diff --git a/ui/death_screen/death_screen.gd b/ui/death_screen/death_screen.gd index 1119133..246b577 100644 --- a/ui/death_screen/death_screen.gd +++ b/ui/death_screen/death_screen.gd @@ -15,4 +15,4 @@ func _on_player_player_died() -> void: func _on_button_retry_pressed() -> void: Engine.time_scale = 1. Grid.reset() - get_tree().reload_current_scene() + get_tree().call_deferred("reload_current_scene") diff --git a/ui/healthbar/healthbar.gd b/ui/healthbar/healthbar.gd index 8a9f530..f59d15f 100644 --- a/ui/healthbar/healthbar.gd +++ b/ui/healthbar/healthbar.gd @@ -2,13 +2,8 @@ extends HBoxContainer @export var packedHeart : PackedScene; var current_max_hp = 0 -var current_health = 0 - -func _ready() -> void: - #for i in range(initial_health): - #add_child(packedHeart.instantiate()) - pass +# Set number of hearts to red corresponding to input health func set_health(health : int): var i = 0 for heart : Heart in get_children(): @@ -17,8 +12,8 @@ func set_health(health : int): heart.restore() else: heart.fade() - current_health = health +# Adjust the number of children to max HP func set_maxhealth(new_max_hp : int): if new_max_hp > current_max_hp: for i in range(new_max_hp - current_max_hp): @@ -28,16 +23,11 @@ func set_maxhealth(new_max_hp : int): for i in range(children.size()): if new_max_hp < i+1: children[i].queue_free() - current_health = min(current_health, current_max_hp) - else: pass - current_max_hp = new_max_hp - set_health(current_max_hp) - +# Update display on (max) HP changes for the player func _on_player_health_changed(new_health: int) -> void: set_health(new_health) - func _on_player_max_hp_changed(new_max_hp: int) -> void: set_maxhealth(new_max_hp) diff --git a/ui/item_ui/item_ui.gd b/ui/item_ui/item_ui.gd index 669477e..1bb7cad 100644 --- a/ui/item_ui/item_ui.gd +++ b/ui/item_ui/item_ui.gd @@ -3,6 +3,7 @@ extends MarginContainer @export var player : Player; @onready var timer : Timer = player.get_node("ActiveItemCooldown") +# Refresh icon and cooldown on active item change func _on_player_active_item_changed(newitem: ActiveItem) -> void: timer.stop() if(newitem != null): @@ -10,10 +11,9 @@ func _on_player_active_item_changed(newitem: ActiveItem) -> void: else: %ItemTexture.texture = null +# Display the cooldown progress func _process(_delta: float) -> void: - # visible = timer.time_left != 0; if not visible: return; - var percentage = timer.time_left / timer.wait_time; $CooldownOverlay.material.set_shader_parameter("percentage", percentage); diff --git a/ui/journal/journal.gd b/ui/journal/journal.gd index cc164c3..21a16a1 100644 --- a/ui/journal/journal.gd +++ b/ui/journal/journal.gd @@ -2,6 +2,7 @@ extends Control @onready var item_list : ItemList = $ItemList +# Add items from each pool to journal. TODO: Deal with multiplicities. func _ready() -> void: await get_tree().create_timer(0.3).timeout for item_scene in ItemSpawn.item_pool.common: