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>
135 lines
4.6 KiB
C#
135 lines
4.6 KiB
C#
using Godot;
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using Chessistics.Engine.Model;
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namespace Chessistics.Scripts.Board;
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public partial class CellView : Node2D
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{
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private ColorRect _background = null!;
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private ColorRect _highlight = null!;
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private ColorRect _innerShadow = null!;
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private Label _label = null!;
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// Hover outline (4 thin rects forming a border)
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private ColorRect _hoverTop = null!;
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private ColorRect _hoverBottom = null!;
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private ColorRect _hoverLeft = null!;
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private ColorRect _hoverRight = null!;
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public Coords Coords { get; private set; }
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// Warmer, more grounded palette
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private static readonly Color LightColor = new("#E8D5A8"); // warm parchment
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private static readonly Color DarkColor = new("#A07850"); // warm walnut
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private static readonly Color WallColor = new("#3A3A3A"); // charcoal
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private static readonly Color ProductionColor = new("#4A6E3A"); // deep forest
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private static readonly Color DemandColor = new("#B8942A"); // aged gold
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private static readonly Color HighlightColor = new("#44FF4444");
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private static readonly Color HoverOutlineColor = new("#FFFFFF88");
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private const int OutlineWidth = 2;
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public void Setup(Coords coords, CellType cellType, int cellSize)
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{
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Coords = coords;
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Position = new Vector2(coords.Col * cellSize, -coords.Row * cellSize);
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_background = new ColorRect
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{
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Size = new Vector2(cellSize, cellSize),
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Position = Vector2.Zero,
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MouseFilter = Control.MouseFilterEnum.Ignore
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};
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var baseColor = coords.IsLight ? LightColor : DarkColor;
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_background.Color = cellType switch
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{
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CellType.Wall => WallColor,
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CellType.Production => ProductionColor,
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CellType.Demand => DemandColor,
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_ => baseColor
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};
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AddChild(_background);
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// Subtle inner shadow for depth (top-left lit, bottom-right dark)
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_innerShadow = new ColorRect
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{
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Size = new Vector2(cellSize, cellSize),
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Position = Vector2.Zero,
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Color = new Color(0, 0, 0, 0.06f),
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Visible = cellType == CellType.Empty,
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MouseFilter = Control.MouseFilterEnum.Ignore
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};
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AddChild(_innerShadow);
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_highlight = new ColorRect
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{
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Size = new Vector2(cellSize, cellSize),
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Position = Vector2.Zero,
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Color = HighlightColor,
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Visible = false,
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MouseFilter = Control.MouseFilterEnum.Ignore
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};
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AddChild(_highlight);
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// Hover outline (4 border rects)
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_hoverTop = CreateBorderRect(new Vector2(cellSize, OutlineWidth), Vector2.Zero);
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_hoverBottom = CreateBorderRect(new Vector2(cellSize, OutlineWidth), new Vector2(0, cellSize - OutlineWidth));
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_hoverLeft = CreateBorderRect(new Vector2(OutlineWidth, cellSize), Vector2.Zero);
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_hoverRight = CreateBorderRect(new Vector2(OutlineWidth, cellSize), new Vector2(cellSize - OutlineWidth, 0));
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_label = new Label
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{
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Position = new Vector2(4, 3),
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Text = "",
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MouseFilter = Control.MouseFilterEnum.Ignore
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};
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_label.AddThemeFontSizeOverride("font_size", 9);
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_label.AddThemeColorOverride("font_color", new Color(1, 1, 1, 0.7f));
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AddChild(_label);
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}
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private ColorRect CreateBorderRect(Vector2 size, Vector2 pos)
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{
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var rect = new ColorRect
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{
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Size = size,
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Position = pos,
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Color = HoverOutlineColor,
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Visible = false,
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MouseFilter = Control.MouseFilterEnum.Ignore
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};
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AddChild(rect);
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return rect;
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}
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public void SetLabel(string text) => _label.Text = text;
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public void SetHighlight(bool on) => _highlight.Visible = on;
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public void SetHover(bool on)
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{
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_hoverTop.Visible = on;
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_hoverBottom.Visible = on;
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_hoverLeft.Visible = on;
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_hoverRight.Visible = on;
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}
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public void SetHighlightColor(Color color)
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{
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_highlight.Color = color;
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_highlight.Visible = true;
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}
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/// <summary>
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/// Production pulse: warm glow that radiates outward.
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/// </summary>
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public void FlashProduce(float duration = 0.3f)
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{
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_highlight.Color = new Color(0.9f, 0.85f, 0.5f, 0.55f); // warm golden
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_highlight.Visible = true;
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var tween = CreateTween();
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tween.TweenProperty(_highlight, "color", new Color(0.9f, 0.85f, 0.5f, 0f), duration)
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.SetEase(Tween.EaseType.Out).SetTrans(Tween.TransitionType.Cubic);
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tween.TweenCallback(Callable.From(() => _highlight.Visible = false));
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}
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}
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