Implemented basic notification system for weapons changing.

This commit is contained in:
Henry Faber 2026-06-21 17:55:47 +01:00
parent a6d137bf7a
commit 18dc548dd6
16 changed files with 300 additions and 2 deletions

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@ -2,5 +2,6 @@ extends Node
@warning_ignore_start("unused_signal") # since otherwise Godot will throw a warning that the signal is unused in current scope
signal weapon_changed(weapon_name: String, player_node: Node2D, player_sprite_size: Vector2, origin_offset: float)
@warning_ignore_restore("unused_signal") # put any future signals you add between the two ignore annotations
@warning_ignore_restore("unused_signal")

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@ -0,0 +1,89 @@
class_name NotificationDisplay extends Control
@export var icon: TextureRect
@export var label: Label
@onready var _container: HBoxContainer = $HBoxContainer
var _player: Node2D = null
var _sprite_size: Vector2 = Vector2.ZERO
var _origin_offset: float = 0.0
var _follow_player: bool = false
func show_notification(weapon_name: String, player_node: Node2D, player_sprite_size: Vector2, origin_offset: float) -> void:
label.add_theme_font_size_override("font_size", 8)
label.text = weapon_name
# Auto-load icon from graphics folder matching the weapon name
var icon_path = "res://graphics/" + weapon_name.to_lower() + ".png"
if ResourceLoader.exists(icon_path):
icon.texture = load(icon_path)
else:
icon.texture = null
_player = player_node
_player.tree_exiting.connect(queue_free)
_sprite_size = player_sprite_size
_origin_offset = origin_offset
_follow_player = true
# Wait one frame for layout to resolve shrink-to-fit widths
await get_tree().process_frame
# Use container's natural width, but fix height at 16px
size = Vector2(_container.size.x, 16.0)
# Position using origin offset for Y, to the right of player for X
_update_position()
modulate.a = 1.0
# Fade out and free
var tween = create_tween()
tween.tween_property(self, "modulate:a", 0.0, 2.0)
tween.tween_callback(_on_fade_complete)
func _process(_delta: float) -> void:
if _follow_player and _player:
_update_position()
func _update_position() -> void:
if _player == null:
return
var player_pos = _player.position
# Y position uses the weapon origin offset from player center
var notif_y = player_pos.y + _origin_offset - (size.y / 2.0)
# X position is 10px to the right of player's sprite edge
var right_edge = player_pos.x + (_sprite_size.x / 2.0)
var notif_x = right_edge + 10.0
var is_flipped = false
# Clamp to screen bounds — flip to left if it would go off-screen right
var viewport_size = get_viewport_rect().size
if notif_x + size.x > viewport_size.x:
is_flipped = true
var left_edge = player_pos.x - (_sprite_size.x / 2.0)
notif_x = left_edge - 10.0 - size.x
# Swap icon/label order so the icon is always closest to the player
if is_flipped:
_container.move_child(label, 0)
_container.move_child(icon, 1)
else:
_container.move_child(icon, 0)
_container.move_child(label, 1)
# Final clamp: ensure the entire notification is within screen bounds
notif_x = clamp(notif_x, 0, viewport_size.x - size.x)
notif_y = clamp(notif_y, 0, viewport_size.y - size.y)
position = Vector2(notif_x, notif_y)
func _on_fade_complete() -> void:
_follow_player = false
queue_free()

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@ -0,0 +1 @@
uid://3a0cypjsx5cq

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@ -0,0 +1,23 @@
class_name NotificationManager extends Node
@export var notification_scene: PackedScene
var _active_notification: NotificationDisplay = null
func _ready() -> void:
EventBus.weapon_changed.connect(_on_weapon_changed)
func _on_weapon_changed(weapon_name: String, player_node: Node2D, player_sprite_size: Vector2, origin_offset: float) -> void:
if notification_scene == null:
return
# Free any existing notification so the new one can fade in cleanly
if _active_notification:
_active_notification.queue_free()
_active_notification = null
var notification = notification_scene.instantiate()
add_child(notification)
_active_notification = notification
notification.show_notification(weapon_name, player_node, player_sprite_size, origin_offset)

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@ -0,0 +1 @@
uid://boce4kgerpff2

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@ -15,6 +15,13 @@ func _ready() -> void:
return
func _emit_weapon_changed() -> void:
var ship: Sprite2D = get_parent().get_node("Ship")
var sprite_size = ship.get_rect().size
var origin_offset = weapon_data.origin if weapon_data else 0.0
EventBus.weapon_changed.emit(weapon_data.shot_name, get_parent(), sprite_size, origin_offset)
func get_bullet_scene() -> PackedScene:
return weapon_data.bullet_scene if weapon_data else null
@ -27,6 +34,8 @@ func select_weapon_by_name(name: String) -> bool:
_current_weapon_index = i
weapon_data = available_weapons[i]
print("Switched to: ", name)
_emit_weapon_changed()
return true
return false
@ -39,3 +48,5 @@ func cycle_weapon() -> void: # Used for testing weapon cycling
_current_weapon_index = (_current_weapon_index + 1) % available_weapons.size()
weapon_data = available_weapons[_current_weapon_index]
print("Switched to: ", weapon_data.shot_name)
_emit_weapon_changed()