pollen-not-included/ui/scripts/ui_component.gd
Dan 2a9e78b52e Refactor: Added explicit typing and void return types
- Introduced explicit typing to variables and functions across multiple scripts for better code clarity.
- Specified 'void' as the return type for functions that do not return a value.
- Removed redundant code in some scripts.
2024-05-15 10:42:16 +01:00

87 lines
2.4 KiB
GDScript

extends Control
class_name UIComponent
var update_interval : float = 1
var last_update : float = 0
@onready var nectar_bar : ProgressBar = get_node("%NectarBar")
@onready var help_text_container : VBoxContainer = get_node("%HelpTextContainer")
@onready var help_text_items : Array[Node] = help_text_container.get_children()
@onready var level_text_label : Label = get_node("%LevelText")
@onready var level_timer_label : Label = get_node("%LevelTimer")
@onready var par_text_label : Label = get_node("%ParText")
@onready var bee_counter : Label = get_node("%BeeCounter")
var disable_pause : bool = false
func _ready() -> void:
hide_help_text()
update_ui()
%PauseMenu.hide()
%PauseMenu.connect("resume_game", Callable(self, "unpause_game"))
%QuitButton.connect("pressed", Callable(self, "quit_game"))
%ResumeButton.connect("pressed", Callable(self, "unpause_game"))
bee_counter.hide()
func _process(delta : float) -> void:
last_update += delta
disable_pause = false # This is a mega hacky way to stop the game instantly repausing after unpausing
if last_update > update_interval:
last_update = 0
update_ui()
if GameState.level_complete:
update_ui()
level_timer_label.text = Str.seconds_to_hms(GameState.level_timer)
func _unhandled_input(event : InputEvent) -> void:
if event.is_action_pressed("ui_cancel"):
Log.pr("UIComponent: ui_cancel pressed")
if get_tree().paused == false && disable_pause == false:
Log.pr("Game is not paused, so pausing it...")
pause_game()
func update_ui() -> void:
nectar_bar.value = GameState.gathered_nectar
nectar_bar.max_value = GameState.required_nectar
bee_counter.text = "Bees: " + str(GameState.bees_available - GameState.dead_bees) + "/" + str(GameState.bees_available)
bee_counter.show()
func hide_help_text() -> void:
for item : Node in help_text_items:
item.hide()
func show_help_text(label: String) -> void:
hide_help_text()
for item : Node in help_text_items:
if item.name == label:
item.show()
func update_level_text(text: String) -> void:
level_text_label.text = text
func update_par_text(text: String) -> void:
par_text_label.text = text
func quit_game() -> void:
get_tree().paused = false
GameState.reset()
SceneMgr.load_scene("MAINMENU")
func pause_game() -> void:
get_tree().paused = true
%PauseMenu.show()
func unpause_game() -> void:
Log.pr("Pause Menu: Close button pressed")
disable_pause = true
%PauseMenu.hide()
get_tree().paused = false