extends Button var player: CharacterBody2D var _texture: Texture2D var _frame_texture: Texture2D var _frame_region := Rect2() var _display := Vector3.ONE const TEXT := Color("dce8e7") const MUTED := Color("88a7ae") func _ready() -> void: focus_mode = Control.FOCUS_NONE text = "" for state in ["normal", "hover", "pressed", "focus"]: add_theme_stylebox_override(state, StyleBoxEmpty.new()) var ship := ShipCatalog.for_path(GameState.selected_ship_path) _texture = load(ShipCatalog.texture_path(ship)) as Texture2D _display = _ratios() _frame_texture = load("res://assets/ui/frames/ship_ring_bars.png") as Texture2D _frame_region = Rect2(Vector2.ZERO, _frame_texture.get_size()) func _ratios() -> Vector3: if not is_instance_valid(player): return Vector3.ZERO return Vector3(player.hull / maxf(1, player.max_hull), player.shields / maxf(1, player.max_shields), player.energy / maxf(1, player.max_energy)).clamp(Vector3.ZERO, Vector3.ONE) func _process(delta: float) -> void: _display = _display.lerp(_ratios(), 1.0 - exp(-delta * 12.0)) queue_redraw() func _draw() -> void: if not is_instance_valid(player): return var portrait := Vector2(185, 35.5) draw_circle(portrait, 26, Color("0a141b66")) if _texture != null: var dimensions := _texture.get_size() var extent := dimensions * (44.0 / maxf(dimensions.x, dimensions.y)) draw_texture_rect(_texture, Rect2(portrait - extent * 0.5, extent), false) _bar(Rect2(12, 15, 126, 7), player.hull, player.max_hull, _display.x, Color("e88972"), "KADŁUB") _bar(Rect2(12, 32, 126, 7), player.shields, player.max_shields, _display.y, Color("79bde5"), "TARCZE") _bar(Rect2(12, 49, 126, 7), player.energy, player.max_energy, _display.z, Color("87cfb1"), "ENERGIA") if _frame_texture != null: draw_texture_rect_region(_frame_texture, Rect2(Vector2.ZERO, size), _frame_region, Color(1, 1, 1, 1.0 if is_hovered() else 0.88)) _bar_caption(Vector2(13, 21), player.hull, player.max_hull, "KADŁUB") _bar_caption(Vector2(13, 38), player.shields, player.max_shields, "TARCZE") _bar_caption(Vector2(13, 55), player.energy, player.max_energy, "ENERGIA") func _bar_caption(point: Vector2, value: float, maximum: float, caption: String) -> void: var font := ThemeDB.fallback_font var values := "%.0f / %.0f" % [value, maximum] draw_string_outline(font, point, caption, HORIZONTAL_ALIGNMENT_LEFT, 58, 7, 2, Color("071117")) draw_string_outline(font, point, values, HORIZONTAL_ALIGNMENT_RIGHT, 123, 7, 2, Color("071117")) draw_string(font, point, caption, HORIZONTAL_ALIGNMENT_LEFT, 58, 7, TEXT) draw_string(font, point, values, HORIZONTAL_ALIGNMENT_RIGHT, 123, 7, TEXT) func _bar(rect: Rect2, value: float, maximum: float, ratio: float, color: Color, _caption: String) -> void: var track := StyleBoxFlat.new() track.bg_color = Color("071117") track.set_corner_radius_all(2) draw_style_box(track, rect) var fill := track.duplicate() as StyleBoxFlat fill.bg_color = color if ratio > 0.001: draw_style_box(fill, Rect2(rect.position, Vector2(rect.size.x * ratio, rect.size.y))) draw_line(rect.position + Vector2(1, 1), rect.position + Vector2(maxf(1, rect.size.x * ratio - 1), 1), Color(color.lightened(0.3), 0.6), 1) for i in range(1, 10): var x := rect.position.x + rect.size.x * float(i) / 10.0 draw_line(Vector2(x, rect.position.y), Vector2(x, rect.end.y), Color("101d2466"), 1)