Health and shield gauges

This commit is contained in:
Marco 2025-02-11 17:55:50 +01:00
commit 3682de18d5
14 changed files with 188 additions and 22 deletions

View file

@ -94,6 +94,8 @@ public partial class GameManager : Node2D
if (_player != null && _hud != null)
{
_player.HealthChanged += (newHealth, maxHealth) => _hud.UpdateHealth(newHealth, maxHealth);
_player.ShieldChanged += (newShield, maxShield) => _hud.UpdateShield(newShield, maxShield);
_player.InteractableAreaEntered += (interactable) => _hud.UpdateInteractable(interactable);
}

View file

@ -19,7 +19,14 @@ public partial class Hud : CanvasLayer
private Node2D _selector;
[Export] private Label _healthLabel;
[Export] private ProgressBar _healthBar;
[Export] private Label _shieldLabel;
[Export] private ProgressBar _shieldBar;
[Export] private Container _itemsContainer;
[Export] private LabelSettings _labelSettings;
private Dictionary<string, HudItem> _items = new();
@ -56,6 +63,19 @@ public partial class Hud : CanvasLayer
public void UpdateHealth(float newHealth, float maxHealth)
{
_healthLabel.Text = $"{newHealth}/{maxHealth}";
if (_healthBar != null)
{
_healthBar.Value = newHealth;
}
}
public void UpdateShield(float newValue, float maxValue)
{
_shieldLabel.Text = $"{newValue}/{maxValue}";
if (_shieldBar != null)
{
_shieldBar.Value = newValue;
}
}
public void UpdateInteractable(Interactable interactable) {
@ -109,11 +129,8 @@ public partial class Hud : CanvasLayer
// {
// label.Text = currentAmount.ToString();
// }
label.LabelSettings = new LabelSettings()
{
FontSize = 8
};
label.LabelSettings = _labelSettings;
hbox.AddChild(label);
hudItem.Label = label;

View file

@ -35,7 +35,6 @@ public partial class PlayerMovement : CharacterBody2D, IDestructible
private AnimatedSprite2D _animatedSprite;
private Vector2 _movementDirection { get; set; }
private Vector2 _facingDirection { get; set; }
private Vector2 _rightStickInput { get; set; }
@ -43,6 +42,7 @@ public partial class PlayerMovement : CharacterBody2D, IDestructible
private Sprite2D _crosshair;
[Export] public float MaxHealth = 32f;
[Export] public float MaxShield = 32f;
public Weapon EquippedWeapon { get; set; }
@ -51,6 +51,7 @@ public partial class PlayerMovement : CharacterBody2D, IDestructible
public int CurrentWeaponIndex { get; set; } = 0;
private float _currentHealth = 0f;
private float _currentShield = 0f;
private bool _isDestroyed = false;
@ -66,6 +67,9 @@ public partial class PlayerMovement : CharacterBody2D, IDestructible
[Signal]
public delegate void HealthChangedEventHandler(float newHealth, float MaxHealth);
[Signal]
public delegate void ShieldChangedEventHandler(float newShield, float maxShield);
[Signal]
public delegate void InteractableAreaEnteredEventHandler(Interactable interactable);
@ -86,11 +90,25 @@ public partial class PlayerMovement : CharacterBody2D, IDestructible
}
}
public float CurrentShield
{
get => _currentShield;
set
{
if (_currentShield != value)
{
_currentShield = value;
EmitSignal(nameof(ShieldChanged), _currentShield, MaxShield);
}
}
}
//private InventoryManager _inventoryManager;
public override void _Ready()
{
CurrentHealth = MaxHealth;
CurrentShield = MaxShield;
_animatedSprite = GetNode<AnimatedSprite2D>("./Smoothing2D/AnimatedSprite2D");
_crosshair = GetNode<Sprite2D>("./Smoothing2D/Crosshair");