Nouvel autoload PlayerProgress qui gagne de l'XP sur: - cassage de blocs (gain variable selon le type: perle, épave, coral > sand) - collecte de perles (+25) - crafting (+10) - paliers de profondeur atteints (+20 à 10/25/50/75/100m) HUD: barre XP + label niveau en bas centre, bannière "NIVEAU X" au level-up (son bulle + fade). Popup 3D "+N XP" spawn au point d'action. Boucle court-terme dopamine: chaque action = feedback visuel immédiat. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
260 lines
8.5 KiB
GDScript
260 lines
8.5 KiB
GDScript
extends CanvasLayer
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const WATER_SURFACE_Y: float = 60.0
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@onready var _oxygen_bar: ProgressBar = %OxygenBar
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@onready var _health_bar: ProgressBar = %HealthBar
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@onready var _hunger_bar: ProgressBar = %HungerBar
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var _dolphin: Node3D = null
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var _world_seed: int = 12345
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var _info_panel: PanelContainer = null
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var _depth_label: Label = null
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var _biome_label: Label = null
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var _compass_label: Label = null
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var _xp_panel: PanelContainer = null
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var _xp_bar: ProgressBar = null
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var _xp_label: Label = null
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var _level_banner: Label = null
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var _level_banner_timer: float = 0.0
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var _biome_cache_pos: Vector3 = Vector3(99999, 99999, 99999)
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var _biome_cached_name: String = ""
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func _ready() -> void:
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_style_bar(_oxygen_bar, Color(0.31, 0.76, 0.97))
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_style_bar(_health_bar, Color(0.91, 0.30, 0.24))
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_style_bar(_hunger_bar, Color(0.95, 0.61, 0.07))
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_build_info_panel()
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_build_xp_panel()
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_build_level_banner()
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if Engine.has_singleton("PlayerProgress") or has_node("/root/PlayerProgress"):
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var pp: Node = get_node_or_null("/root/PlayerProgress")
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if pp != null:
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pp.xp_changed.connect(_on_xp_changed)
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pp.level_up.connect(_on_level_up)
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_on_xp_changed(pp.current_xp, pp.xp_for_next(), pp.level)
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func _build_info_panel() -> void:
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_info_panel = PanelContainer.new()
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_info_panel.anchor_left = 1.0
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_info_panel.anchor_right = 1.0
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_info_panel.anchor_top = 0.0
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_info_panel.anchor_bottom = 0.0
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_info_panel.offset_left = -220.0
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_info_panel.offset_top = 16.0
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_info_panel.offset_right = -16.0
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_info_panel.offset_bottom = 112.0
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var style := StyleBoxFlat.new()
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style.bg_color = Color(0.05, 0.05, 0.05, 0.7)
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style.corner_radius_top_left = 10
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style.corner_radius_top_right = 10
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style.corner_radius_bottom_left = 10
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style.corner_radius_bottom_right = 10
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_info_panel.add_theme_stylebox_override("panel", style)
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var vbox := VBoxContainer.new()
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vbox.add_theme_constant_override("separation", 4)
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_info_panel.add_child(vbox)
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_compass_label = Label.new()
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_compass_label.text = "⬆ N"
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_compass_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
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_compass_label.add_theme_font_size_override("font_size", 20)
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_compass_label.add_theme_color_override("font_color", Color(0.85, 0.95, 1.0))
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vbox.add_child(_compass_label)
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_depth_label = Label.new()
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_depth_label.text = "Prof. 0 m"
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_depth_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
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_depth_label.add_theme_font_size_override("font_size", 14)
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_depth_label.add_theme_color_override("font_color", Color(0.70, 0.88, 1.0))
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vbox.add_child(_depth_label)
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_biome_label = Label.new()
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_biome_label.text = "Biome : —"
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_biome_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
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_biome_label.add_theme_font_size_override("font_size", 14)
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_biome_label.add_theme_color_override("font_color", Color(0.85, 0.95, 0.75))
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vbox.add_child(_biome_label)
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add_child(_info_panel)
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func _build_xp_panel() -> void:
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_xp_panel = PanelContainer.new()
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_xp_panel.anchor_left = 0.5
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_xp_panel.anchor_right = 0.5
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_xp_panel.anchor_top = 1.0
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_xp_panel.anchor_bottom = 1.0
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_xp_panel.offset_left = -180.0
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_xp_panel.offset_right = 180.0
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_xp_panel.offset_top = -78.0
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_xp_panel.offset_bottom = -68.0
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var style := StyleBoxFlat.new()
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style.bg_color = Color(0.03, 0.05, 0.09, 0.75)
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style.set_corner_radius_all(6)
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style.border_color = Color(1.0, 0.84, 0.2, 0.55)
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style.set_border_width_all(1)
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_xp_panel.add_theme_stylebox_override("panel", style)
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var vbox := VBoxContainer.new()
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vbox.add_theme_constant_override("separation", 0)
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_xp_panel.add_child(vbox)
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_xp_label = Label.new()
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_xp_label.text = "Niv. 1 — 0 / 50"
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_xp_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
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_xp_label.add_theme_font_size_override("font_size", 11)
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_xp_label.add_theme_color_override("font_color", Color(1.0, 0.9, 0.4))
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vbox.add_child(_xp_label)
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_xp_bar = ProgressBar.new()
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_xp_bar.custom_minimum_size = Vector2(340, 6)
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_xp_bar.max_value = 50.0
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_xp_bar.value = 0.0
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_xp_bar.show_percentage = false
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var fill := StyleBoxFlat.new()
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fill.bg_color = Color(1.0, 0.82, 0.25)
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fill.set_corner_radius_all(3)
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_xp_bar.add_theme_stylebox_override("fill", fill)
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var bg := StyleBoxFlat.new()
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bg.bg_color = Color(0.08, 0.08, 0.10, 0.8)
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bg.set_corner_radius_all(3)
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_xp_bar.add_theme_stylebox_override("background", bg)
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vbox.add_child(_xp_bar)
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add_child(_xp_panel)
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func _build_level_banner() -> void:
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_level_banner = Label.new()
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_level_banner.anchor_left = 0.5
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_level_banner.anchor_right = 0.5
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_level_banner.anchor_top = 0.25
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_level_banner.anchor_bottom = 0.25
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_level_banner.offset_left = -200.0
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_level_banner.offset_right = 200.0
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_level_banner.offset_top = -28.0
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_level_banner.offset_bottom = 28.0
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_level_banner.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
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_level_banner.vertical_alignment = VERTICAL_ALIGNMENT_CENTER
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_level_banner.add_theme_font_size_override("font_size", 40)
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_level_banner.add_theme_color_override("font_color", Color(1.0, 0.95, 0.45))
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_level_banner.add_theme_color_override("font_outline_color", Color(0, 0, 0, 0.9))
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_level_banner.add_theme_constant_override("outline_size", 6)
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_level_banner.modulate.a = 0.0
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add_child(_level_banner)
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func _on_xp_changed(current_xp: int, xp_for_next: int, level: int) -> void:
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if _xp_bar == null or _xp_label == null:
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return
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_xp_bar.max_value = float(xp_for_next)
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_xp_bar.value = float(current_xp)
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_xp_label.text = "Niv. %d — %d / %d" % [level, current_xp, xp_for_next]
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func _on_level_up(new_level: int) -> void:
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if _level_banner == null:
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return
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_level_banner.text = "⬆ NIVEAU %d" % new_level
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_level_banner.modulate.a = 1.0
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_level_banner_timer = 2.2
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var am: Node = get_node_or_null("/root/AudioManager")
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if am != null and is_instance_valid(_dolphin):
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if am.has_method("play_bubble_sfx"):
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am.call("play_bubble_sfx", _dolphin.global_position)
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func _style_bar(bar: ProgressBar, color: Color) -> void:
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var style := StyleBoxFlat.new()
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style.bg_color = color
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style.corner_radius_top_left = 4
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style.corner_radius_top_right = 4
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style.corner_radius_bottom_left = 4
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style.corner_radius_bottom_right = 4
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bar.add_theme_stylebox_override("fill", style)
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var bg_style := StyleBoxFlat.new()
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bg_style.bg_color = Color(0.1, 0.1, 0.1, 0.6)
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bg_style.corner_radius_top_left = 4
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bg_style.corner_radius_top_right = 4
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bg_style.corner_radius_bottom_left = 4
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bg_style.corner_radius_bottom_right = 4
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bar.add_theme_stylebox_override("background", bg_style)
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func connect_to_dolphin(dolphin: CharacterBody3D) -> void:
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dolphin.stats_changed.connect(_on_stats_changed)
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_dolphin = dolphin
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var main: Node = get_tree().get_first_node_in_group("main")
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if main != null:
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var cm: Node = main.get_node_or_null("World/ChunkManager")
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if cm != null and cm.get("world_seed") != null:
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_world_seed = cm.world_seed
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func _on_stats_changed(oxygen: float, hp: float, hunger: float) -> void:
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_oxygen_bar.value = oxygen
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_health_bar.value = hp
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_hunger_bar.value = hunger
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func _process(delta: float) -> void:
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if _level_banner_timer > 0.0:
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_level_banner_timer -= delta
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if _level_banner != null:
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var a: float = clampf(_level_banner_timer / 0.6, 0.0, 1.0)
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_level_banner.modulate.a = a
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_level_banner.scale = Vector2.ONE * (1.0 + (1.0 - a) * 0.2)
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if not is_instance_valid(_dolphin):
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return
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var depth_m: int = int(round(WATER_SURFACE_Y - _dolphin.global_position.y))
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if _depth_label != null:
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_depth_label.text = "Prof. %d m" % depth_m
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if depth_m > 0:
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var pp: Node = get_node_or_null("/root/PlayerProgress")
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if pp != null and pp.has_method("note_depth"):
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pp.call("note_depth", depth_m)
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if _compass_label != null:
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_compass_label.text = _compass_text(_dolphin.rotation.y)
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if _biome_label != null:
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_update_biome_label()
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func _compass_text(yaw: float) -> String:
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# Player forward is -Z when yaw=0 → North. Yaw rotates counterclockwise in Godot.
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# Convert yaw to a heading [0, 360) where 0 = North, 90 = East.
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var heading: float = rad_to_deg(-yaw)
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heading = fposmod(heading, 360.0)
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var labels: PackedStringArray = PackedStringArray(["N", "NE", "E", "SE", "S", "SO", "O", "NO"])
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var arrows: PackedStringArray = PackedStringArray([
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"⬆", "⬈", "➡", "⬊", "⬇", "⬋", "⬅", "⬉"
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])
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var idx: int = int(round(heading / 45.0)) % 8
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return "%s %s" % [arrows[idx], labels[idx]]
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func _update_biome_label() -> void:
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var pos: Vector3 = _dolphin.global_position
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if pos.distance_to(_biome_cache_pos) < 4.0 and _biome_cached_name != "":
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_biome_label.text = "Biome : %s" % _biome_cached_name
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return
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_biome_cache_pos = pos
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_biome_cached_name = WorldGenerator.biome_name_at(pos.x, pos.z, pos.y, _world_seed)
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_biome_label.text = "Biome : %s" % _biome_cached_name
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