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