CellView gains FlashTransform: bright copper pulse + brief scale punch (0.45s) on CargoConvertedEvent, distinct from the warmer golden FlashProduce used by productions. EventAnimator routes transformer conversions through the new phase so the flash reads as a conversion moment rather than a second production tick. PieceView picks up cargo colors for Tools (copper), Arms (deep red), and Gold, matching the cargo-slide particle palette — pieces carrying those transformed cargoes now render the correct indicator instead of defaulting to white.
157 lines
5.7 KiB
C#
157 lines
5.7 KiB
C#
using Godot;
|
|
using Chessistics.Engine.Model;
|
|
|
|
namespace Chessistics.Scripts.Board;
|
|
|
|
public partial class CellView : Node2D
|
|
{
|
|
private ColorRect _background = null!;
|
|
private ColorRect _highlight = null!;
|
|
private ColorRect _innerShadow = null!;
|
|
private Label _label = null!;
|
|
|
|
// Hover outline (4 thin rects forming a border)
|
|
private ColorRect _hoverTop = null!;
|
|
private ColorRect _hoverBottom = null!;
|
|
private ColorRect _hoverLeft = null!;
|
|
private ColorRect _hoverRight = null!;
|
|
|
|
public Coords Coords { get; private set; }
|
|
|
|
// Warmer, more grounded palette
|
|
private static readonly Color LightColor = new("#E8D5A8"); // warm parchment
|
|
private static readonly Color DarkColor = new("#A07850"); // warm walnut
|
|
private static readonly Color WallColor = new("#3A3A3A"); // charcoal
|
|
private static readonly Color ProductionColor = new("#4A6E3A"); // deep forest
|
|
private static readonly Color DemandColor = new("#B8942A"); // aged gold
|
|
private static readonly Color TransformerColor = new("#8B4513"); // copper brown
|
|
private static readonly Color HighlightColor = new("#44FF4444");
|
|
private static readonly Color HoverOutlineColor = new("#FFFFFF88");
|
|
|
|
private const int OutlineWidth = 2;
|
|
|
|
public void Setup(Coords coords, CellType cellType, int cellSize)
|
|
{
|
|
Coords = coords;
|
|
Position = new Vector2(coords.Col * cellSize, -coords.Row * cellSize);
|
|
|
|
_background = new ColorRect
|
|
{
|
|
Size = new Vector2(cellSize, cellSize),
|
|
Position = Vector2.Zero,
|
|
MouseFilter = Control.MouseFilterEnum.Ignore
|
|
};
|
|
|
|
var baseColor = coords.IsLight ? LightColor : DarkColor;
|
|
_background.Color = cellType switch
|
|
{
|
|
CellType.Wall => WallColor,
|
|
CellType.Production => ProductionColor,
|
|
CellType.Demand => DemandColor,
|
|
CellType.Transformer => TransformerColor,
|
|
_ => baseColor
|
|
};
|
|
AddChild(_background);
|
|
|
|
// Subtle inner shadow for depth (top-left lit, bottom-right dark)
|
|
_innerShadow = new ColorRect
|
|
{
|
|
Size = new Vector2(cellSize, cellSize),
|
|
Position = Vector2.Zero,
|
|
Color = new Color(0, 0, 0, 0.06f),
|
|
Visible = cellType == CellType.Empty,
|
|
MouseFilter = Control.MouseFilterEnum.Ignore
|
|
};
|
|
AddChild(_innerShadow);
|
|
|
|
_highlight = new ColorRect
|
|
{
|
|
Size = new Vector2(cellSize, cellSize),
|
|
Position = Vector2.Zero,
|
|
Color = HighlightColor,
|
|
Visible = false,
|
|
MouseFilter = Control.MouseFilterEnum.Ignore
|
|
};
|
|
AddChild(_highlight);
|
|
|
|
// Hover outline (4 border rects)
|
|
_hoverTop = CreateBorderRect(new Vector2(cellSize, OutlineWidth), Vector2.Zero);
|
|
_hoverBottom = CreateBorderRect(new Vector2(cellSize, OutlineWidth), new Vector2(0, cellSize - OutlineWidth));
|
|
_hoverLeft = CreateBorderRect(new Vector2(OutlineWidth, cellSize), Vector2.Zero);
|
|
_hoverRight = CreateBorderRect(new Vector2(OutlineWidth, cellSize), new Vector2(cellSize - OutlineWidth, 0));
|
|
|
|
_label = new Label
|
|
{
|
|
Position = new Vector2(4, 3),
|
|
Text = "",
|
|
MouseFilter = Control.MouseFilterEnum.Ignore
|
|
};
|
|
_label.AddThemeFontSizeOverride("font_size", 9);
|
|
_label.AddThemeColorOverride("font_color", new Color(1, 1, 1, 0.7f));
|
|
AddChild(_label);
|
|
}
|
|
|
|
private ColorRect CreateBorderRect(Vector2 size, Vector2 pos)
|
|
{
|
|
var rect = new ColorRect
|
|
{
|
|
Size = size,
|
|
Position = pos,
|
|
Color = HoverOutlineColor,
|
|
Visible = false,
|
|
MouseFilter = Control.MouseFilterEnum.Ignore
|
|
};
|
|
AddChild(rect);
|
|
return rect;
|
|
}
|
|
|
|
public void SetLabel(string text) => _label.Text = text;
|
|
public void SetHighlight(bool on) => _highlight.Visible = on;
|
|
|
|
public void SetHover(bool on)
|
|
{
|
|
_hoverTop.Visible = on;
|
|
_hoverBottom.Visible = on;
|
|
_hoverLeft.Visible = on;
|
|
_hoverRight.Visible = on;
|
|
}
|
|
|
|
public void SetHighlightColor(Color color)
|
|
{
|
|
_highlight.Color = color;
|
|
_highlight.Visible = true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Production pulse: warm glow that radiates outward.
|
|
/// </summary>
|
|
public void FlashProduce(float duration = 0.3f)
|
|
{
|
|
_highlight.Color = new Color(0.9f, 0.85f, 0.5f, 0.55f); // warm golden
|
|
_highlight.Visible = true;
|
|
var tween = CreateTween();
|
|
tween.TweenProperty(_highlight, "color", new Color(0.9f, 0.85f, 0.5f, 0f), duration)
|
|
.SetEase(Tween.EaseType.Out).SetTrans(Tween.TransitionType.Cubic);
|
|
tween.TweenCallback(Callable.From(() => _highlight.Visible = false));
|
|
}
|
|
|
|
/// <summary>
|
|
/// Transformer conversion flash: bright copper pulse + scale punch.
|
|
/// Uses a distinct color from production so the two phases read apart.
|
|
/// </summary>
|
|
public void FlashTransform(float duration = 0.45f)
|
|
{
|
|
_highlight.Color = new Color(1f, 0.5f, 0.15f, 0.7f); // bright copper
|
|
_highlight.Visible = true;
|
|
|
|
var tween = CreateTween();
|
|
tween.SetParallel(true);
|
|
tween.TweenProperty(_highlight, "color", new Color(1f, 0.5f, 0.15f, 0f), duration)
|
|
.SetEase(Tween.EaseType.Out).SetTrans(Tween.TransitionType.Cubic);
|
|
tween.TweenProperty(_background, "scale", new Vector2(1.08f, 1.08f), duration * 0.45f)
|
|
.SetEase(Tween.EaseType.Out);
|
|
tween.Chain().TweenProperty(_background, "scale", Vector2.One, duration * 0.55f)
|
|
.SetEase(Tween.EaseType.InOut);
|
|
tween.Chain().TweenCallback(Callable.From(() => _highlight.Visible = false));
|
|
}
|
|
}
|