niveau/transitions: shader de transition
Entre les niveaux et à la mort il y a maintenant un fondu au noir qui se met en place pour éviter d'avoir la gerbe sur les mouvements de caméra. la physique est en pause pendant la transition.
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19
HUD/hud.gd
19
HUD/hud.gd
@@ -4,7 +4,11 @@ class_name HUD extends CanvasLayer
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@onready var gauge2 := $FartGauge2 as FartGauge
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@onready var gauge3 := $FartGauge3 as FartGauge
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@onready var shader := $TransitionShader
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signal fart_reloaded()
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signal screen_is_black()
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signal screen_is_ready()
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var cheese_number = 0
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var gauges = []
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@@ -15,7 +19,6 @@ func _ready() -> void:
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gauge3.connect("reload_done", cheese_loaded)
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gauges = [gauge1, gauge2, gauge3]
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func reset():
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cheese_number = 0
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for gauge in gauges:
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@@ -34,3 +37,17 @@ func dash_fart():
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func cheese_loaded():
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fart_reloaded.emit()
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func begin_scene_transition():
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print("start scene transition")
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shader.fade_out()
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func end_scene_transition():
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print("end scene transition")
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shader.fade_in()
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func _on_transition_shader_fade_in_done() -> void:
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screen_is_ready.emit()
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func _on_transition_shader_fade_out_done() -> void:
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screen_is_black.emit()
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