Files
KickSurvivors/scripts/Main.gd
T
2026-04-23 17:18:07 +03:00

920 lines
31 KiB
GDScript

extends Node3D
const PLAYER_SCENE := preload("res://scenes/Player.tscn")
const ENEMY_SCENE := preload("res://scenes/Enemy.tscn")
const ROCK_SCENE := preload("res://scenes/Rock.tscn")
const STICK_SCENE := preload("res://scenes/Stick.tscn")
const LEVEL_SCENE := preload("res://scenes/Level.tscn")
const CAM_DIST := 8.0
const MOUSE_SENS := 0.18
const PITCH_MIN := 5.0
const PITCH_MAX := 70.0
const SPAWN_TIME := 5
var arena_size: float = 14.0
var cam_yaw: float = 0.0
var cam_pitch: float = 28.0
@onready var spawn_timer: Timer = $SpawnTimer
var player: CharacterBody3D
var camera: Camera3D
var wave: int = 1
var score: int = 0
var kills: int = 0
var kills_for_next: int = 10
var game_active: bool = false
var upgrading: bool = false
# Tutorial
var tutorial_canvas: CanvasLayer
var tutorial_image: TextureRect
var tutorial_hint: Label
var tutorial_hint_ready: bool = false
var tutorial_active: bool = false
var tutorial_on_dismiss: Callable = Callable()
var shown_tutorials: Dictionary = {}
# UI nodes
var canvas: CanvasLayer
var score_label: Label
var wave_label: Label
var tier_label: Label
var hp_bar: ColorRect
var hp_bar_bg: ColorRect
var progress_bar: ColorRect
var progress_bg: ColorRect
var upgrade_panel: Panel
var gameover_panel: Panel
# Equipment slots
var equip_fills: Array[ColorRect] = []
var equip_labels: Array[Label] = []
var _equip_prev_tiers: Array[int] = [-1, -1, -1]
# Boss phase
var boss_active: bool = false
var first_boss_spawned: bool = false
var boss_timer: float = 90.0
var portal_node: Node3D = null
var boss_timer_label: Label
var boss_hint_label: Label
var win_panel: Panel
func _ready() -> void:
_spawn_level()
_create_camera()
_create_ui()
_create_tutorial_overlay()
_spawn_player()
_spawn_rocks()
_spawn_sticks()
add_to_group("main")
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
show_tutorial("Tutorial_StartGame", _start_game)
func _input(event: InputEvent) -> void:
if tutorial_active:
return
var motion := event as InputEventMouseMotion
if motion != null and Input.mouse_mode == Input.MOUSE_MODE_CAPTURED:
cam_yaw -= motion.relative.x * MOUSE_SENS
cam_pitch += motion.relative.y * MOUSE_SENS
cam_pitch = clampf(cam_pitch, PITCH_MIN, PITCH_MAX)
if event.is_action_pressed("ui_cancel"):
if Input.mouse_mode == Input.MOUSE_MODE_CAPTURED:
Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
else:
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
# ─── Level ────────────────────────────────────────────────────────────────────
func _spawn_level() -> void:
var level := LEVEL_SCENE.instantiate()
add_child(level)
var sz = level.get("arena_size")
if sz != null:
arena_size = float(sz)
# ─── Camera ───────────────────────────────────────────────────────────────────
func _create_camera() -> void:
camera = Camera3D.new()
camera.fov = 70.0
add_child(camera)
func _process(delta: float) -> void:
if is_instance_valid(player):
var yaw_r: float = deg_to_rad(cam_yaw)
var pitch_r: float = deg_to_rad(cam_pitch)
var offset := Vector3(
sin(yaw_r) * cos(pitch_r) * CAM_DIST,
sin(pitch_r) * CAM_DIST,
cos(yaw_r) * cos(pitch_r) * CAM_DIST
)
var look_at_pos := player.global_position + Vector3(0, 0.8, 0)
camera.global_position = camera.global_position.lerp(look_at_pos + offset, 14.0 * delta)
camera.look_at(look_at_pos, Vector3.UP)
if Input.is_mouse_button_pressed(MOUSE_BUTTON_RIGHT):
player.set_aim_direction(deg_to_rad(cam_yaw))
_update_tier_label()
if boss_active:
boss_timer = max(0.0, boss_timer - delta)
var mins := int(boss_timer) / 60
var secs := int(boss_timer) % 60
boss_timer_label.text = "%d:%02d" % [mins, secs]
if boss_timer <= 10.0:
boss_timer_label.add_theme_color_override("font_color", Color(1.0, 0.2, 0.2))
if boss_timer <= 0.0:
_trigger_time_up()
return
if is_instance_valid(portal_node):
var area := portal_node.get_node_or_null("PortalArea") as Area3D
if area != null:
for body in area.get_overlapping_bodies():
if body.get("enemy_level") == 3:
var fv = body.get("fly_vel")
if fv != null:
var spd := Vector2((fv as Vector3).x, (fv as Vector3).z).length()
if spd >= 25.0:
_trigger_win()
return
# ─── Rocks ────────────────────────────────────────────────────────────────────
var rocks_on_field: int = 0
var rocks_pending: int = 0
func _get_rock_limit() -> int:
return mini(3 + (wave + 1) / 2, 7)
func _spawn_rocks() -> void:
var limit := _get_rock_limit()
for i in range(limit):
_spawn_single_rock()
var sticks_on_field: int = 0
var sticks_pending: int = 0
const STICK_LIMIT := 3
func _spawn_sticks() -> void:
for i in range(STICK_LIMIT):
_spawn_single_stick()
func _spawn_single_stick() -> void:
var stick := STICK_SCENE.instantiate()
stick.position = _safe_item_position()
add_child(stick)
stick.connect("destroyed", _on_stick_destroyed)
sticks_on_field += 1
func _on_stick_destroyed() -> void:
sticks_on_field = maxi(0, sticks_on_field - 1)
if not game_active:
return
if sticks_on_field + sticks_pending < STICK_LIMIT:
sticks_pending += 1
await get_tree().create_timer(GameSettings.item_respawn_delay).timeout
sticks_pending -= 1
if game_active:
_spawn_single_stick()
func _spawn_single_rock() -> void:
var rock := ROCK_SCENE.instantiate()
rock.position = _safe_item_position()
add_child(rock)
rock.connect("destroyed", _on_rock_destroyed)
rocks_on_field += 1
func _safe_item_position() -> Vector3:
var player_pos := player.global_position if is_instance_valid(player) else Vector3.ZERO
for _attempt in range(30):
var angle := randf() * TAU
var dist := randf_range(4.0, arena_size - 2.0)
var pos := Vector3(cos(angle) * dist, 0.0, sin(angle) * dist)
if player_pos.distance_to(pos) < 4.5:
continue
var clear := true
for r in get_tree().get_nodes_in_group("kickable"):
if (r as Node3D).global_position.distance_to(pos) < 1.5:
clear = false
break
if clear:
return pos
var a := randf() * TAU
return Vector3(cos(a) * (arena_size - 2.5), 0.0, sin(a) * (arena_size - 2.5))
func _on_rock_destroyed() -> void:
rocks_on_field = maxi(0, rocks_on_field - 1)
if not game_active:
return
if rocks_on_field + rocks_pending < _get_rock_limit():
rocks_pending += 1
await get_tree().create_timer(GameSettings.item_respawn_delay).timeout
rocks_pending -= 1
if game_active:
_spawn_single_rock()
func _check_rock_slots() -> void:
var gap := _get_rock_limit() - rocks_on_field - rocks_pending
for i in range(gap):
_spawn_single_rock()
# ─── Player ───────────────────────────────────────────────────────────────────
func _spawn_player() -> void:
player = PLAYER_SCENE.instantiate() as CharacterBody3D
player.position = Vector3(0, 0, 0)
player.connect("died", _on_player_died)
player.connect("health_changed", _on_health_changed)
add_child(player)
# ─── Game flow ────────────────────────────────────────────────────────────────
func _start_game() -> void:
game_active = true
wave = 1
score = 0
kills = 0
kills_for_next = 10
Enemy.first_leather_spawned = false
Enemy.first_iron_spawned = false
Enemy.first_essence_spawned = false
_update_labels()
spawn_timer.wait_time = GameSettings.enemy_spawn_interval
spawn_timer.connect("timeout", _on_spawn_timer)
spawn_timer.start()
func _on_spawn_timer() -> void:
if not game_active or upgrading:
return
_spawn_enemy()
spawn_timer.wait_time = GameSettings.enemy_spawn_interval
func _spawn_enemy() -> void:
var enemy := ENEMY_SCENE.instantiate() as CharacterBody3D
add_child(enemy)
# Pick type based on wave
var pool: Array[String] = ["slime"]
if wave >= 4: pool.append("bat")
if wave >= 7: pool.append("ogre")
var type: String = pool[randi() % pool.size()]
enemy.setup(type, wave)
enemy.target = player
enemy.connect("died", _on_enemy_died)
enemy.connect("merged", _on_enemy_merged)
if type == "ogre" and not first_boss_spawned:
first_boss_spawned = true
_start_boss_phase()
# Spawn at random edge
var side := randi() % 4
var r := randf_range(-(arena_size - 1.0), arena_size - 1.0)
match side:
0: enemy.position = Vector3(r, 0, -(arena_size - 0.5))
1: enemy.position = Vector3(r, 0, (arena_size - 0.5))
2: enemy.position = Vector3(-(arena_size - 0.5), 0, r)
3: enemy.position = Vector3( (arena_size - 0.5), 0, r)
func add_bonus_score(amount: int) -> void:
score += amount
_update_labels()
func _on_enemy_died(points: int) -> void:
score += points
kills += 1
_update_labels()
_update_progress()
if kills >= kills_for_next:
kills = 0
kills_for_next = int(kills_for_next * 1.6)
wave += 1
_check_rock_slots()
_show_upgrade()
func _spawn_upgraded_enemy(pos: Vector3, type: String, level: int, w: int) -> CharacterBody3D:
var enemy := ENEMY_SCENE.instantiate() as CharacterBody3D
add_child(enemy)
enemy.setup(type, w)
enemy.target = player
enemy.enemy_level = level
enemy.kick_tier = level
enemy.toughness_tier = level
enemy.call("_update_label")
enemy.call("_apply_mesh", level)
enemy.global_position = pos
enemy.connect("died", _on_enemy_died)
enemy.connect("merged", _on_enemy_merged)
var tw := enemy.create_tween()
var s: float = 1.0 + level * 0.3
tw.tween_property(enemy.mesh_node, "scale", Vector3(s, s, s), 0.2)
var col_shape := enemy.get_node_or_null("CollisionShape3D") as CollisionShape3D
if col_shape != null and col_shape.shape != null:
var s3d: BoxShape3D = col_shape.shape as BoxShape3D
var old_size: Vector3 = s3d.size
col_shape.shape = BoxShape3D.new()
(col_shape.shape as BoxShape3D).size = old_size * s
if level >= 3 and not first_boss_spawned:
first_boss_spawned = true
_start_boss_phase()
return enemy
func _on_enemy_merged(_upgrade: bool) -> void:
pass
func _on_player_died() -> void:
game_active = false
if boss_active:
boss_active = false
boss_timer_label.visible = false
boss_hint_label.visible = false
if is_instance_valid(portal_node):
portal_node.queue_free()
spawn_timer.stop()
_show_gameover()
func _on_health_changed(cur: int, mx: int) -> void:
hp_bar.size.x = 200.0 * float(cur) / float(mx)
# ─── Upgrades ─────────────────────────────────────────────────────────────────
const UPGRADES := [
{"id": "kick_force", "name": "💥 Stronger Kick", "desc": "Enemies fly farther"},
{"id": "kick_range", "name": "🌐 Wider Kick", "desc": "Bigger kick area"},
{"id": "kick_cooldown", "name": "⚡ Faster Kick", "desc": "Kick more often"},
{"id": "move_speed", "name": "💨 Fleet Foot", "desc": "Move faster"},
{"id": "max_health", "name": "❤️ Vitality", "desc": "+30 max HP"},
]
func _show_upgrade() -> void:
upgrading = true
get_tree().paused = true
upgrade_panel.visible = true
# Pick 3 random upgrades
var pool: Array = UPGRADES.duplicate()
pool.shuffle()
var choices: Array = pool.slice(0, 3)
for i in range(3):
var btn := upgrade_panel.get_node("VBox/Btn%d" % i) as Button
if i < choices.size():
var upg: Dictionary = choices[i]
btn.text = "%s\n%s" % [upg["name"], upg["desc"]]
btn.visible = true
# Disconnect old signals
for conn in btn.get_signal_connection_list("pressed"):
btn.disconnect("pressed", conn["callable"])
var uid: String = upg["id"]
btn.connect("pressed", _pick_upgrade.bind(uid))
else:
btn.visible = false
func _pick_upgrade(id: String) -> void:
player.apply_upgrade(id)
upgrade_panel.visible = false
get_tree().paused = false
upgrading = false
_update_labels()
func _show_gameover() -> void:
gameover_panel.visible = true
var lbl := gameover_panel.get_node("VBox/ScoreLabel") as Label
lbl.text = "Score: %d\nWave: %d" % [score, wave]
func _restart() -> void:
get_tree().paused = false
get_tree().reload_current_scene()
# ─── Boss phase ───────────────────────────────────────────────────────────────
func _start_boss_phase() -> void:
if boss_active or not game_active:
return
boss_active = true
boss_timer = 120.0
boss_timer_label.visible = true
boss_hint_label.visible = true
_spawn_portal()
func _spawn_portal() -> void:
portal_node = Node3D.new()
add_child(portal_node)
var player_pos := player.global_position if is_instance_valid(player) else Vector3.ZERO
var best_pos := Vector3(arena_size - 1.5, 0.0, 0.0)
var best_dist := 0.0
for _i in range(16):
var angle := randf() * TAU
var cand := Vector3(cos(angle), 0.0, sin(angle)) * (arena_size - 1.5)
var d := cand.distance_to(player_pos)
if d > best_dist:
best_dist = d
best_pos = cand
portal_node.global_position = best_pos
var light := OmniLight3D.new()
light.light_color = Color(0.5, 0.1, 1.0)
light.omni_range = 7.0
light.light_energy = 3.0
light.position.y = 1.0
portal_node.add_child(light)
var ring := MeshInstance3D.new()
var torus := TorusMesh.new()
torus.inner_radius = 1.0
torus.outer_radius = 1.65
var ring_mat := StandardMaterial3D.new()
ring_mat.albedo_color = Color(0.55, 0.1, 1.0)
ring_mat.emission_enabled = true
ring_mat.emission = Color(0.6, 0.2, 1.0)
ring_mat.emission_energy = 3.5
ring_mat.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
torus.material = ring_mat
ring.mesh = torus
ring.position.y = 0.05
portal_node.add_child(ring)
ring.create_tween().set_loops().tween_property(ring, "rotation:y", TAU, 2.5)
var disc := MeshInstance3D.new()
var disc_mesh := CylinderMesh.new()
disc_mesh.top_radius = 1.0
disc_mesh.bottom_radius = 1.0
disc_mesh.height = 0.05
var disc_mat := StandardMaterial3D.new()
disc_mat.albedo_color = Color(0.25, 0.0, 0.7, 0.65)
disc_mat.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
disc_mat.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
disc_mat.emission_enabled = true
disc_mat.emission = Color(0.4, 0.1, 1.0)
disc_mat.emission_energy = 1.5
disc_mesh.material = disc_mat
disc.mesh = disc_mesh
disc.position.y = 0.03
portal_node.add_child(disc)
var tw_pulse := portal_node.create_tween().set_loops()
tw_pulse.tween_method(func(e: float): disc_mat.emission_energy = e, 0.8, 3.0, 0.7)
tw_pulse.tween_method(func(e: float): disc_mat.emission_energy = e, 3.0, 0.8, 0.7)
var area := Area3D.new()
area.name = "PortalArea"
var col := CollisionShape3D.new()
var cyl := CylinderShape3D.new()
cyl.radius = 1.8
cyl.height = 3.0
col.shape = cyl
col.position.y = 1.5
area.add_child(col)
portal_node.add_child(area)
var lbl := Label3D.new()
lbl.text = "PORTAL\nPush Ogre Here"
lbl.position = Vector3(0, 2.6, 0)
lbl.billboard = BaseMaterial3D.BILLBOARD_ENABLED
lbl.font_size = 34
lbl.outline_size = 6
lbl.modulate = Color(0.85, 0.55, 1.0)
lbl.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
portal_node.add_child(lbl)
FX.merge_smoke(best_pos + Vector3(0, 0.5, 0), self)
func _trigger_win() -> void:
if not boss_active:
return
boss_active = false
game_active = false
spawn_timer.stop()
boss_timer_label.visible = false
boss_hint_label.visible = false
if is_instance_valid(portal_node):
portal_node.queue_free()
get_tree().paused = true
win_panel.visible = true
(win_panel.get_node("VBox/ScoreLabel") as Label).text = "Score: %d\nWave: %d" % [score, wave]
func _trigger_time_up() -> void:
if not boss_active:
return
boss_active = false
game_active = false
spawn_timer.stop()
boss_timer_label.visible = false
boss_hint_label.visible = false
if is_instance_valid(portal_node):
portal_node.queue_free()
_show_gameover()
# ─── Tutorial ─────────────────────────────────────────────────────────────────
func _create_tutorial_overlay() -> void:
tutorial_canvas = CanvasLayer.new()
tutorial_canvas.process_mode = Node.PROCESS_MODE_ALWAYS
tutorial_canvas.visible = false
add_child(tutorial_canvas)
var bg := ColorRect.new()
bg.color = Color(0.0, 0.0, 0.0, 0.78)
bg.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)
tutorial_canvas.add_child(bg)
tutorial_image = TextureRect.new()
tutorial_image.anchor_left = 0.02
tutorial_image.anchor_right = 0.98
tutorial_image.anchor_top = 0.02
tutorial_image.anchor_bottom = 0.91
tutorial_image.stretch_mode = TextureRect.STRETCH_KEEP_ASPECT_CENTERED
tutorial_image.expand_mode = TextureRect.EXPAND_IGNORE_SIZE
tutorial_canvas.add_child(tutorial_image)
tutorial_hint = Label.new()
tutorial_hint.anchor_left = 0.5
tutorial_hint.anchor_right = 0.5
tutorial_hint.anchor_top = 0.93
tutorial_hint.offset_left = -280
tutorial_hint.offset_right = 280
tutorial_hint.text = "Нажмите ЛКМ чтобы продолжить"
tutorial_hint.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
tutorial_hint.add_theme_font_size_override("font_size", 22)
tutorial_hint.add_theme_color_override("font_color", Color.WHITE)
tutorial_hint.add_theme_color_override("font_shadow_color", Color(0, 0, 0, 0.9))
tutorial_hint.add_theme_constant_override("shadow_offset_x", 2)
tutorial_hint.add_theme_constant_override("shadow_offset_y", 2)
tutorial_hint.visible = false
tutorial_canvas.add_child(tutorial_hint)
var click_cap := Control.new()
click_cap.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)
click_cap.mouse_filter = Control.MOUSE_FILTER_STOP
click_cap.process_mode = Node.PROCESS_MODE_ALWAYS
click_cap.connect("gui_input", _on_tutorial_input)
tutorial_canvas.add_child(click_cap)
func _on_tutorial_input(event: InputEvent) -> void:
if not tutorial_hint_ready:
return
var mb := event as InputEventMouseButton
if mb != null and mb.button_index == MOUSE_BUTTON_LEFT and mb.pressed:
_dismiss_tutorial()
func _set_enemies_paused(paused: bool) -> void:
var mode := Node.PROCESS_MODE_DISABLED if paused else Node.PROCESS_MODE_PAUSABLE
for e in get_tree().get_nodes_in_group("enemies"):
(e as Node).process_mode = mode
spawn_timer.paused = paused
func _set_player_paused(paused: bool) -> void:
var mode := Node.PROCESS_MODE_DISABLED if paused else Node.PROCESS_MODE_PAUSABLE
for e in get_tree().get_nodes_in_group("player"):
(e as Node).process_mode = mode
func show_tutorial(key: String, on_dismiss: Callable = Callable()) -> void:
if shown_tutorials.get(key, false):
if on_dismiss.is_valid():
on_dismiss.call()
return
shown_tutorials[key] = true
var path := "res://assets/%s.jpeg" % key
tutorial_image.texture = load(path) if ResourceLoader.exists(path) else null
tutorial_on_dismiss = on_dismiss
tutorial_hint_ready = false
tutorial_hint.visible = false
tutorial_canvas.visible = true
tutorial_active = true
_set_enemies_paused(true)
_set_player_paused(true)
await get_tree().create_timer(3.0).timeout
tutorial_hint.visible = true
tutorial_hint_ready = true
func _dismiss_tutorial() -> void:
tutorial_canvas.visible = false
tutorial_active = false
_set_enemies_paused(false)
_set_player_paused(false)
if tutorial_on_dismiss.is_valid():
tutorial_on_dismiss.call()
# ─── UI ───────────────────────────────────────────────────────────────────────
func _create_ui() -> void:
canvas = CanvasLayer.new()
canvas.process_mode = Node.PROCESS_MODE_ALWAYS
add_child(canvas)
_make_hud()
_make_upgrade_panel()
_make_gameover_panel()
_make_boss_ui()
_make_win_panel()
func _make_hud() -> void:
score_label = _label(Vector2(16, 12), "Score: 0", 30)
wave_label = _label(Vector2(16, 50), "Wave: 1", 30)
_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))
_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_label = _label(Vector2(16, 194), "", 20)
_make_equipment_slots()
func _make_upgrade_panel() -> void:
upgrade_panel = Panel.new()
upgrade_panel.process_mode = Node.PROCESS_MODE_ALWAYS
upgrade_panel.visible = false
canvas.add_child(upgrade_panel)
# Center with explicit anchors (420x300)
upgrade_panel.anchor_left = 0.5
upgrade_panel.anchor_right = 0.5
upgrade_panel.anchor_top = 0.5
upgrade_panel.anchor_bottom = 0.5
upgrade_panel.offset_left = -210.0
upgrade_panel.offset_right = 210.0
upgrade_panel.offset_top = -150.0
upgrade_panel.offset_bottom = 150.0
var vbox := VBoxContainer.new()
vbox.name = "VBox"
vbox.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)
vbox.add_theme_constant_override("separation", 12)
vbox.alignment = BoxContainer.ALIGNMENT_CENTER
upgrade_panel.add_child(vbox)
var title := Label.new()
title.text = "LEVEL UP! Choose an upgrade:"
title.add_theme_font_size_override("font_size", 20)
title.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
vbox.add_child(title)
for i in range(3):
var btn := Button.new()
btn.name = "Btn%d" % i
btn.custom_minimum_size = Vector2(380, 60)
btn.add_theme_font_size_override("font_size", 16)
btn.process_mode = Node.PROCESS_MODE_ALWAYS
vbox.add_child(btn)
func _make_gameover_panel() -> void:
gameover_panel = Panel.new()
gameover_panel.process_mode = Node.PROCESS_MODE_ALWAYS
gameover_panel.visible = false
canvas.add_child(gameover_panel)
# Center with explicit anchors (360x240)
gameover_panel.anchor_left = 0.5
gameover_panel.anchor_right = 0.5
gameover_panel.anchor_top = 0.5
gameover_panel.anchor_bottom = 0.5
gameover_panel.offset_left = -180.0
gameover_panel.offset_right = 180.0
gameover_panel.offset_top = -120.0
gameover_panel.offset_bottom = 120.0
var vbox := VBoxContainer.new()
vbox.name = "VBox"
vbox.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)
vbox.alignment = BoxContainer.ALIGNMENT_CENTER
vbox.add_theme_constant_override("separation", 16)
gameover_panel.add_child(vbox)
var title := Label.new()
title.text = "GAME OVER"
title.add_theme_font_size_override("font_size", 32)
title.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
vbox.add_child(title)
var score_lbl := Label.new()
score_lbl.name = "ScoreLabel"
score_lbl.add_theme_font_size_override("font_size", 20)
score_lbl.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
vbox.add_child(score_lbl)
var restart_btn := Button.new()
restart_btn.text = "Play Again"
restart_btn.add_theme_font_size_override("font_size", 18)
restart_btn.process_mode = Node.PROCESS_MODE_ALWAYS
restart_btn.connect("pressed", _restart)
vbox.add_child(restart_btn)
func _make_boss_ui() -> void:
boss_timer_label = Label.new()
boss_timer_label.anchor_left = 0.5
boss_timer_label.anchor_right = 0.5
boss_timer_label.anchor_top = 0.0
boss_timer_label.offset_left = -80
boss_timer_label.offset_right = 80
boss_timer_label.offset_top = 8
boss_timer_label.offset_bottom = 54
boss_timer_label.text = "1:30"
boss_timer_label.add_theme_font_size_override("font_size", 38)
boss_timer_label.add_theme_color_override("font_color", Color(0.8, 0.3, 1.0))
boss_timer_label.add_theme_color_override("font_shadow_color", Color(0, 0, 0, 0.9))
boss_timer_label.add_theme_constant_override("shadow_offset_x", 2)
boss_timer_label.add_theme_constant_override("shadow_offset_y", 2)
boss_timer_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
boss_timer_label.visible = false
canvas.add_child(boss_timer_label)
boss_hint_label = Label.new()
boss_hint_label.anchor_left = 0.5
boss_hint_label.anchor_right = 0.5
boss_hint_label.anchor_top = 0.0
boss_hint_label.offset_left = -220
boss_hint_label.offset_right = 220
boss_hint_label.offset_top = 54
boss_hint_label.offset_bottom = 80
boss_hint_label.text = "Push the Ogre into the Portal!"
boss_hint_label.add_theme_font_size_override("font_size", 17)
boss_hint_label.add_theme_color_override("font_color", Color(0.85, 0.7, 1.0))
boss_hint_label.add_theme_color_override("font_shadow_color", Color(0, 0, 0, 0.8))
boss_hint_label.add_theme_constant_override("shadow_offset_x", 1)
boss_hint_label.add_theme_constant_override("shadow_offset_y", 1)
boss_hint_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
boss_hint_label.visible = false
canvas.add_child(boss_hint_label)
func _make_win_panel() -> void:
win_panel = Panel.new()
win_panel.process_mode = Node.PROCESS_MODE_ALWAYS
win_panel.visible = false
canvas.add_child(win_panel)
win_panel.anchor_left = 0.5
win_panel.anchor_right = 0.5
win_panel.anchor_top = 0.5
win_panel.anchor_bottom = 0.5
win_panel.offset_left = -200.0
win_panel.offset_right = 200.0
win_panel.offset_top = -140.0
win_panel.offset_bottom = 140.0
var vbox2 := VBoxContainer.new()
vbox2.name = "VBox"
vbox2.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)
vbox2.alignment = BoxContainer.ALIGNMENT_CENTER
vbox2.add_theme_constant_override("separation", 16)
win_panel.add_child(vbox2)
var title2 := Label.new()
title2.text = "VICTORY!"
title2.add_theme_font_size_override("font_size", 42)
title2.add_theme_color_override("font_color", Color(1.0, 0.85, 0.1))
title2.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
vbox2.add_child(title2)
var score_lbl2 := Label.new()
score_lbl2.name = "ScoreLabel"
score_lbl2.add_theme_font_size_override("font_size", 20)
score_lbl2.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
vbox2.add_child(score_lbl2)
var btn2 := Button.new()
btn2.text = "Play Again"
btn2.add_theme_font_size_override("font_size", 18)
btn2.process_mode = Node.PROCESS_MODE_ALWAYS
btn2.connect("pressed", _restart)
vbox2.add_child(btn2)
# ─── Equipment slots ──────────────────────────────────────────────────────────
const _EQUIP_SLOT_SIZE := 64
const _EQUIP_SLOT_GAP := 10
const _EQUIP_SLOT_PAD := 3
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)
# [slot_index][tier] = [fill_color, label_text]
const _EQUIP_DATA := [
[ # shield
[Color(0.10, 0.10, 0.16), ""],
[Color(0.55, 0.38, 0.18), "Wood\nShield"],
[Color(0.55, 0.58, 0.62), "Iron\nShield"],
],
[ # armor (toughness_tier)
[Color(0.10, 0.10, 0.16), ""],
[Color(0.76, 0.47, 0.18), "Leather\nArmor"],
[Color(0.58, 0.68, 1.00), "Metal\nArmor"],
],
[ # boots (kick_tier)
[Color(0.10, 0.10, 0.16), ""],
[Color(0.76, 0.47, 0.18), "Leather\nBoots"],
[Color(0.58, 0.68, 1.00), "Plate\nBoots"],
[Color(0.75, 0.18, 1.00), "Magic\nBoots"],
],
]
func _make_equipment_slots() -> void:
var titles := ["Shield", "Armor", "Boots"]
for i in range(3):
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], 16)
title.size.x = _EQUIP_SLOT_SIZE
title.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
var border := ColorRect.new()
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 + 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)
equip_fills.append(fill)
var lbl := Label.new()
lbl.position = fill.position
lbl.size = fill.size
lbl.text = ""
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)
lbl.add_theme_constant_override("shadow_offset_y", 1)
lbl.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
lbl.vertical_alignment = VERTICAL_ALIGNMENT_CENTER
lbl.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART
canvas.add_child(lbl)
equip_labels.append(lbl)
func _update_equipment_slots() -> void:
if not is_instance_valid(player):
return
var tiers := [
player.get("shield_tier") as int,
player.get("toughness_tier") as int,
player.get("kick_tier") as int,
]
for i in range(3):
var tier: int = tiers[i]
if tier == _equip_prev_tiers[i]:
continue
_equip_prev_tiers[i] = tier
var data: Array = _EQUIP_DATA[i]
var entry: Array = data[clampi(tier, 0, data.size() - 1)]
equip_fills[i].color = entry[0] as Color
equip_labels[i].text = entry[1] as String
if tier > 0:
var tw := create_tween()
tw.tween_property(equip_fills[i], "color", Color.WHITE, 0.06)
tw.tween_property(equip_fills[i], "color", entry[0] as Color, 0.22)
# ─── UI helpers ───────────────────────────────────────────────────────────────
func _label(pos: Vector2, text: String, size: int) -> Label:
var lbl := Label.new()
lbl.position = pos
lbl.text = text
lbl.add_theme_font_size_override("font_size", size)
lbl.add_theme_color_override("font_color", Color.WHITE)
lbl.add_theme_color_override("font_shadow_color", Color(0, 0, 0, 0.8))
lbl.add_theme_constant_override("shadow_offset_x", 2)
lbl.add_theme_constant_override("shadow_offset_y", 2)
canvas.add_child(lbl)
return lbl
func _crect(pos: Vector2, sz: Vector2, col: Color) -> ColorRect:
var r := ColorRect.new()
r.position = pos
r.size = sz
r.color = col
canvas.add_child(r)
return r
func _update_labels() -> void:
score_label.text = "Score: %d" % score
wave_label.text = "Wave: %d" % wave
func _update_progress() -> void:
var t := float(kills) / float(kills_for_next)
progress_bar.size.x = 200.0 * t
func _update_tier_label() -> void:
if not is_instance_valid(player):
return
var kt: int = player.get("kick_tier")
var tt: int = player.get("toughness_tier")
var st: int = player.get("shield_tier")
var shield_str := "-" if st == 0 else str(st)
tier_label.text = "Kick: %d Tough: %d Shield: %s" % [kt, tt, shield_str]
_update_equipment_slots()