extends CanvasLayer const _GOLD := Color(1.00, 0.78, 0.22) const _CREAM := Color(0.88, 0.83, 0.72) const _MUTED := Color(0.65, 0.60, 0.48) const _BG := Color(0.06, 0.04, 0.02, 0.78) const _BADGE := Color(0.16, 0.10, 0.03, 0.90) const _BORDER := Color(0.65, 0.48, 0.15, 0.55) const _ABILITY_ICONS: Array[String] = [ "res://HUD/HUD_0000_ability_JALG.png", "res://HUD/HUD_0001_ability_SLAM.png", "res://HUD/HUD_0002_ability_DASH.png", "res://HUD/HUD_0003_ability_ROLL.png", ] const _ABILITY_ACTIONS: Array[StringName] = [ &"ability_kick", &"ability_slam", &"ability_dash", &"ability_roll", ] # Fallback label shown in a slot whose icon file doesn't exist yet (e.g. ROLL). 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] = [] # 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) # A bordered, rounded, gold-trimmed panel background — the HUD's one repeated look. # Margins are symmetric (L=R, T=B); pass a transparent border to draw none. func _panel_style(bg: Color, corner: int, h_margin: float, v_margin: float, border: Color = _BORDER) -> StyleBoxFlat: var s := StyleBoxFlat.new() s.bg_color = bg s.set_corner_radius_all(corner) if border.a > 0.0: s.set_border_width_all(1) s.border_color = border s.content_margin_left = h_margin s.content_margin_right = h_margin s.content_margin_top = v_margin s.content_margin_bottom = v_margin return s func _build_ability_bar() -> void: var bar := HBoxContainer.new() bar.add_theme_constant_override("separation", 10) bar.anchor_left = 0.5 bar.anchor_right = 0.5 bar.anchor_top = 1.0 bar.anchor_bottom = 1.0 bar.grow_horizontal = Control.GROW_DIRECTION_BOTH bar.grow_vertical = Control.GROW_DIRECTION_BEGIN bar.offset_left = -160.0 bar.offset_bottom = -20.0 add_child(bar) for i: int in 4: bar.add_child(_build_ability_slot(i)) 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", _panel_style(_BG, 6, 4.0, 4.0)) vbox.add_child(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]) icon.stretch_mode = TextureRect.STRETCH_KEEP_ASPECT_CENTERED icon.set_anchors_preset(Control.PRESET_FULL_RECT) 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_color_override("font_color", _GOLD) key_lbl.add_theme_font_size_override("font_size", 12) 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", _panel_style(_BG, 7, 14.0, 10.0)) _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 (not intended)", _MUTED) _row(vbox, "LMB (hold)", "Right horn", _CREAM) _row(vbox, "RMB (hold)", "Left horn", _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() var sep_style := StyleBoxFlat.new() sep_style.bg_color = Color(0.65, 0.48, 0.15, 0.30) sep_style.content_margin_top = 4.0 sep_style.content_margin_bottom = 4.0 sep.add_theme_stylebox_override("separator", sep_style) 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 := _panel_style(Color(0.18, 0.12, 0.04, 0.90), 5, 16.0, 8.0) var hover := _panel_style(Color(0.30, 0.20, 0.06, 0.95), 5, 16.0, 8.0, _GOLD) 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", _panel_style(_BADGE, 3, 6.0, 2.0, Color(0, 0, 0, 0))) 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)