more UI tweaks
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@@ -10,10 +10,10 @@ var interact_visible : bool = false
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@onready var player = level_control.player
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@onready var stamina_bar: TextureProgressBar = $StaminaBar
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@onready var stamina_bar_2: ProgressBar = $StaminaBar2
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@onready var health_bar: ProgressBar = $LeftMargin/VBoxContainer/HealthBar
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@onready var health_bar: ProgressBar = $HealthBar
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@onready var gun_name: Label = $"MarginContainer/VBoxContainer/Gun Name"
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@onready var ammo: Label = $MarginContainer/VBoxContainer/Ammo
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@onready var money: Label = $LeftMargin/VBoxContainer/Money
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@onready var money: Label = $Money
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@onready var crosshair: TextureRect = $Crosshair
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const FULL_WHITE = Color(1, 1, 1, 1)
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@@ -42,6 +42,7 @@ func _process(delta: float) -> void:
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health_bar.value = level_control.health
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if level_control.health <= 2:
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change_color(health_bar,RED_COLOR,10,delta)
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health_bar.position += wiggle_element()
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else:
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change_color(health_bar,FULL_WHITE,10,delta)
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#MONEY
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@@ -83,6 +84,11 @@ func _process(delta: float) -> void:
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## FADE ELEMENTS IN AND OUT
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fade_in_out(current_stam_bar,STAM_BAR_MAX_OPACITY,stam_bar_visible,delta)
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func wiggle_element():
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var rand_x = randf_range(-5,5)
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var rand_y = randf_range(-5,5)
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return Vector2(rand_x,rand_y)
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func change_color(element,color,speed,delta):
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element.modulate = lerp(element.modulate, Color(color.r,color.g,color.b,element.modulate.a), (delta * speed)/Engine.time_scale)
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