Files
autgame/games/juggleboard/scripts/ui/game_hud.gd
T

141 lines
4.7 KiB
GDScript

class_name JuggleBoardHud
extends CanvasLayer
## HUD P2B: bersaglio e cartigli sul pannello laterale illustrato.
signal options_requested
signal back_requested
const DISPLAY_FONT := preload("res://shared/assets/fonts/NotoSerifDisplay-CondensedExtraBold.ttf")
const TARGET_SCRIPT := preload("res://games/juggleboard/scripts/components/target_dot.gd")
const HEARTS_SCRIPT := preload("res://games/juggleboard/scripts/ui/hearts_display.gd")
const BACK_BUTTON_ART := preload("res://menus/assets/common/pulsante_indietro.png")
var target_dot: Node2D
var score_label: Label
var combo_label: Label
var help_label: Label
var milestone_label: Label
var flash: ColorRect
var hearts: Node2D
var back_button: TextureButton
func _ready() -> void:
_build()
func _build() -> void:
var ink := Color("#251b17")
# Node2D ha pivot locale (0, 0); target_dot disegna l'asset simmetricamente
# intorno a quel pivot, quindi si usa il centro misurato della cornice P2B.
target_dot = TARGET_SCRIPT.new()
target_dot.position = JuggleBoardConfig.TARGET_CENTER
add_child(target_dot)
back_button = _make_back_button()
add_child(back_button)
score_label = _make_label("", Vector2(112, 520), Vector2(220, 45), 25, ink)
score_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
score_label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER
combo_label = _make_label("", Vector2(112, 606), Vector2(220, 45), 24, ink)
combo_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
combo_label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER
hearts = HEARTS_SCRIPT.new()
hearts.position = Vector2(84, 655)
hearts.visible = false
add_child(hearts)
# Le opzioni restano accessibili da Esc per non introdurre elementi estranei
# al mockup P2B; il lock adulto e la persistenza delle impostazioni non cambiano.
help_label = _make_label("", Vector2.ZERO, Vector2.ZERO, 1, ink)
help_label.visible = false
milestone_label = _make_label("", Vector2(350, 20), Vector2(820, 80), 46, Color("#9e5420"))
milestone_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
milestone_label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER
milestone_label.visible = false
flash = ColorRect.new()
flash.color = Color(1, 0.95, 0.72)
flash.position = Vector2.ZERO
flash.size = JuggleBoardConfig.VIEW
flash.mouse_filter = Control.MOUSE_FILTER_IGNORE
flash.modulate.a = 0.0
flash.visible = false
add_child(flash)
func _make_back_button() -> TextureButton:
var button := TextureButton.new()
button.texture_normal = BACK_BUTTON_ART
button.texture_hover = BACK_BUTTON_ART
button.texture_pressed = BACK_BUTTON_ART
button.ignore_texture_size = true
button.stretch_mode = TextureButton.STRETCH_KEEP_ASPECT_CENTERED
button.tooltip_text = "Torna al menu Juggle"
# Margine sicuro relativo, uguale al bordo utile dei controlli nei menu.
# Ancore coincidenti: gli offset definiscono soltanto la dimensione del tasto.
button.set_anchors_preset(Control.PRESET_TOP_LEFT)
button.anchor_left = 0.03
button.anchor_top = 0.06
button.anchor_right = 0.03
button.anchor_bottom = 0.06
button.offset_left = 0.0
button.offset_top = 0.0
button.offset_right = 76.0
button.offset_bottom = 64.0
button.mouse_default_cursor_shape = Control.CURSOR_POINTING_HAND
button.mouse_entered.connect(func(): button.modulate = Color(1.10, 1.10, 1.10, 1.0))
button.mouse_exited.connect(func(): button.modulate = Color.WHITE)
button.pressed.connect(func(): back_requested.emit())
return button
func reset(score: int, combo: float, lives: int, survival: bool) -> void:
set_score(score, combo)
hearts.set_lives(lives)
hearts.visible = survival
func set_score(score: int, combo: float) -> void:
score_label.text = "punteggio %03d" % score
combo_label.text = "livello %d" % (1 + int(score / 1000))
func set_target(color: Color, shown: bool = true) -> void:
if shown:
target_dot.set_color(color)
target_dot.visible = shown
func celebrate(amount: int) -> void:
milestone_label.text = "%d PUNTI!" % amount
milestone_label.visible = true
milestone_label.modulate.a = 1.0
flash.visible = true
flash.modulate.a = 0.16
var tween := create_tween()
tween.set_parallel(true)
tween.tween_property(milestone_label, "modulate:a", 0.0, 0.8).set_delay(0.6)
tween.tween_property(flash, "modulate:a", 0.0, 0.4)
tween.chain().tween_callback(func():
milestone_label.visible = false
flash.visible = false
)
func _make_label(text: String, position: Vector2, size: Vector2, font_size: int, color: Color) -> Label:
var label := Label.new()
label.text = text
label.position = position
label.size = size
label.add_theme_font_override("font", DISPLAY_FONT)
label.add_theme_font_size_override("font_size", font_size)
label.add_theme_color_override("font_color", color)
label.mouse_filter = Control.MOUSE_FILTER_IGNORE
add_child(label)
return label