mirror of
https://github.com/tonytins/CozyPixelStudio.git
synced 2025-05-05 19:34:48 -04:00
- Onion skinning for animations. Choose past and future steps and toggle blue-red mode. - Custom .pxo file. If you save your project as a .pxo file, it remembers all of your frames, their layers, brush sizes, brush colors and color palletes! - Ping-pong loop type. When the animation finishes, it plays backwards. - Ability to import new frames in the timeline as additions, without deleting the previous frames.
126 lines
No EOL
4.7 KiB
GDScript
126 lines
No EOL
4.7 KiB
GDScript
extends Node
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var current_frame := 0 setget set_current_frame_label
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# warning-ignore:unused_class_variable
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var can_draw := false
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# warning-ignore:unused_class_variable
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var has_focus := true
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# warning-ignore:unused_class_variable
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var onion_skinning_past_rate := 0
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# warning-ignore:unused_class_variable
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var onion_skinning_future_rate := 0
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# warning-ignore:unused_class_variable
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var onion_skinning_blue_red := false
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# warning-ignore:unused_class_variable
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var draw_grid := false
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var canvases := []
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var canvas : Canvas
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var canvas_parent : Node
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# warning-ignore:unused_class_variable
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var left_square_indicator_visible := true
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# warning-ignore:unused_class_variable
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var right_square_indicator_visible := false
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# warning-ignore:unused_class_variable
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var left_brush_size := 1
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# warning-ignore:unused_class_variable
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var right_brush_size := 1
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var camera : Camera2D
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var file_menu : MenuButton
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var edit_menu : MenuButton
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var left_indicator : Sprite
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var right_indicator : Sprite
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var left_color_picker : ColorPickerButton
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var right_color_picker : ColorPickerButton
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var left_brush_size_edit : SpinBox
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var right_brush_size_edit : SpinBox
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var loop_animation_button : Button
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var play_forward : Button
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var play_backwards : Button
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var frame_container : HBoxContainer
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var remove_frame_button : Button
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var move_left_frame_button : Button
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var move_right_frame_button : Button
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var vbox_layer_container : VBoxContainer
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var remove_layer_button : Button
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var move_up_layer_button : Button
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var move_down_layer_button : Button
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var merge_down_layer_button : Button
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var cursor_position_label : Label
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var zoom_level_label : Label
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var current_frame_label : Label
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# warning-ignore:unused_class_variable
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var current_left_tool := "Pencil"
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# warning-ignore:unused_class_variable
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var current_right_tool := "Eraser"
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func _ready() -> void:
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var root = get_tree().get_root()
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canvas = find_node_by_name(root, "Canvas")
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canvases.append(canvas)
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canvas_parent = canvas.get_parent()
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camera = find_node_by_name(canvas_parent, "Camera2D")
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file_menu = find_node_by_name(root, "FileMenu")
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edit_menu = find_node_by_name(root, "EditMenu")
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left_indicator = find_node_by_name(root, "LeftIndicator")
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right_indicator = find_node_by_name(root, "RightIndicator")
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left_color_picker = find_node_by_name(root, "LeftColorPickerButton")
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right_color_picker = find_node_by_name(root, "RightColorPickerButton")
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left_brush_size_edit = find_node_by_name(root, "LeftBrushSizeEdit")
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right_brush_size_edit = find_node_by_name(root, "RightBrushSizeEdit")
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loop_animation_button = find_node_by_name(root, "LoopAnim")
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play_forward = find_node_by_name(root, "PlayForward")
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play_backwards = find_node_by_name(root, "PlayBackwards")
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frame_container = find_node_by_name(root, "FrameContainer")
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remove_frame_button = find_node_by_name(root, "RemoveFrame")
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move_left_frame_button = find_node_by_name(root, "MoveFrameLeft")
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move_right_frame_button = find_node_by_name(root, "MoveFrameRight")
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vbox_layer_container = find_node_by_name(root, "VBoxLayerContainer")
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remove_layer_button = find_node_by_name(root, "RemoveLayerButton")
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move_up_layer_button = find_node_by_name(root, "MoveUpLayer")
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move_down_layer_button = find_node_by_name(root, "MoveDownLayer")
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merge_down_layer_button = find_node_by_name(root, "MergeDownLayer")
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cursor_position_label = find_node_by_name(root, "CursorPosition")
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zoom_level_label = find_node_by_name(root, "ZoomLevel")
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current_frame_label = find_node_by_name(root, "CurrentFrame")
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#Thanks to https://godotengine.org/qa/17524/how-to-find-an-instanced-scene-by-its-name
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func find_node_by_name(root, node_name) -> Node:
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if root.get_name() == node_name:
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return root
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for child in root.get_children():
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if child.get_name() == node_name:
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return child
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var found = find_node_by_name(child, node_name)
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if found:
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return found
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return null
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func change_frame() -> void:
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for c in canvases:
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c.visible = false
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canvas = canvases[current_frame]
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canvas.visible = true
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canvas.generate_layer_panels()
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handle_layer_order_buttons()
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func handle_layer_order_buttons() -> void:
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if current_frame == 0:
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move_left_frame_button.disabled = true
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move_left_frame_button.mouse_default_cursor_shape = Control.CURSOR_FORBIDDEN
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else:
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move_left_frame_button.disabled = false
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move_left_frame_button.mouse_default_cursor_shape = Control.CURSOR_POINTING_HAND
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if current_frame == canvases.size() - 1:
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move_right_frame_button.disabled = true
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move_right_frame_button.mouse_default_cursor_shape = Control.CURSOR_FORBIDDEN
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else:
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move_right_frame_button.disabled = false
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move_right_frame_button.mouse_default_cursor_shape = Control.CURSOR_POINTING_HAND
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func set_current_frame_label(value) -> void:
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current_frame = value
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current_frame_label.text = "Current frame: %s/%s" % [str(current_frame + 1), canvases.size()] |