Added player save function to "persistent" tag, added UI elements

This commit is contained in:
Derek
2024-12-08 16:08:43 -06:00
parent 3938e53eed
commit f61807a572
24 changed files with 5945 additions and 192 deletions

31
scripts/hud.gd Normal file
View File

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extends Control
@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 gun_name: Label = $"MarginContainer/VBoxContainer/Gun Name"
@onready var ammo: Label = $MarginContainer/VBoxContainer/Ammo
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
health_bar.max_value = level_control.start_health
# 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
if player.remaining_stamina/player.MAX_STAMINA >= .99:
stamina_bar.visible = false
else:
stamina_bar.visible = true
stamina_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])
if player.gun != null:
gun_name.text = player.gun.gun_name
else:
gun_name.visible = false