Files
Cozypaw-Hospital/scripts/objects/ultrasound_machine.gd
T

65 lines
1.9 KiB
GDScript

## UltrasoundMachine — displays a continuous heartbeat pulse on the screen.
## Plays looping ambient heartbeat audio when the ultrasound room is active.
class_name UltrasoundMachine extends Node2D
const BEAT_RISE_DURATION: float = 0.12
const BEAT_FALL_DURATION: float = 0.12
const BEAT_INTERVAL: float = 0.60
const BEAT_SCALE_PEAK: Vector2 = Vector2(1.5, 1.5)
const BEAT_SCALE_REST: Vector2 = Vector2(1.0, 1.0)
const _HEARTBEAT_PATH: String = "res://assets/audio/sfx/ultrasound_heartbeat.ogg"
@export var trigger_floor: int = 2
@export var trigger_room: int = 0
var _audio: AudioStreamPlayer
func _ready() -> void:
_start_heartbeat_loop()
_setup_audio()
RoomNavigator.room_changed.connect(_on_room_changed)
func _exit_tree() -> void:
if RoomNavigator.room_changed.is_connected(_on_room_changed):
RoomNavigator.room_changed.disconnect(_on_room_changed)
func _setup_audio() -> void:
_audio = AudioStreamPlayer.new()
add_child(_audio)
if AudioServer.get_driver_name() == "Dummy":
return
if not ResourceLoader.exists(_HEARTBEAT_PATH):
return
var base: AudioStream = load(_HEARTBEAT_PATH) as AudioStream
if base == null:
return
var ogg: AudioStreamOggVorbis = base as AudioStreamOggVorbis
if ogg == null:
return
ogg = ogg.duplicate() as AudioStreamOggVorbis
ogg.loop = true
_audio.stream = ogg
func _on_room_changed(floor_index: int, room_index: int) -> void:
if _audio == null or _audio.stream == null:
return
if floor_index == trigger_floor and room_index == trigger_room:
_audio.play()
else:
_audio.stop()
func _start_heartbeat_loop() -> void:
var dot: Node2D = get_node_or_null("HeartbeatDot") as Node2D
if dot == null:
return
var tween: Tween = create_tween()
tween.set_loops()
tween.tween_property(dot, "scale", BEAT_SCALE_PEAK, BEAT_RISE_DURATION)
tween.tween_property(dot, "scale", BEAT_SCALE_REST, BEAT_FALL_DURATION)
tween.tween_interval(BEAT_INTERVAL)