increase hud text

This commit is contained in:
2026-04-23 17:18:07 +03:00
parent 86b837dded
commit 23177b9079
+17 -22
View File
@@ -615,23 +615,18 @@ func _create_ui() -> void:
_make_win_panel() _make_win_panel()
func _make_hud() -> void: func _make_hud() -> void:
# Score score_label = _label(Vector2(16, 12), "Score: 0", 30)
score_label = _label(Vector2(12, 10), "Score: 0", 22) wave_label = _label(Vector2(16, 50), "Wave: 1", 30)
# Wave
wave_label = _label(Vector2(12, 38), "Wave: 1", 22)
# HP bar _label(Vector2(16, 92), "HP", 20)
_label(Vector2(12, 68), "HP", 16) hp_bar_bg = _crect(Vector2(16, 118), Vector2(260, 20), Color(0.25, 0.04, 0.04))
hp_bar_bg = _crect(Vector2(12, 88), Vector2(200, 16), Color(0.25, 0.04, 0.04)) hp_bar = _crect(Vector2(16, 118), Vector2(260, 20), Color(0.9, 0.15, 0.15))
hp_bar = _crect(Vector2(12, 88), Vector2(200, 16), Color(0.9, 0.15, 0.15))
# Kill progress toward next upgrade _label(Vector2(16, 146), "Next upgrade", 20)
_label(Vector2(12, 110), "Next upgrade", 16) progress_bg = _crect(Vector2(16, 172), Vector2(260, 14), Color(0.1, 0.1, 0.25))
progress_bg = _crect(Vector2(12, 130), Vector2(200, 10), Color(0.1, 0.1, 0.25)) progress_bar = _crect(Vector2(16, 172), Vector2(0, 14), Color(0.4, 0.8, 1.0))
progress_bar = _crect(Vector2(12, 130), Vector2(0, 10), Color(0.4, 0.8, 1.0))
# Tier display tier_label = _label(Vector2(16, 194), "", 20)
tier_label = _label(Vector2(12, 148), "", 17)
_make_equipment_slots() _make_equipment_slots()
@@ -795,11 +790,11 @@ func _make_win_panel() -> void:
# ─── Equipment slots ────────────────────────────────────────────────────────── # ─── Equipment slots ──────────────────────────────────────────────────────────
const _EQUIP_SLOT_SIZE := 54 const _EQUIP_SLOT_SIZE := 64
const _EQUIP_SLOT_GAP := 8 const _EQUIP_SLOT_GAP := 10
const _EQUIP_SLOT_PAD := 3 const _EQUIP_SLOT_PAD := 3
const _EQUIP_START_X := 12 const _EQUIP_START_X := 16
const _EQUIP_START_Y := 170 const _EQUIP_START_Y := 228
const _EQUIP_EMPTY_COL := Color(0.10, 0.10, 0.16) const _EQUIP_EMPTY_COL := Color(0.10, 0.10, 0.16)
const _EQUIP_BORDER_COL := Color(0.30, 0.30, 0.42) 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 x := _EQUIP_START_X + i * (_EQUIP_SLOT_SIZE + _EQUIP_SLOT_GAP)
var y := _EQUIP_START_Y 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.size.x = _EQUIP_SLOT_SIZE
title.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER title.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
var border := ColorRect.new() 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.size = Vector2(_EQUIP_SLOT_SIZE, _EQUIP_SLOT_SIZE)
border.color = _EQUIP_BORDER_COL border.color = _EQUIP_BORDER_COL
canvas.add_child(border) canvas.add_child(border)
var fill := ColorRect.new() 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.size = Vector2(_EQUIP_SLOT_SIZE - _EQUIP_SLOT_PAD * 2, _EQUIP_SLOT_SIZE - _EQUIP_SLOT_PAD * 2)
fill.color = _EQUIP_EMPTY_COL fill.color = _EQUIP_EMPTY_COL
canvas.add_child(fill) canvas.add_child(fill)
@@ -850,7 +845,7 @@ func _make_equipment_slots() -> void:
lbl.position = fill.position lbl.position = fill.position
lbl.size = fill.size lbl.size = fill.size
lbl.text = "" 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_color", Color.WHITE)
lbl.add_theme_color_override("font_shadow_color", Color(0, 0, 0, 0.85)) lbl.add_theme_color_override("font_shadow_color", Color(0, 0, 0, 0.85))
lbl.add_theme_constant_override("shadow_offset_x", 1) lbl.add_theme_constant_override("shadow_offset_x", 1)