mtd/Scripts/HUD.gd

151 lines
3.8 KiB
GDScript

extends CanvasLayer
class_name HUD
var last_lives_count = 120
@export var wave_count : Label
@export var lives_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 : Label
var minimap_anchor : Node3D
var enemy_names = []
@export var enemy_sprites : Array[TextureRect]
@export var enemy_counts : Array[Label]
@export var weapon_energy_bar : TextureProgressBar
@export var offhand_energy_bar : TextureProgressBar
@export var pickup_notif_scene : PackedScene
@export var wave_start_label : Label
func set_energy_visible(value):
weapon_energy_bar.set_visible(value)
func set_offhand_energy_visible(value):
offhand_energy_bar.set_visible(value)
func _process(delta: float) -> void:
fps_label.text = "FPS: " + str(Engine.get_frames_per_second())
wave_start_label.text = "Press [" + Data.player_keymap.ready.as_text_key_label() + "] to start wave"
func grow_wave_start_label():
tween_label(300.0)
func shrink_wave_start_label():
tween_label(0.0)
func tween_label(x: float) -> void:
var 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):
hover_text.text = text
hover_text.set_visible(true)
func unset_hover_text():
hover_text.set_visible(false)
func set_wave_count(value):
wave_count.text = str(value)
func set_lives_count(value):
lives_count.text = str(value)
for x in last_lives_count - value:
$LivesBar.take_life()
last_lives_count = value
func enemy_count_down(enemy):
var index = enemy_names.find(enemy.title)
var num = 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)
func set_upcoming_wave(value):
var frame_count = 0
enemy_names = []
var wave = {}
for index in value:
wave[Data.enemies[index]] = value[index]
for x in enemy_sprites.size():
enemy_sprites[x].set_visible(false)
enemy_counts[x].set_visible(false)
for 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
func set_currency_count(value):
currency_count.text = str(value)
func set_crosshair_visible(value : bool):
crosshair.set_visible(value)
func set_weapon_energy(value):
weapon_energy_bar.value = value
func set_offhand_energy(value):
offhand_energy_bar.value = value
func maximise_minimap(anchor):
minimap_cam.anchor = 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(anchor):
minimap_cam.anchor = anchor
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 = pickup_notif_scene.instantiate()
notif.set_card(card)
$VBoxContainer.add_child(notif)