DungeonCrawler/hud.gd
Andre 8ddc20683b feat: XP-Leiste unter Aktionsleiste, gleiche Breite, Label zentriert
- 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>
2026-03-19 22:09:42 +01:00

481 lines
16 KiB
GDScript

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