Files
Cinderwild/scripts/ui/hud.gd
Paul Bailey 4640f5e577 M1a: survival core, pause menu, title screen and save/load
Design: docs/SURVIVAL_DESIGN.md (core loop, systems, architecture, phases).

Survival core (M1a):
- Items/recipes as data (data/*.json) in the addon SDK's define_item /
  define_recipe shape; procedural item meshes and offscreen-rendered icons
- Inventory class (40 slots, hotbar = row 1) shared by player and chests;
  click / right-click split / shift-click quick-move
- Actions autoload: the intent layer (craft, pickup, harvest_hit, place,
  transfer) that validates every change; becomes the RPC surface in M2
- Gathering: ground pickups (sticks, stones, flint); trees chopped with an
  axe fall and leave stumps; boulders mined with a pickaxe shrink per hit
- Crafting screen with station checks (workbench); placement mode with
  green/red ghost, rotation and overlap/slope validation
- Pieces: campfire (light, flames, embers), workbench, chest (16 slots)
- HUD: hotbar, held tool view model with swing, prompts, toasts

Menus and saving:
- ESC pause menu: resume, controls, fullscreen, mouse sensitivity, quit
- Title screen over a flyover of the island: Continue / New World (name +
  seed) / Load World (with delete) / Quit
- Saves autoload: one folder per world under user://worlds, atomic writes
  with a .bak; stores only player changes (player, pieces, chest contents,
  harvested resources, taken pickups) and regenerates the rest from the seed
- Autosave every 2 min, Save & Quit to title/desktop, save on window close

Fixes: UI screens now fill the viewport (were pinned top-left); title
backdrop no longer captures the mouse.

Tests: test_survival_core (31 checks), test_save_load (round trip + slots),
test_terrain_edges now checks 8 seeds for deep pits / unbanked water.
2026-11-04 00:34:46 +00:00

140 lines
4.5 KiB
GDScript

extends CanvasLayer
## In-game HUD: crosshair, interaction prompt, hotbar, toasts, and the
## inventory screen. Rendering only: it reads player state and forwards
## clicks to Actions.
const UITheme = preload("res://scripts/ui/theme.gd")
const SlotScript = preload("res://scripts/ui/slot.gd")
const InventoryScreen = preload("res://scripts/ui/inventory_screen.gd")
const PauseMenu = preload("res://scripts/ui/pause_menu.gd")
var player: CharacterBody3D
var _prompt: Label
var _held_name: Label
var _hotbar: Array = []
var _toasts: VBoxContainer
var _screen: Control
var _menu: Control
func bind(p: CharacterBody3D) -> void:
player = p
layer = 5
var root := Control.new()
root.set_anchors_preset(Control.PRESET_FULL_RECT)
root.mouse_filter = Control.MOUSE_FILTER_IGNORE
add_child(root)
# Crosshair.
var dot := ColorRect.new()
dot.color = Color(1, 1, 1, 0.8)
dot.size = Vector2(4, 4)
dot.set_anchors_preset(Control.PRESET_CENTER)
dot.position -= Vector2(2, 2)
dot.mouse_filter = Control.MOUSE_FILTER_IGNORE
root.add_child(dot)
_prompt = UITheme.label("", 18)
_prompt.set_anchors_and_offsets_preset(Control.PRESET_CENTER)
_prompt.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
_prompt.grow_horizontal = Control.GROW_DIRECTION_BOTH
_prompt.offset_top = 28
_prompt.offset_bottom = 56
root.add_child(_prompt)
# Hotbar.
var bar := HBoxContainer.new()
bar.add_theme_constant_override("separation", 6)
bar.set_anchors_and_offsets_preset(Control.PRESET_CENTER_BOTTOM)
bar.grow_horizontal = Control.GROW_DIRECTION_BOTH
bar.grow_vertical = Control.GROW_DIRECTION_BEGIN
bar.offset_bottom = -18
bar.mouse_filter = Control.MOUSE_FILTER_IGNORE
for i in range(8):
var s: Panel = SlotScript.new(i, 64, str(i + 1))
s.mouse_filter = Control.MOUSE_FILTER_IGNORE
bar.add_child(s)
_hotbar.append(s)
root.add_child(bar)
_held_name = UITheme.label("", 15, UITheme.TEXT_DIM)
_held_name.set_anchors_and_offsets_preset(Control.PRESET_CENTER_BOTTOM)
_held_name.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
_held_name.grow_horizontal = Control.GROW_DIRECTION_BOTH
_held_name.offset_top = -112
_held_name.offset_bottom = -90
root.add_child(_held_name)
_toasts = VBoxContainer.new()
_toasts.set_anchors_and_offsets_preset(Control.PRESET_BOTTOM_RIGHT)
_toasts.grow_horizontal = Control.GROW_DIRECTION_BEGIN
_toasts.grow_vertical = Control.GROW_DIRECTION_BEGIN
_toasts.offset_right = -24
_toasts.offset_bottom = -110
_toasts.alignment = BoxContainer.ALIGNMENT_END
_toasts.mouse_filter = Control.MOUSE_FILTER_IGNORE
root.add_child(_toasts)
_screen = InventoryScreen.new()
root.add_child(_screen)
_screen.bind(player)
_menu = PauseMenu.new()
root.add_child(_menu)
_menu.bind(player)
process_mode = Node.PROCESS_MODE_ALWAYS # so ESC works while paused
_screen.process_mode = Node.PROCESS_MODE_PAUSABLE
player.inventory.changed.connect(_refresh)
player.selected_changed.connect(_refresh)
player.inventory_requested.connect(_on_inventory_requested)
player.hands.prompt_changed.connect(func(t): _prompt.text = t)
Actions.notify.connect(toast)
ItemDB.icons_ready.connect(_refresh)
_refresh()
func _on_inventory_requested(container: Node) -> void:
if not _screen.is_open():
_screen.open(container)
## ESC: close the inventory if it's open, otherwise toggle the pause menu.
func _input(event: InputEvent) -> void:
if event is InputEventKey and event.pressed and not event.echo and event.keycode == KEY_ESCAPE:
if _screen.is_open():
_screen.close()
elif _menu.is_open():
_menu.back()
else:
_menu.open()
get_viewport().set_input_as_handled()
func _unhandled_input(event: InputEvent) -> void:
if _menu.is_open():
return
if event.is_action_pressed("inventory") and not _screen.is_open():
_screen.open(null)
get_viewport().set_input_as_handled()
func _refresh() -> void:
for i in range(_hotbar.size()):
_hotbar[i].set_stack(player.inventory.get_slot(i))
_hotbar[i].set_selected(i == player.selected)
var id: String = player.held_item_id()
_held_name.text = ItemDB.item_name(id) if not id.is_empty() else ""
func toast(text: String) -> void:
# Merge repeated "+N Item" toasts so chopping doesn't spam the corner.
for c in _toasts.get_children():
if c.get_meta("base", "") == text:
c.modulate.a = 1.0
return
var l := UITheme.label(text, 17)
l.horizontal_alignment = HORIZONTAL_ALIGNMENT_RIGHT
l.set_meta("base", text)
_toasts.add_child(l)
while _toasts.get_child_count() > 6:
_toasts.get_child(0).free()
var tw := l.create_tween()
tw.tween_interval(2.2)
tw.tween_property(l, "modulate:a", 0.0, 0.8)
tw.tween_callback(l.queue_free)