add more sounds, fix all stuff
This commit is contained in:
217
src/scripts/ingame_hud.gd
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217
src/scripts/ingame_hud.gd
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extends CanvasLayer
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# Ingame HUD - Displays player health, level, time, and boss health
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var label_life: Label = null
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var texture_progress_bar_hp: TextureProgressBar = null
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var label_keys: Label = null
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var label_keys_value: Label = null
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var label_level: Label = null
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var label_level_value: Label = null
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var label_time: Label = null
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var label_time_value: Label = null
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var label_boss: Label = null
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var texture_progress_bar_boss_hp: TextureProgressBar = null
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var game_world: Node = null
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var local_player: Node = null
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var level_start_time: float = 0.0
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var player_search_attempts: int = 0
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var max_player_search_attempts: int = 100 # Limit retries to prevent infinite recursion
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var timer_running: bool = true # Flag to stop/start timer
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func _ready():
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print("IngameHUD: _ready() called")
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# Find nodes safely (using get_node_or_null to avoid crashes)
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label_life = get_node_or_null("UpperLeft/HBoxContainer/VBoxContainerLIFE/LabelLife")
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texture_progress_bar_hp = get_node_or_null("UpperLeft/HBoxContainer/VBoxContainerLIFE/TextureProgressBarHP")
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label_keys = get_node_or_null("UpperLeft/HBoxContainer/VBoxContainerKeys/LabelKeys")
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label_keys_value = get_node_or_null("UpperLeft/HBoxContainer/VBoxContainerKeys/HBoxContainer/LabelKeysValue")
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label_level = get_node_or_null("UpperLeft/HBoxContainer/VBoxContainerLevel/LabelLevel")
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label_level_value = get_node_or_null("UpperLeft/HBoxContainer/VBoxContainerLevel/LabelLevelValue")
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label_time = get_node_or_null("UpperLeft/HBoxContainer/VBoxContainerTime/LabelTime")
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label_time_value = get_node_or_null("UpperLeft/HBoxContainer/VBoxContainerTime/LabelTimeValue")
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label_boss = get_node_or_null("UpperRight/HBoxContainer/VBoxContainerBoss/LabelBoss")
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texture_progress_bar_boss_hp = get_node_or_null("UpperRight/HBoxContainer/VBoxContainerBoss/TextureProgressBarBossHP")
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# Debug: Check if nodes were found
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if not label_time_value:
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print("IngameHUD: ERROR - label_time_value not found!")
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else:
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print("IngameHUD: Nodes found successfully")
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# Ensure visibility
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visible = true
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layer = 100 # High layer to ensure HUD is on top
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# Find game world
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game_world = get_tree().get_first_node_in_group("game_world")
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if not game_world:
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print("IngameHUD: WARNING - game_world not found in group")
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# Initially hide boss health bar
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if texture_progress_bar_boss_hp:
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texture_progress_bar_boss_hp.visible = false
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if label_boss:
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label_boss.visible = false
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# Start level timer
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level_start_time = Time.get_ticks_msec() / 1000.0
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# Find local player (with retry limit)
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player_search_attempts = 0
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_find_local_player()
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func _find_local_player():
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# Prevent infinite recursion
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player_search_attempts += 1
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if player_search_attempts > max_player_search_attempts:
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print("IngameHUD: Warning - Could not find local player after ", max_player_search_attempts, " attempts. HUD will continue without player data.")
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return
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# Find the local player (first player with authority)
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var players = get_tree().get_nodes_in_group("player")
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# Check if we're in multiplayer mode
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var is_multiplayer = multiplayer and multiplayer.has_multiplayer_peer()
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if is_multiplayer:
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# In multiplayer mode, find player with authority
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for player in players:
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if player.has_method("is_multiplayer_authority") and player.is_multiplayer_authority():
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local_player = player
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print("IngameHUD: Found local player")
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return
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else:
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# In single-player mode, use first player
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if players.size() > 0:
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local_player = players[0]
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print("IngameHUD: Found player (single-player mode)")
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return
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# If not found, try again later (but only if we haven't exceeded attempts)
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if not local_player and player_search_attempts <= max_player_search_attempts:
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call_deferred("_find_local_player")
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func _process(_delta):
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# Only update if nodes exist
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if not label_time_value:
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return # Nodes not initialized yet, skip updates
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# Update player health
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if local_player and is_instance_valid(local_player):
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_update_player_health()
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_update_keys_display()
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# Update level display
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_update_level_display()
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# Update time display
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_update_time_display()
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# Update boss health (if boss exists)
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_update_boss_health()
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func _update_player_health():
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if not local_player or not texture_progress_bar_hp:
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return
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var health = 0
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var max_health = 100
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# Try to get health from character_stats first (property always exists in player.gd)
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if local_player.character_stats:
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health = local_player.character_stats.hp
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max_health = local_player.character_stats.maxhp
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else:
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# Fallback to direct properties (these are getters in player.gd, always available)
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health = local_player.current_health
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max_health = local_player.max_health
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# Update progress bar
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texture_progress_bar_hp.max_value = max_health
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texture_progress_bar_hp.value = health
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func _update_keys_display():
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if not local_player or not label_keys_value:
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return
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# Get key count from player (keys property always exists in player.gd)
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var key_count = local_player.keys
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label_keys_value.text = str(key_count)
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func _update_level_display():
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if not label_level_value:
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return
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# current_level is always defined in game_world.gd
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if game_world:
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var level = game_world.current_level
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label_level_value.text = str(level)
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func _update_time_display():
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if not label_time_value:
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return
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# Only update if timer is running
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if not timer_running:
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return
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# Calculate elapsed time since level start
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var current_time = Time.get_ticks_msec() / 1000.0
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var elapsed_time = current_time - level_start_time
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# Format as MM:SS
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var minutes = int(elapsed_time / 60)
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var seconds = int(elapsed_time) % 60
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label_time_value.text = "%02d:%02d" % [minutes, seconds]
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func get_level_time() -> float:
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# Get the current level time (even if timer is stopped)
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var current_time = Time.get_ticks_msec() / 1000.0
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return current_time - level_start_time
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func stop_timer():
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# Stop the timer when level completes
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timer_running = false
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func start_timer():
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# Start/reset the timer for new level
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timer_running = true
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level_start_time = Time.get_ticks_msec() / 1000.0
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func _update_boss_health():
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# Find boss enemy (if any)
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var boss_enemy = null
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var enemies = get_tree().get_nodes_in_group("enemy")
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for enemy in enemies:
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# Check if enemy is a boss (could check metadata or name)
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if enemy.has_meta("is_boss") and enemy.get_meta("is_boss"):
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boss_enemy = enemy
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break
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if boss_enemy and is_instance_valid(boss_enemy):
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# Show boss health bar
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if texture_progress_bar_boss_hp:
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texture_progress_bar_boss_hp.visible = true
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if label_boss:
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label_boss.visible = true
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# Update boss health (properties are always defined in enemy_base.gd)
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var health = boss_enemy.current_health
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var max_health = boss_enemy.max_health
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if texture_progress_bar_boss_hp:
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texture_progress_bar_boss_hp.max_value = max_health
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texture_progress_bar_boss_hp.value = health
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else:
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# Hide boss health bar if no boss
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if texture_progress_bar_boss_hp:
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texture_progress_bar_boss_hp.visible = false
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if label_boss:
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label_boss.visible = false
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func reset_level_timer():
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# Reset timer when starting a new level
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start_timer()
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