add shields and tiers on ui
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@@ -31,6 +31,7 @@ var upgrading: bool = false
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var canvas: CanvasLayer
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var score_label: Label
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var wave_label: Label
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var tier_label: Label
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var hp_bar: ColorRect
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var hp_bar_bg: ColorRect
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var progress_bar: ColorRect
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@@ -92,6 +93,7 @@ func _process(delta: float) -> void:
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camera.look_at(look_at_pos, Vector3.UP)
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if Input.is_mouse_button_pressed(MOUSE_BUTTON_RIGHT):
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player.set_aim_direction(deg_to_rad(cam_yaw))
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_update_tier_label()
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# ─── Rocks ────────────────────────────────────────────────────────────────────
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@@ -339,6 +341,9 @@ func _make_hud() -> void:
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progress_bg = _crect(Vector2(12, 130), Vector2(200, 10), Color(0.1, 0.1, 0.25))
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progress_bar = _crect(Vector2(12, 130), Vector2(0, 10), Color(0.4, 0.8, 1.0))
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# Tier display
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tier_label = _label(Vector2(12, 148), "", 17)
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func _make_upgrade_panel() -> void:
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upgrade_panel = Panel.new()
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upgrade_panel.process_mode = Node.PROCESS_MODE_ALWAYS
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@@ -447,3 +452,12 @@ func _update_labels() -> void:
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func _update_progress() -> void:
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var t := float(kills) / float(kills_for_next)
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progress_bar.size.x = 200.0 * t
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func _update_tier_label() -> void:
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if not is_instance_valid(player):
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return
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var kt: int = player.get("kick_tier")
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var tt: int = player.get("toughness_tier")
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var st: int = player.get("shield_tier")
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var shield_str := "-" if st == 0 else str(st)
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tier_label.text = "Kick: %d Tough: %d Shield: %s" % [kt, tt, shield_str]
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