feat(xray): add XRayMachine component with plate slide-in animation
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34
scenes/objects/XRayMachine.tscn
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34
scenes/objects/XRayMachine.tscn
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[gd_scene load_steps=2 format=3 uid="uid://cozypaw_xraymachine"]
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[ext_resource type="Script" path="res://scripts/objects/xray_machine.gd" id="1_xraymachine"]
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[node name="XRayMachine" type="Node2D"]
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script = ExtResource("1_xraymachine")
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[node name="MachineBody" type="ColorRect" parent="."]
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color = Color(0.68, 0.70, 0.76, 1)
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size = Vector2(80, 200)
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position = Vector2(-40, -200)
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[node name="MachineArm" type="ColorRect" parent="."]
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color = Color(0.62, 0.64, 0.70, 1)
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size = Vector2(220, 24)
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position = Vector2(-40, -180)
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[node name="ViewerFrame" type="ColorRect" parent="."]
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color = Color(0.20, 0.22, 0.26, 1)
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size = Vector2(80, 60)
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position = Vector2(-40, -195)
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[node name="Viewer" type="ColorRect" parent="."]
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color = Color(0.06, 0.08, 0.12, 1)
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size = Vector2(66, 46)
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position = Vector2(-33, -189)
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[node name="Plate" type="Node2D" parent="."]
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position = Vector2(-50, 20)
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[node name="PlateBody" type="ColorRect" parent="Plate"]
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color = Color(0.28, 0.32, 0.38, 1)
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size = Vector2(200, 14)
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position = Vector2(0, -7)
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76
scripts/objects/xray_machine.gd
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76
scripts/objects/xray_machine.gd
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## XRayMachine — X-ray plate slides out when tapped; viewer lights up during exposure.
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class_name XRayMachine extends Node2D
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enum State { IDLE, SLIDING_IN, EXPOSING, SLIDING_OUT }
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const SLIDE_DURATION: float = 0.8
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const EXPOSE_DURATION: float = 1.5
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const BUTTON_HALF_WIDTH: float = 50.0
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const BUTTON_HALF_HEIGHT: float = 100.0
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const PLATE_PARKED_X: float = -50.0
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const PLATE_ACTIVE_X: float = 130.0
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const VIEWER_LIT_COLOR: Color = Color(0.75, 0.90, 1.0, 1)
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const VIEWER_DARK_COLOR: Color = Color(0.06, 0.08, 0.12, 1)
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var _state: State = State.IDLE
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func _ready() -> void:
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var plate: Node2D = get_node_or_null("Plate") as Node2D
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if plate != null:
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plate.position.x = PLATE_PARKED_X
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func _input(event: InputEvent) -> void:
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if _state != State.IDLE:
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return
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var screen_pos: Vector2
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if event is InputEventScreenTouch and event.pressed:
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screen_pos = event.position
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elif event is InputEventMouseButton and event.pressed and event.button_index == MOUSE_BUTTON_LEFT:
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screen_pos = event.position
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else:
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return
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var canvas_transform: Transform2D = get_viewport().get_canvas_transform()
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var world_pos: Vector2 = canvas_transform.affine_inverse() * screen_pos
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var local_pos: Vector2 = to_local(world_pos)
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if abs(local_pos.x) <= BUTTON_HALF_WIDTH and abs(local_pos.y) <= BUTTON_HALF_HEIGHT:
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_start_scan()
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func _start_scan() -> void:
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_state = State.SLIDING_IN
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var plate: Node2D = get_node_or_null("Plate") as Node2D
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if plate == null:
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_state = State.IDLE
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return
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var tween: Tween = create_tween()
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tween.set_ease(Tween.EASE_IN_OUT)
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tween.set_trans(Tween.TRANS_QUAD)
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tween.tween_property(plate, "position:x", PLATE_ACTIVE_X, SLIDE_DURATION)
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tween.finished.connect(_on_plate_in)
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func _on_plate_in() -> void:
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_state = State.EXPOSING
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var viewer: ColorRect = get_node_or_null("Viewer") as ColorRect
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if viewer != null:
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viewer.color = VIEWER_LIT_COLOR
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var timer: SceneTreeTimer = get_tree().create_timer(EXPOSE_DURATION)
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timer.timeout.connect(_start_slide_out)
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func _start_slide_out() -> void:
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_state = State.SLIDING_OUT
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var viewer: ColorRect = get_node_or_null("Viewer") as ColorRect
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if viewer != null:
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viewer.color = VIEWER_DARK_COLOR
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var plate: Node2D = get_node_or_null("Plate") as Node2D
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if plate == null:
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_state = State.IDLE
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return
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var tween: Tween = create_tween()
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tween.set_ease(Tween.EASE_IN_OUT)
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tween.set_trans(Tween.TRANS_QUAD)
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tween.tween_property(plate, "position:x", PLATE_PARKED_X, SLIDE_DURATION)
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tween.finished.connect(func() -> void: _state = State.IDLE)
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