facsimile-wing/scripts/notification_display.gd
2026-06-28 08:05:30 +01:00

170 lines
6 KiB
GDScript

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])