extends Control @export var radial_stamina : bool = false ## VIEWPORT var viewportWidth var viewportHeight var current_stam_bar var stam_bar_visible : bool = false var interact_visible : bool = false var health_bar_start_pos var money_count : int = 0 var crosshair_target @onready var level_control = get_tree().current_scene @onready var player = level_control.player @onready var stamina_bar: TextureProgressBar = $StaminaBar @onready var stamina_bar_2: ProgressBar = $StaminaBar2 @onready var health_bar: ProgressBar = $HealthBar @onready var ammo_counter: HBoxContainer = $GunInfo/VBoxContainer/AmmoCounter @onready var gun_name: Label = $"GunInfo/VBoxContainer/Gun Name" @onready var ammo_current: Label = $GunInfo/VBoxContainer/AmmoCounter/AmmoCurrent @onready var ammo_reserve: Label = $GunInfo/VBoxContainer/AmmoCounter/AmmoReserve @onready var gun_info: MarginContainer = $GunInfo @onready var money: Label = $Money @onready var crosshair: TextureRect = $Crosshair @onready var crosshair_center: TextureRect = $CrosshairCenter @onready var pickup_item_indicator = preload("res://assets/pickup_item_indicator.tscn") const FULL_WHITE = Color(1, 1, 1, 1) const TRANSPARENT = Color(1, 1, 1, 0) const RED_COLOR = Color(1, 0, 0) const ORANGE_COLOR = Color(0.822, 0.318, 0.086) const GREEN_COLOR = Color(0, 0.608, 0.172) const STAM_BAR_MAX_OPACITY = 1.0 const CROSSHAIR_SIZE = Vector2(40,40) var pickup_notifs = [] var can_spawn = true # Called when the node enters the scene tree for the first time. func _ready() -> void: # Get Viewport size viewportWidth = get_viewport().size.x viewportHeight = get_viewport().size.y SignalBus.player_hit.connect(player_hit) SignalBus.shot_fired.connect(crosshair_size_change) money_count = GameGlobals.money health_bar.max_value = level_control.gamemode.start_health health_bar_start_pos = health_bar.position crosshair_target = CROSSHAIR_SIZE 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: # Crosshair var velocity_adjust = clamp(player.velocity.length() * .1,1,3) crosshair_target = lerp(crosshair_target,CROSSHAIR_SIZE,delta * 5) crosshair.size = lerp(crosshair.size, crosshair_target * velocity_adjust,delta * 20) crosshair.position = Vector2(viewportWidth/2,viewportHeight/2) + (crosshair.size/-2) crosshair_center.position = Vector2(viewportWidth/2,viewportHeight/2) + (crosshair_center.scale * crosshair_center.size/-2) stamina_bar.scale = (crosshair.size/CROSSHAIR_SIZE) * Vector2(.185,.185) stamina_bar.position = Vector2(viewportWidth/2,viewportHeight/2) + (stamina_bar.scale * stamina_bar.size/-2) #hide crosshair and ammo when no gun if player.gun == null: crosshair.visible = false gun_info.visible = false else: crosshair.visible = true gun_info.visible = true #HEALTH health_bar.value = GameGlobals.health if GameGlobals.health <= 2: change_color(health_bar,RED_COLOR,10,delta) health_bar.position = health_bar_start_pos + shake_element(15) elif GameGlobals.health < ((level_control.gamemode.start_health / 2) + 1): change_color(health_bar,ORANGE_COLOR,10,delta) else: change_color(health_bar,FULL_WHITE,10,delta) #MONEY if money_count < int(GameGlobals.money): money_count += 1 change_color(money,GREEN_COLOR,10,delta) elif money_count > int(GameGlobals.money): change_color(money,RED_COLOR,10,delta) money_count -= 1 else: change_color(money,FULL_WHITE,10,delta) money.text = "$" + str(money_count) if player.remaining_stamina/level_control.gamemode.max_stamina >= .99: stam_bar_visible = false else: stam_bar_visible = true current_stam_bar.value = player.remaining_stamina if player.gun != null and player.gun.weapon_info.weapon_type == 0: if GameGlobals.gun_ammo.has(player.gun.weapon_info.gun_name) and GameGlobals.gun_ammo[player.gun.weapon_info.gun_name] != null: ammo_counter.visible = true ammo_current.text = str(GameGlobals.gun_ammo[player.gun.weapon_info.gun_name]).pad_zeros(2) lerp_color(ammo_current,RED_COLOR,FULL_WHITE,GameGlobals.gun_ammo[player.gun.weapon_info.gun_name],player.gun.weapon_info.max_ammo,.5) else: ammo_counter.visible = false if GameGlobals.ammo_reserve.has(str(player.gun.weapon_info.bullet.ammo_type)): ammo_reserve.text = str(GameGlobals.ammo_reserve[str(player.gun.weapon_info.bullet.ammo_type)]).pad_zeros(3) lerp_color(ammo_reserve,RED_COLOR,FULL_WHITE,GameGlobals.ammo_reserve[str(player.gun.weapon_info.bullet.ammo_type)],player.gun.weapon_info.max_ammo*2,.5) else: ammo_reserve.text = "-" else: fade_in_out(ammo_current,1,false,10,delta) fade_in_out(ammo_reserve,1,false,10,delta) fade_in_out(crosshair,1,false,10,delta) if player.gun != null: gun_name.text = player.gun.weapon_info.gun_name gun_name.visible = true 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() != null: 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) if player.ads: if player.gun != null: if player.gun.weapon_info.ads: fade_in_out(crosshair,1,false,5,delta) fade_in_out(current_stam_bar,.001,true,5,delta) else: fade_in_out(crosshair,1,true,5,delta) else: fade_in_out(crosshair,1,true,5,delta) ## FADE ELEMENTS IN AND OUT fade_in_out(current_stam_bar,STAM_BAR_MAX_OPACITY,stam_bar_visible,5,delta) ## SPAWN NOTIFICATIONS spawn_notifs() func crosshair_size_change(): crosshair_target += Vector2(20,20) func shake_element(amount): var rand_x = randf_range(-amount,amount) var rand_y = randf_range(-amount,amount) return Vector2(rand_x,rand_y) func lerp_color(element,colorA,colorB,cur_value,max_value,active_percent): var value : float = float(cur_value)/float(max_value) if value <= active_percent: element.modulate = lerp(colorA,colorB,value) else: element.modulate = colorB 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,speed,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 * speed)/Engine.time_scale) else: element.modulate = lerp(element_color, Color(element_color.r,element_color.g,element_color.b,0),(delta * speed)/Engine.time_scale) func pick_up_notif(type,ammo_type,value): var pickup_notif = pickup_item_indicator.instantiate() pickup_notif.pickup_type = type pickup_notif.ammo_type = ammo_type pickup_notif.value = value pickup_notif.position = money.position + Vector2(150,-50) pickup_notif.scale = Vector2(1,1) pickup_notifs.append(pickup_notif) func spawn_notifs(): if pickup_notifs.size() > 0 and can_spawn: can_spawn = false var msg = pickup_notifs.pop_front() add_child(msg) await get_tree().create_timer(.2).timeout can_spawn = true func player_hit(): crosshair_size_change()