Files
Emberwild/scripts/ui/hud.gd

406 lines
14 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
var _bars: Dictionary = {}
var _diet_bars: Dictionary = {}
var _status: Label
var _clock: Label
var _hurt: ColorRect
## A red flash at the screen edge when something hits you.
func _on_hurt(amount: float, _from: Vector3) -> void:
_hurt.color.a = clampf(0.15 + amount / 60.0, 0.15, 0.45)
var tw := _hurt.create_tween()
tw.tween_property(_hurt, "color:a", 0.0, 0.6)
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)
_build_stats(root)
_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)
_hurt = ColorRect.new()
_hurt.color = Color(0.7, 0.0, 0.0, 0.0)
_hurt.set_anchors_preset(Control.PRESET_FULL_RECT)
_hurt.mouse_filter = Control.MOUSE_FILTER_IGNORE
root.add_child(_hurt)
root.move_child(_hurt, 0)
player.survival.hurt.connect(_on_hurt)
Actions.notify.connect(toast)
_build_chat(root)
ItemDB.icons_ready.connect(_refresh)
_refresh()
## Bars bottom-left (health, stamina, food, warmth), status tags above them,
## clock top-right.
func _build_stats(root: Control) -> void:
var box := VBoxContainer.new()
box.set_anchors_and_offsets_preset(Control.PRESET_BOTTOM_LEFT)
box.grow_vertical = Control.GROW_DIRECTION_BEGIN
box.offset_left = 22
box.offset_bottom = -22
box.add_theme_constant_override("separation", 5)
box.mouse_filter = Control.MOUSE_FILTER_IGNORE
root.add_child(box)
_status = UITheme.label("", 15, UITheme.TEXT)
box.add_child(_status)
for spec in [["health", "Health", Color(0.85, 0.22, 0.2)], ["stamina", "Stamina", Color(0.9, 0.78, 0.25)],
["hunger", "Food", Color(0.85, 0.5, 0.2)], ["warmth", "Warmth", Color(0.95, 0.55, 0.3)]]:
var row := HBoxContainer.new()
row.add_theme_constant_override("separation", 8)
row.mouse_filter = Control.MOUSE_FILTER_IGNORE
var name_l := UITheme.label(spec[1], 14, UITheme.TEXT_DIM)
name_l.custom_minimum_size = Vector2(62, 0)
row.add_child(name_l)
var bar := ProgressBar.new()
bar.custom_minimum_size = Vector2(190, 14)
bar.show_percentage = false
bar.max_value = 100.0
bar.mouse_filter = Control.MOUSE_FILTER_IGNORE
bar.add_theme_stylebox_override("background", UITheme.box(Color(0, 0, 0, 0.55), UITheme.SLOT_BORDER, 1, 4, 0))
bar.add_theme_stylebox_override("fill", UITheme.box(spec[2], spec[2].lightened(0.2), 1, 4, 0))
row.add_child(bar)
box.add_child(row)
_bars[spec[0]] = bar
# Diet: three short bars (meat, fish, greens), so a gap shows early.
var drow := HBoxContainer.new()
drow.add_theme_constant_override("separation", 6)
drow.mouse_filter = Control.MOUSE_FILTER_IGNORE
var dl := UITheme.label("Diet", 14, UITheme.TEXT_DIM)
dl.custom_minimum_size = Vector2(64, 0)
drow.add_child(dl)
for spec in [["meat", "Meat", Color(0.75, 0.3, 0.25)], ["fish", "Fish", Color(0.35, 0.6, 0.85)], ["plants", "Greens", Color(0.45, 0.75, 0.3)]]:
var cell := VBoxContainer.new()
cell.add_theme_constant_override("separation", 0)
cell.mouse_filter = Control.MOUSE_FILTER_IGNORE
var bar := ProgressBar.new()
bar.custom_minimum_size = Vector2(58, 8)
bar.show_percentage = false
bar.max_value = 100.0
bar.mouse_filter = Control.MOUSE_FILTER_IGNORE
bar.add_theme_stylebox_override("background", UITheme.box(Color(0, 0, 0, 0.55), UITheme.SLOT_BORDER, 1, 3, 0))
bar.add_theme_stylebox_override("fill", UITheme.box(spec[2], spec[2].lightened(0.2), 1, 3, 0))
cell.add_child(bar)
cell.add_child(UITheme.label(spec[1], 11, UITheme.TEXT_DIM))
drow.add_child(cell)
_diet_bars[spec[0]] = bar
box.add_child(drow)
_clock = UITheme.label("", 18)
_clock.set_anchors_and_offsets_preset(Control.PRESET_TOP_RIGHT)
_clock.grow_horizontal = Control.GROW_DIRECTION_BEGIN
_clock.horizontal_alignment = HORIZONTAL_ALIGNMENT_RIGHT
_clock.offset_right = -22
_clock.offset_top = 14
root.add_child(_clock)
func _process(_d: float) -> void:
_fade_chat()
var s = player.survival
for k in _bars:
_bars[k].value = s.get(k)
for g in _diet_bars:
_diet_bars[g].value = s.diet[g]
# A group running low blinks, so you notice before it hurts.
_diet_bars[g].modulate.a = 0.45 + 0.55 * absf(sin(Time.get_ticks_msec() / 300.0)) if s.diet[g] < s.DIET_LOW else 1.0
# Warmth bar shifts from icy blue (cold) to orange (warm).
var w: float = s.warmth / 100.0
var wc := Color(0.35, 0.6, 0.95).lerp(Color(0.95, 0.55, 0.3), w)
(_bars["warmth"].get_theme_stylebox("fill") as StyleBoxFlat).bg_color = wc
_status.text = " ".join(s.statuses)
var dn = player.get_parent().day_night
if dn != null:
var wx = player.get_parent().weather
_clock.text = dn.clock_text() + (" " + wx.label() if wx != null else "")
## Fades to black, runs `mid` (e.g. skipping the night), and fades back in.
func fade(mid: Callable) -> void:
var black := ColorRect.new()
black.color = Color(0, 0, 0, 0)
black.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)
black.mouse_filter = Control.MOUSE_FILTER_STOP
add_child(black)
player.ui_open = true
var tw := black.create_tween()
tw.tween_property(black, "color:a", 1.0, 0.8)
tw.tween_callback(mid)
tw.tween_interval(0.7)
tw.tween_property(black, "color:a", 0.0, 1.0)
tw.tween_callback(func():
player.ui_open = false
black.queue_free())
var _death: Control
# --- chat (online: T to talk) ----------------------------------------------------------
const CHAT_LINES := 8
const CHAT_FADE := 14.0 ## seconds a line stays up (all show while typing)
var _chat_log: VBoxContainer
var _chat_input: LineEdit
func _build_chat(root: Control) -> void:
_chat_log = VBoxContainer.new()
_chat_log.position = Vector2(16, 64)
_chat_log.custom_minimum_size = Vector2(520, 0)
_chat_log.add_theme_constant_override("separation", 2)
_chat_log.mouse_filter = Control.MOUSE_FILTER_IGNORE
root.add_child(_chat_log)
_chat_input = LineEdit.new()
_chat_input.position = Vector2(16, 64 + CHAT_LINES * 24 + 6)
_chat_input.custom_minimum_size = Vector2(520, 34)
_chat_input.placeholder_text = "Say something (Enter), or /help for commands. Esc to cancel"
_chat_input.max_length = 200
_chat_input.visible = false
_chat_input.text_submitted.connect(func(t):
Chat.say(t)
close_chat())
root.add_child(_chat_input)
Chat.message.connect(chat_line)
func chat_line(text: String, kind: String) -> void:
var col := UITheme.TEXT
if kind == "server":
col = Color(0.95, 0.82, 0.45)
elif kind == "reply":
col = UITheme.TEXT_DIM
var l := UITheme.label(text, 15, col)
l.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART
l.custom_minimum_size = Vector2(520, 0)
l.set_meta("t", Time.get_ticks_msec())
_chat_log.add_child(l)
while _chat_log.get_child_count() > CHAT_LINES:
var old := _chat_log.get_child(0)
_chat_log.remove_child(old)
old.queue_free()
func open_chat() -> void:
_chat_input.text = ""
_chat_input.visible = true
player.ui_open = true
Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
_chat_input.grab_focus()
func close_chat() -> void:
_chat_input.visible = false
_chat_input.release_focus()
player.ui_open = false
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
func _fade_chat() -> void:
if _chat_log == null:
return
var typing := _chat_input.visible
var now := Time.get_ticks_msec()
for l in _chat_log.get_children():
var age := (now - int(l.get_meta("t", now))) / 1000.0
l.modulate.a = 1.0 if typing else clampf((CHAT_FADE - age) / 2.0, 0.0, 1.0)
## The death screen: the world fades to dark red, it says what killed you
## and where your things are, and after `delay` seconds Respawn (or Enter)
## calls `respawn`.
func show_death(cause: String, note: String, delay: float, respawn: Callable) -> void:
hide_death()
player.ui_open = true
Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
var bg := ColorRect.new()
bg.color = Color(0.22, 0.02, 0.02, 0.0)
bg.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)
bg.mouse_filter = Control.MOUSE_FILTER_STOP
add_child(bg)
_death = bg
var col := VBoxContainer.new()
col.set_anchors_and_offsets_preset(Control.PRESET_CENTER)
col.grow_horizontal = Control.GROW_DIRECTION_BOTH
col.grow_vertical = Control.GROW_DIRECTION_BOTH
col.alignment = BoxContainer.ALIGNMENT_CENTER
col.add_theme_constant_override("separation", 14)
col.modulate.a = 0.0
bg.add_child(col)
var title := UITheme.label("You died", 56)
title.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
col.add_child(title)
var why := UITheme.label(cause if not cause.is_empty() else "You died", 22)
why.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
col.add_child(why)
var where := UITheme.label(note, 16, UITheme.TEXT_DIM)
where.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
col.add_child(where)
var btn := Button.new()
btn.custom_minimum_size = Vector2(220, 46)
btn.size_flags_horizontal = Control.SIZE_SHRINK_CENTER
btn.disabled = true
btn.text = "Respawn (%d)" % ceili(delay)
col.add_child(btn)
btn.pressed.connect(func():
hide_death()
respawn.call())
var tw := bg.create_tween()
tw.tween_property(bg, "color:a", 0.72, 0.9)
tw.parallel().tween_property(col, "modulate:a", 1.0, 0.9)
# Count down, then let them go.
for k in range(1, ceili(delay)):
var left := ceili(delay) - k
get_tree().create_timer(float(k)).timeout.connect(func():
if is_instance_valid(btn) and btn.disabled:
btn.text = "Respawn (%d)" % left)
get_tree().create_timer(delay).timeout.connect(func():
if is_instance_valid(btn):
btn.disabled = false
btn.text = "Respawn"
btn.grab_focus())
func is_dead_screen() -> bool:
return _death != null and is_instance_valid(_death)
func hide_death() -> void:
if is_dead_screen():
_death.queue_free()
_death = null
player.ui_open = false
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
## Closes the inventory / menu (e.g. on death).
func close_screens() -> void:
if _screen.is_open():
_screen.close()
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 _chat_input != null and _chat_input.visible:
if event is InputEventKey and event.pressed and event.keycode == KEY_ESCAPE:
close_chat()
get_viewport().set_input_as_handled()
return # (typing: keys go to the chat line)
if event is InputEventKey and event.pressed and not event.echo and event.physical_keycode == KEY_T \
and Net.state == "connected" and not player.ui_open and not is_dead_screen():
open_chat()
get_viewport().set_input_as_handled()
return
if event is InputEventKey and event.pressed and not event.echo and event.keycode == KEY_ESCAPE:
if is_dead_screen():
return # (respawn first)
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)