Removes boss bar and updates hivemind

This commit is contained in:
2026-03-10 09:35:03 -04:00
parent 3684517d1b
commit b1f453bb27
5 changed files with 85 additions and 85 deletions
+75 -74
View File
@@ -27,11 +27,11 @@ const HEART_SPACING := 52 # px between heart centers
const ORIGIN := Vector2(32, 32) # center of first heart (screen px)
# ---------------------------------------------------------------------------
# Boss bar
# DEPRECATED — Boss bar (commented out)
# ---------------------------------------------------------------------------
const BOSS_BAR_W := 400.0
const BOSS_BAR_H := 18.0
const BOSS_BAR_POS := Vector2(280.0, 510.0) # bottom center (960×540 viewport)
#const BOSS_BAR_W := 400.0
#const BOSS_BAR_H := 18.0
#const BOSS_BAR_POS := Vector2(760.0, 1040.0) # bottom center (1920×1080 viewport)
# ---------------------------------------------------------------------------
# State
@@ -40,11 +40,11 @@ const BOSS_BAR_POS := Vector2(280.0, 510.0) # bottom center (960×540 viewport
var _slots: Array = []
var _credits_label: Label
# Boss bar nodes (null when not active)
var _boss_bar_root: Node2D = null
var _boss_bar_fill: Polygon2D = null
var _boss_bar_label: Label = null
var _boss_max_hp: float = 1.0
# DEPRECATED — Boss bar nodes (commented out)
#var _boss_bar_root: Node2D = null
#var _boss_bar_fill: Polygon2D = null
#var _boss_bar_label: Label = null
#var _boss_max_hp: float = 1.0
# ---------------------------------------------------------------------------
# Boot
@@ -52,8 +52,9 @@ var _boss_max_hp: float = 1.0
func _ready() -> void:
EventBus.player_health_changed.connect(_on_health_changed)
EventBus.credits_changed.connect(_on_credits_changed)
EventBus.boss_health_changed.connect(_on_boss_health_changed)
EventBus.boss_died.connect(_on_boss_died)
# DEPRECATED — Boss bar signal connections (commented out)
#EventBus.boss_health_changed.connect(_on_boss_health_changed)
#EventBus.boss_died.connect(_on_boss_died)
_build_credits_label()
# Initialise once the scene is fully set up
call_deferred("_init_from_player")
@@ -139,67 +140,67 @@ func _on_health_changed(current_hp: float, max_hp: float) -> void:
_update_display(current_hp)
# ---------------------------------------------------------------------------
# Boss health bar
# DEPRECATED — Boss health bar (commented out)
# ---------------------------------------------------------------------------
var _boss_name: String = ""
func _on_boss_health_changed(current_hp: float, max_hp: float, boss_name: String) -> void:
if _boss_bar_root == null:
_build_boss_bar(max_hp, boss_name)
elif _boss_name != boss_name:
# Different boss, update label
_boss_name = boss_name
if _boss_bar_label != null:
_boss_bar_label.text = boss_name
_boss_max_hp = max_hp
_update_boss_bar(current_hp)
func _on_boss_died() -> void:
if _boss_bar_root != null:
_boss_bar_root.queue_free()
_boss_bar_root = null
_boss_bar_fill = null
_boss_bar_label = null
_boss_name = ""
func _build_boss_bar(max_hp: float, boss_name: String) -> void:
_boss_max_hp = max_hp
_boss_name = boss_name
_boss_bar_root = Node2D.new()
_boss_bar_root.position = BOSS_BAR_POS
add_child(_boss_bar_root)
# Name label
_boss_bar_label = Label.new()
_boss_bar_label.text = boss_name
_boss_bar_label.position = Vector2(0, -22)
_boss_bar_root.add_child(_boss_bar_label)
# Background
var bg := Polygon2D.new()
bg.polygon = PackedVector2Array([
Vector2(0, 0), Vector2(BOSS_BAR_W, 0),
Vector2(BOSS_BAR_W, BOSS_BAR_H), Vector2(0, BOSS_BAR_H),
])
bg.color = Color(0.15, 0.05, 0.05)
_boss_bar_root.add_child(bg)
# Fill
_boss_bar_fill = Polygon2D.new()
_boss_bar_fill.polygon = PackedVector2Array([
Vector2(0, 0), Vector2(BOSS_BAR_W, 0),
Vector2(BOSS_BAR_W, BOSS_BAR_H), Vector2(0, BOSS_BAR_H),
])
_boss_bar_fill.color = Color(0.85, 0.1, 0.1)
_boss_bar_root.add_child(_boss_bar_fill)
func _update_boss_bar(current_hp: float) -> void:
if _boss_bar_fill == null:
return
var pct := clampf(current_hp / _boss_max_hp, 0.0, 1.0)
var w := BOSS_BAR_W * pct
_boss_bar_fill.polygon = PackedVector2Array([
Vector2(0, 0), Vector2(w, 0),
Vector2(w, BOSS_BAR_H), Vector2(0, BOSS_BAR_H),
])
#var _boss_name: String = ""
#
#func _on_boss_health_changed(current_hp: float, max_hp: float, boss_name: String) -> void:
# if _boss_bar_root == null:
# _build_boss_bar(max_hp, boss_name)
# elif _boss_name != boss_name:
# # Different boss, update label
# _boss_name = boss_name
# if _boss_bar_label != null:
# _boss_bar_label.text = boss_name
# _boss_max_hp = max_hp
# _update_boss_bar(current_hp)
#
#func _on_boss_died() -> void:
# if _boss_bar_root != null:
# _boss_bar_root.queue_free()
# _boss_bar_root = null
# _boss_bar_fill = null
# _boss_bar_label = null
# _boss_name = ""
#
#func _build_boss_bar(max_hp: float, boss_name: String) -> void:
# _boss_max_hp = max_hp
# _boss_name = boss_name
#
# _boss_bar_root = Node2D.new()
# _boss_bar_root.position = BOSS_BAR_POS
# add_child(_boss_bar_root)
#
# # Name label
# _boss_bar_label = Label.new()
# _boss_bar_label.text = boss_name
# _boss_bar_label.position = Vector2(0, -22)
# _boss_bar_root.add_child(_boss_bar_label)
#
# # Background
# var bg := Polygon2D.new()
# bg.polygon = PackedVector2Array([
# Vector2(0, 0), Vector2(BOSS_BAR_W, 0),
# Vector2(BOSS_BAR_W, BOSS_BAR_H), Vector2(0, BOSS_BAR_H),
# ])
# bg.color = Color(0.15, 0.05, 0.05)
# _boss_bar_root.add_child(bg)
#
# # Fill
# _boss_bar_fill = Polygon2D.new()
# _boss_bar_fill.polygon = PackedVector2Array([
# Vector2(0, 0), Vector2(BOSS_BAR_W, 0),
# Vector2(BOSS_BAR_W, BOSS_BAR_H), Vector2(0, BOSS_BAR_H),
# ])
# _boss_bar_fill.color = Color(0.85, 0.1, 0.1)
# _boss_bar_root.add_child(_boss_bar_fill)
#
#func _update_boss_bar(current_hp: float) -> void:
# if _boss_bar_fill == null:
# return
# var pct := clampf(current_hp / _boss_max_hp, 0.0, 1.0)
# var w := BOSS_BAR_W * pct
# _boss_bar_fill.polygon = PackedVector2Array([
# Vector2(0, 0), Vector2(w, 0),
# Vector2(w, BOSS_BAR_H), Vector2(0, BOSS_BAR_H),
# ])