You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
221 lines
7.0 KiB
221 lines
7.0 KiB
|
3 weeks ago
|
extends Control
|
||
|
|
class_name CharacterSheet
|
||
|
|
## Character sheet / spellbook that displays player stats, weapons, and abilities
|
||
|
|
## Opens with Tab key
|
||
|
|
|
||
|
|
# References
|
||
|
|
@onready var stats_container: VBoxContainer = $Panel/MarginContainer/VBoxContainer/HBoxContainer/LeftPage/ScrollContainer/StatsContainer
|
||
|
|
@onready var weapons_container: VBoxContainer = $Panel/MarginContainer/VBoxContainer/HBoxContainer/RightPage/ScrollContainer/ContentContainer/WeaponsContainer
|
||
|
|
@onready var abilities_container: VBoxContainer = $Panel/MarginContainer/VBoxContainer/HBoxContainer/RightPage/ScrollContainer/ContentContainer/AbilitiesContainer
|
||
|
|
|
||
|
|
# Player reference
|
||
|
|
var player: Character = null
|
||
|
|
|
||
|
|
# Visibility
|
||
|
|
var is_visible: bool = false
|
||
|
|
|
||
|
|
func _ready():
|
||
|
|
# Start hidden
|
||
|
|
hide()
|
||
|
|
is_visible = false
|
||
|
|
|
||
|
|
func _input(event):
|
||
|
|
# Toggle on Tab press
|
||
|
|
if event.is_action_pressed("toggle_character_sheet"):
|
||
|
|
toggle_sheet()
|
||
|
|
get_viewport().set_input_as_handled()
|
||
|
|
|
||
|
|
## Set the player reference and update display
|
||
|
|
func set_player(p: Character):
|
||
|
|
player = p
|
||
|
|
if player:
|
||
|
|
refresh_all()
|
||
|
|
|
||
|
|
## Toggle character sheet visibility
|
||
|
|
func toggle_sheet():
|
||
|
|
is_visible = !is_visible
|
||
|
|
if is_visible:
|
||
|
|
show()
|
||
|
|
refresh_all()
|
||
|
|
# Release mouse when opening sheet
|
||
|
|
Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
|
||
|
|
else:
|
||
|
|
hide()
|
||
|
|
# Recapture mouse when closing sheet
|
||
|
|
if player and player.is_multiplayer_authority():
|
||
|
|
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
|
||
|
|
|
||
|
|
## Refresh all data in the sheet
|
||
|
|
func refresh_all():
|
||
|
|
if not player:
|
||
|
|
return
|
||
|
|
|
||
|
|
_refresh_stats()
|
||
|
|
_refresh_weapons()
|
||
|
|
_refresh_abilities()
|
||
|
|
|
||
|
|
## Refresh player stats
|
||
|
|
func _refresh_stats():
|
||
|
|
if not stats_container:
|
||
|
|
return
|
||
|
|
|
||
|
|
# Clear existing stats
|
||
|
|
for child in stats_container.get_children():
|
||
|
|
child.queue_free()
|
||
|
|
|
||
|
|
# Add title
|
||
|
|
var title = Label.new()
|
||
|
|
title.text = "CHARACTER STATS"
|
||
|
|
title.add_theme_font_size_override("font_size", 24)
|
||
|
|
title.add_theme_color_override("font_color", Color(1.0, 0.8, 0.0))
|
||
|
|
stats_container.add_child(title)
|
||
|
|
|
||
|
|
# Spacer
|
||
|
|
var spacer1 = Control.new()
|
||
|
|
spacer1.custom_minimum_size = Vector2(0, 10)
|
||
|
|
stats_container.add_child(spacer1)
|
||
|
|
|
||
|
|
# Get player name
|
||
|
|
var player_id = player.name.to_int()
|
||
|
|
var player_name = "Player"
|
||
|
|
if Network.players.has(player_id):
|
||
|
|
player_name = Network.players[player_id]["nick"]
|
||
|
|
|
||
|
|
_add_stat_label("Name: " + player_name)
|
||
|
|
_add_stat_label("Level: 1") # Hardcoded for now
|
||
|
|
_add_stat_label("")
|
||
|
|
|
||
|
|
# Health stats
|
||
|
|
_add_stat_label("=== HEALTH ===", Color(0.8, 0.8, 0.8))
|
||
|
|
_add_stat_label("Current HP: " + str(int(player.current_health)))
|
||
|
|
_add_stat_label("Max HP: " + str(int(player.max_health)))
|
||
|
|
_add_stat_label("Health: " + str(int(player.get_health_percent() * 100)) + "%")
|
||
|
|
_add_stat_label("")
|
||
|
|
|
||
|
|
# Movement stats
|
||
|
|
_add_stat_label("=== MOVEMENT ===", Color(0.8, 0.8, 0.8))
|
||
|
|
_add_stat_label("Walk Speed: " + str(player.NORMAL_SPEED))
|
||
|
|
_add_stat_label("Sprint Speed: " + str(player.SPRINT_SPEED))
|
||
|
|
_add_stat_label("Jump Power: " + str(player.JUMP_VELOCITY))
|
||
|
|
_add_stat_label("")
|
||
|
|
|
||
|
|
# Combat stats
|
||
|
|
_add_stat_label("=== COMBAT ===", Color(0.8, 0.8, 0.8))
|
||
|
|
_add_stat_label("Base Damage: " + str(player.attack_damage))
|
||
|
|
_add_stat_label("Attack Range: " + str(player.attack_range))
|
||
|
|
_add_stat_label("Attack Cooldown: " + str(player.attack_cooldown) + "s")
|
||
|
|
|
||
|
|
## Refresh equipped weapons
|
||
|
|
func _refresh_weapons():
|
||
|
|
if not weapons_container:
|
||
|
|
return
|
||
|
|
|
||
|
|
# Clear existing
|
||
|
|
for child in weapons_container.get_children():
|
||
|
|
child.queue_free()
|
||
|
|
|
||
|
|
# Add title
|
||
|
|
var title = Label.new()
|
||
|
|
title.text = "EQUIPPED WEAPONS"
|
||
|
|
title.add_theme_font_size_override("font_size", 20)
|
||
|
|
title.add_theme_color_override("font_color", Color(1.0, 0.8, 0.0))
|
||
|
|
weapons_container.add_child(title)
|
||
|
|
|
||
|
|
# Spacer
|
||
|
|
var spacer = Control.new()
|
||
|
|
spacer.custom_minimum_size = Vector2(0, 10)
|
||
|
|
weapons_container.add_child(spacer)
|
||
|
|
|
||
|
|
# Main hand weapon
|
||
|
|
_add_stat_label("--- MAIN HAND ---", Color(0.8, 0.8, 0.8))
|
||
|
|
if player.equipped_weapon and player.equipped_weapon.weapon_data:
|
||
|
|
var wd = player.equipped_weapon.weapon_data
|
||
|
|
_add_stat_label("Name: " + wd.weapon_name, Color(0.0, 1.0, 0.5))
|
||
|
|
_add_stat_label("Damage: " + str(wd.damage))
|
||
|
|
_add_stat_label("Range: " + str(wd.attack_range))
|
||
|
|
_add_stat_label("Cooldown: " + str(wd.attack_cooldown) + "s")
|
||
|
|
_add_stat_label("Knockback: " + str(wd.knockback_force))
|
||
|
|
if wd.can_block:
|
||
|
|
_add_stat_label("Block: " + str(int(wd.block_reduction * 100)) + "%")
|
||
|
|
else:
|
||
|
|
_add_stat_label("No weapon equipped", Color(0.7, 0.7, 0.7))
|
||
|
|
|
||
|
|
# Spacer
|
||
|
|
var spacer2 = Control.new()
|
||
|
|
spacer2.custom_minimum_size = Vector2(0, 10)
|
||
|
|
weapons_container.add_child(spacer2)
|
||
|
|
|
||
|
|
# Off-hand weapon
|
||
|
|
_add_stat_label("--- OFF-HAND ---", Color(0.8, 0.8, 0.8))
|
||
|
|
if player.equipped_offhand and player.equipped_offhand.weapon_data:
|
||
|
|
var wd = player.equipped_offhand.weapon_data
|
||
|
|
_add_stat_label("Name: " + wd.weapon_name, Color(0.0, 1.0, 0.5))
|
||
|
|
_add_stat_label("Damage: " + str(wd.damage))
|
||
|
|
_add_stat_label("Range: " + str(wd.attack_range))
|
||
|
|
_add_stat_label("Cooldown: " + str(wd.attack_cooldown) + "s")
|
||
|
|
_add_stat_label("Knockback: " + str(wd.knockback_force))
|
||
|
|
if wd.can_block:
|
||
|
|
_add_stat_label("Block: " + str(int(wd.block_reduction * 100)) + "%")
|
||
|
|
else:
|
||
|
|
_add_stat_label("No weapon equipped", Color(0.7, 0.7, 0.7))
|
||
|
|
|
||
|
|
## Refresh abilities list
|
||
|
|
func _refresh_abilities():
|
||
|
|
if not abilities_container:
|
||
|
|
return
|
||
|
|
|
||
|
|
# Clear existing
|
||
|
|
for child in abilities_container.get_children():
|
||
|
|
child.queue_free()
|
||
|
|
|
||
|
|
# Add title
|
||
|
|
var title = Label.new()
|
||
|
|
title.text = "ABILITIES"
|
||
|
|
title.add_theme_font_size_override("font_size", 20)
|
||
|
|
title.add_theme_color_override("font_color", Color(1.0, 0.8, 0.0))
|
||
|
|
abilities_container.add_child(title)
|
||
|
|
|
||
|
|
# Spacer
|
||
|
|
var spacer = Control.new()
|
||
|
|
spacer.custom_minimum_size = Vector2(0, 10)
|
||
|
|
abilities_container.add_child(spacer)
|
||
|
|
|
||
|
|
# Dash ability
|
||
|
|
_add_stat_label("--- DASH (F) ---", Color(0.8, 0.8, 0.8))
|
||
|
|
_add_stat_label("Cooldown: " + str(player.dash_cooldown) + "s")
|
||
|
|
_add_stat_label("Duration: " + str(player.dash_duration) + "s")
|
||
|
|
_add_stat_label("Speed: " + str(player.dash_speed_multiplier) + "x")
|
||
|
|
_add_stat_label("Description: Dash in movement direction")
|
||
|
|
var dash_remaining = player._dash_cooldown_timer
|
||
|
|
if dash_remaining > 0:
|
||
|
|
_add_stat_label("Ready in: " + str(ceil(dash_remaining)) + "s", Color(1.0, 0.5, 0.5))
|
||
|
|
else:
|
||
|
|
_add_stat_label("Status: READY", Color(0.0, 1.0, 0.0))
|
||
|
|
|
||
|
|
# Spacer
|
||
|
|
var spacer2 = Control.new()
|
||
|
|
spacer2.custom_minimum_size = Vector2(0, 10)
|
||
|
|
abilities_container.add_child(spacer2)
|
||
|
|
|
||
|
|
# Jump ability
|
||
|
|
_add_stat_label("--- JUMP (Space) ---", Color(0.8, 0.8, 0.8))
|
||
|
|
_add_stat_label("Power: " + str(player.JUMP_VELOCITY))
|
||
|
|
_add_stat_label("Description: Jump into the air")
|
||
|
|
_add_stat_label("Status: ALWAYS READY", Color(0.0, 1.0, 0.0))
|
||
|
|
|
||
|
|
## Helper to add a stat label
|
||
|
|
func _add_stat_label(text: String, color: Color = Color.WHITE):
|
||
|
|
var label = Label.new()
|
||
|
|
label.text = text
|
||
|
|
label.add_theme_color_override("font_color", color)
|
||
|
|
label.add_theme_color_override("font_outline_color", Color.BLACK)
|
||
|
|
label.add_theme_constant_override("outline_size", 1)
|
||
|
|
label.add_theme_font_size_override("font_size", 16)
|
||
|
|
|
||
|
|
if stats_container:
|
||
|
|
stats_container.add_child(label)
|
||
|
|
elif weapons_container:
|
||
|
|
weapons_container.add_child(label)
|
||
|
|
elif abilities_container:
|
||
|
|
abilities_container.add_child(label)
|