Files
client/spacewar/hud/stat_bar.gd
T
anekdotin 7b44b2f2dc Add real server pool, race roster overhaul, and ship energy system
Server browsing & matchmaking:
- HL2-style main menu (QUICK PLAY/SERVER SELECT/OPTIONS/PROFILE/QUIT)
  replaces the old CASUAL/RANKED tiles; RANKED removed end-to-end
  (menu, matchmaking-api's Mode.ranked queue path, MMR matching) until
  ranked is real.
- New menu/server_select.gd lists real servers from the matchmaking
  API's GET /servers and connects directly, retiring the old
  unreachable menu/server_browser.gd.
- Real game-server pool: NetworkManager.host_server() self-registers on
  boot and heartbeats every 8s with live player counts; API computes
  available/full status from player_count, and a background sweep marks
  any server offline once its heartbeat goes stale (catches a crashed
  server that never deregistered).
- Server-select rows get a live UDP ping probe (query port = game port
  + 10000) instead of trusting stale DB numbers; post-connect HUD shows
  live RTT off ENet's own peer stats.

Race roster overhaul:
- Swapped Terran/Mechanos/Vorg for the pivoted roster — Apex Dynamics,
  Inner Sphere Navy, Outer Rim Collective — each with a 3-ship
  Fighter/Gunner/Tank lineup, art cropped from concept sheets with
  background removal + orientation fixes per sheet.
- Live headcount + roster + "TEAM FULL" lock on the race-select screen,
  shared between the initial pre-spawn pick and the pause menu's live
  SELECT TEAM swap.
- Bot personalities (bots/bot_personality.gd): aggression/caution/
  accuracy/reaction/awareness traits rolled per bot instead of one
  fixed AI profile.

HUD additions:
- Player list (roster, teammates white/enemies yellow, bots flagged),
  kill feed, minimap, and explosion VFX on death.
- Health and energy now render as bars (hud/stat_bar.gd) instead of
  text in the top-left HUD.

Ship energy system:
- Per-role max energy (Fighter 100 / Gunner 150 / Tank 250), 75 energy
  per shot, flat regen (100 per 2.5s), fully server-authoritative and
  piggybacked on the existing per-tick state broadcast alongside health.
- New blue "mirrored" bar top-middle of the screen (hud/energy_bar.gd)
  whose fill drains from both edges toward the center instead of
  left-to-right.

Ship handling tuning:
- Turn rate reduced (4.0 -> 1.0 rad/s) so a quick tap no longer
  over-rotates; holding past 0.15s ramps to double speed (2.0 rad/s) for
  fast full turns, gated the same way damage already is so replay during
  reconciliation can't double-count the hold timer.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-07-15 17:56:33 -04:00

40 lines
1.2 KiB
GDScript

extends Control
# Simple left-to-right stat bar for the top-left HUD (HealthBar/EnergyBar in
# world.tscn's HUD node) — fill shrinks from the right as the stat depletes.
# Contrast hud/energy_bar.gd's top-middle bar, which drains from both edges
# toward the center instead.
@export var fill_color: Color = Color(0.3, 0.85, 0.35, 0.95)
@export var bg_color: Color = Color(0.12, 0.14, 0.18, 0.6)
var _fill: ColorRect
func _ready() -> void:
mouse_filter = Control.MOUSE_FILTER_IGNORE
var bg := ColorRect.new()
bg.color = bg_color
bg.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)
bg.mouse_filter = Control.MOUSE_FILTER_IGNORE
add_child(bg)
_fill = ColorRect.new()
_fill.color = fill_color
_fill.mouse_filter = Control.MOUSE_FILTER_IGNORE
_fill.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)
add_child(_fill)
set_fill(1.0)
# frac in [0, 1]; anchor_right (not an explicit pixel width) so the fill
# tracks this control's actual size regardless of window width.
func set_fill(frac: float) -> void:
if _fill == null:
return
_fill.anchor_left = 0.0
_fill.anchor_right = clampf(frac, 0.0, 1.0)
_fill.offset_left = 0.0
_fill.offset_right = 0.0