extends Node2D const FONT := preload("res://assets/fonts/font2.ttf") var player: CharacterBody2D var _display_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() _background = StyleBoxFlat.new() _background.bg_color = Color("101925") _background.border_color = Color("456277") _background.set_border_width_all(1) 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 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 _draw() -> void: if not is_instance_valid(player): return var color := Color("71e3ff") if _energy_ratio() >= 0.25 else Color("ffbd66") var bar_position := Vector2(-44, 48) draw_style_box(_background, Rect2(bar_position - Vector2(2, 2), Vector2(92, 10))) draw_rect(Rect2(bar_position, Vector2(88 * _display_ratio, 6)), color) var charging := float(player.call("get_solar_regeneration")) > 0.0 and _energy_ratio() < 1.0 var caption := "ENERGIA %d%%" % roundi(_energy_ratio() * 100) draw_string(FONT, bar_position + Vector2(0, 22), caption, HORIZONTAL_ALIGNMENT_CENTER, 88, 10, color) if charging: draw_string(FONT, bar_position + Vector2(-18, 36), "ƁADOWANIE SOLARNE", HORIZONTAL_ALIGNMENT_CENTER, 124, 9, Color("71e3ff"))