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3 Commits

Author SHA1 Message Date
3a2d8435e4 assets: add sword icon 2025-08-20 07:47:19 +02:00
c04e6b3a34 game: fix placeholder texture in autoload 2025-08-20 07:46:37 +02:00
dec0901b3d game: animate hp bars 2025-08-20 06:26:22 +02:00
9 changed files with 91 additions and 14 deletions

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@@ -0,0 +1,4 @@
[gd_resource type="PlaceholderTexture2D" format=3 uid="uid://baxbllvlqssur"]
[resource]
size = Vector2(64, 64)

BIN
assets/sprites/sword_icon.aseprite (Stored with Git LFS) Normal file

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assets/sprites/sword_icon.png (Stored with Git LFS) Normal file

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@@ -0,0 +1,34 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://dmx6sb6pbl87a"
path="res://.godot/imported/sword_icon.png-de4b5a0b4f6474e5da4bcd50ba4fc374.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://assets/sprites/sword_icon.png"
dest_files=["res://.godot/imported/sword_icon.png-de4b5a0b4f6474e5da4bcd50ba4fc374.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1

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@@ -19,7 +19,7 @@ const GROUP_PICKUP = "pickup"
enum ModRarity { LEGENDARY, EPIC, RARE, NORMAL } enum ModRarity { LEGENDARY, EPIC, RARE, NORMAL }
var placeholder_tex: Texture2D const placeholder_tex = preload("res://assets/sprites/64x64_placeholder.tres")
var MOD_CHOICES = [ var MOD_CHOICES = [
{ {
@@ -80,11 +80,6 @@ var MOD_CHOICES = [
] ]
func _ready() -> void:
placeholder_tex = PlaceholderTexture2D.new()
placeholder_tex.size = Vector2(64.0, 64.0)
func _draw_random_choice(fortune: float = 1.0) -> Dictionary: func _draw_random_choice(fortune: float = 1.0) -> Dictionary:
var total_weight: int = 0 var total_weight: int = 0
for choice in MOD_CHOICES: for choice in MOD_CHOICES:
@@ -107,6 +102,7 @@ func draw_random_mod(fortune: float = 1.0) -> PlayerStatsModifier:
mod.description = choice["description"] mod.description = choice["description"]
mod.internal_name = choice["internal_name"] mod.internal_name = choice["internal_name"]
mod.tex = choice["tex"] mod.tex = choice["tex"]
print_debug("gc: %s" % mod.tex)
mod.title = choice["name"] mod.title = choice["name"]
return mod return mod

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@@ -47,9 +47,9 @@ func update_debug_stats() -> void:
for stat in debug_stats: for stat in debug_stats:
# Create margin container # Create margin container
var mc: MarginContainer = MarginContainer.new() var mc: MarginContainer = MarginContainer.new()
mc.add_theme_constant_override("margin_top", 10) mc.add_theme_constant_override("margin_top", 2)
mc.add_theme_constant_override("margin_left", 20) mc.add_theme_constant_override("margin_left", 20)
mc.add_theme_constant_override("margin_bottom", 10) mc.add_theme_constant_override("margin_bottom", 2)
mc.add_theme_constant_override("margin_right", 20) mc.add_theme_constant_override("margin_right", 20)
stats_container_vbox.add_child(mc) stats_container_vbox.add_child(mc)

View File

@@ -25,6 +25,7 @@ func _ready() -> void:
upgrade_name.text = mod.title upgrade_name.text = mod.title
upgrade_description.text = mod.description upgrade_description.text = mod.description
upgrade_tex.texture = mod.tex upgrade_tex.texture = mod.tex
print_debug("tex: %s" % mod.tex)
func _on_pick_button_pressed() -> void: func _on_pick_button_pressed() -> void:

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@@ -4,9 +4,42 @@ extends Control
@onready var hp_bar: ProgressBar = $CenterContainer/VBoxContainer/ProgressBar @onready var hp_bar: ProgressBar = $CenterContainer/VBoxContainer/ProgressBar
@onready var elapsed_label: Label = $CenterContainer/VBoxContainer/ElapsedLabel @onready var elapsed_label: Label = $CenterContainer/VBoxContainer/ElapsedLabel
const ANIM_SPEED = 4.0
const TRESHOLD = 1
func set_hp(value: float): var wanted_hp_value: float
hp_bar.value = value var wanted_hp_max: float
var player: Player
func _ready() -> void:
player = get_tree().get_first_node_in_group("player")
if player:
hp_bar.value = player.player_stats.current_health
hp_bar.max_value = player.player_stats.max_health
func update_hp():
if not player:
push_error("cant update hp, no player found")
var current_hp = player.player_stats.get_final("current_health", player.modifiers)
var max_hp = player.player_stats.get_final("max_health", player.modifiers)
wanted_hp_value = current_hp
wanted_hp_max = max_hp
func _process(delta: float) -> void:
if wanted_hp_max != hp_bar.max_value:
print_debug("wanted: %f-%f" % [wanted_hp_max, hp_bar.max_value])
hp_bar.max_value = lerpf(hp_bar.max_value, wanted_hp_max, ANIM_SPEED * delta)
if abs(hp_bar.max_value - wanted_hp_max) < TRESHOLD:
hp_bar.max_value = wanted_hp_max
if wanted_hp_value != hp_bar.value:
print_debug("current: %f-%f" % [wanted_hp_value, hp_bar.value])
hp_bar.value = lerpf(hp_bar.value, wanted_hp_value, ANIM_SPEED * delta)
if abs(hp_bar.value - wanted_hp_value) < TRESHOLD:
hp_bar.value = wanted_hp_value
func set_elapsed_time(value: float): func set_elapsed_time(value: float):

View File

@@ -15,7 +15,7 @@ var god_mode: bool = false
func _ready() -> void: func _ready() -> void:
camera.position = global_position camera.position = global_position
main_ui.player_ui.set_hp(100) main_ui.player_ui.update_hp()
GlobalConst.sig_debug_god_mode.connect(toggle_god_mode) GlobalConst.sig_debug_god_mode.connect(toggle_god_mode)
@@ -42,13 +42,16 @@ func take_damage(value: float) -> void:
player_stats.current_health = clampf( player_stats.current_health = clampf(
player_stats.current_health, -1.0, player_stats.get_final("max_health", modifiers) player_stats.current_health, -1.0, player_stats.get_final("max_health", modifiers)
) )
var current_hp = player_stats.get_final("current_health", modifiers)
var max_hp = player_stats.get_final("max_health", modifiers)
GlobalConst.sig_debug_stats_set.emit("current_health", "%f" % current_hp)
GlobalConst.sig_debug_stats_set.emit("max_hp", "%f" % max_hp)
var dm = preload("res://scenes/damage_numbers.tscn").instantiate() var dm = preload("res://scenes/damage_numbers.tscn").instantiate()
dm.damage_taken = value dm.damage_taken = value
dm.player_damage = false dm.player_damage = false
add_child(dm) add_child(dm)
main_ui.player_ui.set_hp( main_ui.player_ui.update_hp()
(player_stats.current_health / player_stats.get_final("max_health", modifiers)) * 100
)
if player_stats.current_health <= 0: if player_stats.current_health <= 0:
die() die()