add kickable tooltips

This commit is contained in:
2026-04-23 14:44:21 +03:00
parent 5f61c26563
commit 5d9b0ce738
6 changed files with 108 additions and 0 deletions
+18
View File
@@ -20,6 +20,7 @@ var damage_modifier: float = 1.8
@onready var mesh_node: MeshInstance3D = $BoulderMesh
var boulder_mat: StandardMaterial3D
var _tooltip: Label3D
const COLOR_IDLE := Color(0.32, 0.28, 0.22)
const COLOR_IMPACT := Color(1.0, 1.0, 1.0)
@@ -28,6 +29,23 @@ func _ready() -> void:
add_to_group("kickable")
boulder_mat = mesh_node.material_override.duplicate() as StandardMaterial3D
mesh_node.material_override = boulder_mat
_tooltip = Label3D.new()
_tooltip.text = "Boulder\nRock+Rock\nVery heavy. High damage"
_tooltip.billboard = BaseMaterial3D.BILLBOARD_ENABLED
_tooltip.font_size = 28
_tooltip.outline_size = 6
_tooltip.position = Vector3(0, 1.4, 0)
_tooltip.modulate = Color(1.0, 0.95, 0.8)
_tooltip.visible = false
add_child(_tooltip)
func _process(_delta: float) -> void:
if dead or state != State.IDLE:
_tooltip.visible = false
return
var players := get_tree().get_nodes_in_group("player")
_tooltip.visible = not players.is_empty() and \
(players[0] as Node3D).global_position.distance_to(global_position) < 2.5
func apply_collision_damage(dmg: float) -> void:
_take_damage(dmg)
+18
View File
@@ -22,6 +22,7 @@ var damage_modifier: float = 0.0
@onready var mesh_node: MeshInstance3D = $EssenceMesh
var essence_mat: StandardMaterial3D
var _tooltip: Label3D
func _ready() -> void:
add_to_group("kickable")
@@ -30,6 +31,23 @@ func _ready() -> void:
var tw := create_tween().set_loops()
tw.tween_property(self, "position:y", 0.35, 0.6)
tw.tween_property(self, "position:y", 0.15, 0.6)
_tooltip = Label3D.new()
_tooltip.text = "Magic Essence\nKick into\nEnchanting Table → Sphere"
_tooltip.billboard = BaseMaterial3D.BILLBOARD_ENABLED
_tooltip.font_size = 28
_tooltip.outline_size = 6
_tooltip.position = Vector3(0, 1.2, 0)
_tooltip.modulate = Color(0.85, 0.7, 1.0)
_tooltip.visible = false
add_child(_tooltip)
func _process(_delta: float) -> void:
if dead or state != State.IDLE:
_tooltip.visible = false
return
var players := get_tree().get_nodes_in_group("player")
_tooltip.visible = not players.is_empty() and \
(players[0] as Node3D).global_position.distance_to(global_position) < 2.5
func apply_collision_damage(_dmg: float) -> void:
pass
+18
View File
@@ -22,6 +22,7 @@ var damage_modifier: float = 0.9
@onready var mesh_node: MeshInstance3D = $IronMesh
var iron_mat: StandardMaterial3D
var _tooltip: Label3D
const COLOR_IDLE := Color(0.55, 0.58, 0.62)
const COLOR_IMPACT := Color(1.0, 1.0, 1.0)
@@ -30,6 +31,23 @@ func _ready() -> void:
add_to_group("kickable")
iron_mat = mesh_node.material_override.duplicate() as StandardMaterial3D
mesh_node.material_override = iron_mat
_tooltip = Label3D.new()
_tooltip.text = "Iron\nHeavy weapon\n+Leather → Iron Shield\nForge → Metal Plate"
_tooltip.billboard = BaseMaterial3D.BILLBOARD_ENABLED
_tooltip.font_size = 28
_tooltip.outline_size = 6
_tooltip.position = Vector3(0, 1.1, 0)
_tooltip.modulate = Color(1.0, 0.95, 0.8)
_tooltip.visible = false
add_child(_tooltip)
func _process(_delta: float) -> void:
if dead or state != State.IDLE:
_tooltip.visible = false
return
var players := get_tree().get_nodes_in_group("player")
_tooltip.visible = not players.is_empty() and \
(players[0] as Node3D).global_position.distance_to(global_position) < 2.5
func apply_collision_damage(dmg: float) -> void:
_take_damage(dmg)
+18
View File
@@ -14,9 +14,27 @@ var fly_vel: Vector3 = Vector3.ZERO
var damage_modifier: float = 0.0
@onready var mesh_node: MeshInstance3D = $LeatherMesh
var _tooltip: Label3D
func _ready() -> void:
add_to_group("kickable")
_tooltip = Label3D.new()
_tooltip.text = "Leather\n+Stick → Boots\n+Rock → Leather Armor\n+Iron → Iron Shield"
_tooltip.billboard = BaseMaterial3D.BILLBOARD_ENABLED
_tooltip.font_size = 28
_tooltip.outline_size = 6
_tooltip.position = Vector3(0, 1.0, 0)
_tooltip.modulate = Color(1.0, 0.95, 0.8)
_tooltip.visible = false
add_child(_tooltip)
func _process(_delta: float) -> void:
if state != State.IDLE:
_tooltip.visible = false
return
var players := get_tree().get_nodes_in_group("player")
_tooltip.visible = not players.is_empty() and \
(players[0] as Node3D).global_position.distance_to(global_position) < 2.5
func apply_collision_damage(_dmg: float) -> void:
pass
+18
View File
@@ -20,6 +20,7 @@ var damage_modifier: float = 1.25
@onready var mesh_node: MeshInstance3D = $RockMesh
var rock_mat: StandardMaterial3D
var _tooltip: Label3D
const COLOR_IDLE := Color(0.45, 0.38, 0.30)
const COLOR_IMPACT := Color(1.0, 1.0, 1.0)
@@ -28,6 +29,23 @@ func _ready() -> void:
add_to_group("kickable")
rock_mat = mesh_node.material_override.duplicate() as StandardMaterial3D
mesh_node.material_override = rock_mat
_tooltip = Label3D.new()
_tooltip.text = "Rock\n+Rock → Boulder\n+Stick → Wood Shield"
_tooltip.billboard = BaseMaterial3D.BILLBOARD_ENABLED
_tooltip.font_size = 28
_tooltip.outline_size = 6
_tooltip.position = Vector3(0, 1.1, 0)
_tooltip.modulate = Color(1.0, 0.95, 0.8)
_tooltip.visible = false
add_child(_tooltip)
func _process(_delta: float) -> void:
if dead or state != State.IDLE:
_tooltip.visible = false
return
var players := get_tree().get_nodes_in_group("player")
_tooltip.visible = not players.is_empty() and \
(players[0] as Node3D).global_position.distance_to(global_position) < 2.5
func can_merge_with(_other: Node3D, _speed: float) -> bool:
return false
+18
View File
@@ -20,6 +20,7 @@ var damage_modifier: float = 0.6
@onready var mesh_node: MeshInstance3D = $StickMesh
var stick_mat: StandardMaterial3D
var _tooltip: Label3D
const COLOR_IDLE := Color(0.55, 0.38, 0.18)
const COLOR_IMPACT := Color(1.0, 1.0, 1.0)
@@ -28,6 +29,23 @@ func _ready() -> void:
add_to_group("kickable")
stick_mat = mesh_node.material_override.duplicate() as StandardMaterial3D
mesh_node.material_override = stick_mat
_tooltip = Label3D.new()
_tooltip.text = "Stick\n+Leather → Boots\n+Stick → Stick Armor\n+Rock → Wood Shield"
_tooltip.billboard = BaseMaterial3D.BILLBOARD_ENABLED
_tooltip.font_size = 28
_tooltip.outline_size = 6
_tooltip.position = Vector3(0, 1.2, 0)
_tooltip.modulate = Color(1.0, 0.95, 0.8)
_tooltip.visible = false
add_child(_tooltip)
func _process(_delta: float) -> void:
if dead or state != State.IDLE:
_tooltip.visible = false
return
var players := get_tree().get_nodes_in_group("player")
_tooltip.visible = not players.is_empty() and \
(players[0] as Node3D).global_position.distance_to(global_position) < 2.5
func apply_collision_damage(dmg: float) -> void:
_take_damage(dmg)