Files
Bullosseum/hud.gd
T

405 lines
14 KiB
GDScript

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)