first draft of the new card gameplay
This commit is contained in:
@@ -2,7 +2,6 @@ class_name PathEditTool
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extends Node3D
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@export var hero: Hero
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@export var inventory: Inventory
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@export var ray: RayCast3D
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@export var wall_preview: TowerBase
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@export var progress_bar: TextureProgressBar
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@@ -13,6 +12,7 @@ var point: FlowNode
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var obstacle_last_point: int = -1
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var valid_point: bool = false # a point is valid if the path would still be traversable overall if this point was made untraversable
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var tower_preview: Tower
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var tower_preview_card: Card
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var ray_collider: Object
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var ray_point: Vector3
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var last_point: FlowNode
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@@ -38,7 +38,7 @@ func _process(delta: float) -> void:
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if interact_key_held:
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if !interacted_once:
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if valid_point and hero.currency >= Data.wall_cost and ray_collider and point.buildable:
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if valid_point and hero.energy >= Data.wall_cost and ray_collider and point.buildable:
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interact_held_time += delta
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set_progress_percent(interact_held_time / interact_hold_time)
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wall_preview.set_float(interact_held_time / interact_hold_time)
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@@ -98,7 +98,7 @@ func process_looking_at_level() -> void:
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if tower_preview:
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delete_tower_preview()
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point = level.flow_field.get_closest_buildable_point(ray_point)
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if level.walls.has(point) or !point.buildable or hero.currency < Data.wall_cost:
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if level.walls.has(point) or !point.buildable or hero.energy < Data.wall_cost:
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wall_preview.set_visible(false)
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valid_point = false
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clear_previous_point()
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@@ -131,15 +131,16 @@ func process_looking_at_tower() -> void:
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wall_preview.set_visible(false)
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ray_collider.set_color(Color.RED)
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ray_collider.set_float(0.0)
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if inventory.contents.size() > 0 and !ray_collider.has_card:
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if ray_collider != last_tower_base or inventory.selected_item != inventory.contents.keys()[hero.inventory_selected_index]:
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if hero.hand.size > 0 and !ray_collider.has_card:
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if ray_collider != last_tower_base or hero.hand.item_at(hero.hand_selected_index) != tower_preview_card:
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spawn_tower_preview()
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func spawn_tower_preview() -> void:
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delete_tower_preview()
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last_tower_base = ray_collider
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var card: Card = inventory.contents.keys()[hero.inventory_selected_index]
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var card: Card = hero.hand.item_at(hero.hand_selected_index)
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tower_preview_card = card
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tower_preview = card.turret_scene.instantiate() as Tower
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tower_preview.stats = card.tower_stats
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tower_preview.position = Vector3.UP
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@@ -152,6 +153,7 @@ func delete_tower_preview() -> void:
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if is_instance_valid(tower_preview):
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tower_preview.queue_free()
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tower_preview = null
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tower_preview_card = null
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func interact() -> void:
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@@ -161,8 +163,8 @@ func interact() -> void:
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func build_wall() -> void:
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if point and valid_point and hero.currency >= Data.wall_cost:
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hero.currency -= Data.wall_cost
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if point and valid_point and hero.energy >= Data.wall_cost:
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hero.energy -= Data.wall_cost
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level.set_wall(point, multiplayer.get_unique_id())
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wall_preview.visible = false
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@@ -176,14 +178,21 @@ func refund_wall(wall: TowerBase) -> void:
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func put_card_in_tower_base(tower_base: TowerBase) -> void:
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if tower_base.has_card:
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tower_base.remove_card()
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elif inventory.size > 0:
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var card: Card = inventory.remove_at(hero.inventory_selected_index)
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if !inventory.contents.has(card):
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hero.decrement_selected()
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var energy_cost: int = int(hero.hand.item_at(hero.hand_selected_index).rarity) + 1
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if hero.energy < energy_cost:
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return
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if hero.hand.size > 0:
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if tower_base.has_card:
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tower_base.remove_card()
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var card: Card = hero.hand.remove_at(hero.hand_selected_index)
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hero.card_sprites[hero.hand_selected_index].queue_free()
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hero.card_sprites.remove_at(hero.hand_selected_index)
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#if !hero.hand.contents.has(card):
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hero.decrement_selected()
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tower_base.add_card(card, multiplayer.get_unique_id())
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hero.discard_pile.add(card)
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hero.place_card_audio.play()
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hero.energy -= energy_cost
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func set_progress_percent(value: float) -> void:
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158
PCs/hero.gd
158
PCs/hero.gd
@@ -7,7 +7,6 @@ signal ready_state_changed(state: bool)
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@export var camera: Camera3D
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@export var gun_camera: Camera3D
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@export var left_hand_sprite: Sprite3D
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@export var card_sprites: Array[CardInHand]
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@export var left_hand: Node3D
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@export var right_hand: Node3D
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@export var right_hand_animator: AnimationPlayer
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@@ -16,7 +15,9 @@ signal ready_state_changed(state: bool)
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@export var sprite: EightDirectionSprite3D
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@export var hand_sprite: Sprite2D
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@export var interaction_raycast: RayCast3D
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@export var inventory: Inventory
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@export var draw_pile: Inventory
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@export var hand: Inventory
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@export var discard_pile: Inventory
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@export var gauntlet_cards: Array[CardInHand]
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@export var pause_menu_scene: PackedScene
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@export var hud: HUD
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@@ -36,10 +37,12 @@ signal ready_state_changed(state: bool)
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@export var swap_off_audio: AudioStreamPlayer
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@export var swap_on_audio: AudioStreamPlayer
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var hand_card_scene: PackedScene = preload("res://Scenes/UI/card_hand.tscn")
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var card_sprites: Array[CardInHand]
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var game_manager: GameManager
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var hovering_item: InteractButton = null
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var weapons_spawn_count: int = 0 #Used to prevent node name collisions for multiplayer
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var inventory_selected_index: int = 0
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var hand_selected_index: int = 0
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var equipped_weapon: int = 0
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var weapons: Array[Weapon] = [null, null]
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var cards: Array[Card] = [null, null]
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@@ -57,6 +60,12 @@ var currency: int = 0 :
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hud.set_currency_count(value)
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get:
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return currency
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var energy: int = 0 :
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set(value):
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energy = value
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hud.set_energy_amount(value)
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get:
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return energy
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func set_zoom_factor(value: float) -> void:
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@@ -70,10 +79,11 @@ func _ready() -> void:
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ears.make_current()
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camera.make_current()
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sprite.queue_free()
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hand.max_size = 5
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hand_sprite.texture = hero_class.hand_texture
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player_name_tag.queue_free()
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for card: Card in hero_class.deck:
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inventory.add(card)
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draw_pile.add(card)
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else:
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camera.set_visible(false)
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gun_camera.set_visible(false)
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@@ -118,38 +128,21 @@ func _process(delta: float) -> void:
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hovering_item.disable_hover_effect()
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hovering_item = null
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if is_instance_valid(edit_tool.ray_collider) and edit_tool.ray_collider is TowerBase:
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card_sprites[0].view_tower()
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else:
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card_sprites[0].view_weapon()
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if Input.is_action_just_pressed("Interact"):
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edit_tool.interact()
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if interaction_raycast.get_collider() is InteractButton:
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var button: InteractButton = interaction_raycast.get_collider() as InteractButton
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if currency >= button.press_cost:
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button.press(self)
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currency -= button.press_cost
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button.press(self)
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if interaction_raycast.get_collider() is ItemCard:
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add_card(interaction_raycast.get_collider().pick_up())
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#if Input.is_action_just_pressed("Equip In Gauntlet"):
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# equip_weapon()
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#if Input.is_action_just_pressed("Secondary Fire"):
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# if equipped_card or offhand_card:
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# swap_weapons()
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if Input.is_action_just_pressed("Equip Primary Weapon"):
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if weapons[0]:
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unequip_weapon(0)
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else:
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equip_weapon(0)
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equip_weapon(0)
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if Input.is_action_just_pressed("Equip Secondary Weapon"):
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if weapons[1]:
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unequip_weapon(1)
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else:
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equip_weapon(1)
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if Input.is_action_just_pressed("Select Next Card") and inventory.contents.size() > 1:
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equip_weapon(1)
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if Input.is_action_just_pressed("Select Next Card") and hand.size > 1:
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increment_selected()
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swap_card_audio.play()
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if Input.is_action_just_pressed("Select Previous Card") and inventory.contents.size() > 1:
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if Input.is_action_just_pressed("Select Previous Card") and hand.size > 1:
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decrement_selected()
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swap_card_audio.play()
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if Input.is_action_just_pressed("Primary Fire"):
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@@ -180,7 +173,8 @@ func _process(delta: float) -> void:
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if equipped_weapon == 0 and weapons[1]:
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swap_weapons()
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if Input.is_action_just_pressed("Swap Weapons"):
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swap_weapons()
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if weapons[0] and weapons[1]:
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swap_weapons()
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if movement.sprinting:
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movement.zoom_factor -= sprint_zoom_speed * delta
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@@ -198,15 +192,18 @@ func _process(delta: float) -> void:
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func increment_selected() -> void:
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inventory_selected_index += 1
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if inventory_selected_index >= inventory.contents.keys().size():
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inventory_selected_index = 0
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hand_selected_index += 1
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if hand_selected_index >= hand.size:
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hand_selected_index = 0
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func decrement_selected() -> void:
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inventory_selected_index -= 1
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if inventory_selected_index < 0:
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inventory_selected_index = max(inventory.contents.keys().size() - 1, 0)
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if hand.size == 0:
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hand_selected_index = 0
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return
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hand_selected_index -= 1
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if hand_selected_index < 0:
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hand_selected_index = hand.size - 1
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func _unhandled_input(event: InputEvent) -> void:
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@@ -241,17 +238,13 @@ func ready_self() -> void:
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func unready_self() -> void:
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if ready_state:
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ready_state = false
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#if !equipped_card:
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# hud.place_icon.set_visible(true)
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#if !offhand_card:
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# hud.swap_icon.set_visible(true)
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hud.grow_wave_start_label()
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unready_audio.play()
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networked_set_ready_state(ready_state)
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func add_card(new_card: Card) -> void:
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inventory.add(new_card)
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hand.append(new_card)
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hud.pickup(new_card)
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place_card_audio.play()
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@@ -286,17 +279,13 @@ func exit_editing_mode(value: int) -> void:
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gauntlet_sprite.visible = false
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weapons_active = false
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hud.set_wave_count(value)
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#if !weapon and offhand_weapon:
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# swap_weapons()
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var offhand_weapon: Weapon = weapons[0] if equipped_weapon == 1 else weapons[1]
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if offhand_weapon:
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offhand_weapon.current_energy = offhand_weapon.max_energy
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#offhand_weapon.energy_changed.emit(offhand_weapon.current_energy)
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if (!weapons[equipped_weapon] and offhand_weapon) or (weapons[0] and equipped_weapon == 1):
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swap_weapons()
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if weapons[equipped_weapon]:
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hud.set_energy_visible(true)
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#weapon.set_visible(false)
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weapons[equipped_weapon].current_energy = weapons[equipped_weapon].max_energy
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#this had to be commented out coz the new energy bar thinks "energy changed" is "energy used"
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#weapons[equipped_weapon].energy_changed.emit(weapons[equipped_weapon].current_energy)
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@@ -311,38 +300,93 @@ func exit_editing_mode(value: int) -> void:
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func check_left_hand_valid() -> void:
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if !editing_mode:
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return
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if inventory.size == 0:
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if hand.size == 0:
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left_hand_sprite.visible = false
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#gauntlet.texture.region = Rect2(64, 0, 64, 64)
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else:
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left_hand_sprite.visible = true
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#gauntlet.texture.region = Rect2(0, 0, 64, 64)
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var selected_card: Card = inventory.contents.keys()[inventory_selected_index]
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var selected_card: Card = hand.item_at(hand_selected_index)
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for index: int in card_sprites.size():
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if index < inventory.contents[selected_card]:
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card_sprites[index].visible = true
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card_sprites[index].set_card(selected_card)
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#card_sprites[index].view_weapon()
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if hand_selected_index == index:
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var tween: Tween = create_tween()
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tween.set_ease(Tween.EASE_OUT)
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tween.set_trans(Tween.TRANS_CUBIC)
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tween.tween_property(card_sprites[index], "position", Vector2(200.0 * index, -20.0), 0.5)
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else:
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card_sprites[index].visible = false
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var tween: Tween = create_tween()
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tween.set_ease(Tween.EASE_OUT)
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tween.set_trans(Tween.TRANS_CUBIC)
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tween.tween_property(card_sprites[index], "position", Vector2(200.0 * index, 80.0), 0.5)
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#if index < inventory.contents[selected_card]:
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#card_sprites[index].visible = true
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#card_sprites[index].set_card(selected_card)
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##card_sprites[index].view_weapon()
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#else:
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#card_sprites[index].visible = false
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func iterate_duration() -> void:
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for slot: int in weapons.size():
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if weapons[slot] == null:
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continue
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weapons[slot].duration -= 1
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if slot == 0:
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hud.primary_duration.text = "primary weapon rounds left = " + str(weapons[slot].duration)
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elif slot == 1:
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hud.secondary_duration.text = "secondary weapon rounds left = " + str(weapons[slot].duration)
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if weapons[slot].duration <= 0:
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unequip_weapon(slot)
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func draw_to_hand_size() -> void:
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while hand.size < hand.max_size:
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if draw_pile.size == 0 and discard_pile.size == 0:
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return
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if draw_pile.size > 0:
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var card: Card = draw_pile.remove_at(0)
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hand.add(card)
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var display: CardInHand = hand_card_scene.instantiate()
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display.set_card(card)
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$FirstPersonViewport/Head2/LeftHand/SubViewport.add_child(display)
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card_sprites.append(display)
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var tween: Tween = create_tween()
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tween.set_ease(Tween.EASE_OUT)
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tween.set_trans(Tween.TRANS_CUBIC)
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tween.tween_property(display, "position", Vector2(200.0 * hand.size, 80.0), 0.5)
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else:
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for x: int in discard_pile.size:
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draw_pile.add(discard_pile.remove_at(0))
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draw_pile.shuffle()
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func equip_weapon(slot: int = 0) -> void:
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if weapons[slot] != null:
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unequip_weapon()
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var energy_cost: int = int(hand.item_at(hand_selected_index).rarity) + 1
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if energy < energy_cost:
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return
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if inventory.size > 0:
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if weapons[slot] != null:
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unequip_weapon(slot)
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if hand.size > 0:
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energy -= energy_cost
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place_card_audio.play()
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cards[slot] = inventory.remove_at(inventory_selected_index)
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if !inventory.contents.has(cards[slot]):
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decrement_selected()
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cards[slot] = hand.remove_at(hand_selected_index)
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card_sprites[hand_selected_index].queue_free()
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card_sprites.remove_at(hand_selected_index)
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discard_pile.add(cards[slot])
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#TODO: Alternate thing to do with the hand i guess
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#if !inventory.contents.has(cards[slot]):
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decrement_selected()
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weapons[slot] = cards[slot].weapon_scene.instantiate()
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weapons[slot].name = str(weapons_spawn_count)
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weapons[slot].duration = cards[slot].duration
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networked_equip_weapon.rpc(Data.cards.find(cards[slot]), 0, weapons_spawn_count)
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weapons_spawn_count += 1
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#weapons[slot].energy_changed.connect(hud.set_weapon_energy.bind(weapons[slot].stats.energy_type))
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weapons[slot].set_multiplayer_authority(multiplayer.get_unique_id())
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gauntlet_cards[slot].set_card(cards[slot])
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if slot == 0:
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hud.primary_duration.text = "primary weapon rounds left = " + str(weapons[slot].duration)
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elif slot == 1:
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hud.secondary_duration.text = "secondary weapon rounds left = " + str(weapons[slot].duration)
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if slot == 0:
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hud.place_icon.visible = false
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else:
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@@ -425,10 +469,8 @@ func unequip_weapon(slot: int = 0) -> void:
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else:
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hud.swap_icon.visible = true
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hud.new_energy_bar.disable_secondary_energy()
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#gauntlet_sprite.set_visible(true)
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weapons[slot].queue_free()
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weapons[slot] = null
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inventory.add(cards[slot])
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cards[slot] = null
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place_card_audio.play()
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check_left_hand_valid()
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106
PCs/hero.tscn
106
PCs/hero.tscn
@@ -129,7 +129,7 @@ stream_0/stream = ExtResource("36_lsvj8")
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streams_count = 1
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stream_0/stream = ExtResource("37_kv1mg")
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|
||||
[node name="Hero" type="CharacterBody3D" node_paths=PackedStringArray("camera", "gun_camera", "left_hand_sprite", "card_sprites", "left_hand", "right_hand", "right_hand_animator", "edit_tool", "gauntlet_sprite", "sprite", "hand_sprite", "interaction_raycast", "inventory", "gauntlet_cards", "hud", "movement", "player_name_tag", "weapon_swap_timer", "ears", "place_card_audio", "swap_card_audio", "ready_audio", "unready_audio", "fullpower_audio", "zeropower_audio", "swap_off_audio", "swap_on_audio")]
|
||||
[node name="Hero" type="CharacterBody3D" node_paths=PackedStringArray("camera", "gun_camera", "left_hand_sprite", "left_hand", "right_hand", "right_hand_animator", "edit_tool", "gauntlet_sprite", "sprite", "hand_sprite", "interaction_raycast", "draw_pile", "hand", "discard_pile", "gauntlet_cards", "hud", "movement", "player_name_tag", "weapon_swap_timer", "ears", "place_card_audio", "swap_card_audio", "ready_audio", "unready_audio", "fullpower_audio", "zeropower_audio", "swap_off_audio", "swap_on_audio")]
|
||||
collision_layer = 2
|
||||
collision_mask = 37
|
||||
script = ExtResource("1_pihpe")
|
||||
@@ -137,7 +137,6 @@ hero_class = ExtResource("2_dbyo0")
|
||||
camera = NodePath("ViewMovement/Head")
|
||||
gun_camera = NodePath("FirstPersonViewport/Head2")
|
||||
left_hand_sprite = NodePath("FirstPersonViewport/Head2/LeftHand/Sprite3D")
|
||||
card_sprites = [NodePath("FirstPersonViewport/Head2/LeftHand/SubViewport/Card1"), NodePath("FirstPersonViewport/Head2/LeftHand/SubViewport/Card2"), NodePath("FirstPersonViewport/Head2/LeftHand/SubViewport/Card3"), NodePath("FirstPersonViewport/Head2/LeftHand/SubViewport/Card4"), NodePath("FirstPersonViewport/Head2/LeftHand/SubViewport/Card5"), NodePath("FirstPersonViewport/Head2/LeftHand/SubViewport/Card6"), NodePath("FirstPersonViewport/Head2/LeftHand/SubViewport/Card7"), NodePath("FirstPersonViewport/Head2/LeftHand/SubViewport/Card8"), NodePath("FirstPersonViewport/Head2/LeftHand/SubViewport/Card9"), NodePath("FirstPersonViewport/Head2/LeftHand/SubViewport/Card10")]
|
||||
left_hand = NodePath("FirstPersonViewport/Head2/LeftHand")
|
||||
right_hand = NodePath("FirstPersonViewport/Head2/RightHand")
|
||||
right_hand_animator = NodePath("FirstPersonViewport/Head2/RightHand/AnimationPlayer")
|
||||
@@ -146,7 +145,9 @@ gauntlet_sprite = NodePath("FirstPersonViewport/Head2/RightHand/Gauntlet")
|
||||
sprite = NodePath("EightDirectionSprite")
|
||||
hand_sprite = NodePath("FirstPersonViewport/Head2/LeftHand/SubViewport/Sprite2D")
|
||||
interaction_raycast = NodePath("ViewMovement/Head/RayCast3D")
|
||||
inventory = NodePath("Inventory")
|
||||
draw_pile = NodePath("DrawPile")
|
||||
hand = NodePath("Hand")
|
||||
discard_pile = NodePath("DiscardPile")
|
||||
gauntlet_cards = [NodePath("FirstPersonViewport/Head2/LeftHand/SubViewport2/Node2D"), NodePath("FirstPersonViewport/Head2/LeftHand/SubViewport3/Node2D")]
|
||||
pause_menu_scene = ExtResource("3_avnsx")
|
||||
hud = NodePath("HUD")
|
||||
@@ -182,9 +183,8 @@ keep_aspect = 0
|
||||
cull_mask = 1048569
|
||||
fov = 100.0
|
||||
|
||||
[node name="EditTool" parent="ViewMovement/Head" node_paths=PackedStringArray("hero", "inventory") instance=ExtResource("5_jlxb3")]
|
||||
[node name="EditTool" parent="ViewMovement/Head" node_paths=PackedStringArray("hero") instance=ExtResource("5_jlxb3")]
|
||||
hero = NodePath("../../..")
|
||||
inventory = NodePath("../../../Inventory")
|
||||
|
||||
[node name="RayCast3D" type="RayCast3D" parent="ViewMovement/Head"]
|
||||
target_position = Vector3(0, 0, -2)
|
||||
@@ -225,49 +225,9 @@ transform = Transform3D(0.235, 0, 0, 0, 0.235, 0, 0, 0, 0.235, -0.665, -0.275, -
|
||||
|
||||
[node name="SubViewport" type="SubViewport" parent="FirstPersonViewport/Head2/LeftHand"]
|
||||
transparent_bg = true
|
||||
size = Vector2i(1024, 512)
|
||||
size = Vector2i(1400, 800)
|
||||
render_target_update_mode = 4
|
||||
|
||||
[node name="Card10" parent="FirstPersonViewport/Head2/LeftHand/SubViewport" instance=ExtResource("4_mwtvp")]
|
||||
visible = false
|
||||
position = Vector2(544, 0)
|
||||
|
||||
[node name="Card9" parent="FirstPersonViewport/Head2/LeftHand/SubViewport" instance=ExtResource("4_mwtvp")]
|
||||
visible = false
|
||||
position = Vector2(512, 0)
|
||||
|
||||
[node name="Card8" parent="FirstPersonViewport/Head2/LeftHand/SubViewport" instance=ExtResource("4_mwtvp")]
|
||||
visible = false
|
||||
position = Vector2(480, 0)
|
||||
|
||||
[node name="Card7" parent="FirstPersonViewport/Head2/LeftHand/SubViewport" instance=ExtResource("4_mwtvp")]
|
||||
visible = false
|
||||
position = Vector2(448, 0)
|
||||
|
||||
[node name="Card6" parent="FirstPersonViewport/Head2/LeftHand/SubViewport" instance=ExtResource("4_mwtvp")]
|
||||
visible = false
|
||||
position = Vector2(416, 0)
|
||||
|
||||
[node name="Card5" parent="FirstPersonViewport/Head2/LeftHand/SubViewport" instance=ExtResource("4_mwtvp")]
|
||||
visible = false
|
||||
position = Vector2(384, 0)
|
||||
|
||||
[node name="Card4" parent="FirstPersonViewport/Head2/LeftHand/SubViewport" instance=ExtResource("4_mwtvp")]
|
||||
visible = false
|
||||
position = Vector2(352, 0)
|
||||
|
||||
[node name="Card3" parent="FirstPersonViewport/Head2/LeftHand/SubViewport" instance=ExtResource("4_mwtvp")]
|
||||
visible = false
|
||||
position = Vector2(320, 0)
|
||||
|
||||
[node name="Card2" parent="FirstPersonViewport/Head2/LeftHand/SubViewport" instance=ExtResource("4_mwtvp")]
|
||||
visible = false
|
||||
position = Vector2(288, 0)
|
||||
|
||||
[node name="Card1" parent="FirstPersonViewport/Head2/LeftHand/SubViewport" instance=ExtResource("4_mwtvp")]
|
||||
visible = false
|
||||
position = Vector2(256, 0)
|
||||
|
||||
[node name="Sprite2D" type="Sprite2D" parent="FirstPersonViewport/Head2/LeftHand/SubViewport"]
|
||||
texture_filter = 1
|
||||
position = Vector2(512, 256)
|
||||
@@ -289,7 +249,7 @@ render_target_update_mode = 4
|
||||
visible = false
|
||||
|
||||
[node name="Sprite3D" type="Sprite3D" parent="FirstPersonViewport/Head2/LeftHand"]
|
||||
transform = Transform3D(0.45, 0, 0, 0, 0.45, 0, 0, 0, 0.45, 0.2, 0.19, 0)
|
||||
transform = Transform3D(0.3, 0, 0, 0, 0.3, 0, 0, 0, 0.3, 1.56, -0.245, 0)
|
||||
layers = 2
|
||||
texture_filter = 0
|
||||
texture = SubResource("ViewportTexture_8f12g")
|
||||
@@ -356,7 +316,13 @@ no_depth_test = true
|
||||
fixed_size = true
|
||||
texture = SubResource("ViewportTexture_m3ots")
|
||||
|
||||
[node name="Inventory" type="Node" parent="."]
|
||||
[node name="DrawPile" type="Node" parent="."]
|
||||
script = ExtResource("6_cf5ap")
|
||||
|
||||
[node name="Hand" type="Node" parent="."]
|
||||
script = ExtResource("6_cf5ap")
|
||||
|
||||
[node name="DiscardPile" type="Node" parent="."]
|
||||
script = ExtResource("6_cf5ap")
|
||||
|
||||
[node name="PlayerMovement" type="Node" parent="." node_paths=PackedStringArray("player", "head")]
|
||||
@@ -368,7 +334,7 @@ max_look_down_angle = 80.0
|
||||
max_look_up_angle = 80.0
|
||||
enable_jumping = true
|
||||
|
||||
[node name="HUD" type="CanvasLayer" parent="." node_paths=PackedStringArray("player", "wave_count", "lives_count", "currency_count", "minimap_outline", "minimap", "minimap_cam", "minimap_viewport", "fps_label", "hover_text", "enemy_sprites", "enemy_counts", "wave_start_label", "place_icon", "swap_icon", "place_text", "swap_text", "new_energy_bar")]
|
||||
[node name="HUD" type="CanvasLayer" parent="." node_paths=PackedStringArray("player", "wave_count", "lives_count", "currency_count", "minimap_outline", "minimap", "minimap_cam", "minimap_viewport", "fps_label", "hover_text", "enemy_sprites", "enemy_counts", "wave_start_label", "place_icon", "swap_icon", "place_text", "swap_text", "new_energy_bar", "energy_label", "primary_duration", "secondary_duration")]
|
||||
script = ExtResource("8_yl6ka")
|
||||
player = NodePath("..")
|
||||
wave_count = NodePath("EnemyTracker/WaveCount")
|
||||
@@ -390,6 +356,9 @@ place_text = NodePath("PlaceIcon/RichTextLabel")
|
||||
swap_text = NodePath("SwapIcon/RichTextLabel")
|
||||
enemy_card_scene = ExtResource("18_dfkac")
|
||||
new_energy_bar = NodePath("EnergyBar")
|
||||
energy_label = NodePath("EnergyLabel")
|
||||
primary_duration = NodePath("weapon_duration")
|
||||
secondary_duration = NodePath("weapon_duration2")
|
||||
|
||||
[node name="FirstPersonCam" type="TextureRect" parent="HUD"]
|
||||
anchors_preset = 15
|
||||
@@ -773,6 +742,45 @@ texture = ExtResource("26_dfkac")
|
||||
expand_mode = 3
|
||||
stretch_mode = 5
|
||||
|
||||
[node name="EnergyLabel" type="Label" parent="HUD"]
|
||||
anchors_preset = -1
|
||||
anchor_left = 0.978
|
||||
anchor_top = 0.341
|
||||
anchor_right = 0.978
|
||||
anchor_bottom = 0.341
|
||||
offset_left = -103.0
|
||||
offset_bottom = 40.0
|
||||
grow_horizontal = 0
|
||||
text = "energy = 0"
|
||||
horizontal_alignment = 1
|
||||
vertical_alignment = 1
|
||||
|
||||
[node name="weapon_duration" type="Label" parent="HUD"]
|
||||
anchors_preset = -1
|
||||
anchor_left = 0.978
|
||||
anchor_top = 0.376
|
||||
anchor_right = 0.978
|
||||
anchor_bottom = 0.376
|
||||
offset_left = -103.0
|
||||
offset_bottom = 40.0
|
||||
grow_horizontal = 0
|
||||
text = "primary weapon rounds left = 0"
|
||||
horizontal_alignment = 1
|
||||
vertical_alignment = 1
|
||||
|
||||
[node name="weapon_duration2" type="Label" parent="HUD"]
|
||||
anchors_preset = -1
|
||||
anchor_left = 0.978
|
||||
anchor_top = 0.411
|
||||
anchor_right = 0.978
|
||||
anchor_bottom = 0.411
|
||||
offset_left = -103.0
|
||||
offset_bottom = 40.0
|
||||
grow_horizontal = 0
|
||||
text = "secondary weapon rounds left = 0"
|
||||
horizontal_alignment = 1
|
||||
vertical_alignment = 1
|
||||
|
||||
[node name="WeaponSwapTimer" type="Timer" parent="."]
|
||||
wait_time = 0.4
|
||||
one_shot = true
|
||||
|
||||
@@ -22,6 +22,9 @@ extends CanvasLayer
|
||||
@export var swap_text: RichTextLabel
|
||||
@export var enemy_card_scene: PackedScene
|
||||
@export var new_energy_bar: EnergyBar
|
||||
@export var energy_label: Label
|
||||
@export var primary_duration: Label
|
||||
@export var secondary_duration: Label
|
||||
|
||||
var last_lives_count: int = 120
|
||||
var enemy_names: Array[String]
|
||||
@@ -152,6 +155,10 @@ func set_currency_count(value: int) -> void:
|
||||
currency_count.text = str(value)
|
||||
|
||||
|
||||
func set_energy_amount(value: int) -> void:
|
||||
energy_label.text = "energy = " + str(value)
|
||||
|
||||
|
||||
func set_crosshair_visible(value: bool) -> void:
|
||||
crosshair.set_visible(value)
|
||||
|
||||
|
||||
Reference in New Issue
Block a user