added new health bar and new energy pip bar
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18
main.gd
18
main.gd
@@ -4,10 +4,12 @@ extends Node
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signal loaded_scene
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@export var scene: Node
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@export var ui_viewport: SubViewport
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@export var movies: Node
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var game_manager: GameManager
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var loaded: bool = false
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var UILayer: CanvasLayer
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var main_menu_scene_path: String = "res://Scenes/Menus/MainMenu/main_menu.tscn"
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var multiplayer_lobby_scene_path: String = "res://Scenes/Menus/multiplayer_lobby.tscn"
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var singleplayer_lobby_scene_path: String = "res://Scenes/Menus/singleplayer_lobby.tscn"
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@@ -15,6 +17,21 @@ var singleplayer_lobby_scene_path: String = "res://Scenes/Menus/singleplayer_lob
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func _ready() -> void:
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Engine.max_fps = 60
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UILayer = CanvasLayer.new()
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UILayer.layer = 2
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ui_viewport.add_child.call_deferred(UILayer)
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var version_label: Label = Label.new()
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var version: String = ProjectSettings.get_setting("application/config/version")
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version_label.text = "WORK IN PROGRESS | ALPHA - VERSION " + version + " | PLAYTEST"
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version_label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER
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version_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
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version_label.theme_type_variation = "VersionLabel"
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#version_label.add_theme_font_size_override("font_size", 18)
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#version_label.add_theme_color_override("font_color", Color(0.85, 0.85, 0.85, 0.7))
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version_label.set_anchors_preset(Control.PRESET_TOP_WIDE)
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UILayer.add_child(version_label)
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Input.set_custom_mouse_cursor(load("res://Assets/Textures/cursor_none.png"), Input.CURSOR_ARROW, Vector2(9, 6))
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Input.set_custom_mouse_cursor(load("res://Assets/Textures/bracket_b_vertical.png"), Input.CURSOR_IBEAM, Vector2(16, 16))
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func load_main_menu() -> void:
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@@ -25,6 +42,7 @@ func load_main_menu() -> void:
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game_manager = GameManager.new()
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game_manager.name = "GameManager"
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game_manager.root_scene = scene
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game_manager.UILayer = UILayer
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add_child(game_manager)
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game_manager.switch_to_main_menu.connect(load_main_menu)
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game_manager.switch_to_single_player.connect(load_singleplayer)
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