Files
DungeonsOfKharadum/src/scripts/ingame_hud.gd
2026-01-17 11:12:32 +01:00

302 lines
10 KiB
GDScript

extends CanvasLayer
# Ingame HUD - Displays player health, level, time, and boss health
var label_life: Label = null
var texture_progress_bar_hp: TextureProgressBar = null
var label_keys: Label = null
var label_keys_value: Label = null
var label_level: Label = null
var label_level_value: Label = null
var label_time: Label = null
var label_time_value: Label = null
var label_boss: Label = null
var texture_progress_bar_boss_hp: TextureProgressBar = null
var label_host: Label = null
var label_player_count: Label = null
var label_room_code: Label = null
var label_disconnected: Label = null
var game_world: Node = null
var network_manager: Node = null
var local_player: Node = null
var level_start_time: float = 0.0
var player_search_attempts: int = 0
var max_player_search_attempts: int = 100 # Limit retries to prevent infinite recursion
var timer_running: bool = true # Flag to stop/start timer
const HUD_BASE_SIZE: Vector2 = Vector2(1280, 720)
func _ready():
print("IngameHUD: _ready() called")
# Find nodes safely (using get_node_or_null to avoid crashes)
label_life = get_node_or_null("UpperLeft/HBoxContainer/VBoxContainerLIFE/LabelLife")
texture_progress_bar_hp = get_node_or_null("UpperLeft/HBoxContainer/VBoxContainerLIFE/TextureProgressBarHP")
label_keys = get_node_or_null("UpperLeft/HBoxContainer/VBoxContainerKeys/LabelKeys")
label_keys_value = get_node_or_null("UpperLeft/HBoxContainer/VBoxContainerKeys/HBoxContainer/LabelKeysValue")
label_level = get_node_or_null("UpperLeft/HBoxContainer/VBoxContainerLevel/LabelLevel")
label_level_value = get_node_or_null("UpperLeft/HBoxContainer/VBoxContainerLevel/LabelLevelValue")
label_time = get_node_or_null("UpperLeft/HBoxContainer/VBoxContainerTime/LabelTime")
label_time_value = get_node_or_null("UpperLeft/HBoxContainer/VBoxContainerTime/LabelTimeValue")
label_boss = get_node_or_null("UpperRight/HBoxContainer/VBoxContainerBoss/LabelBoss")
texture_progress_bar_boss_hp = get_node_or_null("UpperRight/HBoxContainer/VBoxContainerBoss/TextureProgressBarBossHP")
label_host = get_node_or_null("UpperRight/HBoxContainer/VBoxContainerHost/LabelHost")
label_player_count = get_node_or_null("UpperRight/HBoxContainer/VBoxContainerHost/LabelPlayerCount")
label_room_code = get_node_or_null("UpperRight/HBoxContainer/VBoxContainerHost/LabelRoomCode")
label_disconnected = get_node_or_null("CenterTop/LabelDisconnected")
# Find network manager
network_manager = get_node_or_null("/root/NetworkManager")
if network_manager:
# Connect to player connection signals to update player count
network_manager.player_connected.connect(_on_player_connected)
network_manager.player_disconnected.connect(_on_player_disconnected)
network_manager.connection_failed.connect(_on_connection_failed)
network_manager.connection_succeeded.connect(_on_connection_succeeded)
# Debug: Check if nodes were found
if not label_time_value:
print("IngameHUD: ERROR - label_time_value not found!")
else:
print("IngameHUD: Nodes found successfully")
# Ensure visibility
visible = true
layer = 100 # High layer to ensure HUD is on top
# Find game world
game_world = get_tree().get_first_node_in_group("game_world")
if not game_world:
print("IngameHUD: WARNING - game_world not found in group")
# Initially hide boss health bar
if texture_progress_bar_boss_hp:
texture_progress_bar_boss_hp.visible = false
if label_boss:
label_boss.visible = false
# Update host info display
_update_host_info()
# Start level timer
level_start_time = Time.get_ticks_msec() / 1000.0
# Keep HUD text crisp with integer scaling
_update_hud_scale()
get_viewport().size_changed.connect(_update_hud_scale)
# Find local player (with retry limit)
player_search_attempts = 0
_find_local_player()
func _on_player_connected(_peer_id: int, _player_info: Dictionary):
_update_host_info()
func _on_player_disconnected(_peer_id: int, _player_info: Dictionary):
_update_host_info()
func _on_connection_failed():
# Show disconnection message
if label_disconnected:
label_disconnected.visible = true
# Show different message for host vs joiner
if network_manager and network_manager.is_hosting:
label_disconnected.text = "Lost connection to Matchbox server - Retrying..."
else:
label_disconnected.text = "Disconnected - Reconnecting..."
func _on_connection_succeeded():
# Hide disconnection message
if label_disconnected:
label_disconnected.visible = false
func _update_host_info():
if not network_manager:
return
# Update HOST label visibility
if label_host:
label_host.visible = network_manager.is_hosting
# Update player count
if label_player_count and network_manager.players_info:
var total_players = 0
for peer_id in network_manager.players_info.keys():
var info = network_manager.players_info[peer_id]
total_players += info.get("local_player_count", 1)
label_player_count.text = "Players: " + str(total_players)
# Update room code (only show if WebRTC/WebSocket and hosting)
if label_room_code:
var mode = network_manager.network_mode
if (mode == 1 or mode == 2) and network_manager.is_hosting: # WebRTC or WebSocket
var room_id = network_manager.get_room_id()
if not room_id.is_empty():
label_room_code.text = "Room: " + room_id
label_room_code.visible = true
else:
label_room_code.visible = false
else:
label_room_code.visible = false
func _find_local_player():
# Prevent infinite recursion
player_search_attempts += 1
if player_search_attempts > max_player_search_attempts:
print("IngameHUD: Warning - Could not find local player after ", max_player_search_attempts, " attempts. HUD will continue without player data.")
return
# Find the local player (first player with authority)
var players = get_tree().get_nodes_in_group("player")
# Check if we're in multiplayer mode
var is_multiplayer = multiplayer and multiplayer.has_multiplayer_peer()
if is_multiplayer:
# In multiplayer mode, find player with authority
for player in players:
if player.has_method("is_multiplayer_authority") and player.is_multiplayer_authority():
local_player = player
print("IngameHUD: Found local player")
return
else:
# In single-player mode, use first player
if players.size() > 0:
local_player = players[0]
print("IngameHUD: Found player (single-player mode)")
return
# If not found, try again later (but only if we haven't exceeded attempts)
if not local_player and player_search_attempts <= max_player_search_attempts:
call_deferred("_find_local_player")
func _process(_delta):
# Only update if nodes exist
if not label_time_value:
return # Nodes not initialized yet, skip updates
# Update player health
if local_player and is_instance_valid(local_player):
_update_player_health()
_update_keys_display()
# Update level display
_update_level_display()
# Update time display
_update_time_display()
# Update boss health (if boss exists)
_update_boss_health()
func _update_hud_scale():
# Scale HUD to an integer factor to keep pixel text crisp
var viewport_size = get_viewport().get_visible_rect().size
var scale_factor = int(floor(min(viewport_size.x / HUD_BASE_SIZE.x, viewport_size.y / HUD_BASE_SIZE.y)))
if scale_factor < 1:
scale_factor = 1
scale = Vector2.ONE * scale_factor
func _update_player_health():
if not local_player or not texture_progress_bar_hp:
return
var health = 0
var max_health = 100
# Try to get health from character_stats first (property always exists in player.gd)
if local_player.character_stats:
health = local_player.character_stats.hp
max_health = local_player.character_stats.maxhp
else:
# Fallback to direct properties (these are getters in player.gd, always available)
health = local_player.current_health
max_health = local_player.max_health
# Update progress bar
texture_progress_bar_hp.max_value = max_health
texture_progress_bar_hp.value = health
func _update_keys_display():
if not local_player or not label_keys_value:
return
# Get key count from player (keys property always exists in player.gd)
var key_count = local_player.keys
label_keys_value.text = str(key_count)
func _update_level_display():
if not label_level_value:
return
# current_level is always defined in game_world.gd
if game_world:
var level = game_world.current_level
label_level_value.text = str(level)
func _update_time_display():
if not label_time_value:
return
# Only update if timer is running
if not timer_running:
return
# Calculate elapsed time since level start
var current_time = Time.get_ticks_msec() / 1000.0
var elapsed_time = current_time - level_start_time
# Format as MM:SS
var minutes = int(elapsed_time / 60)
var seconds = int(elapsed_time) % 60
label_time_value.text = "%02d:%02d" % [minutes, seconds]
func get_level_time() -> float:
# Get the current level time (even if timer is stopped)
var current_time = Time.get_ticks_msec() / 1000.0
return current_time - level_start_time
func stop_timer():
# Stop the timer when level completes
timer_running = false
func start_timer():
# Start/reset the timer for new level
timer_running = true
level_start_time = Time.get_ticks_msec() / 1000.0
func _update_boss_health():
# Find boss enemy (if any)
var boss_enemy = null
var enemies = get_tree().get_nodes_in_group("enemy")
for enemy in enemies:
# Check if enemy is a boss (could check metadata or name)
if enemy.has_meta("is_boss") and enemy.get_meta("is_boss"):
boss_enemy = enemy
break
if boss_enemy and is_instance_valid(boss_enemy):
# Show boss health bar
if texture_progress_bar_boss_hp:
texture_progress_bar_boss_hp.visible = true
if label_boss:
label_boss.visible = true
# Update boss health (properties are always defined in enemy_base.gd)
var health = boss_enemy.current_health
var max_health = boss_enemy.max_health
if texture_progress_bar_boss_hp:
texture_progress_bar_boss_hp.max_value = max_health
texture_progress_bar_boss_hp.value = health
else:
# Hide boss health bar if no boss
if texture_progress_bar_boss_hp:
texture_progress_bar_boss_hp.visible = false
if label_boss:
label_boss.visible = false
func reset_level_timer():
# Reset timer when starting a new level
start_timer()