385 lines
13 KiB
GDScript
385 lines
13 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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var _previous_playerboard_state: Array = []
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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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# Center 3x3 slot indices in a 5x5 grid (0-indexed)
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# Row 1: 6, 7, 8
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# Row 2: 11, 12, 13
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# Row 3: 16, 17, 18
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var center_slots = [6, 7, 8, 11, 12, 13, 16, 17, 18]
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var goals = local_player_character.goals if local_player_character.goals else []
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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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# Default texture (empty)
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slot.texture = item_tex[0]
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slot.modulate = Color.WHITE
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# Check if this is a center slot that should show a goal
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var center_index = center_slots.find(i)
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if center_index != -1 and center_index < goals.size():
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var goal_value = goals[center_index]
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if item != -1:
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# Player has a tile in this slot - show it at full brightness
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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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slot.modulate = Color.WHITE
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else:
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# Show goal tile dimmed (not collected yet)
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match goal_value:
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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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_: slot.texture = item_tex[0]
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# Dim uncollected goals with black overlay
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slot.modulate = Color(0.3, 0.3, 0.3, 1.0)
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else:
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# Non-center slot - just show playerboard item normally
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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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# Non-center slots always full brightness
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slot.modulate = Color.WHITE
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# Check for new special tile placement to trigger effect
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if i < _previous_playerboard_state.size():
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var prev_item = _previous_playerboard_state[i]
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# If slot was empty or different, and now has a special tile (7-10)
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if item != prev_item and item >= 7 and item <= 10:
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_pulse_slot_effect(slot)
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# Update cache
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_previous_playerboard_state = local_player_character.playerboard.duplicate()
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func _pulse_slot_effect(slot: Control):
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"""Visual feedback when a special tile is placed."""
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var tween = create_tween()
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# Reset scale first to be safe
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slot.scale = Vector2.ONE
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slot.pivot_offset = slot.size / 2 # Center pivot
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# Pop effect
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tween.tween_property(slot, "scale", Vector2(1.4, 1.4), 0.15).set_trans(Tween.TRANS_BACK).set_ease(Tween.EASE_OUT)
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tween.tween_property(slot, "scale", Vector2(1.0, 1.0), 0.2).set_trans(Tween.TRANS_BOUNCE).set_ease(Tween.EASE_OUT)
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# Flash effect
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var original_modulate = slot.modulate
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slot.modulate = Color(1.5, 1.5, 1.5) # Overbright
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tween.parallel().tween_property(slot, "modulate", original_modulate, 0.3)
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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 with deferred call (manager needs time to initialize)
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_connect_powerup_manager_deferred(player)
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func _connect_powerup_manager_deferred(player):
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"""Wait for PowerUpManager to be initialized before connecting."""
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await player.get_tree().create_timer(0.3).timeout
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var powerup_manager = player.get_node_or_null("PowerUpManager")
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if powerup_manager:
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if not powerup_manager.points_changed.is_connected(_on_powerup_points_changed):
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powerup_manager.points_changed.connect(_on_powerup_points_changed)
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# Initialize bar with current values
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update_powerup_bar(powerup_manager.get_points(), powerup_manager.get_max_points())
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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: PanelContainer
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var powerup_segments: Array = []
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func setup_powerup_bar_ui(main_node):
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"""Get reference to existing PowerUpBar in scene and cache segment references."""
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powerup_bar = main_node.get_node_or_null("PowerUpBar")
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if not powerup_bar:
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push_warning("PowerUpBar node not found in scene")
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return
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# Get segment references from scene
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powerup_segments.clear()
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var hbox = powerup_bar.get_node_or_null("HBox")
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if hbox:
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for i in range(4):
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var segment = hbox.get_node_or_null("Segment" + str(i))
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if segment:
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# Apply initial empty style
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var style = StyleBoxFlat.new()
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style.bg_color = Color(0.15, 0.15, 0.15, 1.0)
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style.border_color = Color(0.3, 0.7, 0.3, 1.0)
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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_segments.append(segment)
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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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var _previous_bars: int = 0
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func _on_powerup_points_changed(current: int, max_points: int):
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var new_bars = current / 4
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# Detect if a new bar was filled
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if new_bars > _previous_bars and powerup_bar:
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# Pulse effect on newly filled segment
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var segment_index = new_bars - 1
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if segment_index >= 0 and segment_index < powerup_segments.size():
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var segment = powerup_segments[segment_index]
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_pulse_segment(segment)
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_previous_bars = new_bars
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update_powerup_bar(current, max_points)
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func _pulse_segment(segment: Panel):
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"""Create a visual pulse effect on a powerup segment."""
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var original_scale = segment.scale
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var tween = segment.create_tween()
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tween.set_loops(2)
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tween.tween_property(segment, "scale", Vector2(1.3, 1.3), 0.1).set_trans(Tween.TRANS_BACK).set_ease(Tween.EASE_OUT)
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tween.tween_property(segment, "scale", original_scale, 0.15).set_trans(Tween.TRANS_SINE)
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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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"""Get reference to existing LeaderboardPanel in scene."""
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leaderboard_panel = main_node.get_node_or_null("LeaderboardPanel")
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if not leaderboard_panel:
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push_warning("LeaderboardPanel node not found in scene")
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return
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# Apply styling to the panel
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var style = StyleBoxFlat.new()
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style.bg_color = Color(0.08, 0.08, 0.12, 0.92)
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style.border_color = Color(0.85, 0.75, 0.25, 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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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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"""Apply styling to standalone GoalsTimer in scene."""
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var goals_timer = main_node.get_node_or_null("GoalsTimer")
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if not goals_timer:
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push_warning("GoalsTimer node not found in scene")
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return
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# Apply dark background style
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var style = StyleBoxFlat.new()
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style.bg_color = Color(0.1, 0.1, 0.15, 0.9)
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style.border_color = Color(1.0, 0.85, 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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goals_timer.add_theme_stylebox_override("panel", style)
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# Style the timer label
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var timer_label = goals_timer.get_node_or_null("VBox/TimerLabel")
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if timer_label:
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timer_label.add_theme_color_override("font_color", Color(1.0, 0.85, 0.2))
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var suffix_label = goals_timer.get_node_or_null("VBox/SuffixLabel")
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if suffix_label:
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suffix_label.add_theme_color_override("font_color", Color(0.7, 0.7, 0.7))
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# Method to update leaderboard with all players in match
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func initialize_leaderboard_with_players(players: Array):
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"""Initialize leaderboard showing all players with score 0."""
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if not leaderboard_panel:
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return
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var vbox = leaderboard_panel.get_node_or_null("MarginContainer/VBox")
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if not vbox:
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vbox = leaderboard_panel.get_node_or_null("VBox")
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if not vbox:
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return
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for i in range(4):
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var entry = vbox.get_node_or_null("Entry" + str(i + 1))
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if not entry:
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continue
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if i < players.size():
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var player = players[i]
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var name_label = entry.get_node_or_null("NameLabel")
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var score_label = entry.get_node_or_null("ScoreLabel")
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if name_label:
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name_label.text = str(player.name) if player else "Player " + str(i + 1)
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if score_label:
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score_label.text = str(player.score) if player and player.get("score") else "0"
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entry.visible = true
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else:
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entry.visible = false
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