Extensive work done on basically everything. Attacks prototyped, animations prototyped, pawnbody split out, all traps but pitfall implemented, UI hooked up more.
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@@ -2,12 +2,26 @@ class_name HUD extends Control
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@onready var trap_display : TrapDisplay = %TrapDisplay
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@onready var p1_healthbar : HealthBar = %P1HealthBar
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@onready var control_display : ControlDisplay = %ControlDisplay
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@onready var ammo_label : Label = %AmmoLabel
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func _ready() -> void:
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Game.hud = self
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func register_player(player : Player) -> void:
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player.health_changed.connect(p1_healthbar._on_health_changed)
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player.poison_status_changed.connect(p1_healthbar._on_poison_status_changed)
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trap_display._on_trap_list_changed(player.data.traps, player.data.active_trap)
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player.trap_cycled.connect(trap_display._on_trap_cycled)
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player.trap_quantity_changed.connect(trap_display._on_trap_quantity_changed)
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player.trap_list_changed.connect(trap_display._on_trap_list_changed)
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player.combat_target_changed.connect(control_display._on_melee_range_changed)
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player.ammo_changed.connect(_on_ammo_changed)
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set_ammo(player.ammo)
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func set_ammo(ammo : int) -> void:
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ammo_label.text = str(ammo)
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ammo_label.modulate = Color.DIM_GRAY if ammo == 0 else Color.WHITE
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func _on_ammo_changed(current : int, max : int) -> void:
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set_ammo(current)
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