Sound (SfxManager.cs): - Procedural audio synthesis via AudioStreamWav — no external files - Distinct tones for place, produce, transfer, deliver, move, destroy, victory - Simple ADSR envelope, sine/triangle waveforms, filtered noise for swooshes Pieces (PieceView.cs): - Warm earthy palette: sage green, deep teal, dusty rose, burnt sienna - Drop shadow under each piece for depth - 3-stop radial gradient (bright center → main → dark rim) - Scale bounce on placement (0 → 1.15 → 1.0 with back-out easing) - Cargo indicator pulses gently when carrying Trajectories (TrajectView.cs): - Arrowhead at endpoint showing movement direction - Antialiased lines with piece-matched colors Cells (CellView.cs): - Warmer palette: parchment/walnut board, deep forest production, aged gold demand - Production flash uses warm golden glow instead of white - Subtle inner shadow for visual depth Animations (EventAnimator.cs): - Production: golden particles burst from production cells - Transfer: cargo slides with 2-particle trail + back-out whip easing - Destruction: pieces shrink + spin + red particle explosion - Victory: 40 confetti particles rain across the screen - All phases trigger appropriate SFX UI polish: - ControlBar: styled buttons with rounded corners, disabled states - MetricsOverlay: fade-in + scale animation, sequential metric reveals - ObjectivePanel: animated progress bars, styled fills, green flash on completion - Main: fade-in/out transitions between level select and gameplay Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
38 lines
1.1 KiB
C#
38 lines
1.1 KiB
C#
using Godot;
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namespace Chessistics.Scripts.Pieces;
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public partial class TrajectView : Line2D
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{
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public int PieceId { get; private set; }
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private Polygon2D? _arrow;
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public void Setup(int pieceId, Vector2 from, Vector2 to, Color color)
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{
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PieceId = pieceId;
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Width = 2.5f;
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DefaultColor = new Color(color, 0.35f);
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Antialiased = true;
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ClearPoints();
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AddPoint(from);
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AddPoint(to);
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ZIndex = -1;
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// Arrowhead at the end point
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var dir = (to - from).Normalized();
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var perp = new Vector2(-dir.Y, dir.X);
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float arrowSize = 8f;
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var tip = to - dir * 4f; // slightly inset from end
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var baseL = tip - dir * arrowSize + perp * arrowSize * 0.5f;
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var baseR = tip - dir * arrowSize - perp * arrowSize * 0.5f;
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_arrow = new Polygon2D
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{
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Polygon = [tip - Position, baseL - Position, baseR - Position],
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Color = new Color(color, 0.4f),
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Position = Vector2.Zero
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};
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// Position relative to parent, not this Line2D
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AddChild(_arrow);
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}
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}
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