TowerDefense/UI/gui.gd

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GDScript3
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@tool
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extends Control
const BUTTON_QTY = 4
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const guiButton : PackedScene = preload("res://UI/gui_button.tscn")
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@onready var buttonContainer : GridContainer = %ButtonContainer
@onready var cubeIntegrity : ProgressBar = %CubeIntegrity
@onready var cubeBtn : GuiButton = %CubeBtn
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func _ready() -> void:
EventBus.team_in_rest_changed.connect(func(count): %LabelTowerInCube.text = "Zzz : %d" % count)
EventBus.team_in_action_changed.connect(func(count): %LabelTowerOnTerrain.text = " In action : %d" % count)
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EventBus.wave_has_change.connect(onWaveChange)
EventBus.cube_selected.connect(cubeBtn.set_pressed_no_signal.bind(true))
EventBus.tower_selected.connect(func(_type): cubeBtn.set_pressed_no_signal(false))
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Game.allowed_tower_has_change.connect(addTowerButtonNodes)
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Game.cube_integrity_changed.connect(func(): cubeIntegrity.value = Game.health)
cubeIntegrity.max_value = Game.max_health
cubeIntegrity.value = Game.health
Game.money_changed.connect(func(): %LabelMoney.text = "%d" % Game.money)
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%NextWaveBtn.pressed.connect(EventBus.lauch_next_wave.emit)
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%QuitLevelBtn.pressed.connect(Helper.showConfirmPopup.bind("Quit level ?", self, Game.quitLevel))
%QuitGameBtn.pressed.connect(Helper.showConfirmPopup.bind("Quit game ?", self, Game.quitGame))
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cubeBtn.toggled.connect(onCubeBtnPressed)
$InfoPanel.visible = false
$InfoPanel.mouse_entered.connect(onMouseEnteredGui)
$InfoPanel.mouse_exited.connect(onMouseExitedGui)
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$TowerButtonPanel.mouse_entered.connect(onMouseEnteredGui)
$TowerButtonPanel.mouse_exited.connect(onMouseExitedGui)
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if Engine.is_editor_hint():
var allowedTowers : Array[Tower.TYPE]
allowedTowers.assign(Tower.TYPE.values().filter(func(v): return v))
Game.initTowers(allowedTowers)
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func onCubeBtnPressed(state : bool) -> void:
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EventBus.tower_selected.emit(Tower.TYPE.NONE)
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if state:
EventBus.cube_selected.emit()
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func onWaveChange(waveNumber : int, timeRemaining : float) -> void:
%WaveNumber.text = "Wave N°%d" % waveNumber
updateWaveCooldownLabel(timeRemaining)
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func updateWaveCooldownLabel(waveCooldown : float) -> void:
const tickDuration : float = .1
$WaveCooldown.visible = true
while waveCooldown > 0:
if waveCooldown > 5:
$WaveCooldown.text = "\n\nNext wave : %3.0f" % waveCooldown
else:
$WaveCooldown.text = "\n\nNext wave : %3.1f" % waveCooldown
waveCooldown -= tickDuration
await get_tree().create_timer(tickDuration).timeout
$WaveCooldown.visible = false
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func addTowerButtonNodes() -> void:
for node in buttonContainer.get_children():
if node.has_meta("dynamicButton"):
node.queue_free()
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for towerType in Game.towers.keys() :
createTowerButton(towerType)
for i in BUTTON_QTY - (buttonContainer.get_children().size() % BUTTON_QTY):
createTowerButton(Tower.TYPE.NONE)
func createTowerButton(towerType : Tower.TYPE) -> void:
var btn : GuiButton = guiButton.instantiate()
btn.set_meta("dynamicButton", true)
if towerType:
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btn.tower = Game.towers.get(towerType)
else:
btn.disabled = true
buttonContainer.add_child(btn)
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func onMouseEnteredGui() -> void:
EventBus.mouse_entered_gui.emit()
func onMouseExitedGui() -> void:
EventBus.mouse_exited_gui.emit()