Files
Emberwild/scripts/ui/hud.gd
Paul Bailey 67bf85523d M1d: creatures, hunting, weapons, food buffs and the hide cloak
- Rabbits, deer and boars with procedural meshes and animated legs, a
  state machine (idle/wander/flee/charge/dead) and heightmap steering that
  avoids water, cliffs, the world edge, trees and buildings
- Spawner keeps a habitat-based budget around the player (6/4/3)
- Melee needs a weapon or tool (club, spear, axe, pickaxe); box sweep hits
- Wooden spear (thrust or throw) and crude bow with draw-scaled arrows;
  projectiles stick in the world as saved pickups
- Carcasses: E to butcher for meat, hide and embedded arrows
- Boars charge and gore when hit; hurt flash and a brief healing pause
- Cooked meat gives Well fed (faster stamina and healing); buffs saved
- Hide cloak: wear for warmth, saved, goes in the grave on death
- Feathers as meadow pickups (appended, existing save ids unchanged)
- New test_creatures_combat suite; run_all.sh gets a per-suite time limit
2026-11-04 10:55:44 +00:00

234 lines
8.0 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 _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)
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
_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:
var s = player.survival
for k in _bars:
_bars[k].value = s.get(k)
# 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())
## 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 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)