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)