just reorganised files thats it
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124
UI/EnergyBar/energy_bar.gd
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124
UI/EnergyBar/energy_bar.gd
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class_name EnergyBar
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extends Control
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@export var cell_icon_tex: Texture
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@export var bar_overlay: TextureRect
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@export var progress_bar: ProgressBar
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@export var big_progress_bar: ProgressBar
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@export var secondary_progress_bar: ProgressBar
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@export var bg: TextureRect
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var cell_icons: Array[TextureRect]
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var energy: float = 0
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var secondary_energy: float = 0 :
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get():
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return secondary_energy
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set(value):
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secondary_energy = value
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secondary_progress_bar.value = secondary_energy
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var prev_energy_int: int = 0
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var max_energy: float = 0 :
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get():
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return max_energy
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set(value):
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max_energy = value
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energy = max_energy
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var secondary_max_energy: float = 0:
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get():
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return secondary_max_energy
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set(value):
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secondary_max_energy = value
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secondary_energy = secondary_max_energy
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secondary_progress_bar.visible = true
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secondary_progress_bar.max_value = secondary_max_energy
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#TODO: we can just create all 12 of these not even in a script, just create them
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#and use the bar overlay to hide the unused ones, we just need to change the algorithm
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#for setting the used ones invisible to account for the ones that are there but hidden
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func create_discrete_icons(new_energy: int) -> void:
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bg.visible = true
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progress_bar.visible = true
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big_progress_bar.visible = false
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for icon: TextureRect in cell_icons:
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icon.queue_free()
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if new_energy < 12:
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bar_overlay.visible = true
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bar_overlay.texture.region = Rect2(117.0 * (-new_energy + 11), 0.0, 117.0, 442.0)
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#progress_bar.position = Vector2(-101.0, -430.0 + ((-new_energy + 12.0) * 27.0))
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#progress_bar.size = Vector2(60.0, 316.0 - ((-new_energy + 12.0) * 27.0))
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else:
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bar_overlay.visible = false
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#progress_bar.position = Vector2(-101.0, -430.0)
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#progress_bar.size = Vector2(60.0, 316.0)
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progress_bar.position = Vector2(-101.0, -430.0 + ((-new_energy + 12.0) * 27.0))
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progress_bar.size = Vector2(60.0, 316.0 - ((-new_energy + 12.0) * 27.0))
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cell_icons = []
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energy = new_energy
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for x: int in energy:
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var new_icon: TextureRect = TextureRect.new()
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new_icon.texture = cell_icon_tex
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#new_icon.expand_mode = TextureRect.EXPAND_FIT_HEIGHT_PROPORTIONAL
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#new_icon.stretch_mode = TextureRect.STRETCH_KEEP_ASPECT_CENTERED
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new_icon.size = Vector2(42.0, 35.0)
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new_icon.position = Vector2(-92, -150 + (-27 * x))
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cell_icons.append(new_icon)
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add_child(new_icon)
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progress_bar.max_value = max_energy
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progress_bar.value = max_energy
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func enable_progress_bar() -> void:
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for icon: TextureRect in cell_icons:
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icon.queue_free()
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cell_icons = []
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progress_bar.visible = true
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big_progress_bar.visible = true
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bar_overlay.visible = false
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bg.visible = false
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progress_bar.max_value = max_energy
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progress_bar.value = max_energy
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big_progress_bar.max_value = max_energy
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big_progress_bar.value = max_energy
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func blank() -> void:
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progress_bar.visible = false
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bar_overlay.visible = false
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for icon: TextureRect in cell_icons:
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icon.queue_free()
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cell_icons = []
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func gain_secondary_energy(energy_gained: float, _energy_type: Data.EnergyType = Data.EnergyType.DISCRETE) -> void:
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if secondary_energy >= secondary_max_energy:
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return
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secondary_energy += energy_gained
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func disable_secondary_energy() -> void:
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secondary_progress_bar.visible = false
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func use_energy(energy_used: float, energy_type: Data.EnergyType = Data.EnergyType.DISCRETE) -> void:
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if energy <= 0:
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return
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if energy_type == Data.EnergyType.DISCRETE:
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for x: int in int(energy_used):
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energy -= 1
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cell_icons[energy].visible = false
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energy = floorf(energy)
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else:
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energy -= energy_used
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progress_bar.value = energy
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big_progress_bar.value = energy
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func gain_energy(energy_gained: float, energy_type: Data.EnergyType = Data.EnergyType.DISCRETE) -> void:
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if energy >= max_energy:
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return
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energy += energy_gained
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progress_bar.value = energy
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big_progress_bar.value = energy
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if energy_type == Data.EnergyType.DISCRETE and int(energy) > prev_energy_int:
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cell_icons[int(energy) - 1].visible = true
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prev_energy_int = int(energy)
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