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) 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 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 shield_bar_position := bar_position + Vector2(0, 14) draw_style_box(_background, Rect2(shield_bar_position - Vector2(2, 2), Vector2(92, 10))) draw_rect(Rect2(shield_bar_position, Vector2(88 * _display_shield_ratio, 6)), Color.WHITE) var hull_bar_position := bar_position + Vector2(0, 28) draw_style_box(_background, Rect2(hull_bar_position - Vector2(2, 2), Vector2(92, 10))) draw_rect(Rect2(hull_bar_position, Vector2(88 * _display_hull_ratio, 6)), Color("ef5967"))