extends CanvasLayer const MiniMapScript = preload("res://scripts/ui/mini_map.gd") # --------------------------------------------------------------------------- # Heart geometry — two polygons per slot: background (dark) + fill (red) # --------------------------------------------------------------------------- # Full heart, centered at origin, ~40 wide x 36 tall var HEART_FULL := PackedVector2Array([ Vector2( 0, 18), Vector2(-15, 3), Vector2(-20, -6), Vector2(-15, -15), Vector2(-6, -18), Vector2(-2, -14), Vector2( 0, -11), Vector2( 2, -14), Vector2( 6, -18), Vector2(15, -15), Vector2( 20, -6), Vector2(15, 3), ]) # Left half only — used for the half-heart fill var HEART_HALF := PackedVector2Array([ Vector2( 0, 18), Vector2(-15, 3), Vector2(-20, -6), Vector2(-15, -15), Vector2(-6, -18), Vector2(-2, -14), Vector2( 0, -11), ]) const FULL_COLOR := Color(0.90, 0.10, 0.10) # bright red const EMPTY_COLOR := Color(0.18, 0.04, 0.04) # dark maroon (background) const HEART_SPACING := 52 # px between heart centers const ORIGIN := Vector2(32, 32) # center of first heart (screen px) # --------------------------------------------------------------------------- # State # --------------------------------------------------------------------------- # Each entry: { "bg": Polygon2D, "fill": Polygon2D } var _slots: Array = [] var _credits_label: Label var _mini_map: Control # --------------------------------------------------------------------------- # Boot # --------------------------------------------------------------------------- func _ready() -> void: EventBus.player_health_changed.connect(_on_health_changed) EventBus.credits_changed.connect(_on_credits_changed) EventBus.save_loaded.connect(_on_save_loaded) _build_credits_label() _build_mini_map() # Initialise once the scene is fully set up call_deferred("_init_from_player") func _init_from_player() -> void: var p = get_tree().get_first_node_in_group("player") if p: _rebuild(p.stats.max_health, p.stats.current_health) else: _rebuild(6.0, 6.0) # --------------------------------------------------------------------------- # Build / rebuild all heart slots # --------------------------------------------------------------------------- func _rebuild(max_hp: float, current_hp: float) -> void: for slot in _slots: slot["bg"].queue_free() slot["fill"].queue_free() _slots.clear() var num_hearts := int(max_hp / 2.0) for i in num_hearts: var center := ORIGIN + Vector2(i * HEART_SPACING, 0) # Background — always visible, shows the "empty" container var bg := Polygon2D.new() bg.polygon = HEART_FULL bg.color = EMPTY_COLOR bg.position = center add_child(bg) # Fill — overlaid on top; polygon shape changes per fill level var fill := Polygon2D.new() fill.polygon = HEART_FULL fill.color = FULL_COLOR fill.position = center add_child(fill) _slots.append({"bg": bg, "fill": fill}) _update_display(current_hp) # --------------------------------------------------------------------------- # Update fill polygons to reflect current health # --------------------------------------------------------------------------- func _update_display(current_hp: float) -> void: for i in _slots.size(): var fill: Polygon2D = _slots[i]["fill"] var hp_in_slot := current_hp - i * 2.0 if hp_in_slot >= 2.0: fill.polygon = HEART_FULL fill.visible = true elif hp_in_slot >= 1.0: fill.polygon = HEART_HALF fill.visible = true else: fill.visible = false # --------------------------------------------------------------------------- # Credits label # --------------------------------------------------------------------------- func _build_credits_label() -> void: _credits_label = Label.new() _credits_label.position = Vector2(16, 72) var amount := RunManager.run_credits if RunManager.run_active else UpgradeManager.wallet_credits _credits_label.text = "SCRAP: %d" % amount add_child(_credits_label) func _build_mini_map() -> void: _mini_map = Control.new() _mini_map.set_script(MiniMapScript) add_child(_mini_map) func _on_credits_changed(new_total: int) -> void: _credits_label.text = "SCRAP: %d" % new_total func _on_save_loaded() -> void: var amount := RunManager.run_credits if RunManager.run_active else UpgradeManager.wallet_credits _credits_label.text = "SCRAP: %d" % amount # --------------------------------------------------------------------------- # Signal handler # --------------------------------------------------------------------------- func _on_health_changed(current_hp: float, max_hp: float) -> void: var num_hearts := int(max_hp / 2.0) if num_hearts != _slots.size(): _rebuild(max_hp, current_hp) else: _update_display(current_hp)