Files
fps_project_1/scripts/hud.gd
2024-12-08 22:14:22 -06:00

95 lines
3.2 KiB
GDScript

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 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 = $Crosshair
const FULL_WHITE = Color(1, 1, 1, 1)
const TRANSPARENT = Color(1, 1, 1, 0)
const RED_COLOR = Color(1, 0, 0)
const GREEN_COLOR = Color(0, 0.608, 0.172)
const STAM_BAR_MAX_OPACITY = .7
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
health_bar.max_value = level_control.start_health
if radial_stamina:
current_stam_bar = stamina_bar
stamina_bar_2.visible = false
else:
current_stam_bar = stamina_bar_2
stamina_bar.visible = false
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
player = level_control.player
if player != null:
#HEALTH
health_bar.value = level_control.health
if level_control.health <= 2:
change_color(health_bar,RED_COLOR,10,delta)
else:
change_color(health_bar,FULL_WHITE,10,delta)
#MONEY
money.text = "$" + str(level_control.money)
if player.remaining_stamina/player.MAX_STAMINA >= .99:
stam_bar_visible = false
else:
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])
if player.gun != null:
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() != 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)
## 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)