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15865dd15f
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38994776df
103 changed files with 3398 additions and 1388 deletions
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||||||
|
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||||||
|
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|
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|
compress/rdo_quality_loss=0.0 |
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||||||
|
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|
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||||||
|
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|
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||||||
|
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||||||
|
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||||||
|
process/channel_remap/green=1 |
||||||
|
process/channel_remap/blue=2 |
||||||
|
process/channel_remap/alpha=3 |
||||||
|
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||||||
|
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|
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||||||
|
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||||||
|
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||||||
@ -0,0 +1,40 @@ |
|||||||
|
[remap] |
||||||
|
|
||||||
|
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|
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||||||
|
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||||||
|
"vram_texture": false |
||||||
|
} |
||||||
|
|
||||||
|
[deps] |
||||||
|
|
||||||
|
source_file="res://assets/characters/player/GodotRobotPaletteSwap/GodotYellowPalette.png" |
||||||
|
dest_files=["res://.godot/imported/GodotYellowPalette.png-827e66defded795634af82b4a85f17de.ctex"] |
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|
|
||||||
|
[params] |
||||||
|
|
||||||
|
compress/mode=0 |
||||||
|
compress/high_quality=false |
||||||
|
compress/lossy_quality=0.7 |
||||||
|
compress/uastc_level=0 |
||||||
|
compress/rdo_quality_loss=0.0 |
||||||
|
compress/hdr_compression=1 |
||||||
|
compress/normal_map=0 |
||||||
|
compress/channel_pack=0 |
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|
mipmaps/generate=false |
||||||
|
mipmaps/limit=-1 |
||||||
|
roughness/mode=0 |
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|
roughness/src_normal="" |
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|
process/channel_remap/red=0 |
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|
process/channel_remap/green=1 |
||||||
|
process/channel_remap/blue=2 |
||||||
|
process/channel_remap/alpha=3 |
||||||
|
process/fix_alpha_border=true |
||||||
|
process/premult_alpha=false |
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|
process/normal_map_invert_y=false |
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|
process/hdr_as_srgb=false |
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process/hdr_clamp_exposure=false |
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|
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detect_3d/compress_to=1 |
||||||
@ -0,0 +1,42 @@ |
|||||||
|
[remap] |
||||||
|
|
||||||
|
importer="scene" |
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|
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||||||
|
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|
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|
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||||||
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||||||
|
[deps] |
||||||
|
|
||||||
|
source_file="res://assets/characters/player/LilguyRigged.glb" |
||||||
|
dest_files=["res://.godot/imported/LilguyRigged.glb-9dcd728c67b8641eab7596898bc8bcff.scn"] |
||||||
|
|
||||||
|
[params] |
||||||
|
|
||||||
|
nodes/root_type="Character" |
||||||
|
nodes/root_name="" |
||||||
|
nodes/root_script=null |
||||||
|
nodes/apply_root_scale=true |
||||||
|
nodes/root_scale=1.0 |
||||||
|
nodes/import_as_skeleton_bones=false |
||||||
|
nodes/use_name_suffixes=true |
||||||
|
nodes/use_node_type_suffixes=true |
||||||
|
meshes/ensure_tangents=true |
||||||
|
meshes/generate_lods=true |
||||||
|
meshes/create_shadow_meshes=true |
||||||
|
meshes/light_baking=1 |
||||||
|
meshes/lightmap_texel_size=0.2 |
||||||
|
meshes/force_disable_compression=false |
||||||
|
skins/use_named_skins=true |
||||||
|
animation/import=true |
||||||
|
animation/fps=30 |
||||||
|
animation/trimming=false |
||||||
|
animation/remove_immutable_tracks=true |
||||||
|
animation/import_rest_as_RESET=false |
||||||
|
import_script/path="" |
||||||
|
materials/extract=0 |
||||||
|
materials/extract_format=0 |
||||||
|
materials/extract_path="" |
||||||
|
_subresources={} |
||||||
|
gltf/naming_version=2 |
||||||
|
gltf/embedded_image_handling=1 |
||||||
@ -0,0 +1,36 @@ |
|||||||
|
[remap] |
||||||
|
|
||||||
|
importer="font_data_dynamic" |
||||||
|
type="FontFile" |
||||||
|
uid="uid://diapabmalpcrj" |
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|
path="res://.godot/imported/Kurland.ttf-14f9cbbd8657b37f475042f6a32feeab.fontdata" |
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|
|
||||||
|
[deps] |
||||||
|
|
||||||
|
source_file="res://assets/fonts/Kurland.ttf" |
||||||
|
dest_files=["res://.godot/imported/Kurland.ttf-14f9cbbd8657b37f475042f6a32feeab.fontdata"] |
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|
|
||||||
|
[params] |
||||||
|
|
||||||
|
Rendering=null |
||||||
|
antialiasing=1 |
||||||
|
generate_mipmaps=false |
||||||
|
disable_embedded_bitmaps=true |
||||||
|
multichannel_signed_distance_field=false |
||||||
|
msdf_pixel_range=8 |
||||||
|
msdf_size=48 |
||||||
|
allow_system_fallback=true |
||||||
|
force_autohinter=false |
||||||
|
modulate_color_glyphs=false |
||||||
|
hinting=1 |
||||||
|
subpixel_positioning=1 |
||||||
|
keep_rounding_remainders=true |
||||||
|
oversampling=0.0 |
||||||
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Fallbacks=null |
||||||
|
fallbacks=[] |
||||||
|
Compress=null |
||||||
|
compress=true |
||||||
|
preload=[] |
||||||
|
language_support={} |
||||||
|
script_support={} |
||||||
|
opentype_features={} |
||||||
@ -0,0 +1,40 @@ |
|||||||
|
[remap] |
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|
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||||||
|
importer="texture" |
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|
type="CompressedTexture2D" |
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|
uid="uid://dil3ajn1rj052" |
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|
path="res://.godot/imported/icon.png-487276ed1e3a0c39cad0279d744ee560.ctex" |
||||||
|
metadata={ |
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|
"vram_texture": false |
||||||
|
} |
||||||
|
|
||||||
|
[deps] |
||||||
|
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|
source_file="res://icon.png" |
||||||
|
dest_files=["res://.godot/imported/icon.png-487276ed1e3a0c39cad0279d744ee560.ctex"] |
||||||
|
|
||||||
|
[params] |
||||||
|
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||||||
|
compress/mode=0 |
||||||
|
compress/high_quality=false |
||||||
|
compress/lossy_quality=0.7 |
||||||
|
compress/uastc_level=0 |
||||||
|
compress/rdo_quality_loss=0.0 |
||||||
|
compress/hdr_compression=1 |
||||||
|
compress/normal_map=0 |
||||||
|
compress/channel_pack=0 |
||||||
|
mipmaps/generate=false |
||||||
|
mipmaps/limit=-1 |
||||||
|
roughness/mode=0 |
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|
roughness/src_normal="" |
||||||
|
process/channel_remap/red=0 |
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|
process/channel_remap/green=1 |
||||||
|
process/channel_remap/blue=2 |
||||||
|
process/channel_remap/alpha=3 |
||||||
|
process/fix_alpha_border=true |
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|
process/premult_alpha=false |
||||||
|
process/normal_map_invert_y=false |
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|
process/hdr_as_srgb=false |
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|
process/hdr_clamp_exposure=false |
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|
process/size_limit=0 |
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|
detect_3d/compress_to=1 |
||||||
@ -1,75 +0,0 @@ |
|||||||
[gd_scene load_steps=4 format=3 uid="uid://cq7xyb8n4h6yk"] |
|
||||||
|
|
||||||
[ext_resource type="Script" path="res://level/ui/scripts/ability_button.gd" id="1_script"] |
|
||||||
[ext_resource type="Theme" uid="uid://dvsh7tuhulnfm" path="res://level/ui/theme/wow_style.tres" id="2_theme"] |
|
||||||
|
|
||||||
[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_panel"] |
|
||||||
bg_color = Color(0.15, 0.15, 0.15, 0.9) |
|
||||||
border_width_left = 2 |
|
||||||
border_width_top = 2 |
|
||||||
border_width_right = 2 |
|
||||||
border_width_bottom = 2 |
|
||||||
border_color = Color(0.6, 0.5, 0.2, 1) |
|
||||||
corner_radius_top_left = 4 |
|
||||||
corner_radius_top_right = 4 |
|
||||||
corner_radius_bottom_right = 4 |
|
||||||
corner_radius_bottom_left = 4 |
|
||||||
|
|
||||||
[node name="AbilityButton" type="PanelContainer"] |
|
||||||
custom_minimum_size = Vector2(64, 64) |
|
||||||
theme = ExtResource("2_theme") |
|
||||||
theme_override_styles/panel = SubResource("StyleBoxFlat_panel") |
|
||||||
script = ExtResource("1_script") |
|
||||||
|
|
||||||
[node name="MarginContainer" type="MarginContainer" parent="."] |
|
||||||
layout_mode = 2 |
|
||||||
theme_override_constants/margin_left = 4 |
|
||||||
theme_override_constants/margin_top = 4 |
|
||||||
theme_override_constants/margin_right = 4 |
|
||||||
theme_override_constants/margin_bottom = 4 |
|
||||||
|
|
||||||
[node name="VBoxContainer" type="VBoxContainer" parent="MarginContainer"] |
|
||||||
layout_mode = 2 |
|
||||||
|
|
||||||
[node name="Icon" type="TextureRect" parent="MarginContainer/VBoxContainer"] |
|
||||||
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|
||||||
size_flags_vertical = 3 |
|
||||||
expand_mode = 1 |
|
||||||
stretch_mode = 5 |
|
||||||
|
|
||||||
[node name="CooldownOverlay" type="ColorRect" parent="MarginContainer/VBoxContainer/Icon"] |
|
||||||
visible = false |
|
||||||
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|
||||||
anchors_preset = 15 |
|
||||||
anchor_right = 1.0 |
|
||||||
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|
||||||
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|
||||||
grow_vertical = 2 |
|
||||||
color = Color(0, 0, 0, 0.7) |
|
||||||
|
|
||||||
[node name="CooldownLabel" type="Label" parent="MarginContainer/VBoxContainer/Icon"] |
|
||||||
visible = false |
|
||||||
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|
||||||
anchors_preset = 8 |
|
||||||
anchor_left = 0.5 |
|
||||||
anchor_top = 0.5 |
|
||||||
anchor_right = 0.5 |
|
||||||
anchor_bottom = 0.5 |
|
||||||
offset_left = -20.0 |
|
||||||
offset_top = -11.5 |
|
||||||
offset_right = 20.0 |
|
||||||
offset_bottom = 11.5 |
|
||||||
grow_horizontal = 2 |
|
||||||
grow_vertical = 2 |
|
||||||
theme_override_font_sizes/font_size = 24 |
|
||||||
text = "3" |
|
||||||
horizontal_alignment = 1 |
|
||||||
vertical_alignment = 1 |
|
||||||
|
|
||||||
[node name="KeybindLabel" type="Label" parent="MarginContainer/VBoxContainer"] |
|
||||||
layout_mode = 2 |
|
||||||
theme_override_colors/font_outline_color = Color(0, 0, 0, 1) |
|
||||||
theme_override_constants/outline_size = 2 |
|
||||||
theme_override_font_sizes/font_size = 14 |
|
||||||
text = "1" |
|
||||||
horizontal_alignment = 1 |
|
||||||
@ -1,64 +0,0 @@ |
|||||||
[gd_scene load_steps=3 format=3 uid="uid://b4h0p6nbcq35b"] |
|
||||||
|
|
||||||
[ext_resource type="Script" path="res://level/ui/scripts/action_bar.gd" id="1_script"] |
|
||||||
[ext_resource type="PackedScene" uid="uid://cq7xyb8n4h6yk" path="res://level/ui/scenes/ability_button.tscn" id="2_ability_button"] |
|
||||||
|
|
||||||
[node name="ActionBar" type="Control"] |
|
||||||
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|
||||||
anchors_preset = 7 |
|
||||||
anchor_left = 0.5 |
|
||||||
anchor_top = 1.0 |
|
||||||
anchor_right = 0.5 |
|
||||||
anchor_bottom = 1.0 |
|
||||||
offset_left = -400.0 |
|
||||||
offset_top = -100.0 |
|
||||||
offset_right = 400.0 |
|
||||||
grow_horizontal = 2 |
|
||||||
grow_vertical = 0 |
|
||||||
script = ExtResource("1_script") |
|
||||||
|
|
||||||
[node name="HBoxContainer" type="HBoxContainer" parent="."] |
|
||||||
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|
||||||
anchors_preset = 15 |
|
||||||
anchor_right = 1.0 |
|
||||||
anchor_bottom = 1.0 |
|
||||||
grow_horizontal = 2 |
|
||||||
grow_vertical = 2 |
|
||||||
theme_override_constants/separation = 4 |
|
||||||
alignment = 1 |
|
||||||
|
|
||||||
[node name="Slot1" parent="HBoxContainer" instance=ExtResource("2_ability_button")] |
|
||||||
layout_mode = 2 |
|
||||||
|
|
||||||
[node name="Slot2" parent="HBoxContainer" instance=ExtResource("2_ability_button")] |
|
||||||
layout_mode = 2 |
|
||||||
|
|
||||||
[node name="Slot3" parent="HBoxContainer" instance=ExtResource("2_ability_button")] |
|
||||||
layout_mode = 2 |
|
||||||
|
|
||||||
[node name="Slot4" parent="HBoxContainer" instance=ExtResource("2_ability_button")] |
|
||||||
layout_mode = 2 |
|
||||||
|
|
||||||
[node name="Slot5" parent="HBoxContainer" instance=ExtResource("2_ability_button")] |
|
||||||
layout_mode = 2 |
|
||||||
|
|
||||||
[node name="Slot6" parent="HBoxContainer" instance=ExtResource("2_ability_button")] |
|
||||||
layout_mode = 2 |
|
||||||
|
|
||||||
[node name="Slot7" parent="HBoxContainer" instance=ExtResource("2_ability_button")] |
|
||||||
layout_mode = 2 |
|
||||||
|
|
||||||
[node name="Slot8" parent="HBoxContainer" instance=ExtResource("2_ability_button")] |
|
||||||
layout_mode = 2 |
|
||||||
|
|
||||||
[node name="Slot9" parent="HBoxContainer" instance=ExtResource("2_ability_button")] |
|
||||||
layout_mode = 2 |
|
||||||
|
|
||||||
[node name="Slot10" parent="HBoxContainer" instance=ExtResource("2_ability_button")] |
|
||||||
layout_mode = 2 |
|
||||||
|
|
||||||
[node name="Slot11" parent="HBoxContainer" instance=ExtResource("2_ability_button")] |
|
||||||
layout_mode = 2 |
|
||||||
|
|
||||||
[node name="Slot12" parent="HBoxContainer" instance=ExtResource("2_ability_button")] |
|
||||||
layout_mode = 2 |
|
||||||
@ -1,129 +0,0 @@ |
|||||||
[gd_scene load_steps=4 format=3 uid="uid://cu2vkr5h5b8hb"] |
|
||||||
|
|
||||||
[ext_resource type="Script" path="res://level/ui/scripts/character_sheet.gd" id="1_script"] |
|
||||||
[ext_resource type="Theme" uid="uid://dvsh7tuhulnfm" path="res://level/ui/theme/wow_style.tres" id="2_theme"] |
|
||||||
|
|
||||||
[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_book"] |
|
||||||
bg_color = Color(0.12, 0.1, 0.08, 0.95) |
|
||||||
border_width_left = 4 |
|
||||||
border_width_top = 4 |
|
||||||
border_width_right = 4 |
|
||||||
border_width_bottom = 4 |
|
||||||
border_color = Color(0.6, 0.5, 0.2, 1) |
|
||||||
corner_radius_top_left = 8 |
|
||||||
corner_radius_top_right = 8 |
|
||||||
corner_radius_bottom_right = 8 |
|
||||||
corner_radius_bottom_left = 8 |
|
||||||
|
|
||||||
[node name="CharacterSheet" type="Control"] |
|
||||||
layout_mode = 3 |
|
||||||
anchors_preset = 15 |
|
||||||
anchor_right = 1.0 |
|
||||||
anchor_bottom = 1.0 |
|
||||||
grow_horizontal = 2 |
|
||||||
grow_vertical = 2 |
|
||||||
theme = ExtResource("2_theme") |
|
||||||
script = ExtResource("1_script") |
|
||||||
|
|
||||||
[node name="DarkBackground" type="ColorRect" parent="."] |
|
||||||
layout_mode = 1 |
|
||||||
anchors_preset = 15 |
|
||||||
anchor_right = 1.0 |
|
||||||
anchor_bottom = 1.0 |
|
||||||
grow_horizontal = 2 |
|
||||||
grow_vertical = 2 |
|
||||||
color = Color(0, 0, 0, 0.7) |
|
||||||
|
|
||||||
[node name="Panel" type="PanelContainer" parent="."] |
|
||||||
layout_mode = 1 |
|
||||||
anchors_preset = 8 |
|
||||||
anchor_left = 0.5 |
|
||||||
anchor_top = 0.5 |
|
||||||
anchor_right = 0.5 |
|
||||||
anchor_bottom = 0.5 |
|
||||||
offset_left = -450.0 |
|
||||||
offset_top = -300.0 |
|
||||||
offset_right = 450.0 |
|
||||||
offset_bottom = 300.0 |
|
||||||
grow_horizontal = 2 |
|
||||||
grow_vertical = 2 |
|
||||||
theme_override_styles/panel = SubResource("StyleBoxFlat_book") |
|
||||||
|
|
||||||
[node name="MarginContainer" type="MarginContainer" parent="Panel"] |
|
||||||
layout_mode = 2 |
|
||||||
theme_override_constants/margin_left = 20 |
|
||||||
theme_override_constants/margin_top = 20 |
|
||||||
theme_override_constants/margin_right = 20 |
|
||||||
theme_override_constants/margin_bottom = 20 |
|
||||||
|
|
||||||
[node name="VBoxContainer" type="VBoxContainer" parent="Panel/MarginContainer"] |
|
||||||
layout_mode = 2 |
|
||||||
theme_override_constants/separation = 10 |
|
||||||
|
|
||||||
[node name="TitleLabel" type="Label" parent="Panel/MarginContainer/VBoxContainer"] |
|
||||||
layout_mode = 2 |
|
||||||
theme_override_colors/font_color = Color(1, 0.8, 0, 1) |
|
||||||
theme_override_colors/font_outline_color = Color(0, 0, 0, 1) |
|
||||||
theme_override_constants/outline_size = 3 |
|
||||||
theme_override_font_sizes/font_size = 28 |
|
||||||
text = "CHARACTER SHEET" |
|
||||||
horizontal_alignment = 1 |
|
||||||
|
|
||||||
[node name="HSeparator" type="HSeparator" parent="Panel/MarginContainer/VBoxContainer"] |
|
||||||
layout_mode = 2 |
|
||||||
theme_override_constants/separation = 5 |
|
||||||
|
|
||||||
[node name="HBoxContainer" type="HBoxContainer" parent="Panel/MarginContainer/VBoxContainer"] |
|
||||||
layout_mode = 2 |
|
||||||
size_flags_vertical = 3 |
|
||||||
theme_override_constants/separation = 20 |
|
||||||
|
|
||||||
[node name="LeftPage" type="PanelContainer" parent="Panel/MarginContainer/VBoxContainer/HBoxContainer"] |
|
||||||
layout_mode = 2 |
|
||||||
size_flags_horizontal = 3 |
|
||||||
|
|
||||||
[node name="ScrollContainer" type="ScrollContainer" parent="Panel/MarginContainer/VBoxContainer/HBoxContainer/LeftPage"] |
|
||||||
layout_mode = 2 |
|
||||||
horizontal_scroll_mode = 0 |
|
||||||
|
|
||||||
[node name="StatsContainer" type="VBoxContainer" parent="Panel/MarginContainer/VBoxContainer/HBoxContainer/LeftPage/ScrollContainer"] |
|
||||||
layout_mode = 2 |
|
||||||
size_flags_horizontal = 3 |
|
||||||
theme_override_constants/separation = 2 |
|
||||||
|
|
||||||
[node name="Divider" type="VSeparator" parent="Panel/MarginContainer/VBoxContainer/HBoxContainer"] |
|
||||||
layout_mode = 2 |
|
||||||
|
|
||||||
[node name="RightPage" type="PanelContainer" parent="Panel/MarginContainer/VBoxContainer/HBoxContainer"] |
|
||||||
layout_mode = 2 |
|
||||||
size_flags_horizontal = 3 |
|
||||||
|
|
||||||
[node name="ScrollContainer" type="ScrollContainer" parent="Panel/MarginContainer/VBoxContainer/HBoxContainer/RightPage"] |
|
||||||
layout_mode = 2 |
|
||||||
horizontal_scroll_mode = 0 |
|
||||||
|
|
||||||
[node name="ContentContainer" type="VBoxContainer" parent="Panel/MarginContainer/VBoxContainer/HBoxContainer/RightPage/ScrollContainer"] |
|
||||||
layout_mode = 2 |
|
||||||
size_flags_horizontal = 3 |
|
||||||
theme_override_constants/separation = 10 |
|
||||||
|
|
||||||
[node name="WeaponsContainer" type="VBoxContainer" parent="Panel/MarginContainer/VBoxContainer/HBoxContainer/RightPage/ScrollContainer/ContentContainer"] |
|
||||||
layout_mode = 2 |
|
||||||
theme_override_constants/separation = 2 |
|
||||||
|
|
||||||
[node name="Spacer" type="Control" parent="Panel/MarginContainer/VBoxContainer/HBoxContainer/RightPage/ScrollContainer/ContentContainer"] |
|
||||||
custom_minimum_size = Vector2(0, 15) |
|
||||||
layout_mode = 2 |
|
||||||
|
|
||||||
[node name="AbilitiesContainer" type="VBoxContainer" parent="Panel/MarginContainer/VBoxContainer/HBoxContainer/RightPage/ScrollContainer/ContentContainer"] |
|
||||||
layout_mode = 2 |
|
||||||
theme_override_constants/separation = 2 |
|
||||||
|
|
||||||
[node name="CloseHint" type="Label" parent="Panel/MarginContainer/VBoxContainer"] |
|
||||||
layout_mode = 2 |
|
||||||
theme_override_colors/font_color = Color(0.7, 0.7, 0.7, 1) |
|
||||||
theme_override_colors/font_outline_color = Color(0, 0, 0, 1) |
|
||||||
theme_override_constants/outline_size = 1 |
|
||||||
theme_override_font_sizes/font_size = 14 |
|
||||||
text = "Press TAB to close" |
|
||||||
horizontal_alignment = 2 |
|
||||||
@ -1,69 +0,0 @@ |
|||||||
[gd_scene load_steps=3 format=3 uid="uid://bjn6yfwqgp2n7"] |
|
||||||
|
|
||||||
[ext_resource type="Script" path="res://level/ui/scripts/resource_bars.gd" id="1_script"] |
|
||||||
[ext_resource type="Theme" uid="uid://dvsh7tuhulnfm" path="res://level/ui/theme/wow_style.tres" id="2_theme"] |
|
||||||
|
|
||||||
[node name="ResourceBars" type="Control"] |
|
||||||
layout_mode = 3 |
|
||||||
anchors_preset = 7 |
|
||||||
anchor_left = 0.5 |
|
||||||
anchor_top = 1.0 |
|
||||||
anchor_right = 0.5 |
|
||||||
anchor_bottom = 1.0 |
|
||||||
offset_left = -250.0 |
|
||||||
offset_top = -140.0 |
|
||||||
offset_right = 250.0 |
|
||||||
offset_bottom = -110.0 |
|
||||||
grow_horizontal = 2 |
|
||||||
grow_vertical = 0 |
|
||||||
theme = ExtResource("2_theme") |
|
||||||
script = ExtResource("1_script") |
|
||||||
|
|
||||||
[node name="VBoxContainer" type="VBoxContainer" parent="."] |
|
||||||
layout_mode = 1 |
|
||||||
anchors_preset = 15 |
|
||||||
anchor_right = 1.0 |
|
||||||
anchor_bottom = 1.0 |
|
||||||
grow_horizontal = 2 |
|
||||||
grow_vertical = 2 |
|
||||||
theme_override_constants/separation = 4 |
|
||||||
|
|
||||||
[node name="HealthBar" type="Control" parent="VBoxContainer"] |
|
||||||
layout_mode = 2 |
|
||||||
size_flags_vertical = 3 |
|
||||||
|
|
||||||
[node name="Background" type="ColorRect" parent="VBoxContainer/HealthBar"] |
|
||||||
layout_mode = 1 |
|
||||||
anchors_preset = 15 |
|
||||||
anchor_right = 1.0 |
|
||||||
anchor_bottom = 1.0 |
|
||||||
grow_horizontal = 2 |
|
||||||
grow_vertical = 2 |
|
||||||
color = Color(0.2, 0.2, 0.2, 0.8) |
|
||||||
|
|
||||||
[node name="Fill" type="ColorRect" parent="VBoxContainer/HealthBar/Background"] |
|
||||||
layout_mode = 1 |
|
||||||
anchors_preset = 15 |
|
||||||
anchor_right = 1.0 |
|
||||||
anchor_bottom = 1.0 |
|
||||||
offset_left = 2.0 |
|
||||||
offset_top = 2.0 |
|
||||||
offset_right = -2.0 |
|
||||||
offset_bottom = -2.0 |
|
||||||
grow_horizontal = 2 |
|
||||||
grow_vertical = 2 |
|
||||||
color = Color(0, 0.8, 0, 1) |
|
||||||
|
|
||||||
[node name="HealthText" type="Label" parent="VBoxContainer/HealthBar"] |
|
||||||
layout_mode = 1 |
|
||||||
anchors_preset = 15 |
|
||||||
anchor_right = 1.0 |
|
||||||
anchor_bottom = 1.0 |
|
||||||
grow_horizontal = 2 |
|
||||||
grow_vertical = 2 |
|
||||||
theme_override_colors/font_outline_color = Color(0, 0, 0, 1) |
|
||||||
theme_override_constants/outline_size = 2 |
|
||||||
theme_override_font_sizes/font_size = 18 |
|
||||||
text = "100 / 100 HP" |
|
||||||
horizontal_alignment = 1 |
|
||||||
vertical_alignment = 1 |
|
||||||
@ -1,52 +0,0 @@ |
|||||||
[gd_scene load_steps=3 format=3 uid="uid://d2s8m3fy7ktjv"] |
|
||||||
|
|
||||||
[ext_resource type="Theme" uid="uid://dvsh7tuhulnfm" path="res://level/ui/theme/wow_style.tres" id="1_theme"] |
|
||||||
|
|
||||||
[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_hint"] |
|
||||||
bg_color = Color(0.15, 0.15, 0.15, 0.85) |
|
||||||
border_width_left = 2 |
|
||||||
border_width_top = 2 |
|
||||||
border_width_right = 2 |
|
||||||
border_width_bottom = 2 |
|
||||||
border_color = Color(0.6, 0.5, 0.2, 1) |
|
||||||
corner_radius_top_left = 4 |
|
||||||
corner_radius_top_right = 4 |
|
||||||
corner_radius_bottom_right = 4 |
|
||||||
corner_radius_bottom_left = 4 |
|
||||||
|
|
||||||
[node name="TabHint" type="PanelContainer"] |
|
||||||
offset_left = 20.0 |
|
||||||
offset_top = 150.0 |
|
||||||
offset_right = 180.0 |
|
||||||
offset_bottom = 220.0 |
|
||||||
theme = ExtResource("1_theme") |
|
||||||
theme_override_styles/panel = SubResource("StyleBoxFlat_hint") |
|
||||||
|
|
||||||
[node name="MarginContainer" type="MarginContainer" parent="."] |
|
||||||
layout_mode = 2 |
|
||||||
theme_override_constants/margin_left = 10 |
|
||||||
theme_override_constants/margin_top = 10 |
|
||||||
theme_override_constants/margin_right = 10 |
|
||||||
theme_override_constants/margin_bottom = 10 |
|
||||||
|
|
||||||
[node name="VBoxContainer" type="VBoxContainer" parent="MarginContainer"] |
|
||||||
layout_mode = 2 |
|
||||||
theme_override_constants/separation = 5 |
|
||||||
|
|
||||||
[node name="KeyLabel" type="Label" parent="MarginContainer/VBoxContainer"] |
|
||||||
layout_mode = 2 |
|
||||||
theme_override_colors/font_color = Color(1, 0.8, 0, 1) |
|
||||||
theme_override_colors/font_outline_color = Color(0, 0, 0, 1) |
|
||||||
theme_override_constants/outline_size = 2 |
|
||||||
theme_override_font_sizes/font_size = 24 |
|
||||||
text = "TAB" |
|
||||||
horizontal_alignment = 1 |
|
||||||
|
|
||||||
[node name="DescLabel" type="Label" parent="MarginContainer/VBoxContainer"] |
|
||||||
layout_mode = 2 |
|
||||||
theme_override_colors/font_outline_color = Color(0, 0, 0, 1) |
|
||||||
theme_override_constants/outline_size = 1 |
|
||||||
theme_override_font_sizes/font_size = 14 |
|
||||||
text = "Character |
|
||||||
Sheet" |
|
||||||
horizontal_alignment = 1 |
|
||||||
@ -1,93 +0,0 @@ |
|||||||
[gd_scene load_steps=4 format=3 uid="uid://b7u8yhry4b74a"] |
|
||||||
|
|
||||||
[ext_resource type="Script" path="res://level/ui/scripts/unit_frame.gd" id="1_script"] |
|
||||||
[ext_resource type="Theme" uid="uid://dvsh7tuhulnfm" path="res://level/ui/theme/wow_style.tres" id="2_theme"] |
|
||||||
|
|
||||||
[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_frame"] |
|
||||||
bg_color = Color(0.1, 0.1, 0.1, 0.85) |
|
||||||
border_width_left = 2 |
|
||||||
border_width_top = 2 |
|
||||||
border_width_right = 2 |
|
||||||
border_width_bottom = 2 |
|
||||||
border_color = Color(0.6, 0.5, 0.2, 1) |
|
||||||
corner_radius_top_left = 6 |
|
||||||
corner_radius_top_right = 6 |
|
||||||
corner_radius_bottom_right = 6 |
|
||||||
corner_radius_bottom_left = 6 |
|
||||||
|
|
||||||
[node name="UnitFrame" type="PanelContainer"] |
|
||||||
offset_left = 20.0 |
|
||||||
offset_top = 20.0 |
|
||||||
offset_right = 270.0 |
|
||||||
offset_bottom = 120.0 |
|
||||||
theme = ExtResource("2_theme") |
|
||||||
theme_override_styles/panel = SubResource("StyleBoxFlat_frame") |
|
||||||
script = ExtResource("1_script") |
|
||||||
|
|
||||||
[node name="MarginContainer" type="MarginContainer" parent="."] |
|
||||||
layout_mode = 2 |
|
||||||
theme_override_constants/margin_left = 10 |
|
||||||
theme_override_constants/margin_top = 10 |
|
||||||
theme_override_constants/margin_right = 10 |
|
||||||
theme_override_constants/margin_bottom = 10 |
|
||||||
|
|
||||||
[node name="VBoxContainer" type="VBoxContainer" parent="MarginContainer"] |
|
||||||
layout_mode = 2 |
|
||||||
theme_override_constants/separation = 6 |
|
||||||
|
|
||||||
[node name="HBoxContainer" type="HBoxContainer" parent="MarginContainer/VBoxContainer"] |
|
||||||
layout_mode = 2 |
|
||||||
|
|
||||||
[node name="LevelLabel" type="Label" parent="MarginContainer/VBoxContainer/HBoxContainer"] |
|
||||||
layout_mode = 2 |
|
||||||
theme_override_colors/font_outline_color = Color(0, 0, 0, 1) |
|
||||||
theme_override_constants/outline_size = 2 |
|
||||||
theme_override_font_sizes/font_size = 20 |
|
||||||
text = "Lv 1" |
|
||||||
|
|
||||||
[node name="NameLabel" type="Label" parent="MarginContainer/VBoxContainer"] |
|
||||||
layout_mode = 2 |
|
||||||
theme_override_colors/font_outline_color = Color(0, 0, 0, 1) |
|
||||||
theme_override_constants/outline_size = 2 |
|
||||||
theme_override_font_sizes/font_size = 22 |
|
||||||
text = "Player Name" |
|
||||||
|
|
||||||
[node name="HealthBarContainer" type="Control" parent="MarginContainer/VBoxContainer"] |
|
||||||
custom_minimum_size = Vector2(0, 30) |
|
||||||
layout_mode = 2 |
|
||||||
|
|
||||||
[node name="Background" type="ColorRect" parent="MarginContainer/VBoxContainer/HealthBarContainer"] |
|
||||||
layout_mode = 1 |
|
||||||
anchors_preset = 15 |
|
||||||
anchor_right = 1.0 |
|
||||||
anchor_bottom = 1.0 |
|
||||||
grow_horizontal = 2 |
|
||||||
grow_vertical = 2 |
|
||||||
color = Color(0.2, 0.2, 0.2, 0.9) |
|
||||||
|
|
||||||
[node name="Fill" type="ColorRect" parent="MarginContainer/VBoxContainer/HealthBarContainer/Background"] |
|
||||||
layout_mode = 1 |
|
||||||
anchors_preset = 15 |
|
||||||
anchor_right = 1.0 |
|
||||||
anchor_bottom = 1.0 |
|
||||||
offset_left = 2.0 |
|
||||||
offset_top = 2.0 |
|
||||||
offset_right = -2.0 |
|
||||||
offset_bottom = -2.0 |
|
||||||
grow_horizontal = 2 |
|
||||||
grow_vertical = 2 |
|
||||||
color = Color(0, 0.8, 0, 1) |
|
||||||
|
|
||||||
[node name="HealthText" type="Label" parent="MarginContainer/VBoxContainer/HealthBarContainer"] |
|
||||||
layout_mode = 1 |
|
||||||
anchors_preset = 15 |
|
||||||
anchor_right = 1.0 |
|
||||||
anchor_bottom = 1.0 |
|
||||||
grow_horizontal = 2 |
|
||||||
grow_vertical = 2 |
|
||||||
theme_override_colors/font_outline_color = Color(0, 0, 0, 1) |
|
||||||
theme_override_constants/outline_size = 2 |
|
||||||
theme_override_font_sizes/font_size = 16 |
|
||||||
text = "100 / 100" |
|
||||||
horizontal_alignment = 1 |
|
||||||
vertical_alignment = 1 |
|
||||||
@ -1,139 +0,0 @@ |
|||||||
extends PanelContainer |
|
||||||
class_name AbilityButton |
|
||||||
## Individual ability/action button for the action bar |
|
||||||
## Shows icon, keybind, cooldown overlay, and tooltip |
|
||||||
|
|
||||||
signal pressed() |
|
||||||
signal hovered() |
|
||||||
|
|
||||||
# References |
|
||||||
@onready var icon: TextureRect = $MarginContainer/VBoxContainer/Icon |
|
||||||
@onready var keybind_label: Label = $MarginContainer/VBoxContainer/KeybindLabel |
|
||||||
@onready var cooldown_overlay: ColorRect = $MarginContainer/VBoxContainer/Icon/CooldownOverlay |
|
||||||
@onready var cooldown_label: Label = $MarginContainer/VBoxContainer/Icon/CooldownLabel |
|
||||||
|
|
||||||
# Data |
|
||||||
var ability_icon: Texture2D = null |
|
||||||
var keybind_text: String = "" |
|
||||||
var ability_name: String = "" |
|
||||||
var ability_description: String = "" |
|
||||||
|
|
||||||
# Cooldown tracking |
|
||||||
var is_on_cooldown: bool = false |
|
||||||
var cooldown_remaining: float = 0.0 |
|
||||||
var cooldown_total: float = 0.0 |
|
||||||
|
|
||||||
# Colors |
|
||||||
const COOLDOWN_COLOR = Color(0.0, 0.0, 0.0, 0.7) # Dark overlay during cooldown |
|
||||||
const EMPTY_SLOT_COLOR = Color(0.3, 0.3, 0.3, 0.5) # Gray for empty slots |
|
||||||
|
|
||||||
func _ready(): |
|
||||||
# Setup default appearance |
|
||||||
cooldown_overlay.visible = false |
|
||||||
cooldown_label.visible = false |
|
||||||
|
|
||||||
# Connect mouse events for tooltip |
|
||||||
mouse_entered.connect(_on_mouse_entered) |
|
||||||
mouse_exited.connect(_on_mouse_exited) |
|
||||||
|
|
||||||
_update_appearance() |
|
||||||
|
|
||||||
func _process(delta): |
|
||||||
if is_on_cooldown: |
|
||||||
cooldown_remaining -= delta |
|
||||||
if cooldown_remaining <= 0: |
|
||||||
cooldown_remaining = 0 |
|
||||||
is_on_cooldown = false |
|
||||||
_update_cooldown_display() |
|
||||||
else: |
|
||||||
_update_cooldown_display() |
|
||||||
|
|
||||||
## Set the ability data |
|
||||||
func set_ability(ability_texture: Texture2D, keybind: String, name: String = "", description: String = ""): |
|
||||||
ability_icon = ability_texture |
|
||||||
keybind_text = keybind |
|
||||||
ability_name = name |
|
||||||
ability_description = description |
|
||||||
_update_appearance() |
|
||||||
|
|
||||||
## Clear the ability (make slot empty) |
|
||||||
func clear_ability(): |
|
||||||
ability_icon = null |
|
||||||
ability_name = "" |
|
||||||
ability_description = "" |
|
||||||
_update_appearance() |
|
||||||
|
|
||||||
## Set only the keybind (for empty slots) |
|
||||||
func set_keybind(keybind: String): |
|
||||||
keybind_text = keybind |
|
||||||
_update_appearance() |
|
||||||
|
|
||||||
## Start a cooldown animation |
|
||||||
func start_cooldown(remaining: float, total: float = -1): |
|
||||||
# If total is provided, use it; otherwise use remaining as both |
|
||||||
if total > 0: |
|
||||||
cooldown_total = total |
|
||||||
else: |
|
||||||
# Only set cooldown_total if we're starting a new cooldown |
|
||||||
if not is_on_cooldown: |
|
||||||
cooldown_total = remaining |
|
||||||
|
|
||||||
is_on_cooldown = true |
|
||||||
cooldown_remaining = remaining |
|
||||||
_update_cooldown_display() |
|
||||||
|
|
||||||
## Update visual appearance based on current state |
|
||||||
func _update_appearance(): |
|
||||||
if not is_node_ready(): |
|
||||||
return |
|
||||||
|
|
||||||
# Update icon |
|
||||||
if ability_icon: |
|
||||||
icon.texture = ability_icon |
|
||||||
icon.modulate = Color.WHITE |
|
||||||
else: |
|
||||||
icon.texture = null |
|
||||||
icon.modulate = EMPTY_SLOT_COLOR |
|
||||||
|
|
||||||
# Update keybind label |
|
||||||
if keybind_label: |
|
||||||
keybind_label.text = keybind_text |
|
||||||
|
|
||||||
## Update cooldown overlay and label |
|
||||||
func _update_cooldown_display(): |
|
||||||
if not is_node_ready(): |
|
||||||
return |
|
||||||
|
|
||||||
if is_on_cooldown: |
|
||||||
cooldown_overlay.visible = true |
|
||||||
cooldown_overlay.color = COOLDOWN_COLOR |
|
||||||
|
|
||||||
# Show timer for cooldowns > 1 second |
|
||||||
if cooldown_total > 1.0: |
|
||||||
cooldown_label.visible = true |
|
||||||
cooldown_label.text = str(ceil(cooldown_remaining)) |
|
||||||
else: |
|
||||||
cooldown_label.visible = false |
|
||||||
|
|
||||||
# Animate overlay height based on remaining cooldown |
|
||||||
var percent_remaining = cooldown_remaining / cooldown_total |
|
||||||
cooldown_overlay.size.y = icon.size.y * percent_remaining |
|
||||||
else: |
|
||||||
cooldown_overlay.visible = false |
|
||||||
cooldown_label.visible = false |
|
||||||
|
|
||||||
## Mouse hover handlers for tooltip |
|
||||||
func _on_mouse_entered(): |
|
||||||
hovered.emit() |
|
||||||
# Tooltip will be implemented later |
|
||||||
|
|
||||||
func _on_mouse_exited(): |
|
||||||
# Hide tooltip |
|
||||||
pass |
|
||||||
|
|
||||||
## Handle button press |
|
||||||
func _gui_input(event): |
|
||||||
if event is InputEventMouseButton: |
|
||||||
if event.pressed and event.button_index == MOUSE_BUTTON_LEFT: |
|
||||||
if not is_on_cooldown and ability_icon != null: |
|
||||||
pressed.emit() |
|
||||||
@ -1 +0,0 @@ |
|||||||
uid://duqq7n1lsn7md |
|
||||||
@ -1,157 +0,0 @@ |
|||||||
extends Control |
|
||||||
class_name ActionBar |
|
||||||
## Action bar displaying 12 ability slots at the bottom of the screen |
|
||||||
## Pre-populated with Jump, Dash, Attack, Block + 8 empty slots for expansion |
|
||||||
|
|
||||||
# Ability button references (12 slots) |
|
||||||
var ability_buttons: Array[AbilityButton] = [] |
|
||||||
|
|
||||||
# Player reference |
|
||||||
var player: Character = null |
|
||||||
|
|
||||||
# Slot assignments (which slot holds which ability) |
|
||||||
const SLOT_ATTACK = 0 # Left Mouse Button |
|
||||||
const SLOT_BLOCK = 1 # Right Mouse Button |
|
||||||
const SLOT_DASH = 2 # F key |
|
||||||
const SLOT_JUMP = 3 # Space |
|
||||||
|
|
||||||
func _ready(): |
|
||||||
# Ability buttons are children of the HBoxContainer |
|
||||||
var container = $HBoxContainer |
|
||||||
if container: |
|
||||||
for child in container.get_children(): |
|
||||||
if child is AbilityButton: |
|
||||||
ability_buttons.append(child) |
|
||||||
|
|
||||||
print("[ActionBar] Found ", ability_buttons.size(), " ability button slots") |
|
||||||
|
|
||||||
# Initialize button appearances |
|
||||||
_initialize_slots() |
|
||||||
|
|
||||||
## Set the player reference and connect signals |
|
||||||
func set_player(p: Character): |
|
||||||
if player: |
|
||||||
_disconnect_player_signals() |
|
||||||
|
|
||||||
player = p |
|
||||||
|
|
||||||
if player: |
|
||||||
_connect_player_signals() |
|
||||||
_update_all_abilities() |
|
||||||
|
|
||||||
## Initialize all slots with their keybinds |
|
||||||
func _initialize_slots(): |
|
||||||
if ability_buttons.size() < 12: |
|
||||||
push_warning("[ActionBar] Expected 12 slots, found ", ability_buttons.size()) |
|
||||||
return |
|
||||||
|
|
||||||
# Set keybinds for all slots |
|
||||||
var keybinds = ["LMB", "RMB", "F", "Space", "5", "6", "7", "8", "9", "0", "-", "="] |
|
||||||
for i in range(min(12, ability_buttons.size())): |
|
||||||
ability_buttons[i].set_keybind(keybinds[i]) |
|
||||||
|
|
||||||
print("[ActionBar] Initialized all ability slots") |
|
||||||
|
|
||||||
## Update all ability icons and data |
|
||||||
func _update_all_abilities(): |
|
||||||
if not player: |
|
||||||
return |
|
||||||
|
|
||||||
# Clear all slots first |
|
||||||
for button in ability_buttons: |
|
||||||
button.clear_ability() |
|
||||||
|
|
||||||
# Re-set keybinds |
|
||||||
_initialize_slots() |
|
||||||
|
|
||||||
# SLOT 0: Attack (Main Hand or Unarmed) |
|
||||||
if player.equipped_weapon: |
|
||||||
var weapon_data = player.equipped_weapon.weapon_data |
|
||||||
if weapon_data and weapon_data.icon: |
|
||||||
ability_buttons[SLOT_ATTACK].set_ability( |
|
||||||
weapon_data.icon, |
|
||||||
"LMB", |
|
||||||
weapon_data.weapon_name, |
|
||||||
"Attack with " + weapon_data.weapon_name |
|
||||||
) |
|
||||||
else: |
|
||||||
# Unarmed attack - use placeholder or no icon |
|
||||||
ability_buttons[SLOT_ATTACK].set_ability( |
|
||||||
null, |
|
||||||
"LMB", |
|
||||||
"Unarmed Attack", |
|
||||||
"Punch enemies" |
|
||||||
) |
|
||||||
|
|
||||||
# SLOT 1: Block (if shield equipped) |
|
||||||
if player.equipped_offhand: |
|
||||||
var offhand_data = player.equipped_offhand.weapon_data |
|
||||||
if offhand_data and offhand_data.can_block and offhand_data.icon: |
|
||||||
ability_buttons[SLOT_BLOCK].set_ability( |
|
||||||
offhand_data.icon, |
|
||||||
"RMB", |
|
||||||
"Block", |
|
||||||
"Block with " + offhand_data.weapon_name + " (" + str(int(offhand_data.block_reduction * 100)) + "% reduction)" |
|
||||||
) |
|
||||||
# If main hand can block |
|
||||||
elif player.equipped_weapon: |
|
||||||
var weapon_data = player.equipped_weapon.weapon_data |
|
||||||
if weapon_data and weapon_data.can_block and weapon_data.icon: |
|
||||||
ability_buttons[SLOT_BLOCK].set_ability( |
|
||||||
weapon_data.icon, |
|
||||||
"RMB", |
|
||||||
"Block", |
|
||||||
"Block with " + weapon_data.weapon_name + " (" + str(int(weapon_data.block_reduction * 100)) + "% reduction)" |
|
||||||
) |
|
||||||
|
|
||||||
# SLOT 2: Dash |
|
||||||
ability_buttons[SLOT_DASH].set_ability( |
|
||||||
null, # TODO: Add dash icon |
|
||||||
"F", |
|
||||||
"Dash", |
|
||||||
"Dash in movement direction\nCooldown: 4s" |
|
||||||
) |
|
||||||
|
|
||||||
# SLOT 3: Jump |
|
||||||
ability_buttons[SLOT_JUMP].set_ability( |
|
||||||
null, # TODO: Add jump icon |
|
||||||
"Space", |
|
||||||
"Jump", |
|
||||||
"Jump into the air" |
|
||||||
) |
|
||||||
|
|
||||||
# Slots 4-11 remain empty for future abilities |
|
||||||
|
|
||||||
print("[ActionBar] Updated all ability displays") |
|
||||||
|
|
||||||
## Connect to player signals |
|
||||||
func _connect_player_signals(): |
|
||||||
if not player: |
|
||||||
return |
|
||||||
|
|
||||||
# We'll add custom signals to player.gd for weapon changes and cooldowns |
|
||||||
# For now, just print |
|
||||||
print("[ActionBar] Connected to player signals") |
|
||||||
|
|
||||||
## Disconnect from player signals |
|
||||||
func _disconnect_player_signals(): |
|
||||||
if not player: |
|
||||||
return |
|
||||||
|
|
||||||
print("[ActionBar] Disconnected from player signals") |
|
||||||
|
|
||||||
## Update dash cooldown |
|
||||||
func update_dash_cooldown(remaining: float, total: float): |
|
||||||
if ability_buttons.size() > SLOT_DASH: |
|
||||||
if remaining > 0: |
|
||||||
ability_buttons[SLOT_DASH].start_cooldown(remaining, total) |
|
||||||
|
|
||||||
## Update attack cooldown |
|
||||||
func update_attack_cooldown(remaining: float, total: float): |
|
||||||
if ability_buttons.size() > SLOT_ATTACK: |
|
||||||
if remaining > 0: |
|
||||||
ability_buttons[SLOT_ATTACK].start_cooldown(remaining, total) |
|
||||||
|
|
||||||
## Called when weapon is equipped/unequipped |
|
||||||
func on_weapon_changed(): |
|
||||||
_update_all_abilities() |
|
||||||
@ -1 +0,0 @@ |
|||||||
uid://7qld22ugcdsp |
|
||||||
@ -1,220 +0,0 @@ |
|||||||
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) |
|
||||||
@ -1 +0,0 @@ |
|||||||
uid://bneg4vj8klvgs |
|
||||||
@ -1,161 +0,0 @@ |
|||||||
extends CanvasLayer |
|
||||||
## HUD Manager - Main UI controller for the WoW-style interface |
|
||||||
## This autoload manages all UI components and connects to the local player |
|
||||||
|
|
||||||
# UI Component references |
|
||||||
var action_bar: Control = null |
|
||||||
var unit_frame: Control = null |
|
||||||
var target_frame: Control = null |
|
||||||
var character_sheet: Control = null |
|
||||||
var tab_hint: Control = null |
|
||||||
|
|
||||||
# Player reference |
|
||||||
var local_player: Character = null |
|
||||||
|
|
||||||
func _ready(): |
|
||||||
# Create main HUD container |
|
||||||
name = "HUD" |
|
||||||
layer = 100 # Ensure UI is above game world |
|
||||||
|
|
||||||
print("[HUD] HUD Manager initialized") |
|
||||||
|
|
||||||
## Set the local player and connect signals |
|
||||||
func set_local_player(player: Character): |
|
||||||
if local_player: |
|
||||||
_disconnect_player_signals() |
|
||||||
|
|
||||||
local_player = player |
|
||||||
|
|
||||||
if not local_player: |
|
||||||
return |
|
||||||
|
|
||||||
print("[HUD] Local player set: ", local_player.name) |
|
||||||
_connect_player_signals() |
|
||||||
_create_ui_components() |
|
||||||
|
|
||||||
## Connect to player signals |
|
||||||
func _connect_player_signals(): |
|
||||||
if not local_player: |
|
||||||
return |
|
||||||
|
|
||||||
# Health signals (from BaseUnit) |
|
||||||
local_player.health_changed.connect(_on_player_health_changed) |
|
||||||
local_player.died.connect(_on_player_died) |
|
||||||
local_player.respawned.connect(_on_player_respawned) |
|
||||||
|
|
||||||
# Ability/weapon signals |
|
||||||
local_player.dash_cooldown_updated.connect(_on_dash_cooldown_updated) |
|
||||||
local_player.attack_cooldown_updated.connect(_on_attack_cooldown_updated) |
|
||||||
local_player.weapon_equipped_changed.connect(_on_weapon_changed) |
|
||||||
|
|
||||||
print("[HUD] Connected to player signals") |
|
||||||
|
|
||||||
## Disconnect from player signals |
|
||||||
func _disconnect_player_signals(): |
|
||||||
if not local_player: |
|
||||||
return |
|
||||||
|
|
||||||
if local_player.health_changed.is_connected(_on_player_health_changed): |
|
||||||
local_player.health_changed.disconnect(_on_player_health_changed) |
|
||||||
if local_player.died.is_connected(_on_player_died): |
|
||||||
local_player.died.disconnect(_on_player_died) |
|
||||||
if local_player.respawned.is_connected(_on_player_respawned): |
|
||||||
local_player.respawned.disconnect(_on_player_respawned) |
|
||||||
if local_player.dash_cooldown_updated.is_connected(_on_dash_cooldown_updated): |
|
||||||
local_player.dash_cooldown_updated.disconnect(_on_dash_cooldown_updated) |
|
||||||
if local_player.attack_cooldown_updated.is_connected(_on_attack_cooldown_updated): |
|
||||||
local_player.attack_cooldown_updated.disconnect(_on_attack_cooldown_updated) |
|
||||||
if local_player.weapon_equipped_changed.is_connected(_on_weapon_changed): |
|
||||||
local_player.weapon_equipped_changed.disconnect(_on_weapon_changed) |
|
||||||
|
|
||||||
## Create all UI components |
|
||||||
func _create_ui_components(): |
|
||||||
print("[HUD] Creating UI components...") |
|
||||||
|
|
||||||
_create_action_bar() |
|
||||||
_create_unit_frame() |
|
||||||
_create_character_sheet() |
|
||||||
_create_tab_hint() |
|
||||||
|
|
||||||
## Create action bar at bottom of screen |
|
||||||
func _create_action_bar(): |
|
||||||
var action_bar_scene = load("res://level/ui/scenes/action_bar.tscn") |
|
||||||
if action_bar_scene: |
|
||||||
action_bar = action_bar_scene.instantiate() |
|
||||||
add_child(action_bar) |
|
||||||
if action_bar and local_player: |
|
||||||
action_bar.set_player(local_player) |
|
||||||
print("[HUD] Action bar created") |
|
||||||
else: |
|
||||||
push_error("[HUD] Failed to load action_bar.tscn") |
|
||||||
|
|
||||||
## Create unit frame (character portrait) |
|
||||||
func _create_unit_frame(): |
|
||||||
var unit_frame_scene = load("res://level/ui/scenes/unit_frame.tscn") |
|
||||||
if unit_frame_scene: |
|
||||||
unit_frame = unit_frame_scene.instantiate() |
|
||||||
add_child(unit_frame) |
|
||||||
if unit_frame and local_player: |
|
||||||
unit_frame.set_player(local_player) |
|
||||||
print("[HUD] Unit frame created") |
|
||||||
else: |
|
||||||
push_error("[HUD] Failed to load unit_frame.tscn") |
|
||||||
|
|
||||||
## Create character sheet (toggle with Tab) |
|
||||||
func _create_character_sheet(): |
|
||||||
var character_sheet_scene = load("res://level/ui/scenes/character_sheet.tscn") |
|
||||||
if character_sheet_scene: |
|
||||||
character_sheet = character_sheet_scene.instantiate() |
|
||||||
add_child(character_sheet) |
|
||||||
if character_sheet and local_player: |
|
||||||
character_sheet.set_player(local_player) |
|
||||||
print("[HUD] Character sheet created") |
|
||||||
else: |
|
||||||
push_error("[HUD] Failed to load character_sheet.tscn") |
|
||||||
|
|
||||||
## Create Tab hint (always visible on left side) |
|
||||||
func _create_tab_hint(): |
|
||||||
var tab_hint_scene = load("res://level/ui/scenes/tab_hint.tscn") |
|
||||||
if tab_hint_scene: |
|
||||||
tab_hint = tab_hint_scene.instantiate() |
|
||||||
add_child(tab_hint) |
|
||||||
print("[HUD] Tab hint created") |
|
||||||
else: |
|
||||||
push_error("[HUD] Failed to load tab_hint.tscn") |
|
||||||
|
|
||||||
## Show all UI components |
|
||||||
func show_hud(): |
|
||||||
show() |
|
||||||
|
|
||||||
## Hide all UI components |
|
||||||
func hide_hud(): |
|
||||||
hide() |
|
||||||
|
|
||||||
## Player signal callbacks |
|
||||||
func _on_player_health_changed(old_health: float, new_health: float): |
|
||||||
# Update unit frame |
|
||||||
if unit_frame: |
|
||||||
unit_frame.update_health(new_health, local_player.max_health) |
|
||||||
|
|
||||||
func _on_player_died(killer_id: int): |
|
||||||
print("[HUD] Player died") |
|
||||||
# Could show death screen or respawn timer here |
|
||||||
|
|
||||||
func _on_player_respawned(): |
|
||||||
print("[HUD] Player respawned") |
|
||||||
# Refresh all UI elements |
|
||||||
if local_player: |
|
||||||
_on_player_health_changed(0, local_player.current_health) |
|
||||||
|
|
||||||
## Cooldown signal handlers |
|
||||||
func _on_dash_cooldown_updated(remaining: float, total: float): |
|
||||||
if action_bar: |
|
||||||
action_bar.update_dash_cooldown(remaining, total) |
|
||||||
|
|
||||||
func _on_attack_cooldown_updated(remaining: float, total: float): |
|
||||||
if action_bar: |
|
||||||
action_bar.update_attack_cooldown(remaining, total) |
|
||||||
|
|
||||||
func _on_weapon_changed(): |
|
||||||
if action_bar: |
|
||||||
action_bar.on_weapon_changed() |
|
||||||
@ -1 +0,0 @@ |
|||||||
uid://ctm8decmcqnuj |
|
||||||
@ -1,73 +0,0 @@ |
|||||||
extends Control |
|
||||||
class_name ResourceBars |
|
||||||
## Resource bars (Health, Stamina, etc.) displayed above the action bar |
|
||||||
|
|
||||||
# Health bar references |
|
||||||
@onready var health_bg: ColorRect = $VBoxContainer/HealthBar/Background |
|
||||||
@onready var health_fill: ColorRect = $VBoxContainer/HealthBar/Background/Fill |
|
||||||
@onready var health_text: Label = $VBoxContainer/HealthBar/HealthText |
|
||||||
|
|
||||||
# Future: Stamina bar references |
|
||||||
# @onready var stamina_bg: ColorRect = $VBoxContainer/StaminaBar/Background |
|
||||||
# @onready var stamina_fill: ColorRect = $VBoxContainer/StaminaBar/Background/Fill |
|
||||||
|
|
||||||
# Player reference |
|
||||||
var player: Character = null |
|
||||||
|
|
||||||
# Smoothing |
|
||||||
var target_health_width: float = 0.0 |
|
||||||
var current_health_width: float = 0.0 |
|
||||||
const HEALTH_LERP_SPEED: float = 10.0 |
|
||||||
|
|
||||||
# Colors |
|
||||||
const COLOR_HEALTH_HIGH = Color(0.0, 0.8, 0.0, 1.0) # Green (>60%) |
|
||||||
const COLOR_HEALTH_MID = Color(1.0, 0.8, 0.0, 1.0) # Yellow (30-60%) |
|
||||||
const COLOR_HEALTH_LOW = Color(0.8, 0.0, 0.0, 1.0) # Red (<30%) |
|
||||||
|
|
||||||
func _ready(): |
|
||||||
# Initialize bars |
|
||||||
if health_fill: |
|
||||||
current_health_width = health_fill.size.x |
|
||||||
target_health_width = health_fill.size.x |
|
||||||
|
|
||||||
print("[ResourceBars] Resource bars initialized") |
|
||||||
|
|
||||||
func _process(delta): |
|
||||||
# Smooth health bar animation |
|
||||||
if health_fill and abs(current_health_width - target_health_width) > 0.1: |
|
||||||
current_health_width = lerp(current_health_width, target_health_width, HEALTH_LERP_SPEED * delta) |
|
||||||
health_fill.size.x = current_health_width |
|
||||||
|
|
||||||
## Set player reference |
|
||||||
func set_player(p: Character): |
|
||||||
player = p |
|
||||||
if player: |
|
||||||
update_health(player.current_health, player.max_health) |
|
||||||
|
|
||||||
## Update health bar display |
|
||||||
func update_health(current: float, maximum: float): |
|
||||||
if not health_fill or not health_bg or not health_text: |
|
||||||
return |
|
||||||
|
|
||||||
var health_percent = current / maximum if maximum > 0 else 0.0 |
|
||||||
health_percent = clamp(health_percent, 0.0, 1.0) |
|
||||||
|
|
||||||
# Update fill width |
|
||||||
var max_width = health_bg.size.x |
|
||||||
target_health_width = max_width * health_percent |
|
||||||
|
|
||||||
# Update color based on health percentage |
|
||||||
if health_percent > 0.6: |
|
||||||
health_fill.color = COLOR_HEALTH_HIGH |
|
||||||
elif health_percent > 0.3: |
|
||||||
health_fill.color = COLOR_HEALTH_MID |
|
||||||
else: |
|
||||||
health_fill.color = COLOR_HEALTH_LOW |
|
||||||
|
|
||||||
# Update text |
|
||||||
health_text.text = "%d / %d HP" % [int(current), int(maximum)] |
|
||||||
|
|
||||||
## Update stamina bar (for future use) |
|
||||||
func update_stamina(current: float, maximum: float): |
|
||||||
# TODO: Implement when stamina system is added |
|
||||||
pass |
|
||||||
@ -1 +0,0 @@ |
|||||||
uid://qnymjhgipuke |
|
||||||
@ -1,83 +0,0 @@ |
|||||||
extends PanelContainer |
|
||||||
class_name UnitFrame |
|
||||||
## Character portrait/unit frame displayed in top-left corner |
|
||||||
|
|
||||||
# References |
|
||||||
@onready var character_name: Label = $MarginContainer/VBoxContainer/NameLabel |
|
||||||
@onready var health_bar_bg: ColorRect = $MarginContainer/VBoxContainer/HealthBarContainer/Background |
|
||||||
@onready var health_bar_fill: ColorRect = $MarginContainer/VBoxContainer/HealthBarContainer/Background/Fill |
|
||||||
@onready var health_text: Label = $MarginContainer/VBoxContainer/HealthBarContainer/HealthText |
|
||||||
@onready var level_label: Label = $MarginContainer/VBoxContainer/HBoxContainer/LevelLabel |
|
||||||
|
|
||||||
# Player reference |
|
||||||
var player: Character = null |
|
||||||
|
|
||||||
# Smoothing |
|
||||||
var target_health_width: float = 0.0 |
|
||||||
var current_health_width: float = 0.0 |
|
||||||
const HEALTH_LERP_SPEED: float = 10.0 |
|
||||||
|
|
||||||
# Colors |
|
||||||
const COLOR_HEALTH_HIGH = Color(0.0, 0.8, 0.0, 1.0) # Green (>60%) |
|
||||||
const COLOR_HEALTH_MID = Color(1.0, 0.8, 0.0, 1.0) # Yellow (30-60%) |
|
||||||
const COLOR_HEALTH_LOW = Color(0.8, 0.0, 0.0, 1.0) # Red (<30%) |
|
||||||
|
|
||||||
func _ready(): |
|
||||||
# Initialize |
|
||||||
if health_bar_fill: |
|
||||||
current_health_width = health_bar_fill.size.x |
|
||||||
target_health_width = health_bar_fill.size.x |
|
||||||
|
|
||||||
print("[UnitFrame] Unit frame initialized") |
|
||||||
|
|
||||||
func _process(delta): |
|
||||||
# Smooth health bar animation |
|
||||||
if health_bar_fill and abs(current_health_width - target_health_width) > 0.1: |
|
||||||
current_health_width = lerp(current_health_width, target_health_width, HEALTH_LERP_SPEED * delta) |
|
||||||
health_bar_fill.size.x = current_health_width |
|
||||||
|
|
||||||
## Set player reference and display info |
|
||||||
func set_player(p: Character): |
|
||||||
player = p |
|
||||||
if not player: |
|
||||||
return |
|
||||||
|
|
||||||
# Get player name from Network |
|
||||||
var player_id = player.name.to_int() # Player nodes are named with their peer_id |
|
||||||
if Network.players.has(player_id): |
|
||||||
var player_data = Network.players[player_id] |
|
||||||
if character_name: |
|
||||||
character_name.text = player_data["nick"] |
|
||||||
else: |
|
||||||
if character_name: |
|
||||||
character_name.text = "Player" |
|
||||||
|
|
||||||
# Set level (hardcoded for now) |
|
||||||
if level_label: |
|
||||||
level_label.text = "Lv 1" |
|
||||||
|
|
||||||
# Update health |
|
||||||
update_health(player.current_health, player.max_health) |
|
||||||
|
|
||||||
## Update health bar |
|
||||||
func update_health(current: float, maximum: float): |
|
||||||
if not health_bar_fill or not health_bar_bg or not health_text: |
|
||||||
return |
|
||||||
|
|
||||||
var health_percent = current / maximum if maximum > 0 else 0.0 |
|
||||||
health_percent = clamp(health_percent, 0.0, 1.0) |
|
||||||
|
|
||||||
# Update fill width |
|
||||||
var max_width = health_bar_bg.size.x |
|
||||||
target_health_width = max_width * health_percent |
|
||||||
|
|
||||||
# Update color based on health percentage |
|
||||||
if health_percent > 0.6: |
|
||||||
health_bar_fill.color = COLOR_HEALTH_HIGH |
|
||||||
elif health_percent > 0.3: |
|
||||||
health_bar_fill.color = COLOR_HEALTH_MID |
|
||||||
else: |
|
||||||
health_bar_fill.color = COLOR_HEALTH_LOW |
|
||||||
|
|
||||||
# Update text |
|
||||||
health_text.text = "%d / %d" % [int(current), int(maximum)] |
|
||||||
Some files were not shown because too many files have changed in this diff Show More
Loading…
Reference in new issue