extends CanvasLayer const _GOLD := Color(1.00, 0.78, 0.22) const _CREAM := Color(0.93, 0.88, 0.72) const _MUTED := Color(0.66, 0.60, 0.46) # Per-ability trim colour, tying each tile (and its key cap) to that ability's FX. # Order matches _ABILITY_ICONS: kick, slam, dash, roll. const _ABILITY_ACCENT: Array[Color] = [ Color(1.00, 0.62, 0.16), # Kick — ember orange Color(0.98, 0.34, 0.20), # Slam — crimson Color(0.45, 0.75, 1.00), # Dash — sky blue Color(1.00, 0.82, 0.32), # Roll — gold ] const _ABILITY_ICONS: Array[String] = [ "res://HUD/KICK.png", "res://HUD/SLAM.png", "res://HUD/DASH.png", "res://HUD/ROLL.png", ] const _ABILITY_ACTIONS: Array[StringName] = [ &"ability_kick", &"ability_slam", &"ability_dash", &"ability_roll", ] # Fallback label shown in a slot whose icon file fails to load. const _ABILITY_NAMES: Array[String] = ["Kick", "Slam", "Dash", "Roll"] var _controls_visible: bool = false var _controls_panel: PanelContainer var _toggle_btn: Button var _tab_hint: Label var _spawner: Node var _player: Node = null var _died_connected: bool = false var _cd_overlays: Array[ColorRect] = [] var _cd_labels: Array[Label] = [] var _ability_bar: HBoxContainer var _ability_panels: Array[PanelContainer] = [] # Win/lose screen. _game_over latches so the result is shown once; _result_win # records which way it went (read by the gameplay test). const _WIN_VIDEO := "res://videos/bull_win.ogv" # the bull triumphs const _LOSS_VIDEO := "res://videos/matador_win.ogv" # the matador triumphs var _game_over: bool = false var _result_win: bool = false var _over_root: Control var _over_video: VideoStreamPlayer func _ready() -> void: layer = 11 process_mode = Node.PROCESS_MODE_ALWAYS _build_controls_panel() _build_tab_hint() _build_ability_bar() _build_version_label() _build_game_over() _find_spawner.call_deferred() # Unobtrusive early-build tag in the bottom-right corner. func _build_version_label() -> void: var lbl := Label.new() lbl.text = GameVersion.full() lbl.add_theme_color_override("font_color", _MUTED) lbl.add_theme_font_size_override("font_size", 12) lbl.set_anchors_preset(Control.PRESET_BOTTOM_RIGHT) lbl.grow_horizontal = Control.GROW_DIRECTION_BEGIN lbl.grow_vertical = Control.GROW_DIRECTION_BEGIN lbl.offset_right = -14.0 lbl.offset_bottom = -10.0 lbl.mouse_filter = Control.MOUSE_FILTER_IGNORE add_child(lbl) func _process(_delta: float) -> void: if _player == null: var players := get_tree().get_nodes_in_group(&"player") if not players.is_empty(): _player = players[0] return if not _died_connected: _died_connected = true _player.died.connect(_on_player_died) for i: int in _cd_overlays.size(): var fraction: float = _player.call(&"ability_cooldown_fraction", i) var ov := _cd_overlays[i] ov.anchor_top = 1.0 - fraction ov.anchor_bottom = 1.0 var remaining: float = _player.call(&"ability_cooldown_remaining", i) var lbl := _cd_labels[i] if remaining > 0.0: lbl.text = "%.1fs" % remaining lbl.visible = true else: lbl.visible = false func _find_spawner() -> void: var spawners := get_tree().get_nodes_in_group(&"matador_spawn") if spawners.is_empty(): return _spawner = spawners[0] _spawner.all_defeated.connect(_on_all_defeated) func _unhandled_input(event: InputEvent) -> void: if event is InputEventKey and event.pressed and not event.echo: if _game_over and event.physical_keycode in [KEY_ENTER, KEY_KP_ENTER]: _restart() elif event.physical_keycode == KEY_TAB and not _game_over: _toggle_controls() elif event.physical_keycode == KEY_ESCAPE: _return_to_menu() func _return_to_menu() -> void: get_tree().paused = false Input.mouse_mode = Input.MOUSE_MODE_VISIBLE get_tree().change_scene_to_file("res://MainMenu.tscn") func _restart() -> void: get_tree().paused = false Input.mouse_mode = Input.MOUSE_MODE_CAPTURED get_tree().reload_current_scene() func _toggle_controls() -> void: _controls_visible = not _controls_visible _controls_panel.visible = _controls_visible _tab_hint.visible = not _controls_visible _toggle_btn.text = "Hide controls" if _controls_visible else "Show controls" # ── Win / lose ────────────────────────────────────────────────────────────── # The bull takes one clean blade and it's over; clear the last matador and it's a # victory. Both routes end here — the arena freezes and the result is proclaimed. func _on_player_died(cause: String = "") -> void: _show_game_over(false, cause) func _on_all_defeated() -> void: _show_game_over(true) func _show_game_over(win: bool, _cause: String = "") -> void: if _game_over: return _game_over = true _result_win = win if _controls_panel: _controls_panel.visible = false if _tab_hint: _tab_hint.visible = false # Swap in the matching outcome clip and loop it behind the buttons. var path := _WIN_VIDEO if win else _LOSS_VIDEO if ResourceLoader.exists(path): _over_video.stream = load(path) _over_video.play() _over_root.visible = true _over_root.modulate.a = 0.0 Input.mouse_mode = Input.MOUSE_MODE_VISIBLE get_tree().paused = true create_tween().tween_property(_over_root, "modulate:a", 1.0, 0.5) func _build_game_over() -> void: _over_root = Control.new() _over_root.set_anchors_preset(Control.PRESET_FULL_RECT) _over_root.process_mode = Node.PROCESS_MODE_ALWAYS _over_root.visible = false add_child(_over_root) # Full-screen outcome clip (bull win / matador win), looping. _over_video = VideoStreamPlayer.new() _over_video.set_anchors_preset(Control.PRESET_FULL_RECT) _over_video.expand = true _over_video.process_mode = Node.PROCESS_MODE_ALWAYS _over_video.mouse_filter = Control.MOUSE_FILTER_IGNORE _over_video.finished.connect(_over_video.play) # loop the outcome clip _over_root.add_child(_over_video) # Buttons overlaid at the bottom of the clip. var row := HBoxContainer.new() row.alignment = BoxContainer.ALIGNMENT_CENTER row.add_theme_constant_override("separation", 16) row.anchor_left = 0.5 row.anchor_right = 0.5 row.anchor_top = 1.0 row.anchor_bottom = 1.0 row.grow_horizontal = Control.GROW_DIRECTION_BOTH row.grow_vertical = Control.GROW_DIRECTION_BEGIN row.offset_bottom = -48.0 _over_root.add_child(row) var again := _make_button("Go Again (Enter)") again.pressed.connect(_restart) row.add_child(again) var menu := _make_button("Main Menu") menu.pressed.connect(_return_to_menu) row.add_child(menu) const _SLOT_SEPARATION: int = 10 func _build_ability_bar() -> void: _ability_bar = HBoxContainer.new() _ability_bar.add_theme_constant_override("separation", _SLOT_SEPARATION) _ability_bar.anchor_left = 0.5 _ability_bar.anchor_right = 0.5 _ability_bar.anchor_top = 1.0 _ability_bar.anchor_bottom = 1.0 _ability_bar.grow_horizontal = Control.GROW_DIRECTION_BOTH _ability_bar.grow_vertical = Control.GROW_DIRECTION_BEGIN _ability_bar.offset_bottom = -20.0 add_child(_ability_bar) for i: int in 4: _ability_bar.add_child(_build_ability_slot(i)) _layout_ability_bar() get_viewport().size_changed.connect(_layout_ability_bar) # Size the ability slots as a fraction of the viewport (clamped) so the bar scales # with the window, and keep it horizontally centred by matching the HBox offsets. func _layout_ability_bar() -> void: var vp := get_viewport().get_visible_rect().size var slot := clampf(minf(vp.x * 0.055, vp.y * 0.11), 56.0, 104.0) for panel: PanelContainer in _ability_panels: panel.custom_minimum_size = Vector2(slot, slot) var total := slot * 4.0 + float(_SLOT_SEPARATION) * 3.0 _ability_bar.offset_left = -total * 0.5 _ability_bar.offset_right = total * 0.5 func _build_ability_slot(idx: int) -> Control: var vbox := VBoxContainer.new() vbox.add_theme_constant_override("separation", 4) var panel := PanelContainer.new() panel.custom_minimum_size = Vector2(72.0, 72.0) panel.add_theme_stylebox_override( "panel", UiTheme.plaque(UiTheme.LEATHER, _ABILITY_ACCENT[idx], 4, 5.0, 5.0)) vbox.add_child(panel) _ability_panels.append(panel) var stack := Control.new() stack.set_anchors_preset(Control.PRESET_FULL_RECT) panel.add_child(stack) if ResourceLoader.exists(_ABILITY_ICONS[idx]): var icon := TextureRect.new() icon.texture = load(_ABILITY_ICONS[idx]) # Ignore the texture's native size so a large source PNG doesn't blow the # slot's minimum size out; scale-to-fit the box while keeping aspect. icon.expand_mode = TextureRect.EXPAND_IGNORE_SIZE icon.stretch_mode = TextureRect.STRETCH_KEEP_ASPECT_CENTERED icon.set_anchors_preset(Control.PRESET_FULL_RECT) icon.mouse_filter = Control.MOUSE_FILTER_IGNORE stack.add_child(icon) else: var name_lbl := Label.new() name_lbl.text = _ABILITY_NAMES[idx] name_lbl.set_anchors_preset(Control.PRESET_FULL_RECT) name_lbl.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER name_lbl.vertical_alignment = VERTICAL_ALIGNMENT_CENTER name_lbl.mouse_filter = Control.MOUSE_FILTER_IGNORE name_lbl.add_theme_color_override("font_color", _GOLD) name_lbl.add_theme_font_size_override("font_size", 16) stack.add_child(name_lbl) var cd_overlay := ColorRect.new() cd_overlay.color = Color(0.0, 0.0, 0.0, 0.70) cd_overlay.anchor_left = 0.0 cd_overlay.anchor_right = 1.0 cd_overlay.anchor_top = 1.0 cd_overlay.anchor_bottom = 1.0 cd_overlay.mouse_filter = Control.MOUSE_FILTER_IGNORE stack.add_child(cd_overlay) _cd_overlays.append(cd_overlay) var cd_lbl := Label.new() cd_lbl.set_anchors_preset(Control.PRESET_FULL_RECT) cd_lbl.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER cd_lbl.vertical_alignment = VERTICAL_ALIGNMENT_CENTER cd_lbl.mouse_filter = Control.MOUSE_FILTER_IGNORE cd_lbl.visible = false cd_lbl.add_theme_color_override("font_color", Color.WHITE) cd_lbl.add_theme_font_size_override("font_size", 18) stack.add_child(cd_lbl) _cd_labels.append(cd_lbl) var key_lbl := Label.new() key_lbl.text = Controls.get_key_label(_ABILITY_ACTIONS[idx]) key_lbl.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER key_lbl.add_theme_font_override("font", UiFonts.body()) key_lbl.add_theme_color_override("font_color", _ABILITY_ACCENT[idx].lerp(_CREAM, 0.35)) key_lbl.add_theme_color_override("font_outline_color", Color(0, 0, 0, 0.85)) key_lbl.add_theme_constant_override("outline_size", 3) key_lbl.add_theme_font_size_override("font_size", 13) vbox.add_child(key_lbl) return vbox func _build_tab_hint() -> void: _tab_hint = Label.new() _tab_hint.text = "Press 'Tab' to see controls" _tab_hint.anchor_left = 0.0 _tab_hint.anchor_top = 1.0 _tab_hint.anchor_right = 0.0 _tab_hint.anchor_bottom = 1.0 _tab_hint.grow_vertical = Control.GROW_DIRECTION_BEGIN _tab_hint.offset_left = 20.0 _tab_hint.offset_bottom = -20.0 _tab_hint.add_theme_color_override("font_color", _MUTED) _tab_hint.add_theme_font_size_override("font_size", 12) add_child(_tab_hint) func _build_controls_panel() -> void: _controls_panel = PanelContainer.new() _controls_panel.add_theme_stylebox_override( "panel", UiTheme.plaque(UiTheme.LEATHER, UiTheme.BORDER, 4, 16.0, 12.0)) _controls_panel.anchor_left = 0.0 _controls_panel.anchor_top = 1.0 _controls_panel.anchor_right = 0.0 _controls_panel.anchor_bottom = 1.0 _controls_panel.grow_vertical = Control.GROW_DIRECTION_BEGIN _controls_panel.offset_left = 20.0 _controls_panel.offset_bottom = -20.0 _controls_panel.visible = false add_child(_controls_panel) var vbox := VBoxContainer.new() vbox.add_theme_constant_override("separation", 5) _controls_panel.add_child(vbox) var move_keys := "%s %s %s %s" % [ Controls.get_key_label(&"move_forward"), Controls.get_key_label(&"move_left"), Controls.get_key_label(&"move_back"), Controls.get_key_label(&"move_right"), ] _row(vbox, move_keys, "Move", _CREAM) _row(vbox, Controls.get_key_label(&"ability_kick"), "Kick", _CREAM) _row(vbox, Controls.get_key_label(&"ability_slam"), "Slam", _CREAM) _row(vbox, Controls.get_key_label(&"ability_dash"), "Dash", _CREAM) _row(vbox, Controls.get_key_label(&"ability_roll"), "Roll (Powerball: ram the matador!)", _CREAM) _row(vbox, "Scroll", "Zoom", _CREAM) _row(vbox, "Tab", "Toggle controls", _MUTED) _row(vbox, "Esc", "Back to menu", _MUTED) var sep := HSeparator.new() sep.add_theme_stylebox_override("separator", UiTheme.rule()) vbox.add_child(sep) _toggle_btn = _make_button("Show controls") _toggle_btn.pressed.connect(_toggle_controls) vbox.add_child(_toggle_btn) func _make_button(label_text: String) -> Button: var btn := Button.new() btn.text = label_text btn.process_mode = Node.PROCESS_MODE_ALWAYS var normal := UiTheme.plaque(Color(0.10, 0.07, 0.03, 0.90), _GOLD, 3, 18.0, 9.0) var hover := UiTheme.plaque(Color(0.16, 0.10, 0.04, 0.96), _CREAM, 3, 18.0, 9.0) btn.add_theme_stylebox_override("normal", normal) btn.add_theme_stylebox_override("hover", hover) btn.add_theme_stylebox_override("pressed", hover) btn.add_theme_stylebox_override("focus", hover) btn.add_theme_font_override("font", UiFonts.body()) btn.add_theme_color_override("font_color", _GOLD) btn.add_theme_color_override("font_hover_color", _CREAM) btn.add_theme_font_size_override("font_size", 18) return btn func _row(parent: VBoxContainer, key: String, desc: String, desc_color: Color) -> void: var row := HBoxContainer.new() row.add_theme_constant_override("separation", 10) parent.add_child(row) var badge := PanelContainer.new() badge.add_theme_stylebox_override("panel", UiTheme.badge()) badge.custom_minimum_size = Vector2(100.0, 0.0) row.add_child(badge) var key_lbl := Label.new() key_lbl.text = key key_lbl.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER key_lbl.vertical_alignment = VERTICAL_ALIGNMENT_CENTER key_lbl.add_theme_color_override("font_color", _GOLD) key_lbl.add_theme_font_size_override("font_size", 12) badge.add_child(key_lbl) var desc_lbl := Label.new() desc_lbl.text = desc desc_lbl.vertical_alignment = VERTICAL_ALIGNMENT_CENTER desc_lbl.add_theme_color_override("font_color", desc_color) desc_lbl.add_theme_font_size_override("font_size", 12) row.add_child(desc_lbl)