🐛 use 8-bit integer for synced health, damage scaling and display updates

This commit is contained in:
anyreso 2024-05-14 10:20:45 -04:00
parent f1df203a76
commit 547c97bfba
10 changed files with 107 additions and 101 deletions

View file

@ -18,27 +18,11 @@ script/source = "# This file is part of open-fpsz.
#
# You should have received a copy of the GNU General Public License
# along with this program. If not, see <https://www.gnu.org/licenses/>.
class_name HUD extends CanvasLayer
extends CanvasLayer
@export_category(\"Vitals\")
@export var _health_bar : ProgressBar
@export var _energy_bar : ProgressBar
func _ready() -> void:
_update_health_bar(1.)
_update_energy_bar(1.)
func _update_energy_bar(energy : float) -> void:
_energy_bar.value = energy
func _update_health_bar(health : float) -> void:
_health_bar.value = health
func _on_health_changed(new_health : float) -> void:
_update_health_bar(new_health)
func _on_player_energy_changed(new_energy : float) -> void:
_update_energy_bar(new_energy)
@export var health_bar : ProgressBar
@export var energy_bar : ProgressBar
@export var debug_label : Label
"
[sub_resource type="GDScript" id="GDScript_w8l21"]
@ -91,10 +75,10 @@ corner_radius_bottom_right = 3
corner_radius_bottom_left = 3
anti_aliasing = false
[node name="HUD" type="CanvasLayer" node_paths=PackedStringArray("_health_bar", "_energy_bar")]
[node name="HUD" type="CanvasLayer" node_paths=PackedStringArray("health_bar", "energy_bar")]
script = SubResource("GDScript_2vxif")
_health_bar = NodePath("MarginContainer/HBoxContainer/VBoxContainer/HealthBar")
_energy_bar = NodePath("MarginContainer/HBoxContainer/VBoxContainer/EnergyBar")
health_bar = NodePath("MarginContainer/HBoxContainer/VBoxContainer/HealthBar")
energy_bar = NodePath("MarginContainer/HBoxContainer/VBoxContainer/EnergyBar")
[node name="DebugLabel" type="Label" parent="."]
offset_left = 20.0
@ -146,7 +130,8 @@ layout_mode = 2
mouse_filter = 2
theme_override_styles/background = ExtResource("1_gmv44")
theme_override_styles/fill = ExtResource("2_6ejsl")
max_value = 1.0
max_value = 255.0
step = 1.0
value = 1.0
show_percentage = false

View file

@ -2,20 +2,22 @@
[ext_resource type="Script" path="res://interfaces/hud/iffs/iff.gd" id="1_g6kgb"]
[ext_resource type="Shader" uid="uid://n2dcb4l0qun2" path="res://interfaces/progress_bar/resources/visual_shader.res" id="2_8cjkh"]
[ext_resource type="Script" path="res://interfaces/progress_bar/progress_bar_3d.gd" id="3_vss6w"]
[ext_resource type="PackedScene" uid="uid://chy8tm6hvummq" path="res://interfaces/progress_bar/ProgressBar3D.tscn" id="2_h0pl8"]
[ext_resource type="Texture2D" uid="uid://cpb6vpa0c74rl" path="res://interfaces/waypoint/assets/waypoint.svg" id="4_lrbtk"]
[sub_resource type="ShaderMaterial" id="ShaderMaterial_wrx5m"]
[sub_resource type="ShaderMaterial" id="ShaderMaterial_4quui"]
render_priority = 0
shader = ExtResource("2_8cjkh")
[sub_resource type="QuadMesh" id="QuadMesh_b6wb8"]
material = SubResource("ShaderMaterial_wrx5m")
[sub_resource type="QuadMesh" id="QuadMesh_ks8vt"]
resource_local_to_scene = true
material = SubResource("ShaderMaterial_4quui")
size = Vector2(0.35, 0.025)
center_offset = Vector3(0, 0.09, 0)
[node name="IFF" type="Node3D"]
script = ExtResource("1_g6kgb")
value = 128.0
border = 0.4
billboard = 1
@ -27,16 +29,12 @@ fixed_size = true
text = "Username"
font_size = 24
[node name="HealthBar" type="MeshInstance3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -0.000610828, 0.0127701, -0.000638008)
instance_shader_parameters/background = Color(0, 0, 0, 0.5)
[node name="ProgressBar3D" parent="." instance=ExtResource("2_h0pl8")]
instance_shader_parameters/billboard = 1
instance_shader_parameters/border = 0.0
instance_shader_parameters/fill = Color(1, 1, 1, 1)
instance_shader_parameters/progress = 1.0
instance_shader_parameters/size = Vector2(0.35, 0.025)
mesh = SubResource("QuadMesh_b6wb8")
script = ExtResource("3_vss6w")
mesh = SubResource("QuadMesh_ks8vt")
border = 0.0
billboard = 1
fill = Color(1, 1, 1, 1)

View file

@ -25,10 +25,22 @@ signal border_changed(new_border : float)
# If `true`, the waypoint fades as the camera get closer.
#@export var fade : bool = true
## The current value for the pgroess bar.
@export_range(0., 1.) var value : float = 1.:
## The minimum [member value].
@export var min_value : float = 0.:
set(new_value):
value = new_value
min_value = new_value
value = value
## The maximum [member value].
@export var max_value : float = 255.:
set(new_value):
max_value = new_value
value = value
## Current value.
@export var value : float = 255.:
set(new_value):
value = clampf(new_value, min_value, max_value)
health_changed.emit(value)
## The border for the progress bar.
@ -63,32 +75,7 @@ signal border_changed(new_border : float)
@onready var label : Label3D = $Username
@onready var chevron : Sprite3D = $Chevron
@onready var hbar : ProgressBar3D = $HealthBar
func _on_billboard_changed(new_billboard : int) -> void:
label.billboard = new_billboard as BaseMaterial3D.BillboardMode
hbar.billboard = new_billboard
chevron.billboard = new_billboard as BaseMaterial3D.BillboardMode
func _on_border_changed(new_border : float) -> void:
hbar.border = new_border
func _on_username_changed(new_username : String) -> void:
# The label's text can only be set once the node is ready.
if is_inside_tree():
label.text = new_username
func _on_background_changed(color : Color) -> void:
label.outline_modulate = color
hbar.background = color
func _on_fill_changed(color : Color) -> void:
label.modulate = color
hbar.fill = color
chevron.modulate = color
func _on_health_changed(new_value : float) -> void:
hbar.value = new_value
@onready var health_bar : ProgressBar3D = $ProgressBar3D
func _enter_tree() -> void:
if not username_changed.is_connected(_on_username_changed):
@ -103,3 +90,28 @@ func _enter_tree() -> void:
border_changed.connect(_on_border_changed)
if not billboard_changed.is_connected(_on_billboard_changed):
billboard_changed.connect(_on_billboard_changed)
func _on_billboard_changed(new_billboard : int) -> void:
label.billboard = new_billboard as BaseMaterial3D.BillboardMode
health_bar.billboard = new_billboard
chevron.billboard = new_billboard as BaseMaterial3D.BillboardMode
func _on_border_changed(new_border : float) -> void:
health_bar.border = new_border
func _on_username_changed(new_username : String) -> void:
# The label's text can only be set once the node is ready.
if is_inside_tree():
label.text = new_username
func _on_background_changed(color : Color) -> void:
label.outline_modulate = color
health_bar.background = color
func _on_fill_changed(color : Color) -> void:
label.modulate = color
health_bar.fill = color
chevron.modulate = color
func _on_health_changed(new_value : float) -> void:
health_bar.value = new_value

View file

@ -8,6 +8,7 @@ render_priority = 0
shader = ExtResource("1_07e5d")
[sub_resource type="QuadMesh" id="QuadMesh_fwm7g"]
resource_local_to_scene = true
material = SubResource("ShaderMaterial_4quui")
size = Vector2(1, 0.1)

View file

@ -12,8 +12,8 @@
#
# You should have received a copy of the GNU General Public License
# along with this program. If not, see <https://www.gnu.org/licenses/>.
## A progress bar using a single quad mesh and a shader.
@tool
## An efficient progress bar in 3D using a quad mesh and a shader.
class_name ProgressBar3D extends MeshInstance3D
## Emitted when value has been changed.
@ -22,36 +22,53 @@ signal value_changed(new_value : float)
const progress_bar_shader : VisualShader = preload(
"res://interfaces/progress_bar/resources/visual_shader.res")
## Current value.
@export_range(0., 1.) var value : float = 1.:
## The minimum [member value].
@export var min_value : float = 0.:
set(new_value):
value = new_value
_update_shader_params()
value_changed.emit(value)
min_value = new_value
value = value
## The maximum [member value].
@export var max_value : float = 255.:
set(new_value):
max_value = new_value
value = value
## The current value.
@export var value : float = 255.:
set = set_value
func set_value(new_value : float) -> void:
value = clampf(new_value, min_value, max_value)
_update_shader_params()
value_changed.emit(value)
## The size of the border.
@export_range(0., 1.) var border : float = .2:
set(new_border):
border = new_border
_update_shader_params()
## The billboard mode, see [member BaseMaterial3D.BillboardMode] for more details.
@export_enum("Disabled", "Enabled", "Y-Billboard") var billboard : int = 2:
set(new_billboard):
billboard = new_billboard
_update_shader_params()
## Fill color.
## The fill color.
@export var fill : Color = Color.GREEN:
set(value):
fill = value
_update_shader_params()
## Background color.
## The background color.
@export var background : Color = Color(0, 0, 0, 0.5):
set(value):
background = value
_update_shader_params()
## setup mesh, material and shader when entering the node tree
## Setup the [QuadMesh], [ShaderMaterial] and [VisualShader]
## when entering the node tree
func _enter_tree() -> void:
# set default mesh
if not mesh:
@ -73,11 +90,11 @@ func _enter_tree() -> void:
# update shader params once
mesh.emit_changed()
## This method updates shader params
## This method updates instance shader params
func _update_shader_params() -> void:
set_instance_shader_parameter("background", background)
set_instance_shader_parameter("billboard", billboard)
set_instance_shader_parameter("border", border)
set_instance_shader_parameter("fill", fill)
set_instance_shader_parameter("progress", value)
set_instance_shader_parameter("progress", value / max_value)
set_instance_shader_parameter("size", mesh.size)