mtd/PCs/hud.gd

216 lines
6.6 KiB
GDScript

class_name HUD extends CanvasLayer
var last_lives_count: int = 120
@export var player: Hero
@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: RichTextLabel
var minimap_anchor: Node3D
var enemy_names: Array[String]
@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_icon: TextureRect
@export var swap_icon: TextureRect
@export var place_text: RichTextLabel
@export var swap_text: RichTextLabel
@export var enemy_card_scene: PackedScene
@export var new_energy_bar: EnergyBar
var audio_guard: bool = false
var cards: Array[EnemyCardUI] = []
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:
new_energy_bar.visible = value
func _process(_delta: float) -> void:
fps_label.text = "FPS: " + str(Engine.get_frames_per_second())
wave_start_label.text = parse_action_tag("[center]Press #Ready# to start wave")
place_text.text = parse_action_tag("[center]#Equip Primary Weapon#")
swap_text.text = parse_action_tag("[center]#Equip Secondary Weapon#")
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:
hover_text.text = parse_action_tag(text)
hover_text.set_visible(true)
func unset_hover_text() -> void:
hover_text.set_visible(false)
func set_wave_count(value: int) -> void:
wave_count.text = str(value)
func set_lives_count(value: int) -> void:
lives_count.text = str(value)
for x: int in last_lives_count - value:
$LivesBar.take_life()
last_lives_count = 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)
func set_upcoming_wave(value: Dictionary) -> void:
var frame_count: int = 0
enemy_names = []
var wave: Dictionary = {}
for index: int in value:
wave[Data.enemies[index]] = value[index]
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
func set_currency_count(value: int) -> void:
currency_count.text = str(value)
func set_crosshair_visible(value: bool) -> void:
crosshair.set_visible(value)
#TODO: the fuck is audio_guard for?
func set_weapon_energy(value: int, energy_type: Data.EnergyType) -> void:
#weapon_energy_bar.value = value
if player.editing_mode:
audio_guard = true
if value == 0 and !audio_guard:
player.zeropower_audio.play()
audio_guard = true
if value == 100 and !audio_guard:
player.fullpower_audio.play()
audio_guard = true
if value > 0 and value < 100:
audio_guard = false
func maximise_minimap(anchor: Node3D) -> void:
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: Node3D) -> void:
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: 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=top,50]%s[/img]" % KeyIconMap.keys[str(event.physical_keycode)])
if event is InputEventMouseButton:
output.append("[img=top,50]%s[/img]" % KeyIconMap.mouse_buttons[str(event.button_index)])
string_array[1] = "".join(output)
text = "".join(string_array)
return text