dev #23
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@ -1,38 +1,111 @@
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class_name TeamHUD
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extends Control
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#element de HUD : barre de l'equipe en bas a gauche ; le pokemon selectionne est agrandi.
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#la selection est stockee dans GameData (GameData.get_selected_pokemon()),
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#pour que le lancer (ThrowState...) sache quel pokemon envoyer.
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#element de HUD (en bas a gauche) :
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# - cercle avec l'icone du pokemon selectionne, a cote : niveau, nom, barre de PV et PV chiffres
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# - dessous : une icone ronde par pokemon de l'equipe, avec son sprite a l'interieur
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# (option show_empty_slots : afficher aussi les emplacements vides, sous forme de Poke Ball vide)
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# * l'icone du pokemon selectionne (celui affiche au-dessus) est legerement grisee
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# * l'icone d'un pokemon K.O. est rouge
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# * les statuts (brulure, sommeil...) s'affichent en pastille sur la balle
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#la selection est stockee dans GameData (GameData.get_selected_pokemon()).
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#
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#usage : ajouter TeamHUD.new() a ton HUD (CanvasLayer), ou attacher ce script a un Control plein ecran.
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const ControllerIconTextureScript = preload("res://addons/controller_icons/objects/ControllerIconTexture.gd")
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#pastilles de statut : [texte, couleur] -- a remplacer par des icones quand tu en auras
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const STATUS_BADGES : Dictionary = {
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PokemonInstance.Status.BURN: ["BRU", Color(0.95, 0.45, 0.2)],
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PokemonInstance.Status.FREEZE: ["GEL", Color(0.45, 0.8, 0.95)],
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PokemonInstance.Status.PARALYSIS: ["PAR", Color(0.95, 0.85, 0.2)],
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PokemonInstance.Status.POISON: ["PSN", Color(0.7, 0.4, 0.85)],
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PokemonInstance.Status.BAD_POISON: ["TOX", Color(0.5, 0.25, 0.7)],
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PokemonInstance.Status.SLEEP: ["SOM", Color(0.6, 0.65, 0.75)],
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}
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const COLOR_SELECTED : Color = Color(0.6, 0.6, 0.6) #pokemon selectionne : balle grisee
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const COLOR_FAINTED : Color = Color(1.0, 0.4, 0.4)
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#actions creees automatiquement si elles n'existent pas (croix gauche/droite, fleches du clavier)
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@export var prev_action : StringName = &"hud_team_prev"
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@export var next_action : StringName = &"hud_team_next"
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@export var slot_size : float = 68.0
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@export var selected_slot_size : float = 90.0
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@export var show_empty_slots : bool = false #false : seulement les icones des pokemon de l'equipe ; true : toujours 6 icones (les vides en Poke Ball pale)
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@export var show_input_hints : bool = true #icones de touches de part et d'autre des icones
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@export var portrait_size : float = 120.0
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@export var ball_size : float = 52.0
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@export var bar_width : float = 220.0
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var _root_box : MarginContainer
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var _info_box : HBoxContainer #portrait + infos (cache s'il n'y a personne de selectionnable)
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var _portrait_sprite : TextureRect
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var _level_label : Label
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var _name_label : Label
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var _hp_bar : ProgressBar
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var _hp_fill : StyleBoxFlat
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var _hp_label : Label
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var _prev_icon : TextureRect
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var _next_icon : TextureRect
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var _slot_panels : Array[PanelContainer] = []
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var _slot_styles : Array[StyleBoxFlat] = []
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var _slot_sprites : Array[TextureRect] = []
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var _slot_bars : Array[ProgressBar] = []
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var _slot_fills : Array[StyleBoxFlat] = []
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var _signatures : Array = [] #evite de reappliquer l'affichage d'un emplacement qui n'a pas change
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var _balls : Array[BallIcon] = []
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var _ball_signatures : Array = []
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var _info_signature : Array = []
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#---------- elements dessines ----------
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class BallIcon extends Control:
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var color : Color = Color.WHITE #teinte de l'anneau et du sprite (blanc / gris = selectionne / rouge = K.O.)
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var empty : bool = false
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var sprite : Texture2D = null
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var badge_text : String = ""
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var badge_color : Color = Color.WHITE
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func _init() -> void:
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mouse_filter = Control.MOUSE_FILTER_IGNORE
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func _draw() -> void:
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var center : Vector2 = size * 0.5
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var radius : float = minf(size.x, size.y) * 0.5 - 4.0
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var c : Color = color
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if sprite == null:
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#emplacement vide (ou espece sans sprite) : Poke Ball
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if empty: c.a = 0.25
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draw_arc(center, radius, 0.0, TAU, 40, c, 3.0, true)
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draw_line(center + Vector2(-radius, 0.0), center + Vector2(radius, 0.0), c, 3.0, true)
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draw_circle(center, radius * 0.3, c)
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else:
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#sprite du pokemon dans un disque sombre, entoure de l'anneau
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draw_circle(center, radius, Color(0, 0, 0, 0.45))
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var box : float = radius * 1.6
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var tex_size : Vector2 = sprite.get_size()
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var fit : float = minf(box / tex_size.x, box / tex_size.y)
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var draw_size : Vector2 = tex_size * fit
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draw_texture_rect(sprite, Rect2(center - draw_size * 0.5, draw_size), false, c)
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draw_arc(center, radius, 0.0, TAU, 40, c, 3.0, true)
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if badge_text != "":
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var badge_pos : Vector2 = center + Vector2(radius * 0.75, radius * 0.75)
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draw_circle(badge_pos, 11.0, badge_color)
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draw_arc(badge_pos, 11.0, 0.0, TAU, 20, Color(0, 0, 0, 0.7), 1.5, true)
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draw_string(ThemeDB.fallback_font, badge_pos + Vector2(-11.0, 3.5), badge_text, HORIZONTAL_ALIGNMENT_CENTER, 22.0, 9, Color.BLACK)
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class PortraitFrame extends Control:
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func _init() -> void:
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mouse_filter = Control.MOUSE_FILTER_IGNORE
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func _draw() -> void:
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var center : Vector2 = size * 0.5
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var radius : float = minf(size.x, size.y) * 0.5 - 3.0
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draw_circle(center, radius, Color(0, 0, 0, 0.5))
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draw_arc(center, radius, 0.0, TAU, 64, Color(1, 1, 1, 0.95), 4.0, true)
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#---------- initialisation ----------
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func _ready() -> void:
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_ensure_actions()
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_build_ui()
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#---------- actions d'entree ----------
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func _ensure_actions() -> void:
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_ensure_action(prev_action, [_joy_event(JOY_BUTTON_DPAD_LEFT), _key_event(KEY_LEFT)])
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_ensure_action(next_action, [_joy_event(JOY_BUTTON_DPAD_RIGHT), _key_event(KEY_RIGHT)])
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@ -77,73 +150,90 @@ func _build_ui() -> void:
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var column := VBoxContainer.new()
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column.mouse_filter = Control.MOUSE_FILTER_IGNORE
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column.add_theme_constant_override("separation", 6)
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column.add_theme_constant_override("separation", 8)
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_root_box.add_child(column)
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_name_label = Label.new()
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_name_label.mouse_filter = Control.MOUSE_FILTER_IGNORE
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_name_label.add_theme_font_size_override("font_size", 20)
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_name_label.add_theme_constant_override("outline_size", 6)
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_name_label.add_theme_color_override("font_outline_color", Color.BLACK)
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column.add_child(_name_label)
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_build_info(column)
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_build_ball_row(column)
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func _build_info(parent : Control) -> void:
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_info_box = HBoxContainer.new()
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_info_box.mouse_filter = Control.MOUSE_FILTER_IGNORE
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_info_box.add_theme_constant_override("separation", 14)
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parent.add_child(_info_box)
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#cercle + icone du pokemon (l'icone est inscrite dans le cercle)
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var frame := PortraitFrame.new()
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frame.custom_minimum_size = Vector2(portrait_size, portrait_size)
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_info_box.add_child(frame)
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_portrait_sprite = TextureRect.new()
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_portrait_sprite.mouse_filter = Control.MOUSE_FILTER_IGNORE
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_portrait_sprite.expand_mode = TextureRect.EXPAND_IGNORE_SIZE
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_portrait_sprite.stretch_mode = TextureRect.STRETCH_KEEP_ASPECT_CENTERED
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frame.add_child(_portrait_sprite)
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_portrait_sprite.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT, Control.PRESET_MODE_MINSIZE, int(portrait_size * 0.14))
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#niveau, nom, PV
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var texts := VBoxContainer.new()
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texts.mouse_filter = Control.MOUSE_FILTER_IGNORE
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texts.alignment = BoxContainer.ALIGNMENT_CENTER
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texts.add_theme_constant_override("separation", 2)
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_info_box.add_child(texts)
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_level_label = _make_text_label(20)
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texts.add_child(_level_label)
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_name_label = _make_text_label(28)
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texts.add_child(_name_label)
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var hp_row := HBoxContainer.new()
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hp_row.mouse_filter = Control.MOUSE_FILTER_IGNORE
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hp_row.add_theme_constant_override("separation", 12)
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texts.add_child(hp_row)
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_hp_bar = ProgressBar.new()
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_hp_bar.mouse_filter = Control.MOUSE_FILTER_IGNORE
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_hp_bar.show_percentage = false
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_hp_bar.custom_minimum_size = Vector2(bar_width, 14)
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_hp_bar.size_flags_vertical = Control.SIZE_SHRINK_CENTER
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var track := StyleBoxFlat.new() #la partie "PV perdus" reste visible, plus claire
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track.bg_color = Color(1, 1, 1, 0.28)
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track.set_corner_radius_all(7)
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_hp_fill = StyleBoxFlat.new()
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_hp_fill.bg_color = Color(0.3, 0.8, 0.35)
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_hp_fill.set_corner_radius_all(7)
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_hp_bar.add_theme_stylebox_override("background", track)
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_hp_bar.add_theme_stylebox_override("fill", _hp_fill)
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hp_row.add_child(_hp_bar)
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_hp_label = _make_text_label(20)
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hp_row.add_child(_hp_label)
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func _build_ball_row(parent : Control) -> void:
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var row := HBoxContainer.new()
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row.mouse_filter = Control.MOUSE_FILTER_IGNORE
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row.add_theme_constant_override("separation", 8)
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column.add_child(row)
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row.add_theme_constant_override("separation", 4)
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parent.add_child(row)
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_prev_icon = _make_hint_icon(prev_action)
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row.add_child(_prev_icon)
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var slots_row := HBoxContainer.new()
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slots_row.mouse_filter = Control.MOUSE_FILTER_IGNORE
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slots_row.add_theme_constant_override("separation", 6)
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row.add_child(slots_row)
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for i in PokemonTeam.MAX_SIZE:
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_add_slot(slots_row)
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_signatures.append(null)
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var ball := BallIcon.new()
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ball.custom_minimum_size = Vector2(ball_size, ball_size)
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row.add_child(ball)
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_balls.append(ball)
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_ball_signatures.append(null)
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_next_icon = _make_hint_icon(next_action)
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row.add_child(_next_icon)
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func _add_slot(parent : Control) -> void:
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var panel := PanelContainer.new()
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panel.mouse_filter = Control.MOUSE_FILTER_IGNORE
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panel.size_flags_vertical = Control.SIZE_SHRINK_END #les petits restent alignes en bas, le selectionne depasse vers le haut
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var style := StyleBoxFlat.new()
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style.bg_color = Color(0, 0, 0, 0.55)
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style.set_corner_radius_all(10)
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style.set_border_width_all(2)
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style.set_content_margin_all(6)
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panel.add_theme_stylebox_override("panel", style)
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parent.add_child(panel)
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var box := VBoxContainer.new()
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box.mouse_filter = Control.MOUSE_FILTER_IGNORE
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box.add_theme_constant_override("separation", 3)
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panel.add_child(box)
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var sprite := TextureRect.new()
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sprite.mouse_filter = Control.MOUSE_FILTER_IGNORE
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sprite.expand_mode = TextureRect.EXPAND_IGNORE_SIZE
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sprite.stretch_mode = TextureRect.STRETCH_KEEP_ASPECT_CENTERED
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sprite.size_flags_vertical = Control.SIZE_EXPAND_FILL
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box.add_child(sprite)
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var bar := ProgressBar.new()
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bar.mouse_filter = Control.MOUSE_FILTER_IGNORE
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bar.show_percentage = false
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bar.custom_minimum_size = Vector2(0, 6)
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var fill := StyleBoxFlat.new()
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fill.bg_color = Color(0.3, 0.8, 0.35)
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bar.add_theme_stylebox_override("fill", fill)
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box.add_child(bar)
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_slot_panels.append(panel)
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_slot_styles.append(style)
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_slot_sprites.append(sprite)
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_slot_bars.append(bar)
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_slot_fills.append(fill)
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func _make_text_label(font_size : int) -> Label:
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var l := Label.new()
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l.mouse_filter = Control.MOUSE_FILTER_IGNORE
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l.add_theme_font_size_override("font_size", font_size)
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l.add_theme_constant_override("outline_size", 6)
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l.add_theme_color_override("font_outline_color", Color.BLACK)
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return l
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func _make_hint_icon(action : StringName) -> TextureRect:
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#icone de touche qui s'adapte au peripherique (addon controller_icons)
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@ -152,7 +242,7 @@ func _make_hint_icon(action : StringName) -> TextureRect:
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var tex : Texture2D = ControllerIconTextureScript.new()
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tex.set("path", String(action))
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tr.texture = tex
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tr.custom_minimum_size = Vector2(32, 32)
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tr.custom_minimum_size = Vector2(28, 28)
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tr.expand_mode = TextureRect.EXPAND_IGNORE_SIZE
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tr.stretch_mode = TextureRect.STRETCH_KEEP_ASPECT_CENTERED
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tr.size_flags_vertical = Control.SIZE_SHRINK_CENTER
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@ -163,46 +253,68 @@ func _make_hint_icon(action : StringName) -> TextureRect:
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func _process(_delta : float) -> void:
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var team : PokemonTeam = GameData.player_team
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GameData.validate_selection()
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var selected : int = GameData.selected_index
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var selected_index : int = GameData.selected_index
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_root_box.visible = !team.is_empty()
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var able_count : int = 0
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for i in _slot_panels.size():
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for i in _balls.size():
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var p : PokemonInstance = team.get_pokemon(i)
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if p != null and !p.is_fainted(): able_count += 1
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_balls[i].visible = p != null or show_empty_slots #une icone par pokemon (+ les vides si demande)
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var sig : Array = [p.get_instance_id() if p else 0, p.is_fainted() if p else false, i == selected_index, p.status if p else 0]
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if _ball_signatures[i] == sig: continue
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_ball_signatures[i] = sig
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_apply_ball(_balls[i], p, i == selected_index)
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var show_hints : bool = show_input_hints and able_count > 1 #seulement s'il y a un choix a faire
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_prev_icon.visible = show_hints
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_next_icon.visible = show_hints
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_update_info(team.get_pokemon(selected_index))
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func _apply_ball(ball : BallIcon, p : PokemonInstance, is_selected : bool) -> void:
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if p == null:
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_slot_panels[i].visible = false
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_signatures[i] = null
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continue
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ball.empty = true
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ball.sprite = null
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ball.color = Color.WHITE
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ball.badge_text = ""
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ball.queue_redraw()
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return
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_slot_panels[i].visible = true
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if !p.is_fainted(): able_count += 1
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ball.empty = false
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ball.sprite = p.species.get_menu_sprite(false)
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if p.is_fainted(): ball.color = COLOR_FAINTED
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elif is_selected: ball.color = COLOR_SELECTED
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else: ball.color = Color.WHITE
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var sig : Array = [p.get_instance_id(), p.current_hp, p.get_max_hp(), i == selected]
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if _signatures[i] == sig: continue
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_signatures[i] = sig
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_apply_slot(i, p, i == selected)
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var badge : Variant = STATUS_BADGES.get(p.status)
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if badge != null:
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ball.badge_text = badge[0]
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ball.badge_color = badge[1]
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else:
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ball.badge_text = ""
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ball.queue_redraw()
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#les icones de touches n'apparaissent que s'il y a un choix a faire
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_prev_icon.visible = able_count > 1
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_next_icon.visible = able_count > 1
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func _update_info(p : PokemonInstance) -> void:
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_info_box.visible = p != null
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if p == null:
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_info_signature = []
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return
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var selected_pokemon : PokemonInstance = team.get_pokemon(selected)
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var label_text : String = ""
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if selected_pokemon: label_text = "%s Niv.%d" % [selected_pokemon.get_display_name(), selected_pokemon.level]
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if _name_label.text != label_text: _name_label.text = label_text
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func _apply_slot(i : int, p : PokemonInstance, is_selected : bool) -> void:
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var px : float = selected_slot_size if is_selected else slot_size
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_slot_panels[i].custom_minimum_size = Vector2(px, px)
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_slot_panels[i].modulate = Color(1.0, 0.55, 0.55) if p.is_fainted() else Color.WHITE
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_slot_sprites[i].texture = p.species.get_menu_sprite(false)
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_slot_styles[i].border_color = Color(1.0, 0.9, 0.4) if is_selected else Color(1, 1, 1, 0.25)
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_slot_styles[i].set_border_width_all(3 if is_selected else 2)
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var sig : Array = [p.get_instance_id(), p.level, p.current_hp, p.get_max_hp()]
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if _info_signature == sig: return
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_info_signature = sig
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var max_hp : int = p.get_max_hp()
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_slot_bars[i].max_value = max_hp
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_slot_bars[i].value = p.current_hp
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_portrait_sprite.texture = p.species.get_menu_sprite(false)
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_level_label.text = "Lv. %d" % p.level
|
||||
_name_label.text = p.get_display_name()
|
||||
_hp_label.text = "%d/%d" % [p.current_hp, max_hp]
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_hp_bar.max_value = max_hp
|
||||
_hp_bar.value = p.current_hp
|
||||
|
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var ratio : float = float(p.current_hp) / float(max_hp)
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_slot_fills[i].bg_color = Color(0.3, 0.8, 0.35) if ratio > 0.5 else (Color(0.95, 0.7, 0.2) if ratio > 0.2 else Color(0.9, 0.25, 0.25))
|
||||
_hp_fill.bg_color = Color(0.3, 0.8, 0.35) if ratio > 0.5 else (Color(0.95, 0.7, 0.2) if ratio > 0.2 else Color(0.9, 0.25, 0.25))
|
||||
|
|
|
|||
Loading…
Reference in a new issue