Add health bar to remote players
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@ -5,7 +5,34 @@
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[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_1cgct"]
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[node name="player" type="RemotePlayer" unique_id=845968872 node_paths=PackedStringArray("soldier_mesh", "collider", "effects", "spectator_camera", "camera_origin", "name_label")]
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[sub_resource type="ViewportTexture" id="ViewportTexture_1cgct"]
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viewport_path = NodePath("health_bar_sprite/health_bar_viewport")
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[sub_resource type="Curve" id="Curve_yli5f"]
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_data = [Vector2(0, 1), 0.0, 0.0, 0, 0, Vector2(1, 1), 0.0, 0.0, 0, 0]
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point_count = 2
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[sub_resource type="CurveTexture" id="CurveTexture_3g557"]
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width = 70
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curve = SubResource("Curve_yli5f")
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[sub_resource type="Curve" id="Curve_dmbod"]
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_data = [Vector2(0, 1), 0.0, 0.0, 0, 0, Vector2(1, 1), 0.0, 0.0, 0, 0]
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point_count = 2
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[sub_resource type="CurveTexture" id="CurveTexture_1cgct"]
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width = 70
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curve = SubResource("Curve_dmbod")
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[sub_resource type="Curve" id="Curve_qn18y"]
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_data = [Vector2(0, 1), 0.0, 0.0, 0, 0, Vector2(1, 1), 0.0, 0.0, 0, 0]
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point_count = 2
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[sub_resource type="CurveTexture" id="CurveTexture_840kl"]
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width = 70
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curve = SubResource("Curve_qn18y")
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[node name="player" type="RemotePlayer" unique_id=845968872 node_paths=PackedStringArray("soldier_mesh", "collider", "effects", "spectator_camera", "camera_origin", "name_label", "health_bar", "health_bar_sprite")]
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move_speed = 5.0
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soldier_mesh = NodePath("soldier_m")
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collider = NodePath("collision_shape_3d")
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@ -14,6 +41,8 @@ health = 100
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spectator_camera = NodePath("spectate_root/spectate_camera")
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camera_origin = NodePath("camera_origin")
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name_label = NodePath("name_label")
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health_bar = NodePath("health_bar_sprite/health_bar_viewport/health_bar")
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health_bar_sprite = NodePath("health_bar_sprite")
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collision_layer = 2
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collision_mask = 4
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@ -42,3 +71,27 @@ pixel_size = 0.002
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billboard = 1
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text = "asd"
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font_size = 64
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[node name="health_bar_sprite" type="Sprite3D" parent="." unique_id=1478315510]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 2.1606798, 0)
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billboard = 1
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texture = SubResource("ViewportTexture_1cgct")
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[node name="health_bar_viewport" type="SubViewport" parent="health_bar_sprite" unique_id=1819065918]
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disable_3d = true
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transparent_bg = true
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size = Vector2i(70, 10)
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size_2d_override = Vector2i(70, 10)
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size_2d_override_stretch = true
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[node name="health_bar" type="TextureProgressBar" parent="health_bar_sprite/health_bar_viewport" unique_id=121411216]
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offset_right = 70.0
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offset_bottom = 1.0
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scale = Vector2(1, 5)
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value = 100.0
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texture_under = SubResource("CurveTexture_3g557")
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texture_over = SubResource("CurveTexture_1cgct")
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texture_progress = SubResource("CurveTexture_840kl")
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tint_under = Color(0, 0, 0, 0.3647059)
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tint_over = Color(1, 1, 1, 0)
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tint_progress = Color(0.5660922, 1.7688051e-06, 3.3691526e-07, 1)
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37
godot/scenes/ui/health_bar.tscn
Normal file
37
godot/scenes/ui/health_bar.tscn
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@ -0,0 +1,37 @@
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[gd_scene format=3 uid="uid://bxudpgjj5q0o2"]
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[sub_resource type="Curve" id="Curve_yli5f"]
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_data = [Vector2(0, 1), 0.0, 0.0, 0, 0, Vector2(1, 1), 0.0, 0.0, 0, 0]
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point_count = 2
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[sub_resource type="CurveTexture" id="CurveTexture_3g557"]
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width = 70
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curve = SubResource("Curve_yli5f")
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[sub_resource type="Curve" id="Curve_dmbod"]
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_data = [Vector2(0, 1), 0.0, 0.0, 0, 0, Vector2(1, 1), 0.0, 0.0, 0, 0]
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point_count = 2
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[sub_resource type="CurveTexture" id="CurveTexture_1cgct"]
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width = 70
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curve = SubResource("Curve_dmbod")
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[sub_resource type="Curve" id="Curve_qn18y"]
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_data = [Vector2(0, 1), 0.0, 0.0, 0, 0, Vector2(1, 1), 0.0, 0.0, 0, 0]
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point_count = 2
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[sub_resource type="CurveTexture" id="CurveTexture_840kl"]
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width = 70
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curve = SubResource("Curve_qn18y")
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[node name="texture_progress_bar" type="TextureProgressBar" unique_id=121411216]
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offset_right = 70.0
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offset_bottom = 1.0
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scale = Vector2(1, 5)
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value = 50.0
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texture_under = SubResource("CurveTexture_3g557")
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texture_over = SubResource("CurveTexture_1cgct")
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texture_progress = SubResource("CurveTexture_840kl")
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tint_under = Color(0, 0, 0, 0.3647059)
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tint_over = Color(1, 1, 1, 0)
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tint_progress = Color(0.5660922, 1.7688051e-06, 3.3691526e-07, 1)
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@ -3,7 +3,8 @@ use std::{f32::consts::PI, ops::Neg};
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use godot::{
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classes::{
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Button, Camera3D, CharacterBody3D, CollisionShape3D, ICharacterBody3D, Input, InputEvent,
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InputEventMouseMotion, Label, Label3D, Panel, PanelContainer, input::MouseMode,
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InputEventMouseMotion, Label, Label3D, Panel, PanelContainer, Sprite3D, TextureProgressBar,
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input::MouseMode,
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},
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obj::WithBaseField,
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prelude::*,
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@ -789,6 +790,10 @@ pub struct RemotePlayer {
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camera_origin: Option<Gd<Node3D>>,
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#[export]
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name_label: Option<Gd<Label3D>>,
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#[export]
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health_bar: Option<Gd<TextureProgressBar>>,
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#[export]
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health_bar_sprite: Option<Gd<Sprite3D>>,
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pub player_id: Option<u16>,
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@ -899,6 +904,10 @@ impl IPlayer for RemotePlayer {
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s.kill(source);
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}
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}
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if let Some(health_bar) = &mut s.health_bar {
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let value = (s.health as f64 / 100.).clamp(0., 1.) * 100.;
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health_bar.set_value(value);
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}
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});
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}
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@ -927,6 +936,9 @@ impl IPlayer for RemotePlayer {
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if let Some(mut name) = self.name_label.take() {
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name.queue_free();
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}
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if let Some(healthbar_sprit) = &mut self.health_bar_sprite {
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healthbar_sprit.set_visible(false);
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}
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self.is_dead = true;
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}
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