Health in HUD

This commit is contained in:
Marco 2025-01-28 09:17:35 +01:00
commit 4b4cbc037a
5 changed files with 45 additions and 10 deletions

View file

@ -37,7 +37,11 @@ public partial class GameManager : Node2D
{
SpawnPlayer();
}
_player.HealthChanged += (newHealth, maxHealth) => _hud.UpdateHealth(newHealth, maxHealth);
//_player.Connect(nameof(_player.HealthChanged), _hud, nameof(_hud.UpdateHealth));
}
// Called every frame. 'delta' is the elapsed time since the previous frame.

View file

@ -5,7 +5,15 @@ public partial class Hud : CanvasLayer
{
[Signal]
public delegate void StartGameEventHandler();
private Label _healthLabel;
public override void _Ready()
{
// Assuming the HUD has a Label node named "HealthLabel"
_healthLabel = GetNode<Label>("HealthLabel");
}
public void ShowMessage(string text)
{
var message = GetNode<Label>("Message");
@ -29,4 +37,9 @@ public partial class Hud : CanvasLayer
await ToSignal(GetTree().CreateTimer(1.0), SceneTreeTimer.SignalName.Timeout);
GetNode<Button>("StartButton").Show();
}
public void UpdateHealth(float newHealth, float maxHealth)
{
_healthLabel.Text = $"{newHealth}/{maxHealth}";
}
}

View file

@ -34,7 +34,7 @@ public partial class PlayerMovement : CharacterBody2D, IDestructible
private Sprite2D _crosshair;
[Export] public float Health = 4f;
[Export] public float MaxHealth = 32f;
[Export] public Weapon EquippedWeapon;
@ -46,11 +46,27 @@ public partial class PlayerMovement : CharacterBody2D, IDestructible
private bool _isStrafing { get; set; }
[Signal]
public delegate void HealthChangedEventHandler(float newHealth, float MaxHealth);
public float CurrentHealth
{
get => _currentHealth;
set
{
if (_currentHealth != value)
{
_currentHealth = value;
EmitSignal(nameof(HealthChanged), _currentHealth, MaxHealth);
}
}
}
//private InventoryManager _inventoryManager;
public override void _Ready()
{
_currentHealth = Health;
CurrentHealth = MaxHealth;
_animatedSprite = GetNode<AnimatedSprite2D>("./Smoothing2D/AnimatedSprite2D");
_crosshair = GetNode<Sprite2D>("./Smoothing2D/Crosshair");
@ -245,8 +261,8 @@ public partial class PlayerMovement : CharacterBody2D, IDestructible
GD.Print($"Player damaged for {damage}");
if (_isDestroyed) return;
_currentHealth -= damage;
if (!(_currentHealth <= 0)) return;
CurrentHealth -= damage;
if (!(CurrentHealth <= 0)) return;
_isDestroyed = true;
Explode();
}