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6 commits

16 changed files with 368 additions and 4 deletions

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@ -15,6 +15,10 @@ run/main_scene="uid://bj4fytc3sy482"
config/features=PackedStringArray("4.7", "Forward Plus") config/features=PackedStringArray("4.7", "Forward Plus")
config/icon="res://icon.svg" config/icon="res://icon.svg"
[autoload]
EventBus="*uid://bv56i5pud2p3x"
[display] [display]
window/size/viewport_width=208 window/size/viewport_width=208

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@ -10,7 +10,7 @@ bullet_scene = ExtResource("1_lcw6o")
damage = 2 damage = 2
speed = 500 speed = 500
spacing = 25.0 spacing = 25.0
origin = -12 origin = -15
horizontal_offset = 10.0 horizontal_offset = 10.0
stagger_offset = 0.35 stagger_offset = 0.35
metadata/_custom_type_script = "uid://7n1itonn35fm" metadata/_custom_type_script = "uid://7n1itonn35fm"

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@ -0,0 +1,39 @@
[gd_scene format=3 uid="uid://c3scm07fgpkcp"]
[ext_resource type="Script" uid="uid://3a0cypjsx5cq" path="res://scripts/notification_display.gd" id="1"]
[ext_resource type="Texture2D" uid="uid://dtggedl0127vk" path="res://graphics/stock.png" id="2_nqp5d"]
[node name="NotificationDisplay" type="Control" unique_id=1 node_paths=PackedStringArray("icon", "label")]
layout_mode = 3
anchors_preset = 0
script = ExtResource("1")
icon = NodePath("HBoxContainer/Icon")
label = NodePath("HBoxContainer/Label")
[node name="HBoxContainer" type="HBoxContainer" parent="." unique_id=228546504]
layout_mode = 0
[node name="Icon" type="TextureRect" parent="HBoxContainer" unique_id=3]
custom_minimum_size = Vector2(16, 16)
custom_maximum_size = Vector2(16, 16)
propagate_maximum_size = true
layout_mode = 2
size_flags_horizontal = 0
texture = ExtResource("2_nqp5d")
stretch_mode = 1
[node name="Label" type="Label" parent="HBoxContainer" unique_id=4]
layout_mode = 2
size_flags_horizontal = 0
text = "Weapon name"
vertical_alignment = 1
uppercase = true
[node name="Background" type="ColorRect" parent="." unique_id=2]
z_index = -1
layout_mode = 0
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
color = Color(0.4117647, 0.4117647, 0.41568628, 1)

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@ -1,14 +1,20 @@
[gd_scene format=3 uid="uid://bj4fytc3sy482"] [gd_scene format=3 uid="uid://bj4fytc3sy482"]
[ext_resource type="PackedScene" uid="uid://14fhj8834pkq" path="res://scenes/ui.tscn" id="1_nnsk1"] [ext_resource type="PackedScene" uid="uid://14fhj8834pkq" path="res://scenes/ui.tscn" id="1_nnsk1"]
[ext_resource type="Script" uid="uid://boce4kgerpff2" path="res://scripts/notification_manager.gd" id="2_k0juu"]
[ext_resource type="Texture2D" uid="uid://b3dqvd23nbmrm" path="res://graphics/cloud layers.png" id="3_4wyf3"] [ext_resource type="Texture2D" uid="uid://b3dqvd23nbmrm" path="res://graphics/cloud layers.png" id="3_4wyf3"]
[ext_resource type="PackedScene" uid="uid://c3scm07fgpkcp" path="res://scenes/notification_display.tscn" id="3_71j4m"]
[ext_resource type="PackedScene" uid="uid://6wq3ynesnsha" path="res://scenes/player.tscn" id="3_k0juu"] [ext_resource type="PackedScene" uid="uid://6wq3ynesnsha" path="res://scenes/player.tscn" id="3_k0juu"]
[node name="World" type="Node2D" unique_id=1317852169] [node name="World" type="Node2D" unique_id=1317852169]
[node name="Level" type="Node2D" parent="." unique_id=934289771] [node name="UI" parent="." unique_id=480295610 instance=ExtResource("1_nnsk1")]
[node name="UI" parent="Level" unique_id=480295610 instance=ExtResource("1_nnsk1")] [node name="NotificationManager" type="Node" parent="UI" unique_id=1222543367]
script = ExtResource("2_k0juu")
notification_scene = ExtResource("3_71j4m")
[node name="Level" type="Node2D" parent="." unique_id=934289771]
[node name="Background" type="Node2D" parent="Level" unique_id=485120278] [node name="Background" type="Node2D" parent="Level" unique_id=485120278]
z_index = -1 z_index = -1

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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 @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 +1,158 @@
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
var _connector_line: Line2D = null
var _connector_visible: 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 = false # Disable movement for testing
# 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)
# Calculate target position
_update_position()
var target_pos = position
# Start 10px above destination, fully transparent
position.y = target_pos.y - 10.0
modulate.a = 0.0
# Pause following during fade-in so the tween isn't overridden by _process
_follow_player = false
# Fade in and slide into position with overshoot
var tween = create_tween().set_parallel()
tween.tween_property(self, "modulate:a", 1.0, 0.3)
var move_tween = tween.tween_property(self, "position:y", target_pos.y, 0.3)
move_tween.set_trans(Tween.TRANS_ELASTIC).set_ease(Tween.EASE_OUT)
# Wait for fade-in to finish, then resume following
await tween.finished
_follow_player = true
# Create connector line from notification to player origin
_connector_line = Line2D.new()
_connector_line.default_color = Color.WHITE
_connector_line.width = 1.0
add_child(_connector_line)
_connector_visible = true
# Stay fully visible for a moment before fading
await get_tree().create_timer(0.5).timeout
# Record current position as the fade-out starting point
await get_tree().process_frame
var fade_start_y = position.y
# Fade out and drift downward with steady acceleration
_follow_player = false
var fade_out = create_tween().set_parallel()
fade_out.tween_property(self, "modulate:a", 0.0, .35)
var drift = fade_out.tween_property(self, "position:y", fade_start_y + 7, .3)
drift.set_trans(Tween.TRANS_QUAD).set_ease(Tween.EASE_IN)
await fade_out.finished
queue_free()
func _process(_delta: float) -> void:
if _follow_player and _player:
_update_position()
if _connector_visible and _player:
_update_connector()
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 _update_connector() -> void:
if _connector_line == null or _player == null:
return
# Icon position in the notification's local space
var icon_pos = _container.position + icon.position
var icon_mid_y = icon_pos.y + icon.size.y / 2.0
# Point 0: edge of the container closest to the icon, at icon's vertical midpoint
var point0: Vector2
var direction: float
if _container.get_child(0) == icon:
# Icon on the left (not flipped) — container's left edge, line goes left toward player
point0 = Vector2(_container.position.x, icon_mid_y)
direction = -1.0
else:
# Icon on the right (flipped) — container's right edge, line goes right toward player
point0 = Vector2(_container.position.x + _container.size.x, icon_mid_y)
direction = 1.0
# Point 1: 8px straight from point 0 toward the player
const SEGMENT_ORIGIN: float = 8.0 # length of initial segment from origin
var point1 = Vector2(point0.x + SEGMENT_ORIGIN * direction, icon_mid_y)
# Point 2: player's origin + ENDPOINT_OFFSET, converted to notification's local space
const ENDPOINT_OFFSET = Vector2(4, 7) # offset from player's origin to connector endpoint
var target = _player.position + Vector2(+ENDPOINT_OFFSET.x, _origin_offset + ENDPOINT_OFFSET.y)
var point2 = target - position
_connector_line.points = PackedVector2Array([point0, point1, point2])

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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 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: func get_bullet_scene() -> PackedScene:
return weapon_data.bullet_scene if weapon_data else null 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 _current_weapon_index = i
weapon_data = available_weapons[i] weapon_data = available_weapons[i]
print("Switched to: ", name) print("Switched to: ", name)
_emit_weapon_changed()
return true return true
return false 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() _current_weapon_index = (_current_weapon_index + 1) % available_weapons.size()
weapon_data = available_weapons[_current_weapon_index] weapon_data = available_weapons[_current_weapon_index]
print("Switched to: ", weapon_data.shot_name) print("Switched to: ", weapon_data.shot_name)
_emit_weapon_changed()