more tweaks to UI

This commit is contained in:
Derek
2024-12-08 19:56:56 -06:00
parent c17ccea3e7
commit bfce40cdc1
12 changed files with 3697 additions and 3326 deletions

View File

@@ -1,27 +1,50 @@
extends Control
@export var radial_stamina : bool = false
var current_stam_bar
var stam_bar_visible : bool = false
var interact_visible : bool = false
@onready var level_control = get_tree().current_scene
@onready var player = level_control.player
@onready var stamina_bar: TextureProgressBar = $StaminaBar
@onready var health_bar: ProgressBar = $LeftMargin/HealthBar
@onready var stamina_bar_2: ProgressBar = $StaminaBar2
@onready var health_bar: ProgressBar = $LeftMargin/VBoxContainer/HealthBar
@onready var gun_name: Label = $"MarginContainer/VBoxContainer/Gun Name"
@onready var ammo: Label = $MarginContainer/VBoxContainer/Ammo
@onready var money: Label = $LeftMargin/VBoxContainer/Money
@onready var crosshair: TextureRect = $Crosshair
const FULL_WHITE = Color(1, 1, 1, 1)
const TRANSPARENT = Color(1, 1, 1, 0)
const RED_COLOR = Color(1, 0, 0)
const GREEN_COLOR = Color(0, 0.608, 0.172)
const STAM_BAR_MAX_OPACITY = .7
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
health_bar.max_value = level_control.start_health
if radial_stamina:
current_stam_bar = stamina_bar
stamina_bar_2.visible = false
else:
current_stam_bar = stamina_bar_2
stamina_bar.visible = false
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
player = level_control.player
if player != null:
health_bar.value = level_control.health
money.text = "$" + str(level_control.money)
if player.remaining_stamina/player.MAX_STAMINA >= .99:
stamina_bar.visible = false
stam_bar_visible = false
else:
stamina_bar.visible = true
stamina_bar.value = player.remaining_stamina
stam_bar_visible = true
current_stam_bar.value = player.remaining_stamina
ammo.text = str(level_control.ammo_current[level_control.current_gun_index]) +" - " + str(level_control.ammo_reserve[level_control.current_gun_index])
@@ -29,3 +52,36 @@ func _process(delta: float) -> void:
gun_name.text = player.gun.gun_name
else:
gun_name.visible = false
if player.remaining_stamina < 25:
change_color(current_stam_bar,RED_COLOR,10,delta)
change_color(crosshair,RED_COLOR,10,delta)
else:
change_color(current_stam_bar,FULL_WHITE,10,delta)
change_color(crosshair,FULL_WHITE,10,delta)
if player.interact_ray.is_colliding():
if player.interact_ray.get_collider().is_in_group("interact"):
interact_visible = true
else:
interact_visible = false
else:
interact_visible = false
if interact_visible == true:
change_color(crosshair,GREEN_COLOR,10,delta)
else:
change_color(crosshair,FULL_WHITE,10,delta)
## FADE ELEMENTS IN AND OUT
fade_in_out(current_stam_bar,STAM_BAR_MAX_OPACITY,stam_bar_visible,delta)
func change_color(element,color,speed,delta):
element.modulate = lerp(element.modulate, Color(color.r,color.g,color.b,element.modulate.a), (delta * speed)/Engine.time_scale)
func fade_in_out(element,MAX_OPACITY,visible,delta):
var element_color = element.modulate
if visible:
element.modulate = lerp(element_color, Color(element_color.r,element_color.g,element_color.b,MAX_OPACITY),(delta * 10)/Engine.time_scale)
else:
element.modulate = lerp(element_color, Color(element_color.r,element_color.g,element_color.b,0),(delta * 10)/Engine.time_scale)

View File

@@ -16,7 +16,7 @@ const SLOWSPEED = .1
const MAX_STAMINA : float = 100
const STAMINA_DRAIN = 20
const BOB_FREQ = 1.7
const BOB_AMP = 0.08
const BOB_AMP = 0.1
const ADS_POS = Vector3(0,-.05,-.45)
var speed
var double_jump = true