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https://gitlab.com/open-fpsz/open-fpsz.git
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92 lines
4.1 KiB
GDScript
92 lines
4.1 KiB
GDScript
# This file is part of open-fpsz.
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#
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# This program is free software: you can redistribute it and/or modify
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# it under the terms of the GNU General Public License as published by
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# the Free Software Foundation, either version 3 of the License, or
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# (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with this program. If not, see <https://www.gnu.org/licenses/>.
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extends Control
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@export var player : Player
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@export var attach_point : Marker3D
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@export var healthbar_low_health_color : Color = Color(1 ,0 ,0, 0.78)
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@export var healthbar_mid_health_color : Color = Color(1, 1, 0, 0.78)
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@export var healthbar_high_health_color : Color = Color(0, 1, 0, 0.78)
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@export var iff_in_range_radius_ratio : float = 0.05
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@onready var _iff_container : Control = $IFFContainer
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@onready var _iff_in_range_container : Control = $IFFContainer/IFFInRangeContainer
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@onready var _player_name_label : Control = $IFFContainer/IFFInRangeContainer/PlayerNameLabel
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@onready var _health_bar : ProgressBar = $IFFContainer/IFFInRangeContainer/HealthBar
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@onready var is_within_los : bool = false
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@onready var healthbar_fill_stylebox : StyleBoxFlat = _health_bar.get_theme_stylebox("fill")
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func _ready() -> void:
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_player_name_label.text = player.name
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func _process(_delta : float) -> void:
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# retrieve camera for current viewport
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var camera : Camera3D = get_viewport().get_camera_3d()
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# if the player is NOT infront of the camera or camera does NOT have LOS to player
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if camera.is_position_behind(attach_point.global_position) or !is_within_los:
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_iff_container.hide() # hide the IFF and exit function
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return
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else:
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_iff_container.show() # display the IFF
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func _physics_process(_delta : float) -> void:
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# https://docs.godotengine.org/en/stable/tutorials/physics/ray-casting.html
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var camera : Camera3D = get_viewport().get_camera_3d()
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is_within_los = false # always initialise trace_success as false
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var space_state : PhysicsDirectSpaceState3D = camera.get_world_3d().direct_space_state
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# do a trace check from camera to towards the player
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var query : PhysicsRayQueryParameters3D = PhysicsRayQueryParameters3D.create(camera.global_position, attach_point.global_position)
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# exclude the camera owner nodes from intersecting with the trace check
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query.exclude = [camera.owner]
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# do trace check and store result
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var result : Dictionary = space_state.intersect_ray(query)
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# if a result was returned and the hit result is the player
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if result and result["collider"] == player:
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# the player is in camera LOS
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is_within_los = true
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var new_iff_position : Vector2 = camera.unproject_position(attach_point.global_position) # get the screen location of the players head
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var viewport_size : Vector2 = get_viewport_rect().size
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# check if the unprojected point lies inside the viewport
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if !Rect2(Vector2(0, 0), viewport_size).has_point(new_iff_position):
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_iff_container.hide() # hide the IFF and exit function
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return
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# if player is NOT in range to have its healthbar and name drawn
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if (new_iff_position - viewport_size / 2).length() > iff_in_range_radius_ratio * viewport_size.length():
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_iff_in_range_container.hide() # hide the in range IFF
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else:
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_iff_in_range_container.show()
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new_iff_position.y -= _iff_container.size.y # move the IFF up so the bottom of it is at the players head
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new_iff_position.x -= _iff_container.size.x / 2 # move the IFF left so it's centered horizontally above players head
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position = new_iff_position # set the position of the IFF
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func _update_health_bar(health : float) -> void:
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_health_bar.value = health
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# modify health_box stylebox depending health value
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if health < 75 and health > 40:
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healthbar_fill_stylebox.bg_color = healthbar_mid_health_color
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elif health <= 40:
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healthbar_fill_stylebox.bg_color = healthbar_low_health_color
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else:
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healthbar_fill_stylebox.bg_color = healthbar_high_health_color
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func _on_health_changed(new_health : float) -> void:
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_update_health_bar(new_health)
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