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 _ready() -> void: # Start fully transparent so the initial (0,0) position is invisible. # This runs during add_child() before any rendering occurs. modulate.a = 0.0 # 4px horizontal padding inside the background box _container.add_theme_constant_override("margin_left", 4) _container.add_theme_constant_override("margin_right", 4) func show_notification(weapon_name: String, player_node: Node2D, player_sprite_size: Vector2, origin_offset: float) -> void: modulate.a = 0.0 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 (already transparent from line 17) position.y = target_pos.y - 10.0 # Create connector line immediately so it fades in with the notification _connector_line = Line2D.new() _connector_line.default_color = Color(1.0, 1.0, 1.0, 0.0) _connector_line.width = 1.0 add_child(_connector_line) _connector_visible = true # Pause following during fade-in so the tween isn't overridden by _process _follow_player = false # Fade in notification and connector together, slide into position with overshoot var tween = create_tween().set_parallel() tween.tween_property(self, "modulate:a", 1.0, 0.3) tween.tween_property(_connector_line, "default_color: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 # 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])