Add health bar
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@ -31,10 +31,10 @@ shape = SubResource( 1 )
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transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -0.611, 0 )
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[node name="lefthand" parent="ReaperGLTF/Armature/Skeleton" index="1"]
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transform = Transform( 0.532954, 0.0959757, -0.840684, -0.651193, 0.680928, -0.335089, 0.540284, 0.726034, 0.425402, -1.56225, 5.06134, 1.12064 )
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transform = Transform( 0.524316, 0.123817, -0.842473, -0.658921, 0.685675, -0.309309, 0.539366, 0.717299, 0.441096, -1.57618, 5.07854, 1.16485 )
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[node name="righthand" parent="ReaperGLTF/Armature/Skeleton" index="2"]
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transform = Transform( 0.227042, -0.513301, -0.827631, 0.0755038, -0.837989, 0.540437, -0.970953, -0.185191, -0.151503, 1.15032, 5.00594, -0.0259017 )
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transform = Transform( 0.232014, -0.551311, -0.801389, 0.0601252, -0.814167, 0.577508, -0.970851, -0.182174, -0.155751, 1.20283, 5.04613, 0.0143257 )
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[node name="AnimationTree" parent="ReaperGLTF" index="10"]
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parameters/movement/blend_position = Vector2( 0, 0 )
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@ -56,6 +56,7 @@ var ground_type = GroundType.DIRT
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var footstep_sounds = {}
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export var max_health = 100
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export var health = 100
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var state = States.Alive
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@ -91,10 +92,11 @@ func pickup_weapon(weapon: Weapon) -> Weapon:
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return weapon
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func take_damage(hitpts: float):
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health -= hitpts
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emit_signal("health_changed")
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if health <= 0:
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die()
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if state == States.Alive:
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health -= hitpts
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emit_signal("health_changed")
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if health <= 0:
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die()
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func get_current_weapon():
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return current_weapon
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@ -102,6 +104,7 @@ func get_current_weapon():
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func die():
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state = States.Dead
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emit_signal("died")
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print("Me ded")
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func set_weapon_slot(slot: int):
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if current_weapon:
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@ -185,6 +188,7 @@ func _process(delta):
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if Globals.process_3d_inputs:
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move_axis.x = Input.get_action_strength("move_forward") - Input.get_action_strength("move_backward")
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move_axis.y = Input.get_action_strength("move_right") - Input.get_action_strength("move_left")
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take_damage(0.1)
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func fire_pressed():
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current_weapon.activate(Globals.target_position["position"])
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@ -57,25 +57,19 @@ func create(_from: Transform, _to: Vector3, exclude_collisions: Array):
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func body_entered(body: Node):
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if properties & WeaponProperties.TRIGGER_GROUND and body.is_in_group("world"):
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print("trigger by body_entered TRIGGER_GROUND")
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trigger(body)
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if properties & WeaponProperties.TRIGGER_OBJECT and body.is_in_group("objects"):
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print("trigger by body_entered TRIGGER_OBJECT")
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trigger(body)
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func proximity_body_entered(body: Node):
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if properties & WeaponProperties.TRIGGER_OBJECT:
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if body.is_in_group("objects"):
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print("trigger by proximity_body_entered")
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trigger(body)
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func trigger(body: Node):
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if fx_explode:
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var fx: Particles = fx_explode.instance()
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fx.global_transform = global_transform
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fx.emitting = true
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get_parent().add_child(fx)
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current_fx_explode = fx
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visible = false # needed because _process must still destroy the fx
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else:
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queue_free()
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if properties & WeaponProperties.EXPLODE:
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# create decal
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var decal: MeshInstance = preload("res://effects/explosion_decal.tscn").instance()
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@ -83,6 +77,16 @@ func trigger(body: Node):
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decal.scale = Vector3(20, 2, 20)
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get_parent().add_child(decal)
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print("Created decal")
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if fx_explode:
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var fx: Particles = fx_explode.instance()
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fx.global_transform = global_transform
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fx.emitting = true
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get_parent().add_child(fx)
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current_fx_explode = fx
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visible = false # needed because _process must still destroy the fx
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sleeping = true
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else:
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queue_free()
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func _process(delta):
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if current_fx_explode and not current_fx_explode.emitting:
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@ -22,6 +22,7 @@ func _ready():
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add_child(HUD)
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character = character_scene.instance()
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add_child(character)
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character.connect("health_changed", self, "update_health")
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func get_target() -> Dictionary:
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var weapon = character.current_weapon
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@ -131,4 +132,14 @@ func update_hud() -> void:
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hud_weapon_slot.get_node("selected").visible = true
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else:
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hud_weapon_slot.get_node("selected").visible = false
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func update_health() -> void:
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var current_health = character.health
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var max_health = character.max_health
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var hp_percent = current_health/max_health
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# UI/hp polygon: 0 means 100% hp, 250 means 0%
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var val = 250 - 250*hp_percent
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HUD.find_node("hp").texture_offset = Vector2(val, 0)
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@ -1,4 +1,4 @@
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[gd_scene load_steps=10 format=2]
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[gd_scene load_steps=12 format=2]
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[ext_resource path="res://assets/all_gbs/textures/st_mec_energy.tga" type="Texture" id=1]
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[ext_resource path="res://assets/all_gbs/textures/st_delphi.tga" type="Texture" id=2]
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@ -10,6 +10,13 @@
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[ext_resource path="res://assets/all_gbs/textures/st_rp_slot3k.tga" type="Texture" id=8]
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[ext_resource path="res://assets/all_gbs/textures/st_rp_slot2k.tga" type="Texture" id=9]
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[sub_resource type="Gradient" id=1]
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colors = PoolColorArray( 1, 0, 0, 1, 1, 1, 1, 0.046729 )
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[sub_resource type="GradientTexture" id=2]
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gradient = SubResource( 1 )
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width = 10
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[node name="UI" type="Control"]
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anchor_right = 1.0
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anchor_bottom = 1.0
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@ -19,6 +26,14 @@ __meta__ = {
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"_edit_use_anchors_": false
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}
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[node name="hp" type="Polygon2D" parent="."]
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position = Vector2( 957.76, 325.233 )
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color = Color( 1, 0, 0, 1 )
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offset = Vector2( -31.7015, 28.4404 )
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texture = SubResource( 2 )
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texture_rotation_degrees = 90.0
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polygon = PoolVector2Array( 4.07648, -12.0231, 5.19122, -17.9239, 8.9613, -23.6782, 12.533, -26.3569, 15.8069, -28.0435, 20.966, -27.5475, 23.9424, -24.3727, 27.1172, -19.6105, 29.1014, -14.5507, 29.9944, -10.1853, 31.2841, -7.10971, 34.4589, -12.7648, 35.3519, -16.7333, 37.9314, -21.1979, 40.0148, -25.0672, 42.6935, -27.4483, 47.0589, -28.4404, 52.8132, -27.1506, 54.103, -25.8609, 57.8731, -20.1066, 59.7581, -14.6499, 60.9487, -7.70499, 61.3455, 2.51392, 61.2463, 12.336, 60.155, 18.5864, 48.9894, 80.8738, 39.2252, 135.995, 31.9805, 202.456, 25.051, 136.625, 13.7117, 70.7945, 2.68756, 13.468, 2.05756, -1.33612 )
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[node name="healthbar" type="TextureRect" parent="."]
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anchor_left = 1.0
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anchor_top = 1.0
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