enabled enforced static typing
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@@ -1,50 +1,49 @@
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extends CanvasLayer
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class_name HUD
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class_name HUD extends CanvasLayer
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var last_lives_count = 120
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@export var wave_count : Label
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@export var lives_count : Label
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@export var currency_count : Label
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@export var minimap_outline : TextureRect
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@export var crosshair : Control
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@export var minimap : TextureRect
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@export var minimap_cam : MinimapCamera3D
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@export var minimap_viewport : SubViewport
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@export var fps_label : Label
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@export var hover_text : Label
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var minimap_anchor : Node3D
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var enemy_names = []
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@export var enemy_sprites : Array[TextureRect]
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@export var enemy_counts : Array[Label]
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@export var weapon_energy_bar : TextureProgressBar
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@export var offhand_energy_bar : TextureProgressBar
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@export var pickup_notif_scene : PackedScene
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@export var wave_start_label : Label
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var last_lives_count: int = 120
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@export var wave_count: Label
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@export var lives_count: Label
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@export var currency_count: Label
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@export var minimap_outline: TextureRect
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@export var crosshair: Control
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@export var minimap: TextureRect
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@export var minimap_cam: MinimapCamera3D
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@export var minimap_viewport: SubViewport
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@export var fps_label: Label
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@export var hover_text: Label
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var minimap_anchor: Node3D
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var enemy_names: Array[String]
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@export var enemy_sprites: Array[TextureRect]
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@export var enemy_counts: Array[Label]
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@export var weapon_energy_bar: TextureProgressBar
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@export var offhand_energy_bar: TextureProgressBar
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@export var pickup_notif_scene: PackedScene
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@export var wave_start_label: Label
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func set_energy_visible(value):
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func set_energy_visible(value: bool) -> void:
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weapon_energy_bar.set_visible(value)
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func set_offhand_energy_visible(value):
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func set_offhand_energy_visible(value: bool) -> void:
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offhand_energy_bar.set_visible(value)
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func _process(delta: float) -> void:
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func _process(_delta: float) -> void:
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fps_label.text = "FPS: " + str(Engine.get_frames_per_second())
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wave_start_label.text = "Press [" + Data.player_keymap.ready.as_text_key_label() + "] to start wave"
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func grow_wave_start_label():
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func grow_wave_start_label() -> void:
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tween_label(300.0)
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func shrink_wave_start_label():
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func shrink_wave_start_label() -> void:
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tween_label(0.0)
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func tween_label(x: float) -> void:
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var tween = create_tween()
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var tween: Tween = create_tween()
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tween.set_ease(Tween.EASE_IN_OUT)
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tween.set_trans(Tween.TRANS_QUAD)
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if x > 0.0:
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@@ -55,45 +54,45 @@ func tween_label(x: float) -> void:
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tween.tween_callback(wave_start_label.set_visible.bind(false))
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func set_hover_text(text):
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func set_hover_text(text: String) -> void:
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hover_text.text = text
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hover_text.set_visible(true)
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func unset_hover_text():
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func unset_hover_text() -> void:
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hover_text.set_visible(false)
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func set_wave_count(value):
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func set_wave_count(value: int) -> void:
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wave_count.text = str(value)
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func set_lives_count(value):
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func set_lives_count(value: int) -> void:
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lives_count.text = str(value)
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for x in last_lives_count - value:
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for x: int in last_lives_count - value:
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$LivesBar.take_life()
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last_lives_count = value
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func enemy_count_down(enemy):
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var index = enemy_names.find(enemy.title)
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var num = enemy_counts[index].text.to_int() - 1
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func enemy_count_down(enemy: Enemy) -> void:
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var index: int = enemy_names.find(enemy.title)
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var num: int = enemy_counts[index].text.to_int() - 1
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enemy_counts[index].text = str(num)
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if num == 0:
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enemy_counts[index].set_visible(false)
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enemy_sprites[index].set_visible(false)
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func set_upcoming_wave(value):
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var frame_count = 0
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func set_upcoming_wave(value: Dictionary) -> void:
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var frame_count: int = 0
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enemy_names = []
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var wave = {}
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for index in value:
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var wave: Dictionary = {}
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for index: int in value:
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wave[Data.enemies[index]] = value[index]
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for x in enemy_sprites.size():
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for x: int in enemy_sprites.size():
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enemy_sprites[x].set_visible(false)
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enemy_counts[x].set_visible(false)
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for enemy in wave:
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for enemy: Enemy in wave:
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enemy_names.append(enemy.title)
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enemy_sprites[frame_count].texture = enemy.icon
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enemy_counts[frame_count].text = str(wave[enemy])
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@@ -102,23 +101,23 @@ func set_upcoming_wave(value):
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frame_count += 1
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func set_currency_count(value):
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func set_currency_count(value: int) -> void:
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currency_count.text = str(value)
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func set_crosshair_visible(value : bool):
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func set_crosshair_visible(value: bool) -> void:
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crosshair.set_visible(value)
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func set_weapon_energy(value):
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func set_weapon_energy(value: int) -> void:
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weapon_energy_bar.value = value
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func set_offhand_energy(value):
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func set_offhand_energy(value: int) -> void:
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offhand_energy_bar.value = value
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func maximise_minimap(anchor):
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func maximise_minimap(anchor: Node3D) -> void:
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minimap_cam.anchor = anchor
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minimap.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)
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minimap.offset_bottom = -40
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@@ -131,7 +130,7 @@ func maximise_minimap(anchor):
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currency_count.set_visible(false)
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func minimize_minimap(anchor):
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func minimize_minimap(anchor: Node3D) -> void:
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minimap_cam.anchor = anchor
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minimap.set_anchors_and_offsets_preset(Control.PRESET_TOP_RIGHT)
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minimap.offset_right = -40
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@@ -145,6 +144,6 @@ func minimize_minimap(anchor):
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func pickup(card: Card) -> void:
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var notif = pickup_notif_scene.instantiate()
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var notif: PickupNotification = pickup_notif_scene.instantiate()
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notif.set_card(card)
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$VBoxContainer.add_child(notif)
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