diff --git a/scripts/Main.gd b/scripts/Main.gd index 2d3cd18..39ede88 100644 --- a/scripts/Main.gd +++ b/scripts/Main.gd @@ -615,23 +615,18 @@ func _create_ui() -> void: _make_win_panel() func _make_hud() -> void: - # Score - score_label = _label(Vector2(12, 10), "Score: 0", 22) - # Wave - wave_label = _label(Vector2(12, 38), "Wave: 1", 22) + score_label = _label(Vector2(16, 12), "Score: 0", 30) + wave_label = _label(Vector2(16, 50), "Wave: 1", 30) - # HP bar - _label(Vector2(12, 68), "HP", 16) - hp_bar_bg = _crect(Vector2(12, 88), Vector2(200, 16), Color(0.25, 0.04, 0.04)) - hp_bar = _crect(Vector2(12, 88), Vector2(200, 16), Color(0.9, 0.15, 0.15)) + _label(Vector2(16, 92), "HP", 20) + hp_bar_bg = _crect(Vector2(16, 118), Vector2(260, 20), Color(0.25, 0.04, 0.04)) + hp_bar = _crect(Vector2(16, 118), Vector2(260, 20), Color(0.9, 0.15, 0.15)) - # Kill progress toward next upgrade - _label(Vector2(12, 110), "Next upgrade", 16) - progress_bg = _crect(Vector2(12, 130), Vector2(200, 10), Color(0.1, 0.1, 0.25)) - progress_bar = _crect(Vector2(12, 130), Vector2(0, 10), Color(0.4, 0.8, 1.0)) + _label(Vector2(16, 146), "Next upgrade", 20) + progress_bg = _crect(Vector2(16, 172), Vector2(260, 14), Color(0.1, 0.1, 0.25)) + progress_bar = _crect(Vector2(16, 172), Vector2(0, 14), Color(0.4, 0.8, 1.0)) - # Tier display - tier_label = _label(Vector2(12, 148), "", 17) + tier_label = _label(Vector2(16, 194), "", 20) _make_equipment_slots() @@ -795,11 +790,11 @@ func _make_win_panel() -> void: # ─── Equipment slots ────────────────────────────────────────────────────────── -const _EQUIP_SLOT_SIZE := 54 -const _EQUIP_SLOT_GAP := 8 +const _EQUIP_SLOT_SIZE := 64 +const _EQUIP_SLOT_GAP := 10 const _EQUIP_SLOT_PAD := 3 -const _EQUIP_START_X := 12 -const _EQUIP_START_Y := 170 +const _EQUIP_START_X := 16 +const _EQUIP_START_Y := 228 const _EQUIP_EMPTY_COL := Color(0.10, 0.10, 0.16) const _EQUIP_BORDER_COL := Color(0.30, 0.30, 0.42) @@ -829,18 +824,18 @@ func _make_equipment_slots() -> void: var x := _EQUIP_START_X + i * (_EQUIP_SLOT_SIZE + _EQUIP_SLOT_GAP) var y := _EQUIP_START_Y - var title := _label(Vector2(x, y), titles[i], 12) + var title := _label(Vector2(x, y), titles[i], 16) title.size.x = _EQUIP_SLOT_SIZE title.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER var border := ColorRect.new() - border.position = Vector2(x, y + 16) + border.position = Vector2(x, y + 22) border.size = Vector2(_EQUIP_SLOT_SIZE, _EQUIP_SLOT_SIZE) border.color = _EQUIP_BORDER_COL canvas.add_child(border) var fill := ColorRect.new() - fill.position = Vector2(x + _EQUIP_SLOT_PAD, y + 16 + _EQUIP_SLOT_PAD) + fill.position = Vector2(x + _EQUIP_SLOT_PAD, y + 22 + _EQUIP_SLOT_PAD) fill.size = Vector2(_EQUIP_SLOT_SIZE - _EQUIP_SLOT_PAD * 2, _EQUIP_SLOT_SIZE - _EQUIP_SLOT_PAD * 2) fill.color = _EQUIP_EMPTY_COL canvas.add_child(fill) @@ -850,7 +845,7 @@ func _make_equipment_slots() -> void: lbl.position = fill.position lbl.size = fill.size lbl.text = "" - lbl.add_theme_font_size_override("font_size", 11) + lbl.add_theme_font_size_override("font_size", 14) lbl.add_theme_color_override("font_color", Color.WHITE) lbl.add_theme_color_override("font_shadow_color", Color(0, 0, 0, 0.85)) lbl.add_theme_constant_override("shadow_offset_x", 1)