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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