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hud.gd
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extends Container
# class member variables go here, for example:
# var a = 2
# var b = "textvar"
var game_is_over = false
func _ready():
# Called every time the node is added to the scene.
# Initialization here
$GameOverScreen.hide() #to hide the screen when the game starts
$BossHealthBar.hide()
$VictoryScreen.hide()
var x = get_viewport().size.x
var y = get_viewport().size.y
$BossHealthBar.set_position(Vector2(x * 0.5, y * 0.05))
$BossHealthBar.set_size(Vector2(x * 0.45, y))
func set_elemental_counts(fire, water, power, hp, maxHp):
$elemental_stats/water_count.text = str(water)
$elemental_stats/fire_count.text = str(fire)
updateHealthBar(hp, maxHp)
$elemental_stats/power_count.text = str(power)
func update_for_player(player):
if not game_is_over:
set_elemental_counts(player.elemental_souls_counter[1], player.elemental_souls_counter[0], player.power, player.hp, player.MAX_HP)
func showGameOverScreen():
$BossHealthBar.hide()
$HealthBar.hide()
$GameOverScreen.show()
game_is_over = true
var x = get_viewport().size.x
var y = get_viewport().size.y
$GameOverScreen.set_position(Vector2(x * 0.05, y * 0.05))
$GameOverScreen.set_size(Vector2(x * 0.9, y * 0.9))
func showVictoryScreen():
$BossHealthBar.hide()
$HealthBar.hide()
$VictoryScreen.show()
game_is_over = true
var x = get_viewport().size.x
var y = get_viewport().size.y
$VictoryScreen.set_position(Vector2(x * 0.05, y * 0.05))
$VictoryScreen.set_size(Vector2(x * 0.9, y * 0.9))
func updateHealthBar(hp, maxHp):
var x = get_viewport().size.x
var y = get_viewport().size.y
$HealthBar.set_position(Vector2(x * 0.05, y * 0.05))
$HealthBar.set_size(Vector2(x * 0.45 * hp / maxHp, y))
func updateBossHealthBar(boss):
var x = get_viewport().size.x
var y = get_viewport().size.y
$BossHealthBar.set_position(Vector2(x * 0.5, y * 0.05))
$BossHealthBar.set_size(Vector2(x * 0.45 * boss.hp / boss.MAX_HP, y))
func showBossHealthBar():
$BossHealthBar.show()