feat: update leaderboard GUI, and HUD for gauge

This commit is contained in:
2026-03-25 02:38:09 +08:00
parent 7ca63fea00
commit cda39125f4
18 changed files with 699 additions and 64 deletions
+212 -21
View File
@@ -238,38 +238,37 @@ func setup_powerup_bar_ui(main_node):
powerup_segments.clear()
var hbox = powerup_bar.get_node_or_null("HBox")
if hbox:
for i in range(4):
for i in range(3):
var segment = hbox.get_node_or_null("Segment" + str(i))
if segment:
# Apply initial empty style
var style = StyleBoxFlat.new()
style.bg_color = Color(0.15, 0.15, 0.15, 1.0)
style.border_color = Color(0.3, 0.7, 0.3, 1.0)
style.set_border_width_all(2)
style.corner_radius_top_left = 4 if i == 0 else 0
style.corner_radius_bottom_left = 4 if i == 0 else 0
style.corner_radius_top_right = 4 if i == 3 else 0
style.corner_radius_bottom_right = 4 if i == 3 else 0
var style = StyleBoxTexture.new()
var tex_path = "res://assets/graphics/gui/gauge/Segment%d_empty.png" % i
if ResourceLoader.exists(tex_path):
style.texture = load(tex_path)
segment.add_theme_stylebox_override("panel", style)
powerup_segments.append(segment)
func update_powerup_bar(current_points: int, _max_points: int):
"""Update battery segments based on current power-up points."""
# 4 Segments total. Max Boost is 100. So each segment represents 25 points.
# Was previously dividing by 4, causing it to fill at 16 points!
var points_per_segment = _max_points / 4.0
# 3 Segments total. Max Boost is 100. So each segment represents 33.33 points.
var points_per_segment = _max_points / 3.0
var bars_filled = int(current_points / points_per_segment)
for i in range(powerup_segments.size()):
var segment = powerup_segments[i]
var style = segment.get_theme_stylebox("panel").duplicate()
var style = StyleBoxTexture.new()
var tex_path = ""
if i < bars_filled:
# Filled segment - bright green
style.bg_color = Color(0.3, 0.9, 0.3, 1.0)
# Filled segment
tex_path = "res://assets/graphics/gui/gauge/Segment%d_filled.png" % i
else:
# Empty segment - dark
style.bg_color = Color(0.2, 0.2, 0.2, 0.8)
# Empty segment
tex_path = "res://assets/graphics/gui/gauge/Segment%d_empty.png" % i
if ResourceLoader.exists(tex_path):
style.texture = load(tex_path)
segment.add_theme_stylebox_override("panel", style)
@@ -277,8 +276,8 @@ var _previous_bars: int = 0
func _on_powerup_points_changed(current: int, max_points: int):
if current % 10 == 0: print("[UIManager] Points changed: ", current)
# Calculate based on max points (100) / 4 segments = 25 points per segment
var new_bars = int(current / 25.0)
# Calculate based on max points (100) / 3 segments = 33.33 points per segment
var new_bars = int(current / (max_points / 3.0))
# Detect if a new bar was filled
if new_bars > _previous_bars and powerup_bar:
@@ -407,14 +406,21 @@ func initialize_leaderboard_with_players(players: Array):
return
for i in range(4):
var entry = vbox.get_node_or_null("Entry" + str(i + 1))
if not entry:
var entry_root = vbox.get_node_or_null("Entry" + str(i + 1))
if not entry_root:
continue
var entry = entry_root.get_node_or_null("HBox")
if not entry:
entry = entry_root
if i < players.size():
var player = players[i]
var name_label = entry.get_node_or_null("NameLabel")
var score_label = entry.get_node_or_null("ScoreLabel")
var portrait_rect = entry.get_node_or_null("PortraitRect")
var ghost_icon = entry.get_node_or_null("GhostIcon")
var mini_powerup_bar = entry.get_node_or_null("MiniPowerUpBar")
if name_label:
# Use display_name if available, otherwise fallback to node name
@@ -422,9 +428,194 @@ func initialize_leaderboard_with_players(players: Array):
if player_display_name.is_empty():
player_display_name = str(player.name) if player else "Player " + str(i + 1)
name_label.text = player_display_name
if score_label:
score_label.text = str(player.score) if player and player.get("score") else "0"
if portrait_rect:
var character_name = "Pip" # Default fallback
var peer_id = player.name.to_int() if player else 0
var lobby_manager = get_node_or_null("/root/LobbyManager")
if lobby_manager:
var lobby_players = lobby_manager.get_players()
for p in lobby_players:
if p.get("id") == peer_id:
character_name = p.get("character", "Pip")
break
var avatar_url = "res://assets/graphics/character_selection/sc_characters/sc_%s.png" % character_name.to_lower()
if ResourceLoader.exists(avatar_url):
portrait_rect.texture = load(avatar_url)
if ghost_icon:
# Hidden by default. The live update loop will populate the correct texture.
ghost_icon.modulate = Color(1, 1, 1, 0)
if mini_powerup_bar:
# Initialize to empty segments
for j in range(3):
var seg = mini_powerup_bar.get_node_or_null("Segment" + str(j))
if seg:
var style = StyleBoxFlat.new()
style.bg_color = Color(0.2, 0.2, 0.2, 0.8)
style.border_color = Color(0.3, 0.7, 0.3, 1.0)
style.set_border_width_all(2)
seg.add_theme_stylebox_override("panel", style)
entry.visible = true
else:
entry.visible = false
func update_live_leaderboard(players: Array):
"""Update the leaderboard during gameplay (scores, ghosts, powerups)."""
if not leaderboard_panel: return
var vbox = leaderboard_panel.get_node_or_null("MarginContainer/VBox")
if not vbox: vbox = leaderboard_panel.get_node_or_null("VBox")
if not vbox: return
var sorted_players = players.duplicate()
sorted_players.sort_custom(func(a, b):
var score_a = a.score if "score" in a else 0
var score_b = b.score if "score" in b else 0
return score_a > score_b
)
var my_id = -1
if leaderboard_panel.is_inside_tree() and leaderboard_panel.get_tree().get_multiplayer():
my_id = leaderboard_panel.get_tree().get_multiplayer().get_unique_id()
var my_index = -1
for i in range(sorted_players.size()):
if sorted_players[i] and sorted_players[i].name == str(my_id):
my_index = i
break
var items_to_display = []
for i in range(min(3, sorted_players.size())):
items_to_display.append({"player": sorted_players[i], "rank": i + 1})
if sorted_players.size() >= 4:
if my_index > 3:
items_to_display.append({"player": sorted_players[my_index], "rank": my_index + 1})
else:
items_to_display.append({"player": sorted_players[3], "rank": 4})
for i in range(4):
var entry_root = vbox.get_node_or_null("Entry" + str(i + 1))
if not entry_root or i >= items_to_display.size():
if entry_root: entry_root.visible = false
continue
entry_root.visible = true
var entry = entry_root.get_node_or_null("HBox")
if not entry: entry = entry_root
var item = items_to_display[i]
var player = item.player
var rank = item.rank
var rank_label = entry.get_node_or_null("RankLabel")
if rank_label:
match rank:
1: rank_label.text = "1st"
2: rank_label.text = "2nd"
3: rank_label.text = "3rd"
_: rank_label.text = str(rank) + "th"
if player and player.name == str(my_id):
entry_root.modulate = Color(1.0, 1.0, 0.0) # Yellow
else:
entry_root.modulate = Color.WHITE
var score_label = entry.get_node_or_null("ScoreLabel")
var ghost_icon = entry.get_node_or_null("GhostIcon")
var mini_powerup_bar = entry.get_node_or_null("MiniPowerUpBar")
var portrait_rect = entry.get_node_or_null("PortraitRect")
var name_label = entry.get_node_or_null("NameLabel")
if name_label:
var default_name = player.name if player else "Unknown"
name_label.text = player.get("display_name") if (player and player.get("display_name")) else default_name
if portrait_rect:
var character_name = "Pip" # Default fallback
if player and player.get("selected_character"):
var sc = player.selected_character
match sc:
"Bob": character_name = "Pip"
"Masbro": character_name = "Dabro"
"Gatot": character_name = "Gatot"
"Oldpop": character_name = "Copper"
_: character_name = sc
var avatar_url = "res://assets/graphics/character_selection/sc_characters/sc_%s.png" % character_name.to_lower()
if ResourceLoader.exists(avatar_url):
portrait_rect.texture = load(avatar_url)
if score_label:
score_label.text = str(player.score) if player and player.get("score") else "0"
if ghost_icon:
var active_skill_id = -1
var is_blinking = false
if player.get("special_tiles_manager"):
var stm = player.special_tiles_manager
# Check if any skill is CURRENTLY active (User requesting blinking state)
if stm.get("active_buffs") and stm.active_buffs.has(0): # FASTER_SPEED
active_skill_id = 0
is_blinking = true
elif stm.get("active_freeze_zones") and stm.active_freeze_zones.size() > 0:
active_skill_id = 1 # AREA_FREEZE
is_blinking = true
elif stm.get("blocked_tiles") != null and stm.get("blocked_tiles").size() > 0:
active_skill_id = 2 # BLOCK_FLOOR
is_blinking = true
elif typeof(stm.get("invisible_timer")) in [TYPE_FLOAT, TYPE_INT] and float(stm.get("invisible_timer")) > 0.0:
active_skill_id = 3 # INVISIBLE_MODE
is_blinking = true
else:
var inv = stm.get("inventory")
if inv:
for effect_idx in inv:
if inv[effect_idx]:
active_skill_id = effect_idx
break
if active_skill_id != -1:
var tex_path = "res://assets/textures/player_board_and_blue_print/tile_null.tres"
match int(active_skill_id):
0: tex_path = "res://assets/graphics/touch_control/speed.png"
1: tex_path = "res://assets/graphics/touch_control/freeze_area.png"
2: tex_path = "res://assets/graphics/touch_control/wall.png"
3: tex_path = "res://assets/graphics/touch_control/ghost.png"
if ResourceLoader.exists(tex_path):
ghost_icon.texture = load(tex_path)
if is_blinking:
var alpha = 1.0 if (Time.get_ticks_msec() % 500) > 250 else 0.3
ghost_icon.modulate = Color(1, 1, 1, alpha)
else:
ghost_icon.modulate = Color(1, 1, 1, 1)
else:
ghost_icon.modulate = Color(1, 1, 1, 0)
if mini_powerup_bar and player.get("powerup_manager"):
var p_mgr = player.powerup_manager
if p_mgr:
var max_pts = p_mgr.get_max_points()
var current_pts = p_mgr.get_points()
var points_per_segment = max_pts / 3.0
var bars_filled = int(current_pts / points_per_segment)
for j in range(3):
var seg = mini_powerup_bar.get_node_or_null("Segment" + str(j))
if seg:
var style = seg.get_theme_stylebox("panel").duplicate()
if j < bars_filled:
style.bg_color = Color(0.3, 0.9, 0.3, 1.0)
else:
style.bg_color = Color(0.2, 0.2, 0.2, 0.8)
seg.add_theme_stylebox_override("panel", style)