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# Hurry Curry! - a game about cooking
# Copyright (C) 2025 Hurry Curry! contributors
#
# This program is free software: you can redistribute it and/or modify
# it under the terms of the GNU Affero General Public License as published by
# the Free Software Foundation, version 3 of the License only.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU Affero General Public License for more details.
#
# You should have received a copy of the GNU Affero General Public License
# along with this program. If not, see <https://www.gnu.org/licenses/>.
#
class_name Overlay
extends PanelContainer
const LABEL_SCALE: Vector2 = Vector2(1.5, 1.5)
var failed: int = 0
var completed: int = 0
var points: int = 0
var time_target_scale := Vector2(1, 1)
@onready var failed_label: Label = $Score/Paper/Margin/Lines/Line2/Failed
@onready var completed_label: Label = $Score/Paper/Margin/Lines/Line1/Completed
@onready var points_label: Label = $Score/Paper/Margin/Lines/Line3/Points
@onready var minutes_label: Label = $Time/Paper/Node2D/Line/Minutes
@onready var seconds_label: Label = $Time/Paper/Node2D/Line/Seconds
@onready var announcement = get_node("../AnnounceTitle")
@onready var time_node_2d: Node2D = $Time/Paper/Node2D
@onready var game_time: Timer = $GameTime
@onready var warning_time: Timer = $WarningTime
@onready var pulsating_time: Timer = $Time/Paper/Node2D/Line/PulsatingTime
func update(failed_: int, completed_: int, points_: int, time: float):
if failed_ - failed:
failed_label.text = str(failed_)
failed_label.scale = LABEL_SCALE
failed = failed_
if completed_ - completed:
completed_label.text = str(completed_)
completed_label.scale = LABEL_SCALE
completed = completed_
if points_ - points:
points_label.text = str(points_)
points_label.scale = LABEL_SCALE
points = points_
game_time.stop()
if time > 0.:
game_time.start(time)
warning_time.start(time - 11)
func set_paused(_state: bool):
warning_time.paused = _state
pulsating_time.paused = _state
game_time.paused = _state
func set_ingame(_state: bool, lobby: bool):
if lobby:
hide()
time_target_scale = Vector2(1, 1)
warning_time.stop()
pulsating_time.stop()
game_time.stop()
else:
time_target_scale = Vector2(1, 1)
pulsating_time.stop()
show()
func _process(delta):
failed_label.scale = G.interpolate(failed_label.scale, Vector2(1, 1), delta * 4.)
completed_label.scale = G.interpolate(completed_label.scale, Vector2(1, 1), delta * 4.)
points_label.scale = G.interpolate(points_label.scale, Vector2(1, 1), delta * 4.)
time_node_2d.scale = G.interpolate(time_node_2d.scale, time_target_scale, delta * 4.)
var seconds_remaining := int(floor(game_time.time_left))
seconds_label.text = "%02d" % (seconds_remaining % 60)
minutes_label.text = "%02d" % (seconds_remaining / 60)
func _on_warning_time_timeout() -> void:
_on_pulsating_time_timeout()
pulsating_time.start()
var state := true
func _on_pulsating_time_timeout() -> void:
time_target_scale = Vector2(1.2, 1.2) if state else Vector2(1, 1)
state = not state
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