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


var selection_groups := {}
var selected_group := "":
	set(value):
		redraw_multiselect(selected_group, value)
		selected_group = value
		redraw_select(selection_groups[selected_group][0].get_hud())

signal attack_value_changed(value: int)

@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
	)
	
	# TODO: fix multi select
	%SelectionContainer.visible = false
	%SelectionData.get_child(0).queue_free()
	%MultiSelectionContainer.visible = false
	Client.placed_tower.connect(func(tower: Tower):
		tower.selected.connect(func():
			var hud_data = tower.get_hud()
			
			var multi_select_hud_data = TextureRect.new()
			multi_select_hud_data.name = tower.name
			multi_select_hud_data.modulate = Color(0.5, 0.5, 0.5)
			var texture = AtlasTexture.new()
			texture.atlas = preload("res://core_outdoor.png")
			texture.region = Rect2(400, 432, 32, 48)
			multi_select_hud_data.texture = texture
			
			if not tower.selection_group_id in selection_groups:
				selection_groups[tower.selection_group_id] = []
			selection_groups[tower.selection_group_id].append(tower)
			multi_select_hud_data.add_to_group(tower.selection_group_id)
			
			# TODO: build groups from current component configurations matches. md5 of property values?
			# TODO: do in tower.gd at select?
			# TODO: probably do here at the selected signal and add to groups var at top
			
			if Tower.selected_towers.size() == 1:
				%SelectionContainer.visible = true
				%MultiSelectionContainer.visible = false
				
				redraw_select(hud_data)
				%MultiSelectionList.add_child(multi_select_hud_data)
			elif Tower.selected_towers.size() > 1:
				%MultiSelectionContainer.visible = true
				
				%MultiSelectionList.add_child(multi_select_hud_data)
				
				redraw_multiselect("", selected_group)
		)
		
		tower.deselected.connect(func():
			if Tower.selected_towers.size() == 0:
				%SelectionContainer.visible = false
				%MultiSelectionContainer.visible = false
				
				for child in %SelectionData.get_children():
					child.queue_free()
				for child in %MultiSelectionList.get_children():
					child.queue_free()
			elif Tower.selected_towers.size() == 1:
				%MultiSelectionContainer.visible = false
				%SelectionContainer.visible = true
				%MultiSelectionList.get_node(NodePath(tower.name)).queue_free()
			elif Tower.selected_towers.size() > 1:
				# only remove deselected tower from list
				var node = %MultiSelectionList.get_node_or_null(NodePath(tower.name))
				if node: # when double click selecting in quick succession not found error
					node.queue_free()
			
			if tower.selection_group_id in selection_groups:
				selection_groups[tower.selection_group_id].erase(tower)
				if selection_groups[tower.selection_group_id].is_empty():
					selection_groups.erase(tower.selection_group_id)
		)
		
		tower.selection_group_id_changed.connect(func(previous_id: String):
			if not tower.selection_group_id in selection_groups:
				selection_groups[tower.selection_group_id] = []
			selection_groups[tower.selection_group_id].append(tower)
			%MultiSelectionList.get_node(NodePath(tower.name)).add_to_group(tower.selection_group_id)
			
			selection_groups[previous_id].erase(tower)
			if selection_groups[previous_id].is_empty():
				selection_groups.erase(previous_id)
				if previous_id == selected_group:
					selected_group = tower.selection_group_id
			%MultiSelectionList.get_node(NodePath(tower.name)).remove_from_group(previous_id)
			
			if tower.name == selection_groups[tower.selection_group_id][0].name:
				redraw_select(tower.get_hud())
		)
		
		tower.attack_value_changed.connect(func(value: int):
			attack_value_changed.emit(value)
		)
	)
	
	Client.multi_select_finished.connect(func():
		selected_group = get_ordered_group_keys()[0]
	)


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 %MultiSelectionContainer.visible and event.is_action_pressed("selection_cycle"):
		var keys = get_ordered_group_keys()
		var current_idx = keys.find(selected_group)
		selected_group = keys[(current_idx + 1) % keys.size()]


func redraw_select(hud_data: Control):
	for node in %SelectionData.get_children():
		node.queue_free()
	
	%SelectionData.add_child(hud_data)


func redraw_multiselect(previous_group: String, new_group: String):
	var idx = 0
	for group_key in get_ordered_group_keys():
		var group = selection_groups[group_key]
		for node in group:
			var selection_node = %MultiSelectionList.get_node_or_null(NodePath(node.name))
			if selection_node: # when double click selecting in quick succession not found error
				%MultiSelectionList.move_child(selection_node, idx)
				idx += 1
	
	for node in get_tree().get_nodes_in_group(previous_group):
		node.modulate = Color(0.5, 0.5, 0.5)
	for node in get_tree().get_nodes_in_group(new_group):
		node.modulate = Color(1.0, 1.0, 1.0)


func get_ordered_group_keys() -> Array:
	var keys = selection_groups.keys()
	keys.sort_custom(func(a, b):
		var group_a = selection_groups[a]
		var group_b = selection_groups[b]
		
		return group_a.size() > group_b.size()
	)
	keys.sort_custom(func(a, b):
		var group_a = selection_groups[a]
		var group_b = selection_groups[b]
		var node_a = group_a[0]
		var node_b = group_b[0]
		
		return (
			(node_a.attack_range / 8) + node_a.attack_power + node_a.attack_speed
			>
			(node_b.attack_range / 8) + node_b.attack_power + node_b.attack_speed
		)
	)
	keys.sort_custom(func(a, b):
		var group_a = selection_groups[a]
		var group_b = selection_groups[b]
		
		return group_a[0].components.size() > group_b[0].components.size()
	)
	
	return keys


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