- XP-Bar: Anker-basiert (0.5/1.0), gleiche Breite wie Actionbar (468px) - XP-Label zentriert: "Level X — current / max XP" - Actionbar 12px nach oben verschoben für XP-Bar Platz - Level-Label und Gold-Label oben links, kompakter Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
481 lines
16 KiB
GDScript
481 lines
16 KiB
GDScript
# HUD.gd
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# Verwaltet die Spieler-UI: HP-Leiste, XP-Leiste, Aktionsleiste (Slots 1-9)
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extends CanvasLayer
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signal slot_clicked(slot_index: int)
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signal slot_drag_removed(slot_index: int)
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signal slot_drag_swapped(from_slot: int, to_slot: int)
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# Drag & Drop State
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var drag_active = false
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var drag_highlight_slot = -1
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var drag_from_slot = -1 # Slot von dem aus gedraggt wird
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var drag_icon: TextureRect = null
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var drag_item = null # Das gedraggte Consumable
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@onready var health_bar = $Control/HealthBar
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@onready var health_label = $Control/HealthBar/HealthLabel
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# Level/XP UI (wird dynamisch erstellt)
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var level_label: Label
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var xp_bar: ProgressBar
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var gold_label: Label
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@onready var action_slots = [
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$Control/ActionBar/A1,
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$Control/ActionBar/A2,
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$Control/ActionBar/A3,
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$Control/ActionBar/A4,
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$Control/ActionBar/A5,
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$Control/ActionBar/A6,
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$Control/ActionBar/A7,
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$Control/ActionBar/A8,
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$Control/ActionBar/A9
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]
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var active_slot = 0
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var slot_icons = [] # TextureRect nodes für Icons
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var slot_cooldown_overlays = [] # ColorRect für Cooldown-Anzeige
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var slot_cooldown_labels = [] # Label für Cooldown-Text
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var slot_stack_labels = [] # Label für Stack-Anzahl
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# Ressourcen-Bar (Mana/Energie/Wut)
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var resource_bar: ProgressBar
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var resource_label: Label
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# Castbar
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var castbar: ProgressBar
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var castbar_label: Label
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var castbar_container: PanelContainer
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func _ready():
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_create_level_ui()
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for i in range(9):
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# Icon erstellen — füllt den ganzen Slot
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var icon = TextureRect.new()
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icon.name = "Icon"
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icon.expand_mode = TextureRect.EXPAND_FIT_WIDTH_PROPORTIONAL
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icon.stretch_mode = TextureRect.STRETCH_KEEP_ASPECT_CENTERED
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icon.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)
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icon.mouse_filter = Control.MOUSE_FILTER_IGNORE
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action_slots[i].add_child(icon)
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slot_icons.append(icon)
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# Slot-Nummer (oben links, über dem Icon)
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var slot_number = Label.new()
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slot_number.name = "SlotNumber"
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slot_number.text = str(i + 1)
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slot_number.position = Vector2(2, 0)
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slot_number.size = Vector2(20, 16)
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slot_number.add_theme_font_size_override("font_size", 11)
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slot_number.add_theme_color_override("font_color", Color(1, 1, 1, 0.9))
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slot_number.add_theme_color_override("font_shadow_color", Color(0, 0, 0, 1))
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slot_number.add_theme_constant_override("shadow_offset_x", 1)
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slot_number.add_theme_constant_override("shadow_offset_y", 1)
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slot_number.mouse_filter = Control.MOUSE_FILTER_IGNORE
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action_slots[i].add_child(slot_number)
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# Cooldown-Overlay erstellen (dunkle Überlagerung)
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var cooldown_overlay = ColorRect.new()
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cooldown_overlay.name = "CooldownOverlay"
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cooldown_overlay.color = Color(0, 0, 0, 0.7)
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cooldown_overlay.size = Vector2(50, 50)
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cooldown_overlay.position = Vector2(0, 0)
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cooldown_overlay.visible = false
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cooldown_overlay.mouse_filter = Control.MOUSE_FILTER_IGNORE
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action_slots[i].add_child(cooldown_overlay)
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slot_cooldown_overlays.append(cooldown_overlay)
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# Cooldown-Text erstellen
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var cooldown_label = Label.new()
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cooldown_label.name = "CooldownLabel"
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cooldown_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
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cooldown_label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER
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cooldown_label.size = Vector2(50, 50)
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cooldown_label.position = Vector2(0, 0)
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cooldown_label.add_theme_font_size_override("font_size", 16)
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cooldown_label.visible = false
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cooldown_label.mouse_filter = Control.MOUSE_FILTER_IGNORE
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action_slots[i].add_child(cooldown_label)
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slot_cooldown_labels.append(cooldown_label)
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# Stack-Count Label (unten rechts)
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var stack_label = Label.new()
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stack_label.name = "StackLabel"
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stack_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_RIGHT
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stack_label.vertical_alignment = VERTICAL_ALIGNMENT_BOTTOM
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stack_label.size = Vector2(50, 50)
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stack_label.position = Vector2(-4, -2)
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stack_label.add_theme_font_size_override("font_size", 11)
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stack_label.visible = false
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stack_label.mouse_filter = Control.MOUSE_FILTER_IGNORE
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action_slots[i].add_child(stack_label)
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slot_stack_labels.append(stack_label)
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# Button für Klicks und Drag erstellen
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var button = Button.new()
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button.name = "SlotButton"
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button.flat = true
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button.size = Vector2(50, 50)
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button.position = Vector2(0, 0)
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button.modulate = Color(1, 1, 1, 0) # Unsichtbar
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var slot_index = i
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button.pressed.connect(func(): _on_slot_clicked(slot_index))
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button.button_down.connect(func(): _on_slot_drag_start(slot_index))
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action_slots[i].add_child(button)
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# Drag aus Aktionsleiste starten
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func _on_slot_drag_start(slot_index: int):
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# Prüfe ob ein Consumable im Slot liegt (wird vom Player gesetzt)
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# Signal an Player senden um Item abzufragen
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_start_actionbar_drag(slot_index)
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func _start_actionbar_drag(slot_index: int):
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drag_from_slot = slot_index
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drag_active = true
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# Icon am Cursor erstellen aus dem aktuellen Slot-Icon
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var current_texture = slot_icons[slot_index].texture
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if current_texture == null:
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drag_active = false
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drag_from_slot = -1
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return
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drag_icon = TextureRect.new()
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drag_icon.texture = current_texture
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drag_icon.custom_minimum_size = Vector2(40, 40)
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drag_icon.size = Vector2(40, 40)
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drag_icon.expand_mode = TextureRect.EXPAND_FIT_WIDTH_PROPORTIONAL
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drag_icon.stretch_mode = TextureRect.STRETCH_KEEP_ASPECT_CENTERED
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drag_icon.mouse_filter = Control.MOUSE_FILTER_IGNORE
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var drag_layer = CanvasLayer.new()
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drag_layer.name = "DragLayer"
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drag_layer.layer = 200
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drag_layer.add_child(drag_icon)
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get_tree().root.add_child(drag_layer)
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drag_icon.position = get_viewport().get_mouse_position() - Vector2(20, 20)
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func _process(_delta):
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if drag_from_slot >= 0 and drag_icon:
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drag_icon.position = get_viewport().get_mouse_position() - Vector2(20, 20)
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update_drag_hover(get_viewport().get_mouse_position())
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func _input(event):
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if not drag_active or drag_from_slot < 0:
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return
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if event is InputEventMouseButton and event.button_index == MOUSE_BUTTON_LEFT and not event.pressed:
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_end_actionbar_drag()
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func _end_actionbar_drag():
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var drop_slot = get_slot_at_position(get_viewport().get_mouse_position())
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if drop_slot >= 0 and drop_slot <= 8 and drop_slot != drag_from_slot:
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# Auf anderen Slot verschoben -> swap
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slot_drag_swapped.emit(drag_from_slot, drop_slot)
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elif drop_slot < 0 or drop_slot > 8:
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# Außerhalb gedroppt -> aus Leiste entfernen
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slot_drag_removed.emit(drag_from_slot)
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# Aufräumen
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_clear_drag_highlight()
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if drag_icon:
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var drag_layer = drag_icon.get_parent()
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drag_layer.queue_free()
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drag_icon = null
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drag_active = false
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drag_from_slot = -1
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# Slot-Klick Handler
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func _on_slot_clicked(slot_index: int):
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if drag_active:
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return # Während Drag keine Klicks
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set_active_slot(slot_index)
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slot_clicked.emit(slot_index)
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# Icon für einen Slot setzen
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func set_slot_icon(slot_index: int, icon_path: String):
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if slot_index >= 0 and slot_index < 9:
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var texture = load(icon_path)
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if texture:
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slot_icons[slot_index].texture = texture
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else:
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print("Icon nicht gefunden: ", icon_path)
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# Cooldown für einen Slot anzeigen (remaining_time in Sekunden)
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func set_slot_cooldown(slot_index: int, remaining_time: float):
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if slot_index < 0 or slot_index >= 9:
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return
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if remaining_time > 0:
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slot_cooldown_overlays[slot_index].visible = true
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slot_cooldown_labels[slot_index].visible = true
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slot_cooldown_labels[slot_index].text = "%.1f" % remaining_time
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else:
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slot_cooldown_overlays[slot_index].visible = false
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slot_cooldown_labels[slot_index].visible = false
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# Level/XP UI erstellen
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func _create_level_ui():
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var control = $Control
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# Ressourcen-Bar (Mana/Energie/Wut) - unter HP-Bar, oben links
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resource_bar = ProgressBar.new()
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resource_bar.name = "ResourceBar"
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resource_bar.position = Vector2(20, 50)
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resource_bar.size = Vector2(200, 18)
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resource_bar.show_percentage = false
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resource_bar.value = 0
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resource_bar.visible = false
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var resource_style = StyleBoxFlat.new()
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resource_style.bg_color = Color(0.2, 0.3, 0.9, 1.0)
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resource_bar.add_theme_stylebox_override("fill", resource_style)
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resource_label = Label.new()
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resource_label.name = "ResourceLabel"
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resource_label.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)
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resource_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
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resource_label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER
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resource_bar.add_child(resource_label)
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control.add_child(resource_bar)
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# Level Label oben links
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level_label = Label.new()
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level_label.name = "LevelLabel"
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level_label.position = Vector2(20, 74)
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level_label.add_theme_font_size_override("font_size", 14)
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level_label.text = "Level 1"
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control.add_child(level_label)
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# Gold Label oben links
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gold_label = Label.new()
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gold_label.name = "GoldLabel"
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gold_label.position = Vector2(20, 94)
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gold_label.add_theme_font_size_override("font_size", 14)
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gold_label.add_theme_color_override("font_color", Color(1, 0.85, 0, 1))
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gold_label.text = "0 Gold"
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control.add_child(gold_label)
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# XP Bar — gleiche Breite wie Actionbar (468px), unten mittig, unter der Actionbar
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xp_bar = ProgressBar.new()
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xp_bar.name = "XPBar"
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xp_bar.anchor_left = 0.5
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xp_bar.anchor_top = 1.0
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xp_bar.anchor_right = 0.5
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xp_bar.anchor_bottom = 1.0
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xp_bar.offset_left = -234.0
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xp_bar.offset_right = 234.0
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xp_bar.offset_top = -12.0
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xp_bar.offset_bottom = 0.0
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xp_bar.show_percentage = false
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xp_bar.value = 0
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xp_bar.mouse_filter = Control.MOUSE_FILTER_IGNORE
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var xp_style = StyleBoxFlat.new()
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xp_style.bg_color = Color(0.15, 0.5, 0.9, 1.0)
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xp_bar.add_theme_stylebox_override("fill", xp_style)
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var xp_bg = StyleBoxFlat.new()
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xp_bg.bg_color = Color(0.1, 0.1, 0.15, 0.85)
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xp_bar.add_theme_stylebox_override("background", xp_bg)
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# XP Label zentriert in der Bar
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var xp_label = Label.new()
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xp_label.name = "XPLabel"
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xp_label.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)
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xp_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
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xp_label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER
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xp_label.add_theme_font_size_override("font_size", 10)
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xp_label.add_theme_color_override("font_color", Color(1, 1, 1, 0.9))
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xp_label.mouse_filter = Control.MOUSE_FILTER_IGNORE
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xp_bar.add_child(xp_label)
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control.add_child(xp_bar)
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# Castbar — direkt über der Aktionsleiste positioniert
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_create_castbar()
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# Gold aktualisieren
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func update_gold(amount: int):
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if gold_label:
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gold_label.text = str(amount) + " Gold"
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# Ressourcen-Leiste aktualisieren (Mana/Energie/Wut)
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func update_resource(current: int, maximum: int, resource_name: String):
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if resource_bar == null:
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return
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if maximum <= 0:
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resource_bar.visible = false
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return
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resource_bar.visible = true
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resource_bar.max_value = maximum
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resource_bar.value = current
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resource_label.text = str(current) + " / " + str(maximum)
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# Farbe je nach Ressourcen-Typ
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var style = resource_bar.get_theme_stylebox("fill") as StyleBoxFlat
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if style:
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match resource_name:
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"Mana":
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style.bg_color = Color(0.2, 0.3, 0.9, 1.0) # Blau
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"Energie":
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style.bg_color = Color(0.9, 0.8, 0.1, 1.0) # Gelb
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"Wut":
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style.bg_color = Color(0.8, 0.15, 0.1, 1.0) # Rot
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# Icon-Textur direkt setzen (für Consumables)
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func set_slot_icon_texture(slot_index: int, texture: Texture2D):
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if slot_index >= 0 and slot_index < 9:
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slot_icons[slot_index].texture = texture
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# Slot-Icon entfernen
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func clear_slot_icon(slot_index: int):
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if slot_index >= 0 and slot_index < 9:
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slot_icons[slot_index].texture = null
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# Stack-Anzahl auf Slot anzeigen
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func set_slot_stack_count(slot_index: int, count: int):
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if slot_index < 0 or slot_index >= 9:
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return
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if count > 1:
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slot_stack_labels[slot_index].text = str(count)
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slot_stack_labels[slot_index].visible = true
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else:
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slot_stack_labels[slot_index].visible = false
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# HP-Leiste und Text aktualisieren
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func update_health(current_hp, max_hp):
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health_bar.max_value = max_hp
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health_bar.value = current_hp
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health_label.text = str(current_hp) + " / " + str(max_hp)
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# Level und XP aktualisieren
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func update_level(level: int, current_xp: int, xp_to_next: int):
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if level_label:
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level_label.text = "Lv " + str(level)
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if xp_bar:
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xp_bar.max_value = xp_to_next
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xp_bar.value = current_xp
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var xp_label = xp_bar.get_node_or_null("XPLabel")
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if xp_label:
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xp_label.text = "Level %d — %d / %d XP" % [level, current_xp, xp_to_next]
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# Aktions-Slot kurz golden hervorheben (0.1s)
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func set_active_slot(index):
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action_slots[active_slot].self_modulate = Color(1, 1, 1)
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active_slot = index
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action_slots[active_slot].self_modulate = Color(1, 0.8, 0)
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await get_tree().create_timer(0.1).timeout
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action_slots[active_slot].self_modulate = Color(1, 1, 1)
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# Drag & Drop: Highlight aktivieren/deaktivieren
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func set_drag_active(active: bool):
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drag_active = active
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if not active:
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# Alle Highlights entfernen
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_clear_drag_highlight()
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# Drag & Drop: Hover über Slots prüfen und gelben Rand setzen
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func update_drag_hover(mouse_pos: Vector2):
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if not drag_active:
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return
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var hovered = get_slot_at_position(mouse_pos)
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if hovered == drag_highlight_slot:
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return # Keine Änderung
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# Alten Highlight entfernen
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_clear_drag_highlight()
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# Neuen Highlight setzen (nur Slots 2-8)
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if hovered >= 0 and hovered <= 8:
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drag_highlight_slot = hovered
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var style = StyleBoxFlat.new()
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style.bg_color = Color(0.15, 0.15, 0.15)
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style.border_color = Color(1, 0.9, 0, 1) # Gelber Rand
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style.set_border_width_all(3)
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action_slots[hovered].add_theme_stylebox_override("panel", style)
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func _clear_drag_highlight():
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if drag_highlight_slot >= 0 and drag_highlight_slot < 9:
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action_slots[drag_highlight_slot].remove_theme_stylebox_override("panel")
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drag_highlight_slot = -1
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# Gibt den Slot-Index zurück wenn mouse_pos über einem Action-Slot liegt, sonst -1
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func get_slot_at_position(mouse_pos: Vector2) -> int:
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for i in range(9):
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var slot = action_slots[i]
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var rect = slot.get_global_rect()
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if rect.has_point(mouse_pos):
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return i
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return -1
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func _create_castbar():
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# Eigene CanvasLayer für die Castbar
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var castbar_layer = CanvasLayer.new()
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castbar_layer.name = "CastbarLayer"
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castbar_layer.layer = 10
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add_child(castbar_layer)
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castbar_container = PanelContainer.new()
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castbar_container.name = "CastbarContainer"
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castbar_container.visible = false
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castbar_container.mouse_filter = Control.MOUSE_FILTER_IGNORE
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var style = StyleBoxFlat.new()
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style.bg_color = Color(0.1, 0.1, 0.1, 0.85)
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style.set_border_width_all(2)
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style.border_color = Color(0.6, 0.6, 0.6)
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style.set_corner_radius_all(4)
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castbar_container.add_theme_stylebox_override("panel", style)
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var vbox = VBoxContainer.new()
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vbox.mouse_filter = Control.MOUSE_FILTER_IGNORE
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castbar_container.add_child(vbox)
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|
|
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castbar_label = Label.new()
|
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castbar_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
|
|
castbar_label.add_theme_font_size_override("font_size", 13)
|
|
castbar_label.mouse_filter = Control.MOUSE_FILTER_IGNORE
|
|
vbox.add_child(castbar_label)
|
|
|
|
castbar = ProgressBar.new()
|
|
castbar.custom_minimum_size = Vector2(300, 16)
|
|
castbar.show_percentage = false
|
|
castbar.mouse_filter = Control.MOUSE_FILTER_IGNORE
|
|
|
|
var fill = StyleBoxFlat.new()
|
|
fill.bg_color = Color(1.0, 0.7, 0.0, 1.0)
|
|
fill.set_corner_radius_all(2)
|
|
castbar.add_theme_stylebox_override("fill", fill)
|
|
|
|
var bg = StyleBoxFlat.new()
|
|
bg.bg_color = Color(0.2, 0.2, 0.2, 1.0)
|
|
bg.set_corner_radius_all(2)
|
|
castbar.add_theme_stylebox_override("background", bg)
|
|
|
|
vbox.add_child(castbar)
|
|
castbar_layer.add_child(castbar_container)
|
|
|
|
# Castbar anzeigen
|
|
func show_castbar(spell_name: String, cast_time: float):
|
|
if castbar_container == null:
|
|
return
|
|
# Spell-Name übersetzen
|
|
var display_name = spell_name
|
|
match spell_name:
|
|
"frostbolt": display_name = "Frostblitz"
|
|
castbar_label.text = display_name + " (" + "%.1f" % cast_time + "s)"
|
|
castbar.max_value = cast_time
|
|
castbar.value = 0
|
|
# Mittig über der Aktionsleiste positionieren
|
|
var viewport_size = get_viewport().get_visible_rect().size
|
|
castbar_container.position = Vector2(viewport_size.x / 2 - 160, viewport_size.y - 120)
|
|
castbar_container.visible = true
|
|
|
|
# Castbar Fortschritt aktualisieren
|
|
func update_castbar(elapsed: float, total: float):
|
|
if castbar == null:
|
|
return
|
|
castbar.value = elapsed
|
|
var remaining = total - elapsed
|
|
if remaining < 0:
|
|
remaining = 0
|
|
castbar_label.text = castbar_label.text.split("(")[0].strip_edges() + " (%.1f" % remaining + "s)"
|
|
|
|
# Castbar verstecken
|
|
func hide_castbar():
|
|
if castbar_container:
|
|
castbar_container.visible = false
|