71 lines
3.4 KiB
GDScript
71 lines
3.4 KiB
GDScript
extends Control
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const FONT := preload("res://assets/fonts/font2.ttf")
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const CYAN := Color("91dbea")
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const WEAPON_DISPLAY_ORDER := [0, 2, 1]
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const AMBER := Color("efb568")
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var player: CharacterBody2D
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var game: Node2D
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var _inventory: ShipInventory
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func _ready() -> void:
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mouse_filter = Control.MOUSE_FILTER_IGNORE
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_inventory = player.get_node("ShipInventory")
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func _process(delta: float) -> void:
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if is_instance_valid(player):
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var screen := get_viewport().get_canvas_transform() * player.global_position
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var local := get_global_transform().affine_inverse() * screen
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var overlaps := Rect2(Vector2.ZERO, size).grow(36).has_point(local)
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modulate.a = move_toward(modulate.a, 0.18 if overlaps else 1.0, delta * 4.0)
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queue_redraw()
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func _text(value: String, point: Vector2, width: float, font_size: int, color: Color) -> void:
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draw_string(FONT, point, value, HORIZONTAL_ALIGNMENT_CENTER, width, font_size, color)
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func _draw() -> void:
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if _inventory == null or not is_instance_valid(player) or size.x < 50 or size.y < 50:
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return
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var outline := PackedVector2Array([Vector2(24, 0), Vector2(size.x - 24, 0), Vector2(size.x, 24), Vector2(size.x, size.y - 12), Vector2(size.x - 12, size.y), Vector2(12, size.y), Vector2(0, size.y - 12), Vector2(0, 24)])
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draw_colored_polygon(outline, Color(0.025, 0.041, 0.063, 0.96))
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var closed := outline.duplicate()
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closed.append(outline[0])
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draw_polyline(closed, Color("376779"), 1.5, true)
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draw_line(Vector2(28, 2), Vector2(size.x - 28, 2), CYAN, 2, true)
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_text("DPS: %.1f · GAMMA: %d" % [_inventory.get_total_dps(), _inventory.irradiated_ammunition], Vector2(20, 143), size.x - 40, 12, CYAN)
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_text(DamageTypes.describe(player.get("absorption")), Vector2(20, 162), size.x - 40, 10, Color("a9d69a"))
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var cell := (size.x - 40) / 3.0
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var values := [_inventory.missile_ammunition, _inventory.ammunition, int(game.call("get_remaining_enemies"))]
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var captions := ["RAKIETY", "AMUNICJA", "WROGOWIE"]
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for index in 3:
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var x := 20.0 + index * cell
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var color := AMBER if index == 0 else (CYAN if index == 1 else Color("ff8989"))
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_text(captions[index], Vector2(x, 21), cell, 9, Color("8aa9bb"))
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_text(str(values[index]).pad_zeros(2), Vector2(x, 45), cell, 21, color)
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if index < 2:
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draw_line(Vector2(x + cell, 14), Vector2(x + cell, 45), Color("2b4354"), 1)
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var card := Rect2(x + cell * 0.5 - 32, 52, 64, 64)
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var slot_index: int = WEAPON_DISPLAY_ORDER[index]
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var item := _inventory.weapon_slots[slot_index]
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var border := item.get_type_color() if item != null else Color("344657")
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draw_style_box(_card_style(border), card)
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var binding: String = ["LPM", "PPM", "ŚPM"][slot_index]
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_text(binding, card.position + Vector2(0, 14), card.size.x, 9, CYAN)
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if item != null and item.definition.icon != null:
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draw_texture_rect(item.definition.icon, Rect2(card.position + Vector2(11, 18), Vector2(42, 42)), false)
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else:
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_text("—", card.position + Vector2(0, 40), card.size.x, 14, Color("637d90"))
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var ratio := float(player.get(["hull", "shields", "energy"][index])) / maxf(1, float(player.get(["max_hull", "max_shields", "max_energy"][index])))
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var gauge := Rect2(x + 5, 121, cell - 10, 3)
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draw_rect(gauge, Color("172632"))
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gauge.size.x *= clampf(ratio, 0, 1)
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draw_rect(gauge, [Color("ea9277"), CYAN, AMBER][index])
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func _card_style(color: Color) -> StyleBoxFlat:
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var style := StyleBoxFlat.new()
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style.bg_color = Color("0b1520")
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style.border_color = color
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style.set_border_width_all(1)
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style.set_corner_radius_all(4)
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return style
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