Extensive work done on basically everything. Attacks prototyped, animations prototyped, pawnbody split out, all traps but pitfall implemented, UI hooked up more.

This commit is contained in:
2026-01-01 07:36:54 -05:00
parent 84bf495d11
commit b4910013c0
89 changed files with 1994 additions and 64 deletions

View File

@@ -2,12 +2,26 @@ class_name HUD extends Control
@onready var trap_display : TrapDisplay = %TrapDisplay
@onready var p1_healthbar : HealthBar = %P1HealthBar
@onready var control_display : ControlDisplay = %ControlDisplay
@onready var ammo_label : Label = %AmmoLabel
func _ready() -> void:
Game.hud = self
func register_player(player : Player) -> void:
player.health_changed.connect(p1_healthbar._on_health_changed)
player.poison_status_changed.connect(p1_healthbar._on_poison_status_changed)
trap_display._on_trap_list_changed(player.data.traps, player.data.active_trap)
player.trap_cycled.connect(trap_display._on_trap_cycled)
player.trap_quantity_changed.connect(trap_display._on_trap_quantity_changed)
player.trap_list_changed.connect(trap_display._on_trap_list_changed)
player.combat_target_changed.connect(control_display._on_melee_range_changed)
player.ammo_changed.connect(_on_ammo_changed)
set_ammo(player.ammo)
func set_ammo(ammo : int) -> void:
ammo_label.text = str(ammo)
ammo_label.modulate = Color.DIM_GRAY if ammo == 0 else Color.WHITE
func _on_ammo_changed(current : int, max : int) -> void:
set_ammo(current)