Files
mmo/systems/hud_system.gd
Marek Lenczewski f21e30eb55 prototype vibe
2026-04-16 17:20:57 +02:00

295 lines
10 KiB
GDScript

extends Node
const GCD_TIME := 0.5
const ICON_SIZE := 20
const FONT_SIZE := 14
const BORDER_WIDTH := 2
const MARGIN := 2
var ability_labels: Array[String] = ["1", "2", "3", "4", "P"]
var effect_container: HBoxContainer = null
var tavern_bar: ProgressBar = null
var tavern_label: Label = null
var wave_label: Label = null
var level_label: Label = null
var xp_bar: ProgressBar = null
var xp_label: Label = null
func _ready() -> void:
EventBus.health_changed.connect(_on_health_changed)
EventBus.shield_changed.connect(_on_shield_changed)
EventBus.entity_died.connect(_on_entity_died)
EventBus.player_respawned.connect(_on_player_respawned)
EventBus.respawn_tick.connect(_on_respawn_tick)
EventBus.role_changed.connect(_on_role_changed)
EventBus.cooldown_tick.connect(_on_cooldown_tick)
EventBus.effect_applied.connect(_on_effect_applied)
EventBus.effect_expired.connect(_on_effect_expired)
EventBus.tavern_damaged.connect(_on_tavern_damaged)
EventBus.wave_started.connect(_on_wave_started)
EventBus.wave_timer_tick.connect(_on_wave_timer_tick)
EventBus.xp_gained.connect(_on_xp_gained)
EventBus.level_up.connect(_on_level_up)
_init_hud.call_deferred()
func _init_hud() -> void:
var hud: CanvasLayer = _get_hud()
if not hud:
return
hud.get_node("RespawnTimer").visible = false
effect_container = HBoxContainer.new()
effect_container.name = "EffectContainer"
effect_container.position = Vector2(10, 60)
effect_container.add_theme_constant_override("separation", 3)
hud.add_child(effect_container)
_init_tavern_bar(hud)
_init_xp_bar(hud)
func _init_tavern_bar(hud: CanvasLayer) -> void:
var container := VBoxContainer.new()
container.name = "TavernContainer"
container.anchor_left = 0.5
container.anchor_right = 0.5
container.offset_left = -150
container.offset_right = 150
container.offset_top = 10
container.add_theme_constant_override("separation", 2)
wave_label = Label.new()
wave_label.text = "Welle 1 — 60:00"
wave_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
wave_label.add_theme_font_size_override("font_size", 18)
container.add_child(wave_label)
var title := Label.new()
title.text = "Taverne"
title.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
title.add_theme_font_size_override("font_size", 14)
container.add_child(title)
tavern_bar = ProgressBar.new()
tavern_bar.custom_minimum_size = Vector2(300, 22)
tavern_bar.show_percentage = false
var bg := StyleBoxFlat.new()
bg.bg_color = Color(0.3, 0.1, 0.1, 1)
var fill := StyleBoxFlat.new()
fill.bg_color = Color(0.9, 0.7, 0.2, 1)
tavern_bar.add_theme_stylebox_override("background", bg)
tavern_bar.add_theme_stylebox_override("fill", fill)
tavern_bar.max_value = 5000.0
tavern_bar.value = 5000.0
container.add_child(tavern_bar)
tavern_label = Label.new()
tavern_label.text = "5000/5000"
tavern_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
tavern_label.anchor_left = 0.0
tavern_label.anchor_right = 1.0
tavern_bar.add_child(tavern_label)
hud.add_child(container)
func _on_tavern_damaged(current: float, max_val: float) -> void:
if tavern_bar:
tavern_bar.max_value = max_val
tavern_bar.value = current
if tavern_label:
tavern_label.text = "%d/%d" % [current, max_val]
func _init_xp_bar(hud: CanvasLayer) -> void:
var container := VBoxContainer.new()
container.name = "LevelContainer"
container.anchor_left = 1.0
container.anchor_top = 1.0
container.anchor_right = 1.0
container.anchor_bottom = 1.0
container.offset_left = -260
container.offset_top = -80
container.offset_right = -10
container.offset_bottom = -10
container.add_theme_constant_override("separation", 2)
level_label = Label.new()
level_label.text = "Level 1"
level_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_RIGHT
level_label.add_theme_font_size_override("font_size", 20)
container.add_child(level_label)
xp_bar = ProgressBar.new()
xp_bar.custom_minimum_size = Vector2(250, 22)
xp_bar.max_value = 1
xp_bar.value = 0
xp_bar.show_percentage = false
var bg := StyleBoxFlat.new()
bg.bg_color = Color(0.1, 0.2, 0.1, 1)
var fill := StyleBoxFlat.new()
fill.bg_color = Color(0.3, 0.9, 0.3, 1)
xp_bar.add_theme_stylebox_override("background", bg)
xp_bar.add_theme_stylebox_override("fill", fill)
xp_label = Label.new()
xp_label.text = "0/1"
xp_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
xp_label.anchor_left = 0.0
xp_label.anchor_right = 1.0
xp_bar.add_child(xp_label)
container.add_child(xp_bar)
hud.add_child(container)
_update_xp_ui()
func _on_xp_gained(_player: Node, _amount: int) -> void:
_update_xp_ui()
func _on_level_up(_player: Node, _new_level: int) -> void:
_update_xp_ui()
func _update_xp_ui() -> void:
if level_label:
level_label.text = "Level %d" % PlayerData.level
if xp_bar:
xp_bar.max_value = PlayerData.xp_to_next
xp_bar.value = PlayerData.xp
if xp_label:
xp_label.text = "%d/%d" % [PlayerData.xp, PlayerData.xp_to_next]
func _on_wave_started(_wave_number: int) -> void:
_update_wave_label()
func _on_wave_timer_tick(_seconds_remaining: float) -> void:
_update_wave_label()
func _update_wave_label() -> void:
if not wave_label:
return
var secs: int = int(max(0.0, GameState.wave_timer_remaining))
var mm: int = secs / 60
var ss: int = secs % 60
wave_label.text = "Welle %d%02d:%02d" % [GameState.current_wave, mm, ss]
func _on_health_changed(entity: Node, current: float, max_val: float) -> void:
if entity != PlayerData:
return
var hud: CanvasLayer = _get_hud()
if not hud:
return
var bar: ProgressBar = hud.get_node("HealthBar")
bar.max_value = max_val
bar.value = current
hud.get_node("HealthBar/HealthLabel").text = "%d/%d" % [current, max_val]
func _on_shield_changed(entity: Node, current: float, max_val: float) -> void:
if entity != PlayerData:
return
var hud: CanvasLayer = _get_hud()
if not hud:
return
var bar: ProgressBar = hud.get_node("ShieldBar")
bar.max_value = max_val
bar.value = current
hud.get_node("ShieldBar/ShieldLabel").text = "%d/%d" % [current, max_val]
func _on_entity_died(entity: Node) -> void:
if entity != PlayerData:
return
var hud: CanvasLayer = _get_hud()
if hud:
hud.get_node("RespawnTimer").visible = true
func _on_player_respawned(_player: Node) -> void:
var hud: CanvasLayer = _get_hud()
if hud:
hud.get_node("RespawnTimer").visible = false
func _on_respawn_tick(timer: float) -> void:
var hud: CanvasLayer = _get_hud()
if hud:
hud.get_node("RespawnTimer").text = str(ceil(timer))
func _on_role_changed(_player: Node, role_type: int) -> void:
var hud: CanvasLayer = _get_hud()
if not hud:
return
var icon: Label = hud.get_node("AbilityBar/ClassIcon/Label")
match role_type:
0: icon.text = "T"
1: icon.text = "D"
2: icon.text = "H"
func _on_cooldown_tick(cooldowns: Array, max_cooldowns: Array, gcd_timer: float) -> void:
var hud: CanvasLayer = _get_hud()
if not hud:
return
var panels: Array = [
hud.get_node("AbilityBar/Ability1"),
hud.get_node("AbilityBar/Ability2"),
hud.get_node("AbilityBar/Ability3"),
hud.get_node("AbilityBar/Ability4"),
hud.get_node("AbilityBar/Ability5"),
]
for i in range(min(panels.size(), cooldowns.size())):
var panel: Panel = panels[i]
var label: Label = panel.get_node("Label")
var overlay: ColorRect = panel.get_node("CooldownOverlay")
var cd: float = cooldowns[i]
var gcd: float = gcd_timer if i != 2 and i != 4 else 0.0
var active_cd: float = max(cd, gcd)
var max_cd: float = max_cooldowns[i] if max_cooldowns[i] > 0 else GCD_TIME
if active_cd > 0:
var ratio: float = clamp(active_cd / max_cd, 0.0, 1.0)
overlay.visible = true
overlay.anchor_bottom = ratio
label.text = str(ceil(active_cd))
else:
overlay.visible = false
label.text = ability_labels[i]
func _on_effect_applied(target: Node, effect: Effect) -> void:
if target != PlayerData:
return
if effect_container:
_add_icon(effect)
func _on_effect_expired(target: Node, effect: Effect) -> void:
if target != PlayerData:
return
if effect_container:
_remove_icon(effect)
func _add_icon(effect: Effect) -> void:
var panel := PanelContainer.new()
var style := StyleBoxFlat.new()
match effect.type:
Effect.Type.AURA:
style.bg_color = Color(0.15, 0.15, 0.3, 1)
style.border_color = Color(0.3, 0.5, 1.0, 1)
Effect.Type.BUFF:
style.bg_color = Color(0.15, 0.3, 0.15, 1)
style.border_color = Color(0.3, 1.0, 0.3, 1)
Effect.Type.DEBUFF:
style.bg_color = Color(0.3, 0.15, 0.15, 1)
style.border_color = Color(1.0, 0.3, 0.3, 1)
style.set_border_width_all(BORDER_WIDTH)
style.set_content_margin_all(MARGIN)
panel.add_theme_stylebox_override("panel", style)
var label := Label.new()
label.text = effect.effect_name.left(1)
label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER
label.add_theme_font_size_override("font_size", FONT_SIZE)
label.add_theme_color_override("font_color", Color.WHITE)
label.custom_minimum_size = Vector2(ICON_SIZE, ICON_SIZE)
panel.add_child(label)
panel.custom_minimum_size = Vector2(ICON_SIZE + BORDER_WIDTH * 2, ICON_SIZE + BORDER_WIDTH * 2)
panel.set_meta("effect_type", effect.type)
panel.set_meta("effect_name", effect.effect_name)
var insert_idx := 0
for child in effect_container.get_children():
if child.has_meta("effect_type") and child.get_meta("effect_type") <= effect.type:
insert_idx += 1
else:
break
effect_container.add_child(panel)
effect_container.move_child(panel, insert_idx)
func _remove_icon(effect: Effect) -> void:
for child in effect_container.get_children():
if child.has_meta("effect_type") and child.has_meta("effect_name"):
if child.get_meta("effect_type") == effect.type and child.get_meta("effect_name") == effect.effect_name:
child.queue_free()
return
func _get_hud() -> CanvasLayer:
return get_tree().get_first_node_in_group("hud") as CanvasLayer