extends Node2D var player: CharacterBody2D var _display_ratio := 1.0 var _display_shield_ratio := 1.0 var _display_hull_ratio := 1.0 var _background: StyleBoxFlat func _ready() -> void: # World rendering interpolates this position together with the ship and camera. top_level = true process_physics_priority = 1 global_position = player.global_position reset_physics_interpolation() z_index = 24 _display_ratio = _energy_ratio() _display_shield_ratio = _shield_ratio() _display_hull_ratio = _hull_ratio() _background = StyleBoxFlat.new() _background.bg_color = Color("101925") _background.border_color = Color("456277") _background.set_border_width_all(1) _background.set_corner_radius_all(4) _background.shadow_color = Color(0, 0, 0, 0.5) _background.shadow_size = 3 func _physics_process(_delta: float) -> void: if is_instance_valid(player): var teleported := global_position.distance_to(player.global_position) > 600.0 global_position = player.global_position if teleported: reset_physics_interpolation() func _process(delta: float) -> void: if not is_instance_valid(player): return visible = not bool(player.get("_is_destroyed")) var target := _energy_ratio() _display_ratio = lerpf(_display_ratio, target, 1.0 - exp(-20.0 * delta)) if absf(_display_ratio - target) < 0.001: _display_ratio = target var shield_target := _shield_ratio() _display_shield_ratio = lerpf(_display_shield_ratio, shield_target, 1.0 - exp(-20.0 * delta)) if absf(_display_shield_ratio - shield_target) < 0.001: _display_shield_ratio = shield_target var hull_target := _hull_ratio() _display_hull_ratio = lerpf(_display_hull_ratio, hull_target, 1.0 - exp(-20.0 * delta)) if absf(_display_hull_ratio - hull_target) < 0.001: _display_hull_ratio = hull_target queue_redraw() func _energy_ratio() -> float: return clampf(float(player.get("energy")) / maxf(1.0, float(player.get("max_energy"))), 0.0, 1.0) func _shield_ratio() -> float: return clampf(float(player.get("shields")) / maxf(1.0, float(player.get("max_shields"))), 0.0, 1.0) func _hull_ratio() -> float: return clampf(float(player.get("hull")) / maxf(1.0, float(player.get("max_hull"))), 0.0, 1.0) func _draw() -> void: if not is_instance_valid(player): return _draw_bar(Vector2(-46, 58), _display_ratio, Color("efbd62"), 0) _draw_bar(Vector2(-46, 72), _display_shield_ratio, Color("66cfff"), 1) _draw_bar(Vector2(-46, 86), _display_hull_ratio, Color("ef6875"), 2) func _draw_bar(position: Vector2, ratio: float, color: Color, kind: int) -> void: draw_style_box(_background, Rect2(position - Vector2(14, 3), Vector2(110, 12))) # Ten illuminated cells, with partial cells tracking the exact current value. for index in 10: var cell := Rect2(position + Vector2(index * 9.2, 0), Vector2(7.6, 6)) draw_rect(cell, color.darkened(0.8)) var fraction := clampf(ratio * 10.0 - index, 0.0, 1.0) if fraction > 0: cell.size.x *= fraction draw_rect(cell, color) draw_rect(Rect2(cell.position, Vector2(cell.size.x, 2)), color.lightened(0.4)) var center := position + Vector2(-8, 3) match kind: 0: draw_polyline(PackedVector2Array([center + Vector2(1, -4), center + Vector2(-2, 0), center + Vector2(2, 0), center + Vector2(-1, 4)]), color, 1.4, true) 1: draw_polyline(PackedVector2Array([center + Vector2(-3, -3), center + Vector2(3, -3), center + Vector2(2, 2), center + Vector2(0, 4), center + Vector2(-2, 2), center + Vector2(-3, -3)]), color, 1.2, true) 2: draw_polyline(PackedVector2Array([center + Vector2(0, -4), center + Vector2(3, 0), center + Vector2(2, 3), center + Vector2(-2, 3), center + Vector2(-3, 0), center + Vector2(0, -4)]), color, 1.2, true)