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path: root/Stages/Wintermaul/HUD.gd
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class_name HUD
extends CanvasLayer


@onready var time: Label = %Time
@onready var money: Label = %Money
@onready var income: Label = %Income
@onready var spawn_box: Control = %SpawnBox
@onready var team_top: PanelContainer = %TeamTop
@onready var team_bottom: PanelContainer = %TeamBottom
@onready var lives_top: Label = %LivesTop
@onready var lives_bottom: Label = %LivesBottom


func _ready():
	Client.player.money_changed.connect(func():
		money.text = "Money: " + str(Client.player.money)
	)
	Client.player.income_changed.connect(func():
		income.text = "Income: " + str(Client.player.income)
	)
	
	Client.current_stage.lives_changed.connect(func():
		lives_top.text = "Lives: %02d" % Client.current_stage.teams.top.lives
		lives_bottom.text = "Lives: %02d" % Client.current_stage.teams.bottom.lives
	)
	
	Client.stage_state_changed.connect(func(state: State):
		if state is StateBuild:
			%TowerConfigurationsContainer.visible = true
		else:
			%TowerConfigurationsContainer.visible = false
	)
	
	# multi select setup
	%SelectionContainer.visible = false
	%MultiSelectionContainer.visible = false
	
	# add tower to selection
	Client.selection.added_to_group.connect(func(nodes: Array[Node], id: String):
		for tower: Tower in nodes:
			var multi_select_hud_data = TextureRect.new()
			multi_select_hud_data.modulate = Color(0.5, 0.5, 0.5)
			multi_select_hud_data.expand_mode = TextureRect.EXPAND_IGNORE_SIZE
			multi_select_hud_data.stretch_mode = TextureRect.STRETCH_KEEP_ASPECT_CENTERED
			multi_select_hud_data.custom_minimum_size = Vector2(32, 64)
			var texture = AtlasTexture.new()
			texture.atlas = preload("res://Towers/Assets/spritesheet.png")
			texture.region = Rect2(5, 1, 62, 95)
			multi_select_hud_data.texture = texture
			
			multi_select_hud_data.set_meta("tower", tower)
			tower.set_meta("multi_select_hud", multi_select_hud_data)
			
			multi_select_hud_data.add_to_group(id)
			%MultiSelectionList.add_child(multi_select_hud_data)
			
			if Client.selection.node_count == 1:
				%SelectionContainer.visible = true
				%MultiSelectionContainer.visible = false
			
			elif Client.selection.node_count > 1:
				%MultiSelectionContainer.visible = true
			
			redraw_multiselect()
			redraw_select(tower)
	)
	
	# remove tower from selection
	Client.selection.removed_from_group.connect(func(nodes: Array[Node], _id: String):
		for tower: Tower in nodes:
			if Client.selection.node_count == 0:
				%SelectionContainer.visible = false
				%MultiSelectionContainer.visible = false
			
			elif Client.selection.node_count == 1:
				%MultiSelectionContainer.visible = false
				%SelectionContainer.visible = true
			
			# catch free error for selecting in quick succcession by double click
			if is_instance_valid(tower.get_meta("multi_select_hud")):
				tower.get_meta("multi_select_hud").queue_free()
			
			tower.remove_meta("multi_select_hud")
	)
	
	# move tower to new selection group
	Client.selection.moved_to_group.connect(func(nodes: Array[Node], previous_id: String, new_id: String):
		for tower: Tower in nodes:
			tower.get_meta("multi_select_hud").remove_from_group(previous_id)
			tower.get_meta("multi_select_hud").add_to_group(new_id)
			
			if Client.selection.has_node_in_group(tower, new_id):
				redraw_select(tower)
				redraw_multiselect(previous_id, new_id)
	)
	
	# redraw on selected group change
	Client.selection.selected_group_changed.connect(func(previous_id: String, new_id: String):
		if Client.selection.get_selected_nodes():
			redraw_select(Client.selection.get_selected_nodes()[0])
			redraw_multiselect(previous_id, new_id)
	)


func _input(event: InputEvent):
	if event.is_action_pressed("spawn_box_toggle"):
		spawn_box.visible = not spawn_box.visible
	if event.is_action_pressed("players_list_toggle"):
		team_top.visible = not team_top.visible
		team_bottom.visible = not team_bottom.visible
	
	if event.is_action_pressed("selection_cycle") and %MultiSelectionContainer.visible:
		if Input.is_action_pressed("reverse_cycle_direction"):
			Client.selection.go_to_previous()
		else:
			Client.selection.go_to_next()


func redraw_select(tower: Tower):
	%TowerData.current_tower = tower


func redraw_multiselect(previous_group: String = "", new_group: String = Client.selection.selected_group):
	var idx = 0
	for id in Client.selection.get_ordered_group_ids():
		var group = Client.selection.selection_groups[id]
		for node: Tower in group:
			# when double click selecting in quick succession not found error
			if (node.has_meta("multi_select_hud") and
				is_instance_valid(node.get_meta("multi_select_hud"))
			):
				%MultiSelectionList.move_child(node.get_meta("multi_select_hud"), idx)
				idx += 1
	
	# wait for nodes to be in the correct groups
	await get_tree().process_frame
	
	for node in get_tree().get_nodes_in_group(previous_group):
		node.modulate = Color(0.5, 0.5, 0.5)
		var tower = node.get_meta("tower")
		if tower:
			tower.is_highlighted = false
	
	for node in get_tree().get_nodes_in_group(new_group):
		node.modulate = Color(1.0, 1.0, 1.0)
		var tower = node.get_meta("tower")
		if tower:
			tower.is_highlighted = true


func _on_build_mode_button_gui_input(event: InputEvent) -> void:
	if event.is_action_pressed("select"):
		if Client.state is StateDefault:
			get_tree().current_scene.get_node("StateManager").set_state("StateBuild")
		elif Client.state is StateBuild:
			get_tree().current_scene.get_node("StateManager").set_state("StateDefault")


func _on_spawner_box_button_gui_input(event: InputEvent) -> void:
	if event.is_action_pressed("select"):
		spawn_box.visible = not spawn_box.visible


func _on_player_list_button_gui_input(event: InputEvent) -> void:
	if event.is_action_pressed("select"):
		team_top.visible = not team_top.visible
		team_bottom.visible = not team_bottom.visible