Files
Decked-Out-Defense/PCs/hud.gd

315 lines
9.2 KiB
GDScript

class_name HUD
extends CanvasLayer
@export var player: Hero
@export var wave_count: Label
@export var currency_count: Label
@export var minimap_outline: TextureRect
@export var crosshair: Control
@export var minimap: TextureRect
@export var minimap_cam: MinimapCamera3D
@export var minimap_viewport: SubViewport
@export var fps_label: Label
@export var hover_text: RichTextLabel
@export var enemy_sprites: Array[TextureRect]
@export var enemy_counts: Array[Label]
@export var pickup_notif_scene: PackedScene
@export var wave_start_label: RichTextLabel
@export var place_text: RichTextLabel
@export var swap_text: RichTextLabel
@export var enemy_card_scene: PackedScene
@export var energy_label: Label
@export var primary_duration: Label
@export var secondary_duration: Label
@export var blank_cassette_label: Label
@export var feature_preview: HBoxContainer
@export var hot_wheel: HotWheel
@export var shield_ui: ShieldUI
@export var currencies: VBoxContainer
@export var energy_pips: EnergyPips
@export var enemy_count_label: Label
@export var primary_button: Button
@export var secondary_button: Button
@export var null_icon: Texture
@export var slots: VBoxContainer
var last_lives_count: int = Data.starting_lives
var enemy_names: Array[String]
var map_anchor: Node3D
var cards: Array[EnemyCardUI] = []
var feature_preview_tween: Tween
var enemy_count: int = 0
func _ready() -> void:
$StartWaveLabel.theme_type_variation = "WaveStartLabel"
$InteractLabel.theme_type_variation = "InteractLabel"
if player.game_manager.card_gameplay:
energy_label.visible = true
func show_hot_wheel() -> void:
hot_wheel.visible = true
func hide_hot_wheel() -> void:
hot_wheel.visible = false
func show_slots() -> void:
slots.visible = true
func hide_slots() -> void:
slots.visible = false
func set_primary_button(card: Card) -> void:
if card:
primary_button.icon = card.icon
else:
primary_button.icon = null_icon
func set_secondary_button(card: Card) -> void:
if card:
secondary_button.icon = card.icon
else:
secondary_button.icon = null_icon
func set_blank_cassette_count(value: int) -> void:
blank_cassette_label.text = str(value)
func show_wave_generation_anim(wave: Wave) -> void:
for card: EnemyCardUI in cards:
card.queue_free()
cards = []
var x: int = 0
var final_x_coords: Array[int] = [-550, -275, 0, 275, 550]
for card: EnemyCard in wave.enemy_groups:
var card_ui: EnemyCardUI = enemy_card_scene.instantiate()
card_ui.set_enemy(card)
add_child(card_ui)
cards.append(card_ui)
#$Control.add_child(card_ui)
card_ui.position = $Control2.position
var i: int = 0
var j: int = 0
for card: EnemyCardUI in cards:
var anchor: Vector2 = $Control3.position
anchor -= Vector2(int(card.get_child(0).size.x / 2.0), int(card.get_child(0).size.y / 2.0))
anchor.x += final_x_coords[i]
var tween: Tween = create_tween()
tween.tween_interval((0.3 * j) + (1.4 * int(j / 5.0)))
tween.tween_property(card, "position", anchor, 0.3)
tween.tween_interval(3.0)
tween.tween_property(card, "position", anchor + Vector2.UP * 700, 0.5)
tween.set_ease(Tween.EASE_OUT)
tween.set_trans(Tween.TRANS_QUINT)
i += 1
if i >= final_x_coords.size():
i = 0
j += 1
func set_energy_visible(value: bool) -> void:
energy_pips.visible = value
func _process(_delta: float) -> void:
fps_label.text = "FPS: " + str(Engine.get_frames_per_second())
wave_start_label.text = parse_action_tag(tr("PROMPT_START_WAVE"))
place_text.text = parse_action_tag("[center]%Primary Fire%")
swap_text.text = parse_action_tag("[center]%Secondary Fire%")
func show_features(cassette: Card) -> void:
print("shown features")
for child: Node in feature_preview.get_children():
child.queue_free()
var cols: int = max(cassette.tower_stats.features.size(), cassette.weapon_stats.features.size())
for x: int in cols:
var vbox: VBoxContainer = VBoxContainer.new()
vbox.alignment = BoxContainer.ALIGNMENT_END
if x < cassette.tower_stats.features.size():
vbox.alignment = BoxContainer.ALIGNMENT_BEGIN
var tex: TextureRect = TextureRect.new()
tex.texture = cassette.tower_stats.features[x].icon
vbox.add_child(tex)
if x < cassette.weapon_stats.features.size():
var tex: TextureRect = TextureRect.new()
tex.texture = cassette.weapon_stats.features[x].icon
vbox.add_child(tex)
feature_preview.add_child(vbox)
if feature_preview_tween:
feature_preview_tween.kill()
feature_preview_tween = create_tween()
feature_preview_tween.set_ease(Tween.EASE_OUT)
feature_preview_tween.set_trans(Tween.TRANS_CUBIC)
feature_preview.modulate = Color.WHITE
feature_preview_tween.tween_interval(0.7)
feature_preview_tween.tween_property(feature_preview, "modulate", Color8(255, 255, 255, 0), 0.5)
func grow_wave_start_label() -> void:
tween_label(300.0)
func shrink_wave_start_label() -> void:
tween_label(0.0)
func tween_label(x: float) -> void:
var tween: Tween = create_tween()
tween.set_ease(Tween.EASE_IN_OUT)
tween.set_trans(Tween.TRANS_QUAD)
if x > 0.0:
tween.tween_callback(wave_start_label.set_visible.bind(true))
tween.parallel().tween_property(wave_start_label, "offset_left", -x, 0.6)
tween.parallel().tween_property(wave_start_label, "offset_right", x, 0.6)
if x <= 0.0:
tween.tween_callback(wave_start_label.set_visible.bind(false))
func set_hover_text(text: String) -> void:
$TextureRect2.visible = true
$TextureRect.visible = false
hover_text.text = tr(parse_action_tag(text))
hover_text.visible = true
func unset_hover_text() -> void:
hover_text.visible = false
$TextureRect2.visible = false
$TextureRect.visible = true
func set_wave_count(value: int) -> void:
wave_count.text = str(value)
func set_lives_count(value: int) -> void:
var damage: int = last_lives_count - value
shield_ui.take_damage(damage)
last_lives_count = value
func set_currencies_visible(value: bool) -> void:
currencies.visible = value
func set_energy_pips(value: int) -> void:
energy_pips.energy = value
func enemy_count_down(enemy: Enemy) -> void:
var index: int = enemy_names.find(enemy.title)
var num: int = enemy_counts[index].text.to_int() - 1
enemy_counts[index].text = str(num)
if num == 0:
enemy_counts[index].set_visible(false)
enemy_sprites[index].set_visible(false)
enemy_count -= 1
enemy_count_label.text = str(enemy_count)
func set_upcoming_wave(value: Dictionary) -> void:
enemy_count = 0
var frame_count: int = 0
enemy_names = []
var wave: Dictionary = {}
for key: String in value:
var new_enemy: Enemy
for enemy: Enemy in player.game_manager.level.enemy_pool:
if enemy.title == key:
new_enemy = enemy
wave[new_enemy] = value[key]
enemy_count += value[key]
for x: int in enemy_sprites.size():
enemy_sprites[x].set_visible(false)
enemy_counts[x].set_visible(false)
for enemy: Enemy in wave:
enemy_names.append(enemy.title)
enemy_sprites[frame_count].texture = enemy.icon
enemy_counts[frame_count].text = str(wave[enemy])
enemy_sprites[frame_count].set_visible(true)
enemy_counts[frame_count].set_visible(true)
frame_count += 1
enemy_count_label.text = str(enemy_count)
func set_currency_count(value: int) -> void:
currency_count.text = str(value)
func set_energy_amount(value: int) -> void:
energy_label.text = str(value)
func set_crosshair_visible(value: bool) -> void:
crosshair.set_visible(value)
@warning_ignore("unused_parameter")
func set_weapon_energy(value: int, energy_type: Data.EnergyType) -> void:
if value == 0:
player.zeropower_audio.play()
if value == 100:
player.fullpower_audio.play()
func maximise_minimap() -> void:
minimap_cam.anchor = map_anchor
minimap.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)
minimap.offset_bottom = -40
minimap.offset_top = 40
minimap.offset_left = 40
minimap.offset_right = -40
minimap_viewport.size = Vector2(1840, 1000)
minimap_cam.size = 30
minimap_outline.set_visible(false)
currency_count.set_visible(false)
func minimize_minimap() -> void:
minimap_cam.anchor = player
minimap.set_anchors_and_offsets_preset(Control.PRESET_TOP_RIGHT)
minimap.offset_right = -40
minimap.offset_top = 40
minimap.offset_left = -256
minimap.offset_bottom = 256
minimap_viewport.size = Vector2(256, 256)
minimap_cam.size = 15
minimap_outline.set_visible(true)
currency_count.set_visible(true)
func pickup(card: Card) -> void:
var notif: PickupNotification = pickup_notif_scene.instantiate()
notif.set_card(card)
$VBoxContainer.add_child(notif)
func parse_action_tag(text: String) -> String:
var string_array: PackedStringArray = text.split("%")
var output: Array[String] = []
if string_array.size() > 1:
for i: int in InputMap.action_get_events(string_array[1]).size():
var event: InputEvent = InputMap.action_get_events(string_array[1])[i]
if InputMap.action_get_events(string_array[1]).size() > 1:
var last: bool = true if i == InputMap.action_get_events(string_array[1]).size() - 1 else false
var first: bool = true if i == 0 else false
if last:
output.append(" or ")
elif !first:
output.append(", ")
if event is InputEventKey:
output.append("[img=32]%s[/img]" % KeyIconMap.keys[str(event.physical_keycode)])
if event is InputEventMouseButton:
output.append("[img=32]%s[/img]" % KeyIconMap.mouse_buttons[str(event.button_index)])
string_array[1] = "".join(output)
text = "".join(string_array)
return text