mtd/energy_bar.gd

124 lines
3.9 KiB
GDScript

class_name EnergyBar extends Control
@export var cell_icon_tex: Texture
@export var bar_overlay: TextureRect
@export var progress_bar: ProgressBar
@export var big_progress_bar: ProgressBar
@export var secondary_progress_bar: ProgressBar
@export var bg: TextureRect
var cell_icons: Array[TextureRect]
var energy: float = 0
var secondary_energy: float = 0 :
get():
return secondary_energy
set(value):
secondary_energy = value
secondary_progress_bar.value = secondary_energy
var prev_energy_int: int = 0
var max_energy: float = 0 :
get():
return max_energy
set(value):
max_energy = value
energy = max_energy
var secondary_max_energy: float = 0:
get():
return secondary_max_energy
set(value):
secondary_max_energy = value
secondary_energy = secondary_max_energy
secondary_progress_bar.visible = true
secondary_progress_bar.max_value = secondary_max_energy
#TODO: we can just create all 12 of these not even in a script, just create them
#and use the bar overlay to hide the unused ones, we just need to change the algorithm
#for setting the used ones invisible to account for the ones that are there but hidden
func create_discrete_icons(new_energy: int) -> void:
bg.visible = true
progress_bar.visible = true
big_progress_bar.visible = false
for icon: TextureRect in cell_icons:
icon.queue_free()
if new_energy < 12:
bar_overlay.visible = true
bar_overlay.texture.region = Rect2(117.0 * (-new_energy + 11), 0.0, 117.0, 442.0)
#progress_bar.position = Vector2(-101.0, -430.0 + ((-new_energy + 12.0) * 27.0))
#progress_bar.size = Vector2(60.0, 316.0 - ((-new_energy + 12.0) * 27.0))
else:
bar_overlay.visible = false
#progress_bar.position = Vector2(-101.0, -430.0)
#progress_bar.size = Vector2(60.0, 316.0)
progress_bar.position = Vector2(-101.0, -430.0 + ((-new_energy + 12.0) * 27.0))
progress_bar.size = Vector2(60.0, 316.0 - ((-new_energy + 12.0) * 27.0))
cell_icons = []
energy = new_energy
for x: int in energy:
var new_icon: TextureRect = TextureRect.new()
new_icon.texture = cell_icon_tex
#new_icon.expand_mode = TextureRect.EXPAND_FIT_HEIGHT_PROPORTIONAL
#new_icon.stretch_mode = TextureRect.STRETCH_KEEP_ASPECT_CENTERED
new_icon.size = Vector2(42.0, 35.0)
new_icon.position = Vector2(-92, -150 + (-27 * x))
cell_icons.append(new_icon)
add_child(new_icon)
progress_bar.max_value = max_energy
progress_bar.value = max_energy
func enable_progress_bar() -> void:
for icon: TextureRect in cell_icons:
icon.queue_free()
cell_icons = []
progress_bar.visible = true
big_progress_bar.visible = true
bar_overlay.visible = false
bg.visible = false
progress_bar.max_value = max_energy
progress_bar.value = max_energy
big_progress_bar.max_value = max_energy
big_progress_bar.value = max_energy
func blank() -> void:
progress_bar.visible = false
bar_overlay.visible = false
for icon: TextureRect in cell_icons:
icon.queue_free()
cell_icons = []
func gain_secondary_energy(energy_gained: float, _energy_type: Data.EnergyType = Data.EnergyType.DISCRETE) -> void:
if secondary_energy >= secondary_max_energy:
return
secondary_energy += energy_gained
func disable_secondary_energy() -> void:
secondary_progress_bar.visible = false
func use_energy(energy_used: float, energy_type: Data.EnergyType = Data.EnergyType.DISCRETE) -> void:
if energy <= 0:
return
if energy_type == Data.EnergyType.DISCRETE:
for x: int in int(energy_used):
energy -= 1
cell_icons[energy].visible = false
energy = floorf(energy)
else:
energy -= energy_used
progress_bar.value = energy
big_progress_bar.value = energy
func gain_energy(energy_gained: float, energy_type: Data.EnergyType = Data.EnergyType.DISCRETE) -> void:
if energy >= max_energy:
return
energy += energy_gained
progress_bar.value = energy
big_progress_bar.value = energy
if energy_type == Data.EnergyType.DISCRETE and int(energy) > prev_energy_int:
cell_icons[int(energy) - 1].visible = true
prev_energy_int = int(energy)