56593c58cf
Show touch controls only on touch platforms and keyboard hints only on desktop, via a shared Controls.use_touch_ui() gate (is_touchscreen_available is unreliable with emulate_touch_from_mouse). Bumps version to 0.2.0. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
699 lines
26 KiB
GDScript
699 lines
26 KiB
GDScript
extends CanvasLayer
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const _GOLD := Color(1.00, 0.78, 0.22)
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const _CREAM := Color(0.93, 0.88, 0.72)
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const _MUTED := Color(0.66, 0.60, 0.46)
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# Per-ability trim colour, tying each tile (and its key cap) to that ability's FX.
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# Order matches _ABILITY_ICONS: kick, dash, slam, roll.
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const _ABILITY_ACCENT: Array[Color] = [
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Color(1.00, 0.62, 0.16), # Kick — ember orange
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Color(0.45, 0.75, 1.00), # Dash — sky blue
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Color(0.98, 0.34, 0.20), # Slam — crimson
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Color(1.00, 0.82, 0.32), # Roll — gold
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]
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const _ABILITY_ICONS: Array[String] = [
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"res://HUD/KICK.png",
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"res://HUD/DASH.png",
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"res://HUD/SLAM.png",
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"res://HUD/ROLL.png",
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]
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const _ABILITY_ACTIONS: Array[StringName] = [
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&"ability_kick", &"ability_dash", &"ability_slam", &"ability_roll",
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]
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# Fallback label shown in a slot whose icon file fails to load.
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const _ABILITY_NAMES: Array[String] = ["Kick", "Dash", "Slam", "Roll"]
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var _controls_visible: bool = false
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var _controls_panel: PanelContainer
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var _toggle_btn: Button
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var _tab_hint: Label
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var _spawner: Node
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var _player: Node = null
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var _died_connected: bool = false
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var _cd_overlays: Array[ColorRect] = []
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var _cd_labels: Array[Label] = []
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var _hp_label: Label
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var _hp_segments: HBoxContainer
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var _hp_seg_fills: Array[ColorRect] = []
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var _bottom_col: VBoxContainer
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var _ability_bar: HBoxContainer
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var _ability_panels: Array[PanelContainer] = []
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var _bull_bg: TextureRect
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# Red damage vignette — a full-screen shader ColorRect flashed on every hit.
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const _VIGNETTE_SHADER := "res://damage_vignette.gdshader"
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var _vignette: ColorRect
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var _vignette_mat: ShaderMaterial
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# Bull-head backdrop for the gameplay HUD. The image is a wide horned silhouette; its
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# solid "face" occupies the centred middle band, with horns flaring above. We size the
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# image so that face band wraps the ability+HP cluster (horns crowning it above).
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const _BULL_BG := "res://Assets/bull_hud_bg.png"
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const _BULL_FACE_W: float = 0.529 # face width as a fraction of image width
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const _BULL_ASPECT: float = 0.2741 # image height / width (267 / 974)
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const _BULL_FACE_PAD: float = 1.15 # breathing room around the cluster within the face
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# Win/lose screen. _game_over latches so the result is shown once; _result_win
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# records which way it went (read by the gameplay test).
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const _WIN_VIDEO := "res://videos/bull_win.ogv" # the bull triumphs
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const _LOSS_VIDEO := "res://videos/matador_win.ogv" # the matador triumphs
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# Beat between the run ending and the outcome screen. A loss is a short freeze on the
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# dead bull; a win gives the player a longer stretch to strut a victory lap around the
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# arena before the screen (and the pause) takes over.
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const _LOSS_DELAY := 2.0
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const _WIN_DELAY := 3.0
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var _game_over: bool = false
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var _result_win: bool = false
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var _over_root: Control
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var _over_video: VideoStreamPlayer
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var _over_label: Label
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func _ready() -> void:
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layer = 11
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process_mode = Node.PROCESS_MODE_ALWAYS
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_build_controls_panel()
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_build_tab_hint()
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_build_bottom_hud()
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_build_bull_hud_bg()
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_build_ability_bar()
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_build_health()
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_build_version_label()
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_build_damage_vignette()
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_build_game_over()
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_build_touch_controls()
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_update_control_hints()
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_find_spawner.call_deferred()
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# On-screen joystick + ability buttons for touch devices. Self-gating: the overlay
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# only shows itself when a touchscreen is present (or DP force_touch_controls is on),
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# so this is a no-op on desktop.
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func _build_touch_controls() -> void:
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add_child((load("res://touch_controls.gd") as Script).new())
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# Bottom-centre column that groups the gameplay HUD (abilities on top, bull health
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# directly beneath) so both read as one cluster instead of scattered corners.
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func _build_bottom_hud() -> void:
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_bottom_col = VBoxContainer.new()
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_bottom_col.add_theme_constant_override("separation", 8)
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_bottom_col.alignment = BoxContainer.ALIGNMENT_END
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# Collapsed horizontal anchors so the column shrinks to its content and stays
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# bottom-centred; the bull backdrop is sized against this content rect.
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_bottom_col.anchor_left = 0.5
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_bottom_col.anchor_right = 0.5
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_bottom_col.anchor_top = 1.0
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_bottom_col.anchor_bottom = 1.0
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_bottom_col.grow_horizontal = Control.GROW_DIRECTION_BOTH
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_bottom_col.grow_vertical = Control.GROW_DIRECTION_BEGIN
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_bottom_col.offset_bottom = -16.0
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_bottom_col.mouse_filter = Control.MOUSE_FILTER_IGNORE
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add_child(_bottom_col)
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# Bull-head plate that sits behind the ability + health cluster. It's a sibling of the
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# cluster (not a parent) so it never constrains the cluster's layout; we size and place
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# it against the cluster's rect in _position_bull_bg.
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func _build_bull_hud_bg() -> void:
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_bull_bg = TextureRect.new()
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if ResourceLoader.exists(_BULL_BG):
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_bull_bg.texture = load(_BULL_BG)
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# We size the rect ourselves to the image's aspect, so STRETCH_SCALE fills it
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# exactly with no letterboxing.
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_bull_bg.expand_mode = TextureRect.EXPAND_IGNORE_SIZE
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_bull_bg.stretch_mode = TextureRect.STRETCH_SCALE
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_bull_bg.modulate.a = 0.95
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_bull_bg.mouse_filter = Control.MOUSE_FILTER_IGNORE
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add_child(_bull_bg)
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# Draw the plate behind the cluster.
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move_child(_bull_bg, _bottom_col.get_index())
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_bottom_col.resized.connect(_position_bull_bg)
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get_viewport().size_changed.connect(_position_bull_bg)
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_position_bull_bg.call_deferred()
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# Wrap the bull's solid "face" band around the current cluster rect: scale the image up
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# so its face spans the cluster (plus padding), centre it horizontally on the cluster,
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# and pin its bottom edge to the bottom of the screen so the plate is always seated flush
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# against the screen edge on any resolution (horns crowning the cluster above).
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func _position_bull_bg() -> void:
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if _bull_bg == null or _bottom_col == null:
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return
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var r := _bottom_col.get_global_rect()
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if r.size.x <= 1.0:
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return
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var vp_h := get_viewport().get_visible_rect().size.y
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var bw := (r.size.x * _BULL_FACE_PAD) / _BULL_FACE_W
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var bh := bw * _BULL_ASPECT
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_bull_bg.size = Vector2(bw, bh)
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_bull_bg.position = Vector2(
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r.position.x + r.size.x * 0.5 - bw * 0.5,
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vp_h - bh)
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# Unobtrusive early-build tag in the bottom-right corner.
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func _build_version_label() -> void:
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var lbl := Label.new()
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lbl.text = GameVersion.full()
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lbl.add_theme_color_override("font_color", _MUTED)
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lbl.add_theme_font_size_override("font_size", 12)
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lbl.set_anchors_preset(Control.PRESET_BOTTOM_RIGHT)
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lbl.grow_horizontal = Control.GROW_DIRECTION_BEGIN
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lbl.grow_vertical = Control.GROW_DIRECTION_BEGIN
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lbl.offset_right = -14.0
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lbl.offset_bottom = -10.0
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lbl.mouse_filter = Control.MOUSE_FILTER_IGNORE
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add_child(lbl)
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func _process(_delta: float) -> void:
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_update_control_hints()
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if _player == null:
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var players := get_tree().get_nodes_in_group(&"player")
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if not players.is_empty():
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_player = players[0]
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return
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if not _died_connected:
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_died_connected = true
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_player.died.connect(_on_player_died)
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_player.health_changed.connect(_on_health_changed)
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_player.hit_taken.connect(_on_hit_taken)
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_on_health_changed(_player.call(&"get_hp"), _player.call(&"get_max_hp"))
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for i: int in _cd_overlays.size():
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var fraction: float = _player.call(&"ability_cooldown_fraction", i)
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var ov := _cd_overlays[i]
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ov.anchor_top = 1.0 - fraction
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ov.anchor_bottom = 1.0
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var remaining: float = _player.call(&"ability_cooldown_remaining", i)
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var lbl := _cd_labels[i]
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if remaining > 0.0:
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lbl.text = "%.1fs" % remaining
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lbl.visible = true
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else:
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lbl.visible = false
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func _find_spawner() -> void:
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var spawners := get_tree().get_nodes_in_group(&"matador_spawn")
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if spawners.is_empty():
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return
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_spawner = spawners[0]
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_spawner.all_defeated.connect(_on_all_defeated)
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func _unhandled_input(event: InputEvent) -> void:
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if event is InputEventKey and event.pressed and not event.echo:
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if _game_over and event.physical_keycode in [KEY_ENTER, KEY_KP_ENTER]:
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_restart()
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elif event.physical_keycode == KEY_TAB and not _game_over:
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_toggle_controls()
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elif event.physical_keycode == KEY_ESCAPE:
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_return_to_menu()
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func _return_to_menu() -> void:
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get_tree().paused = false
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Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
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get_tree().change_scene_to_file("res://MainMenu.tscn")
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func _restart() -> void:
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get_tree().paused = false
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Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
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get_tree().reload_current_scene()
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func _toggle_controls() -> void:
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_controls_visible = not _controls_visible
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_toggle_btn.text = "Hide controls" if _controls_visible else "Show controls"
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_update_control_hints()
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# The Tab hint and the keyboard controls plaque only make sense with a keyboard, so
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# they stand down on touch devices — where touch_controls.gd shows the on-screen
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# joystick and ability buttons instead. Shares Controls.use_touch_ui() with that
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# overlay so exactly one control scheme shows on any given device.
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func _update_control_hints() -> void:
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if _game_over or Controls.use_touch_ui():
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_controls_panel.visible = false
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_tab_hint.visible = false
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else:
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_controls_panel.visible = _controls_visible
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_tab_hint.visible = not _controls_visible
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# ── Damage vignette ───────────────────────────────────────────────────────────
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# A full-screen ColorRect driven by damage_vignette.gdshader: transparent centre, red
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# toward the edges, alpha ("flash") tweened up on a hit and eased back to nothing. Built
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# before the game-over layer so the outcome screen always draws over it.
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func _build_damage_vignette() -> void:
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_vignette = ColorRect.new()
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_vignette.set_anchors_preset(Control.PRESET_FULL_RECT)
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_vignette.color = Color.WHITE # the shader writes COLOR outright; this is just a base
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_vignette.mouse_filter = Control.MOUSE_FILTER_IGNORE
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if ResourceLoader.exists(_VIGNETTE_SHADER):
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_vignette_mat = ShaderMaterial.new()
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_vignette_mat.shader = load(_VIGNETTE_SHADER)
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_vignette_mat.set_shader_parameter("flash", 0.0)
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_vignette.material = _vignette_mat
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add_child(_vignette)
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func _on_hit_taken(_cause: String) -> void:
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if _vignette_mat == null:
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return
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var set_flash := func(v: float) -> void:
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_vignette_mat.set_shader_parameter("flash", v)
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create_tween().tween_method(set_flash, 0.9, 0.0, 0.5)\
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.set_trans(Tween.TRANS_SINE).set_ease(Tween.EASE_OUT)
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# ── Win / lose ──────────────────────────────────────────────────────────────
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# The bull takes one clean blade and it's over; clear the last matador and it's a
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# victory. Both routes end here — the arena freezes and the result is proclaimed.
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func _on_player_died(cause: String = "") -> void:
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_show_game_over(false, cause)
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func _on_all_defeated() -> void:
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_show_game_over(true)
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func _show_game_over(win: bool, _cause: String = "") -> void:
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if _game_over:
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return
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_game_over = true
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_result_win = win
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if _controls_panel:
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_controls_panel.visible = false
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if _tab_hint:
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_tab_hint.visible = false
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await get_tree().create_timer(_WIN_DELAY if win else _LOSS_DELAY, false, false, true).timeout
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_over_label.text = "Bull Won!" if _result_win else "Matadors Won!"
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var path := _WIN_VIDEO if _result_win else _LOSS_VIDEO
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if ResourceLoader.exists(path):
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_over_video.stream = load(path)
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_over_video.play()
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_over_root.visible = true
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_over_root.modulate.a = 0.0
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Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
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get_tree().paused = true
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create_tween().tween_property(_over_root, "modulate:a", 1.0, 0.5)
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func _build_game_over() -> void:
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_over_root = Control.new()
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_over_root.set_anchors_preset(Control.PRESET_FULL_RECT)
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_over_root.process_mode = Node.PROCESS_MODE_ALWAYS
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_over_root.visible = false
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add_child(_over_root)
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# Full-screen outcome clip (bull win / matador win), looping.
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# AspectRatioContainer keeps the 16:9 video's ratio and crops overflow (COVER),
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# so it fills any screen shape without stretching or leaving dead bars.
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var arc := AspectRatioContainer.new()
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arc.set_anchors_preset(Control.PRESET_FULL_RECT)
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arc.ratio = 16.0 / 9.0
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arc.stretch_mode = AspectRatioContainer.STRETCH_COVER
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arc.alignment_horizontal = AspectRatioContainer.ALIGNMENT_CENTER
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arc.alignment_vertical = AspectRatioContainer.ALIGNMENT_CENTER
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arc.process_mode = Node.PROCESS_MODE_ALWAYS
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arc.mouse_filter = Control.MOUSE_FILTER_IGNORE
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_over_root.add_child(arc)
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_over_video = VideoStreamPlayer.new()
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_over_video.set_anchors_preset(Control.PRESET_FULL_RECT)
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_over_video.expand = true
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_over_video.process_mode = Node.PROCESS_MODE_ALWAYS
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_over_video.mouse_filter = Control.MOUSE_FILTER_IGNORE
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_over_video.finished.connect(_over_video.play) # loop the outcome clip
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arc.add_child(_over_video)
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# Outcome text centred over the video.
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_over_label = Label.new()
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_over_label.set_anchors_preset(Control.PRESET_CENTER_TOP)
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_over_label.grow_horizontal = Control.GROW_DIRECTION_BOTH
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_over_label.grow_vertical = Control.GROW_DIRECTION_END
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_over_label.offset_top = 80.0
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_over_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
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_over_label.add_theme_font_override("font", UiFonts.title())
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_over_label.add_theme_font_size_override("font_size", 64)
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_over_label.add_theme_color_override("font_color", _GOLD)
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_over_label.add_theme_color_override("font_outline_color", Color(0.0, 0.0, 0.0, 0.9))
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_over_label.add_theme_constant_override("outline_size", 6)
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_over_label.mouse_filter = Control.MOUSE_FILTER_IGNORE
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_over_root.add_child(_over_label)
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# Buttons overlaid at the bottom of the clip.
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var row := HBoxContainer.new()
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row.alignment = BoxContainer.ALIGNMENT_CENTER
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row.add_theme_constant_override("separation", 16)
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row.anchor_left = 0.5
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row.anchor_right = 0.5
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row.anchor_top = 1.0
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row.anchor_bottom = 1.0
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row.grow_horizontal = Control.GROW_DIRECTION_BOTH
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row.grow_vertical = Control.GROW_DIRECTION_BEGIN
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row.offset_bottom = -48.0
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_over_root.add_child(row)
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var again := _make_button("Go Again (Enter)")
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again.pressed.connect(_restart)
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row.add_child(again)
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var menu := _make_button("Main Menu")
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menu.pressed.connect(_return_to_menu)
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row.add_child(menu)
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# ── Bull health ───────────────────────────────────────────────────────────────
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# A row of gold-socketed pips beneath the ability bar — one pip per HP, so raising or
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# lowering max HP visibly grows or shrinks the row. Lit pips run red and shade toward
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# crimson as the bull is worn down; spent pips read as empty dark sockets.
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const _HP_FULL: Color = Color(0.82, 0.16, 0.12)
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const _HP_EMPTY: Color = Color(0.35, 0.05, 0.05)
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const _HP_SOCKET: Color = Color(0.05, 0.02, 0.02, 0.92)
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const _HP_PIP_W: float = 22.0
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const _HP_PIP_H: float = 14.0
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func _build_health() -> void:
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var panel := PanelContainer.new()
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panel.add_theme_stylebox_override(
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"panel", UiTheme.plaque(UiTheme.LEATHER, UiTheme.BORDER, 4, 12.0, 6.0))
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panel.size_flags_horizontal = Control.SIZE_SHRINK_CENTER
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panel.mouse_filter = Control.MOUSE_FILTER_IGNORE
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_bottom_col.add_child(panel)
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var row := HBoxContainer.new()
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row.add_theme_constant_override("separation", 8)
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panel.add_child(row)
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_hp_label = Label.new()
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_hp_label.text = "BULL"
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_hp_label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER
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_hp_label.add_theme_font_override("font", UiFonts.body())
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_hp_label.add_theme_color_override("font_color", _GOLD)
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_hp_label.add_theme_color_override("font_outline_color", Color(0, 0, 0, 0.85))
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_hp_label.add_theme_constant_override("outline_size", 3)
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_hp_label.add_theme_font_size_override("font_size", 14)
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row.add_child(_hp_label)
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_hp_segments = HBoxContainer.new()
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_hp_segments.add_theme_constant_override("separation", 4)
|
|
_hp_segments.size_flags_vertical = Control.SIZE_SHRINK_CENTER
|
|
_hp_segments.mouse_filter = Control.MOUSE_FILTER_IGNORE
|
|
row.add_child(_hp_segments)
|
|
|
|
|
|
# The gold-underlined socket behind each pip — shared, non-mutating, so one instance
|
|
# is safe across every pip.
|
|
func _hp_socket_style() -> StyleBoxFlat:
|
|
var s := StyleBoxFlat.new()
|
|
s.bg_color = _HP_SOCKET
|
|
s.set_corner_radius_all(3)
|
|
s.corner_detail = 4
|
|
s.border_width_bottom = 2
|
|
s.border_color = Color(UiTheme.GOLD.r, UiTheme.GOLD.g, UiTheme.GOLD.b, 0.45)
|
|
s.content_margin_left = 2.0
|
|
s.content_margin_right = 2.0
|
|
s.content_margin_top = 2.0
|
|
s.content_margin_bottom = 2.0
|
|
return s
|
|
|
|
|
|
func _rebuild_hp_pips(max_hp: int) -> void:
|
|
for child in _hp_segments.get_children():
|
|
child.queue_free()
|
|
_hp_seg_fills.clear()
|
|
var socket_style := _hp_socket_style()
|
|
for _i: int in maxi(max_hp, 0):
|
|
var socket := PanelContainer.new()
|
|
socket.custom_minimum_size = Vector2(_HP_PIP_W, _HP_PIP_H)
|
|
socket.clip_contents = true
|
|
socket.add_theme_stylebox_override("panel", socket_style)
|
|
socket.mouse_filter = Control.MOUSE_FILTER_IGNORE
|
|
_hp_segments.add_child(socket)
|
|
|
|
var fill := ColorRect.new()
|
|
fill.color = _HP_FULL
|
|
fill.mouse_filter = Control.MOUSE_FILTER_IGNORE
|
|
socket.add_child(fill)
|
|
_hp_seg_fills.append(fill)
|
|
|
|
|
|
func _on_health_changed(current: int, max_hp: int) -> void:
|
|
if _hp_segments == null:
|
|
return
|
|
if _hp_seg_fills.size() != max_hp:
|
|
_rebuild_hp_pips(max_hp)
|
|
var cur := maxi(current, 0)
|
|
var frac := 0.0 if max_hp <= 0 else clampf(float(cur) / float(max_hp), 0.0, 1.0)
|
|
var lit := _HP_FULL.lerp(_HP_EMPTY, 1.0 - frac)
|
|
for i: int in _hp_seg_fills.size():
|
|
var fill := _hp_seg_fills[i]
|
|
fill.visible = i < cur
|
|
fill.color = lit
|
|
|
|
|
|
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.size_flags_horizontal = Control.SIZE_SHRINK_CENTER
|
|
_ability_bar.mouse_filter = Control.MOUSE_FILTER_IGNORE
|
|
_bottom_col.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; the bottom column keeps the bar horizontally centred.
|
|
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)
|
|
|
|
|
|
func _build_ability_slot(idx: int) -> Control:
|
|
var vbox := VBoxContainer.new()
|
|
vbox.add_theme_constant_override("separation", 3)
|
|
|
|
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)
|
|
|
|
# Keycap tucked directly beneath the tile — a solid dark plate wearing the
|
|
# ability's accent underline, so it reads as attached to its box without ever
|
|
# covering the artwork. Centred under the tile and tightly spaced.
|
|
var keycap := PanelContainer.new()
|
|
keycap.add_theme_stylebox_override("panel", _keycap_style(idx))
|
|
keycap.size_flags_horizontal = Control.SIZE_SHRINK_CENTER
|
|
keycap.mouse_filter = Control.MOUSE_FILTER_IGNORE
|
|
vbox.add_child(keycap)
|
|
|
|
var key_lbl := Label.new()
|
|
key_lbl.text = Controls.get_key_label(_ABILITY_ACTIONS[idx])
|
|
key_lbl.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
|
|
key_lbl.vertical_alignment = VERTICAL_ALIGNMENT_CENTER
|
|
key_lbl.mouse_filter = Control.MOUSE_FILTER_IGNORE
|
|
key_lbl.add_theme_font_override("font", UiFonts.body_bold())
|
|
key_lbl.add_theme_color_override("font_color", _CREAM)
|
|
key_lbl.add_theme_color_override("font_outline_color", Color(0, 0, 0, 0.9))
|
|
key_lbl.add_theme_constant_override("outline_size", 3)
|
|
key_lbl.add_theme_font_size_override("font_size", 14)
|
|
keycap.add_child(key_lbl)
|
|
|
|
return vbox
|
|
|
|
|
|
# Solid keycap plate for an ability bind: near-black fill with the ability's accent
|
|
# as a chunky top edge, so the accent bridges up to the tile it sits under (reads as
|
|
# attached) while the key stays on a high-contrast background against busy scenes.
|
|
func _keycap_style(idx: int) -> StyleBoxFlat:
|
|
var s := StyleBoxFlat.new()
|
|
s.bg_color = Color(0.04, 0.03, 0.02, 0.94)
|
|
s.set_corner_radius_all(4)
|
|
s.corner_detail = 4
|
|
s.set_border_width_all(1)
|
|
s.border_width_top = 3
|
|
s.border_color = _ABILITY_ACCENT[idx]
|
|
s.content_margin_left = 7.0
|
|
s.content_margin_right = 7.0
|
|
s.content_margin_top = 2.0
|
|
s.content_margin_bottom = 1.0
|
|
return s
|
|
|
|
|
|
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_dash"), "Dash", _CREAM)
|
|
_row(vbox, Controls.get_key_label(&"ability_slam"), "Slam", _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)
|