Files
fps_project_1/scripts/hud.gd
2025-05-06 11:18:52 -05:00

200 lines
7.0 KiB
GDScript

extends Control
@export var radial_stamina : bool = false
## VIEWPORT
var viewportWidth
var viewportHeight
var viewportCenter
var stam_bar_visible : bool = false
var interact_visible : bool = false
var health_bar_start_pos
var money_count : int = 0
@onready var level_control = get_tree().current_scene
@onready var player = level_control.player
@onready var health_bar: ProgressBar = $WobbleItems/HealthBar
@onready var ammo_counter: HBoxContainer = $WobbleItems/GunInfo/VBoxContainer/AmmoCounter
@onready var gun_name: Label = $"WobbleItems/GunInfo/VBoxContainer/Gun Name"
@onready var ammo_current: Label = $WobbleItems/GunInfo/VBoxContainer/AmmoCounter/AmmoCurrent
@onready var ammo_reserve: Label = $WobbleItems/GunInfo/VBoxContainer/AmmoCounter/AmmoReserve
@onready var gun_info: MarginContainer = $WobbleItems/GunInfo
@onready var money: Label = $WobbleItems/Money
@onready var pickup_item_indicator = preload("res://assets/pickup_item_indicator.tscn")
@onready var wobble_items: Control = $WobbleItems
@onready var timer_counter: Label = $WobbleItems/Timer_counter
var pickup_notifs = []
var minimap_points = {}
var can_spawn = true
#HUD WOBBLE
var offset_dir = Vector2.ZERO
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
# Get Viewport size
viewportWidth = get_viewport().size.x
viewportHeight = get_viewport().size.y
viewportCenter = Vector2(viewportWidth/2,viewportHeight/2)
SignalBus.player_hit.connect(player_hit)
SignalBus.ui_timer_update.connect(update_timer)
SignalBus.ui_timer_visibility.connect(toggle_timer_visibility)
SignalBus.ui_minimap_point.connect(add_minimap_point)
money_count = GameGlobals.money
health_bar.max_value = level_control.gamemode.start_health
health_bar_start_pos = health_bar.position
timer_counter.visible = false
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
player = level_control.player
if player != null:
#HEALTH
health_bar.value = GameGlobals.health
if GameGlobals.health <= 2:
change_color(health_bar,ColorSwatch.RED_COLOR,10,delta)
health_bar.position = health_bar_start_pos + shake_element(15)
elif GameGlobals.health < ((level_control.gamemode.start_health / 2) + 1):
change_color(health_bar,ColorSwatch.ORANGE_COLOR,10,delta)
else:
change_color(health_bar,ColorSwatch.FULL_WHITE,10,delta)
#MONEY
if money_count < int(GameGlobals.money):
money_count += 1
change_color(money,ColorSwatch.GREEN_COLOR,10,delta)
elif money_count > int(GameGlobals.money):
change_color(money,ColorSwatch.RED_COLOR,10,delta)
money_count -= 1
else:
change_color(money,ColorSwatch.FULL_WHITE,10,delta)
money.text = "$" + str(money_count)
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,ColorSwatch.RED_COLOR,ColorSwatch.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,ColorSwatch.RED_COLOR,ColorSwatch.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)
if player.gun != null:
gun_name.text = player.gun.weapon_info.gun_name
gun_name.visible = true
else:
gun_name.visible = false
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
## SPAWN NOTIFICATIONS
spawn_notifs()
#WOBBLE HUD
wobble_items.position = hud_wobble(delta/Engine.time_scale)
func toggle_timer_visibility(timer_visible):
timer_counter.visible = timer_visible
func update_timer(label,timer):
if timer_counter.visible == false:
timer_counter.visible = true
timer_counter.text = str(label,"\n", timer)
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 add_minimap_point(node_owner,point_position,color):
var key = node_owner.name
var data = {"position" : point_position,"color" : color}
minimap_points[key] = data
func player_hit():
pass
func hud_wobble(delta):
var viewport_height_adj = (get_viewport().size.y/1080)
var HUD_WOBBLE_MAX : float = 40 * viewport_height_adj
var MOUSE_AMT = 1 * viewport_height_adj
var VELOCITY_AMT = 100 * viewport_height_adj
var HUD_MOVE_SPEED = 1 * viewport_height_adj
var HUD_RETURN_SPEED = 10 * viewport_height_adj
var dir_mouse = Vector2(-player.mouse_input.x * MOUSE_AMT,-player.mouse_input.y * MOUSE_AMT)
var velocity_dir_transformed = player.velocity.normalized() * player.global_basis
var velocity_lengh_clamped = clamp(player.velocity.length(),-VELOCITY_AMT,VELOCITY_AMT)
var dir_velocity = Vector2(-velocity_dir_transformed.x * velocity_lengh_clamped,velocity_dir_transformed.y * velocity_lengh_clamped)
#add movement
offset_dir += dir_mouse + dir_velocity
#return to zero over time
offset_dir = lerp(offset_dir,Vector2.ZERO,delta * HUD_RETURN_SPEED)
#apply offset
return offset_dir