Files
Embodiment/GUI/HUD.gd

76 lines
1.9 KiB
GDScript

extends CanvasLayer
signal add_currency(amount)
func _on_Add_Currency_pressed() -> void:
emit_signal('add_currency', 1)
return
func update_currency(amount: int) -> void:
$Currency.set_text(String(amount))
return
func update_health(value: int) -> void:
$'Health Bar'.value = value
return
func _on_weapon_slot_pressed() -> void:
$'Weapon Selection'.set_visible(not $'Weapon Selection'.visible)
return
func _on_select_bow_pressed() -> void:
$'Weapon Selection/Bow'.set_visible(false)
$'Equipped Weapon/Weapon'.set_normal_texture(
$'Weapon Selection/Bow/Weapon'.get_normal_texture())
$'Weapon Selection/Javelin'.set_visible(true)
$'Weapon Selection/Staff'.set_visible(true)
$'Weapon Selection/Sword'.set_visible(true)
$'Weapon Selection'.set_visible(false)
return
func _on_select_javelin_pressed() -> void:
$'Weapon Selection/Javelin'.set_visible(false)
$'Equipped Weapon/Weapon'.set_normal_texture(
$'Weapon Selection/Javelin/Weapon'.get_normal_texture())
$'Weapon Selection/Bow'.set_visible(true)
$'Weapon Selection/Staff'.set_visible(true)
$'Weapon Selection/Sword'.set_visible(true)
$'Weapon Selection'.set_visible(false)
return
func _on_select_staff_pressed() -> void:
$'Weapon Selection/Staff'.set_visible(false)
$'Equipped Weapon/Weapon'.set_normal_texture(
$'Weapon Selection/Staff/Weapon'.get_normal_texture())
$'Weapon Selection/Bow'.set_visible(true)
$'Weapon Selection/Javelin'.set_visible(true)
$'Weapon Selection/Sword'.set_visible(true)
$'Weapon Selection'.set_visible(false)
return
func _on_select_sword_pressed() -> void:
$'Weapon Selection/Sword'.set_visible(false)
$'Equipped Weapon/Weapon'.set_normal_texture(
$'Weapon Selection/Sword/Weapon'.get_normal_texture())
$'Weapon Selection/Bow'.set_visible(true)
$'Weapon Selection/Javelin'.set_visible(true)
$'Weapon Selection/Staff'.set_visible(true)
$'Weapon Selection'.set_visible(false)
return