331 lines
10 KiB
GDScript
331 lines
10 KiB
GDScript
extends Node
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# UIManager - Handles all UI setup and updates
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const item_tex = [
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preload("res://assets/textures/player_board_and_blue_print/tile_null.tres"),
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preload("res://assets/textures/player_board_and_blue_print/tile_heart.tres"),
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preload("res://assets/textures/player_board_and_blue_print/tile_diamond.tres"),
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preload("res://assets/textures/player_board_and_blue_print/tile_star.tres"),
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preload("res://assets/textures/player_board_and_blue_print/tile_coin.tres")
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]
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# Node references - will be set by Main
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var action_menu
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var move_button
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var grab_button
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var put_button
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var randomize_button
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var arrange_button
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var playerboard_ui
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var local_player_character
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enum ActionState {
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NONE,
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MOVING,
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GRABBING,
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PUTTING,
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RANDOMIZING,
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ARRANGING,
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PLACING_OBSTACLE
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}
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var current_action_state = ActionState.NONE
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func initialize(main_node):
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# Get node references from main scene
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action_menu = main_node.get_node("ActionMenu")
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move_button = main_node.get_node("ActionMenu/ActionButtonContainer/MoveButton")
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grab_button = main_node.get_node("ActionMenu/ActionButtonContainer/GrabButton")
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put_button = main_node.get_node("ActionMenu/ActionButtonContainer/PutButton")
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randomize_button = main_node.get_node("ActionMenu/ActionButtonContainer/RandomizeButton")
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arrange_button = main_node.get_node("ActionMenu/ActionButtonContainer/ArrangeButton")
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playerboard_ui = main_node.get_node("PlayerboardUI")
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func setup_action_buttons(action_state_callback):
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move_button.pressed.connect(func(): action_state_callback.call(ActionState.MOVING))
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grab_button.pressed.connect(func(): action_state_callback.call(ActionState.GRABBING))
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put_button.pressed.connect(func():
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if local_player_character:
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local_player_character.auto_put_item()
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)
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randomize_button.pressed.connect(func(): action_state_callback.call(ActionState.RANDOMIZING))
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arrange_button.pressed.connect(func():
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if local_player_character and local_player_character.action_points >= 2:
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action_state_callback.call(ActionState.ARRANGING)
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)
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func setup_playerboard_ui():
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for child in playerboard_ui.get_children():
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child.queue_free()
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playerboard_ui.columns = 5
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for i in range(25):
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var slot = TextureRect.new()
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var highlight_rect = TextureRect.new()
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var hr_tex = load("res://assets/models/pboard/HighlightRect.tres")
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var select_rect = TextureRect.new()
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var sr_tex = load("res://assets/models/pboard/SelectRect.tres")
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var adjacent_rect = TextureRect.new()
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var ar_tex = load("res://assets/models/pboard/AdjacentRect.tres")
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slot.custom_minimum_size = Vector2(36, 36)
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slot.texture = item_tex[0]
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playerboard_ui.add_child(slot, true)
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highlight_rect.texture = hr_tex
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highlight_rect.size = Vector2(36, 36)
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select_rect.texture = sr_tex
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select_rect.size = Vector2(36, 36)
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adjacent_rect.texture = ar_tex
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adjacent_rect.size = Vector2(36, 36)
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slot.add_child(highlight_rect)
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slot.add_child(select_rect)
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slot.add_child(adjacent_rect)
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slot.get_child(0).hide()
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slot.get_child(1).hide()
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slot.get_child(2).hide()
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func update_playerboard_ui():
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if not local_player_character:
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return
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for i in range(25):
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var slot = playerboard_ui.get_child(i)
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# Safety check: Ensure playerboard has enough items
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if i >= local_player_character.playerboard.size():
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continue
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var item = local_player_character.playerboard[i]
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slot.texture = item_tex[0]
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match item:
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7: slot.texture = item_tex[1]
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8: slot.texture = item_tex[2]
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9: slot.texture = item_tex[3]
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10: slot.texture = item_tex[4]
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func update_button_states():
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if not local_player_character or local_player_character.is_in_group("Bots"):
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move_button.visible = false
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grab_button.visible = false
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put_button.visible = false
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randomize_button.visible = false
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arrange_button.visible = false
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return
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move_button.visible = true
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grab_button.visible = true
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put_button.visible = true
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randomize_button.visible = true
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arrange_button.visible = true
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move_button.disabled = false
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grab_button.disabled = false
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put_button.disabled = false
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arrange_button.disabled = false
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func set_local_player(player):
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local_player_character = player
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# Connect to powerup signals
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var powerup_manager = player.get_node_or_null("PowerUpManager")
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if powerup_manager:
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powerup_manager.points_changed.connect(_on_powerup_points_changed)
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# =============================================================================
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# Power-Up Bar UI (Battery Style)
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# =============================================================================
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var powerup_bar: HBoxContainer
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var powerup_segments: Array = []
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func setup_powerup_bar_ui(main_node):
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"""Create battery-style power-up bar with 4 segments."""
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var parent = main_node.get_node_or_null("PlayerboardUI")
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if not parent:
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parent = main_node
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# Create container
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powerup_bar = HBoxContainer.new()
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powerup_bar.name = "PowerUpBar"
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powerup_bar.custom_minimum_size = Vector2(200, 30)
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# Position above playerboard
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powerup_bar.position = Vector2(0, -40)
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# Create label
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var label = Label.new()
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label.text = "POWER: "
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label.add_theme_font_size_override("font_size", 14)
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powerup_bar.add_child(label)
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# Create 4 battery segments
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powerup_segments.clear()
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for i in range(4):
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var segment = Panel.new()
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segment.custom_minimum_size = Vector2(40, 24)
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segment.name = "Segment" + str(i)
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# Style the segment
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var style = StyleBoxFlat.new()
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style.bg_color = Color(0.2, 0.2, 0.2, 0.8) # Dark empty
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style.border_color = Color(0.4, 0.8, 0.4, 1.0) # Green border
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style.set_border_width_all(2)
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style.corner_radius_top_left = 4 if i == 0 else 0
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style.corner_radius_bottom_left = 4 if i == 0 else 0
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style.corner_radius_top_right = 4 if i == 3 else 0
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style.corner_radius_bottom_right = 4 if i == 3 else 0
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segment.add_theme_stylebox_override("panel", style)
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powerup_bar.add_child(segment)
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powerup_segments.append(segment)
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parent.add_child(powerup_bar)
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func update_powerup_bar(current_points: int, max_points: int):
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"""Update battery segments based on current power-up points."""
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var bars_filled = current_points / 4 # 4 points per bar
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for i in range(powerup_segments.size()):
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var segment = powerup_segments[i]
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var style = segment.get_theme_stylebox("panel").duplicate()
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if i < bars_filled:
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# Filled segment - bright green
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style.bg_color = Color(0.3, 0.9, 0.3, 1.0)
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else:
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# Empty segment - dark
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style.bg_color = Color(0.2, 0.2, 0.2, 0.8)
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segment.add_theme_stylebox_override("panel", style)
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func _on_powerup_points_changed(current: int, max_points: int):
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update_powerup_bar(current, max_points)
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# =============================================================================
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# Leaderboard UI
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# =============================================================================
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var leaderboard_panel: PanelContainer
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func setup_leaderboard_ui(main_node):
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"""Create leaderboard panel on right side of screen."""
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leaderboard_panel = PanelContainer.new()
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leaderboard_panel.name = "LeaderboardPanel"
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leaderboard_panel.custom_minimum_size = Vector2(180, 180)
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# Position on right side
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leaderboard_panel.set_anchors_preset(Control.PRESET_TOP_RIGHT)
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leaderboard_panel.position = Vector2(-200, 100)
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# Style the panel
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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.border_color = Color(0.8, 0.7, 0.2, 1.0) # Gold border
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style.set_border_width_all(2)
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style.corner_radius_top_left = 8
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style.corner_radius_top_right = 8
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style.corner_radius_bottom_left = 8
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style.corner_radius_bottom_right = 8
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leaderboard_panel.add_theme_stylebox_override("panel", style)
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var vbox = VBoxContainer.new()
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vbox.name = "VBox"
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# Title
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var title = Label.new()
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title.text = "LEADERBOARD"
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title.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
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title.add_theme_font_size_override("font_size", 16)
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title.add_theme_color_override("font_color", Color(0.9, 0.8, 0.2))
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vbox.add_child(title)
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# Separator
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var sep = HSeparator.new()
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vbox.add_child(sep)
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# Create 4 player entries
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for i in range(4):
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var entry = HBoxContainer.new()
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entry.name = "Entry" + str(i + 1)
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entry.visible = false
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var rank_label = Label.new()
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rank_label.name = "RankLabel"
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rank_label.custom_minimum_size = Vector2(40, 0)
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rank_label.text = _get_rank_text(i + 1)
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rank_label.add_theme_font_size_override("font_size", 14)
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entry.add_child(rank_label)
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var name_label = Label.new()
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name_label.name = "NameLabel"
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name_label.custom_minimum_size = Vector2(80, 0)
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name_label.clip_text = true
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name_label.text = "---"
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name_label.add_theme_font_size_override("font_size", 14)
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entry.add_child(name_label)
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var score_label = Label.new()
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score_label.name = "ScoreLabel"
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score_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_RIGHT
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score_label.size_flags_horizontal = Control.SIZE_EXPAND_FILL
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score_label.text = "0"
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score_label.add_theme_font_size_override("font_size", 14)
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score_label.add_theme_color_override("font_color", Color(0.8, 1.0, 0.8))
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entry.add_child(score_label)
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vbox.add_child(entry)
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leaderboard_panel.add_child(vbox)
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main_node.add_child(leaderboard_panel)
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func _get_rank_text(rank: int) -> String:
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match rank:
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1: return "1st"
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2: return "2nd"
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3: return "3rd"
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4: return "4th"
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_: return str(rank) + "th"
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# =============================================================================
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# Timer Labels for Goal Panels
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# =============================================================================
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func setup_timer_labels(main_node):
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"""Add timer labels to each player goals panel."""
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var all_player_goals = main_node.get_node_or_null("AllPlayerGoals")
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if not all_player_goals:
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return
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for i in range(all_player_goals.get_child_count()):
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var panel = all_player_goals.get_child(i)
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# Skip if timer already exists
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if panel.get_node_or_null("TimerLabel"):
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continue
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var timer_label = Label.new()
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timer_label.name = "TimerLabel"
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timer_label.text = "01:00"
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timer_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
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timer_label.add_theme_font_size_override("font_size", 18)
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timer_label.add_theme_color_override("font_color", Color(1.0, 0.9, 0.3))
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# Add at the top of the panel
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var margin = panel.get_node_or_null("MarginContainer")
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if margin:
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margin.add_child(timer_label)
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margin.move_child(timer_label, 0)
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else:
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panel.add_child(timer_label)
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