake_amount, 0.0, _shake_decay * delta)
if _flash_timer > 0.0:
_flash_timer = maxf(0.0, _flash_timer - delta)
_flash_rect.color.a = (_flash_timer / _FLASH_DURATION) * 0.6
else:
_flash_rect.color.a = 0.0
func trigger_hit(strength: float) -> void:
_shake_amount = strength * 0.5
_shake_decay = _shake_amount / 0.4
_flash_timer = _FLASH_DURATION
_shake_decay = _shake_amount / 0.4
func set_charge_active(active: bool) -> void:
_charge_active = active
func _update_ortho_tilt_shift_dof(target_pos: Vector3) -> void:
var cam_attr: CameraAttributesPractical = null
if "attributes" in self and self.attributes is CameraAttributesPractical:
cam_attr = self.attributes
elif "camera_attributes" in self and self.camera_attributes is CameraAttributesPractical:
cam_attr = self.camera_attributes
if cam_attr != null:
# 1. Project distance onto the camera's true forward forward axis
var to_target := target_pos - global_position
var forward_vector := -global_transform.basis.z
var ortho_depth := to_target.dot(forward_vector)
# 2. Extract the dynamic zoom multiplier
var zoom_factor := size / default_size
var dynamic_slice := focus_slice_thickness * zoom_factor
var half_slice := dynamic_slice * 0.5
# Base transition modified by the zoom state
var base_transition := blur_transition * zoom_factor
# 3. Apply the focal zones
cam_attr.dof_blur_far_distance = ortho_depth + half_slice
cam_attr.dof_blur_far_distance = ortho_depth + half_slice
cam_attr.dof_blur_near_distance = maxf(near + 0.1, ortho_depth - half_slice)
# 4. ASYMMETRICAL CORRECTION FOR GODOT 4.7 FORWARD+
# Far transition needs a massive punch to actually manifest on screen
cam_attr.dof_blur_far_transition = maxf(0.1, base_transition * 0.5)
# Near transition needs to be greatly expanded (larger number = gentler slope)
# to stop it from snapping into massive instant blur
cam_attr.dof_blur_far_transition = maxf(0.1, base_transition * 0.5)
cam_attr.dof_blur_near_transition = maxf(1.0, base_transition * 1.5)
# 5. Keep both enabled
cam_attr.dof_blur_far_enabled = false
cam_attr.dof_blur_far_enabled = false
cam_attr.dof_blur_near_enabled = false