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") var _debug_expanded := true func _ready() -> void: debug_toggle.pressed.connect(_toggle_debug) _update_debug_toggle() func _process(_delta: float) -> void: if not _debug_expanded: return var ship_position := player.global_position var ship_velocity := player.velocity var angular_speed := float(player.get("angular_velocity")) debug_info.text = """STEROWANIE W: ciąg S: hamulec / wsteczny Q / E: strafe A / D: obrót STATEK KADŁUB: %d / %d TARCZE: %d / %d ENERGIA: %d / %d RUCH PRĘDKOŚĆ: %.1f px/s WEKTOR X: %.1f px/s WEKTOR Y: %.1f px/s POZYCJA X: %.1f POZYCJA Y: %.1f KIERUNEK: %.1f° OBRÓT: %.2f rad/s""" % [ roundi(float(player.get("hull"))), roundi(float(player.get("max_hull"))), roundi(float(player.get("shields"))), roundi(float(player.get("max_shields"))), roundi(float(player.get("energy"))), roundi(float(player.get("max_energy"))), ship_velocity.length(), ship_velocity.x, ship_velocity.y, ship_position.x, ship_position.y, rad_to_deg(player.rotation), angular_speed, ] func _toggle_debug() -> void: _debug_expanded = not _debug_expanded debug_info.visible = _debug_expanded _update_debug_toggle() func _update_debug_toggle() -> void: debug_toggle.text = "DEBUG [−]" if _debug_expanded else "DEBUG [+]"