extends CanvasLayer @onready var debug_toggle: Button = $HUDRoot/DebugToggle @onready var debug_info: Label = $HUDRoot/DebugInfo @onready var player: CharacterBody2D = get_parent().get_node("PlayerShip") @onready var inventory_button: Button = $HUDRoot/ShipEquipmentPanel/Contents/InventoryButton @onready var inventory_panel: Control = $HUDRoot/ShipInventoryPanel var _debug_expanded := true var _ability_buttons: Dictionary = {} var _ability_bar: HBoxContainer var _ability_ready_style: StyleBoxFlat var _ability_blocked_style: StyleBoxFlat var _inventory_clip: Control var _sidebar: PanelContainer var _sidebar_toggle: Button var _sidebar_open := true var _sidebar_tween: Tween const SIDEBAR_WIDTH := 306.0 var _debug_scroll: ScrollContainer var _captain_panel: PanelContainer var _cockpit: Control func _ready() -> void: _sidebar_open = bool(GameState.hud_panel_state.get("ship_open", true)) _debug_expanded = bool(GameState.hud_panel_state.get("debug_expanded", true)) debug_info.visible = _debug_expanded var energy_indicator := Node2D.new() energy_indicator.name = "EnergyIndicator" energy_indicator.set_script(preload("res://scripts/game/ship_energy_indicator.gd")) energy_indicator.set("player", player) player.add_child(energy_indicator) var feedback := Control.new() feedback.name = "CombatFeedback" feedback.set_script(preload("res://scripts/ui/combat_feedback.gd")) feedback.set("player", player) $HUDRoot.add_child(feedback) debug_info.add_theme_font_size_override("font_size", 10) # The display font has unusually tall vertical metrics; keep debug rows compact. debug_info.add_theme_constant_override("line_spacing", mini(0, 13 - ceili(debug_info.get_theme_font("font").get_height(10)))) _create_sidebar() _inventory_clip = Control.new() _inventory_clip.name = "InventoryDrawer" _inventory_clip.clip_contents = true _inventory_clip.mouse_filter = Control.MOUSE_FILTER_IGNORE $HUDRoot.add_child(_inventory_clip) inventory_panel.reparent(_inventory_clip, false) inventory_panel.set("layout_mode", 0) inventory_panel.set_anchors_and_offsets_preset(Control.PRESET_TOP_LEFT) inventory_panel.size = Vector2(560, inventory_panel.get_combined_minimum_size().y) $HUDRoot.resized.connect(func() -> void: _layout_sidebar.call_deferred()) _create_ability_bar() debug_toggle.pressed.connect(_toggle_debug) inventory_button.pressed.connect(_toggle_inventory) _update_debug_toggle() _layout_sidebar.call_deferred() if _sidebar_open and bool(GameState.hud_panel_state.get("inventory_open", false)): inventory_panel.call("_set_drawer_open", true) func _create_sidebar() -> void: _captain_panel = $HUDRoot/CaptainPanel _captain_panel.set_anchors_and_offsets_preset(Control.PRESET_TOP_LEFT) _captain_panel.position = Vector2(12, 12) _captain_panel.size = Vector2(320, _captain_panel.get_combined_minimum_size().y) _captain_panel.resized.connect(_layout_debug) _debug_scroll = ScrollContainer.new() _debug_scroll.name = "DebugScroll" _debug_scroll.horizontal_scroll_mode = ScrollContainer.SCROLL_MODE_DISABLED $HUDRoot.add_child(_debug_scroll) debug_info.reparent(_debug_scroll, false) debug_info.set_anchors_and_offsets_preset(Control.PRESET_TOP_LEFT) debug_info.size_flags_horizontal = Control.SIZE_EXPAND_FILL debug_info.mouse_filter = Control.MOUSE_FILTER_IGNORE _sidebar = PanelContainer.new() _sidebar.name = "ShipDrawer" var style := StyleBoxFlat.new() style.bg_color = Color(0.025, 0.042, 0.064, 0.97) style.border_color = Color("376779") style.set_border_width_all(1) style.set_corner_radius_all(8) style.set_content_margin_all(8) _sidebar.add_theme_stylebox_override("panel", style) $HUDRoot.add_child(_sidebar) var scroll := ScrollContainer.new() scroll.name = "Scroll" scroll.horizontal_scroll_mode = ScrollContainer.SCROLL_MODE_DISABLED _sidebar.add_child(scroll) var contents := VBoxContainer.new() contents.name = "Contents" contents.size_flags_horizontal = Control.SIZE_EXPAND_FILL scroll.add_child(contents) var equipment := $HUDRoot/ShipEquipmentPanel as PanelContainer equipment.set_anchors_and_offsets_preset(Control.PRESET_TOP_LEFT) equipment.reparent(contents, false) equipment.size_flags_horizontal = Control.SIZE_EXPAND_FILL equipment.add_theme_stylebox_override("panel", StyleBoxEmpty.new()) var crafting := PanelContainer.new() crafting.name = "CraftingPanel" crafting.set_script(preload("res://scripts/ui/ship_crafting_panel.gd")) equipment.get_node("Contents").add_child(crafting) contents.minimum_size_changed.connect(func() -> void: _layout_sidebar.call_deferred()) _sidebar_toggle = Button.new() _sidebar_toggle.name = "ShipToggle" _sidebar_toggle.text = "STATEK ▾" if _sidebar_open else "STATEK ◀" _sidebar_toggle.add_theme_font_size_override("font_size", 12) _sidebar_toggle.focus_mode = Control.FOCUS_NONE $HUDRoot.add_child(_sidebar_toggle) _sidebar_toggle.set_anchors_and_offsets_preset(Control.PRESET_TOP_RIGHT) _sidebar_toggle.offset_left = -180 _sidebar_toggle.offset_right = -12 _sidebar_toggle.offset_top = 12 _sidebar_toggle.offset_bottom = 40 _sidebar_toggle.pressed.connect(_toggle_sidebar) _cockpit = Control.new() _cockpit.name = "Cockpit" _cockpit.set_script(preload("res://scripts/ui/flight_cockpit.gd")) _cockpit.set("player", player) _cockpit.set("game", get_parent()) $HUDRoot.add_child(_cockpit) _layout_debug() func _layout_debug() -> void: if _debug_scroll == null: return var top := _captain_panel.position.y + _captain_panel.size.y + 6.0 debug_toggle.position = Vector2(12, top) _debug_scroll.position = Vector2(18, top + 30) _debug_scroll.size = Vector2(310, maxf(40, $HUDRoot.size.y - top - 42)) _debug_scroll.visible = _debug_expanded func _toggle_sidebar() -> void: _sidebar_open = not _sidebar_open GameState.hud_panel_state["ship_open"] = _sidebar_open if _sidebar_tween != null and _sidebar_tween.is_running(): _sidebar_tween.kill() _sidebar_toggle.text = "STATEK ▾" if _sidebar_open else "STATEK ◀" if _sidebar_open: _sidebar.show() else: close_inventory() _sidebar_tween = create_tween() _sidebar_tween.tween_property(_sidebar, "position:x", $HUDRoot.size.x - _sidebar.size.x - 8 if _sidebar_open else $HUDRoot.size.x, 0.25).set_trans(Tween.TRANS_CUBIC).set_ease(Tween.EASE_OUT if _sidebar_open else Tween.EASE_IN) if not _sidebar_open: _sidebar_tween.tween_callback(_sidebar.hide) func _layout_sidebar() -> void: if _sidebar_tween != null and _sidebar_tween.is_running(): _sidebar_tween.kill() _sidebar.size = Vector2(maxf(SIDEBAR_WIDTH, _sidebar.get_combined_minimum_size().x), minf(_sidebar.get_node("Scroll/Contents").get_combined_minimum_size().y + 16.0, maxf(100.0, $HUDRoot.size.y - 64.0))) _cockpit.scale = Vector2.ONE * 0.85 _cockpit.size = Vector2(minf(640.0, ($HUDRoot.size.x - 24) / 0.85), 126) _cockpit.position = Vector2(($HUDRoot.size.x - _cockpit.size.x * 0.85) * 0.5, $HUDRoot.size.y - _cockpit.size.y * 0.85 - 12) _layout_debug() _sidebar.position = Vector2($HUDRoot.size.x - _sidebar.size.x - 8 if _sidebar_open else $HUDRoot.size.x, 44) _sidebar.visible = _sidebar_open _inventory_clip.size = inventory_panel.size _layout_inventory() func _layout_inventory() -> void: if _inventory_clip == null: return var equipment := _sidebar.get_node("Scroll/Contents/ShipEquipmentPanel") as Control _inventory_clip.position = Vector2(maxf(12.0, _sidebar.position.x - _inventory_clip.size.x - 8), minf(equipment.global_position.y, maxf(8.0, $HUDRoot.size.y - inventory_panel.size.y - 8))) func _process(_delta: float) -> void: _layout_inventory() _update_ability_bar() if not _debug_expanded: return var game := get_parent() debug_info.text = """POZIOM UKŁADU: %d WROGOWIE: %d PRĘDKOŚĆ: %.1f px/s AKTUALNA REGENERACJA Energia: %.1f pkt/s Tarcze: %.1f pkt/s %s""".replace("\r", "") % [ GameState.system_level, int(game.call("get_remaining_enemies")), player.velocity.length(), float(player.get("energy_regeneration")) + float(player.call("get_solar_regeneration")), float(player.get("shield_regeneration")), _get_bonus_summary(), ] func _toggle_debug() -> void: _debug_expanded = not _debug_expanded GameState.hud_panel_state["debug_expanded"] = _debug_expanded debug_info.visible = _debug_expanded _debug_scroll.visible = _debug_expanded _update_debug_toggle() func _update_debug_toggle() -> void: debug_toggle.text = "DEBUG [−]" if _debug_expanded else "DEBUG [+]" func _toggle_inventory() -> void: if not _sidebar_open: _toggle_sidebar() inventory_panel.call("toggle_drawer") func close_inventory() -> void: inventory_panel.call("close_drawer", true) func _get_bonus_summary() -> String: var cooldown_bonus := 0.0 var inventory := player.get_node("ShipInventory") as ShipInventory for item in inventory.weapon_slots + inventory.module_slots: if item != null: cooldown_bonus += item.get_stat_total("missile_cooldown_reduction") return """BONUSY (ADDONY + KAPITAN) Obrażenia broni: %+.1f%% Szansa na krytyk: %+.1f%% Obrażenia krytyczne: %+.1f%% Szansa na unik: %+.1f%% Redukcja obrażeń: %+.1f%% Odzysk tarcz z obrażeń: %.1f%% Regeneracja energii: %+.1f pkt/s Regeneracja tarcz: %+.1f pkt/s Kadłub: %+.1f pkt Tarcze: %+.1f pkt Energia: %+.1f pkt Prędkość maks.: %+.1f%% Skrócenie cooldownu rakiet: %.2f s Doświadczenie: %+.1f%% Kredyty: %+.1f%%""".replace("\r", "") % [ (float(player.call("get_weapon_damage_multiplier")) - 1.0) * 100.0, float(player.call("get_critical_chance")) * 100.0, float(player.get("critical_damage_bonus")) * 100.0, float(player.call("get_evasion_chance")) * 100.0, float(player.call("get_damage_reduction")) * 100.0, float(player.get("shield_on_damage_percent")), float(player.get("energy_regeneration")) - float(player.get("base_energy_regeneration")), float(player.get("shield_regeneration")) - float(player.get("base_shield_regeneration")), float(player.get("max_hull")) - float(player.get("base_max_hull")), float(player.get("max_shields")) - float(player.get("base_max_shields")), float(player.get("max_energy")) - float(player.get("base_max_energy")), (float(player.get("max_speed")) / float(player.get("base_max_speed")) - 1.0) * 100.0, cooldown_bonus, (float(player.get("experience_multiplier")) - 1.0) * 100.0, (float(player.get("credits_multiplier")) - 1.0) * 100.0, ] func _create_ability_bar() -> void: _ability_ready_style = _make_ability_style(true) _ability_blocked_style = _make_ability_style(false) var panel := PanelContainer.new() panel.name = "ActiveAbilities" $HUDRoot.add_child(panel) panel.set_anchors_and_offsets_preset(Control.PRESET_CENTER_BOTTOM) panel.offset_left = -300.0 panel.offset_right = 300.0 panel.offset_top = -188.0 panel.offset_bottom = -146.0 _ability_bar = HBoxContainer.new() _ability_bar.add_theme_constant_override("separation", 4) panel.add_child(_ability_bar) for index in ShipInventory.EXTENSION_SLOT_COUNT: var button := Button.new() button.name = "Ability%d" % (index + 1) button.custom_minimum_size = Vector2(110, 36) button.add_theme_font_size_override("font_size", 11) button.pressed.connect(func() -> void: player.call("activate_ability", index)) _ability_bar.add_child(button) _ability_buttons[index] = button _update_ability_bar() func _update_ability_bar() -> void: var any_equipped := false for index in _ability_buttons: var button: Button = _ability_buttons[index] var ability: ActiveAbility = player.call("get_active_ability", index) button.visible = ability != null if ability == null: continue any_equipped = true var reason: String = player.call("ability_unavailable_reason", index) button.disabled = not reason.is_empty() button.text = "[%d] %s\n%s" % [index + 1, ability.display_name, "GOTOWE" if reason.is_empty() else reason] var style := _ability_ready_style if reason.is_empty() else _ability_blocked_style button.add_theme_stylebox_override("normal", style) button.add_theme_stylebox_override("disabled", style) button.add_theme_stylebox_override("hover", style) button.add_theme_color_override("font_color", Color("a5ffda")) button.add_theme_color_override("font_disabled_color", Color("a3aebb")) button.tooltip_text = ability.description + ("\n" + reason if not reason.is_empty() else "\nGotowe") _ability_bar.get_parent().visible = any_equipped func _make_ability_style(ready: bool) -> StyleBoxFlat: var style := StyleBoxFlat.new() style.bg_color = Color("174237") if ready else Color("202731") style.border_color = Color("77e8bc") if ready else Color("526071") style.set_border_width_all(2 if ready else 1) style.set_content_margin_all(6) return style