frame-of-mind/src/ui/menu_main/main_menu.gd

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2.9 KiB
GDScript3
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class_name MainMenu extends Panel
@onready var new_game_button: Button = $PanelContainer/NewGameButton
@onready var continue_button: Button = $PanelContainer/ContinueGameButton
@onready var load_game_button: Button = $PanelContainer/LoadGameButton
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@onready var settings_button: Button = $PanelContainer/SettingsButton
@onready var settings_popup: SettingsPopup = %SettingsPopup
@onready var credits_button: Button = $PanelContainer/CreditsButton
@onready var quit_button: Button = $PanelContainer/QuitButton
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@onready var save_game_list: SaveGameList = %SaveGameList
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signal success
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func execute() -> void:
print_debug("main_menu.gd: execute()")
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modulate.a = 0
assert(is_node_ready(), "MainMenu node not ready yet! (???)")
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if State.save_game == null or State.save_game.current_room == 0:
continue_button.visible = false
continue_button.disabled = true
new_game_button.theme_type_variation = "H1Button"
else:
continue_button.visible = true
continue_button.disabled = false
new_game_button.theme_type_variation = ""
_activate()
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await _appear()
await success
await _vanish()
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
print_debug("main_menu.gd: ready()")
_deactivate()
continue_button.pressed.connect(_start_game)
new_game_button.pressed.connect(_new_game)
load_game_button.pressed.connect(_load_save_game)
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settings_button.pressed.connect(settings_popup.show_settings)
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#credits_button.pressed.connect(_choose.bind("credits")) #FIXME: Needs some other encoding, like path
quit_button.pressed.connect(get_tree().quit)
func _new_game() -> void:
print_debug("main_menu.gd: start_new_game()")
State.save_game = SaveGame.new()
_start_game()
func _start_game() -> void:
print_debug("main_menu.gd: _start_game()")
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_deactivate()
success.emit()
await Main.start_game(State.save_game)
func _load_save_game() -> void:
print_debug("main_menu.gd: _load_save_game()")
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var save: SaveGame = await save_game_list.pick_save_slot()
if (save != null):
State.save_game = save
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_start_game()
_deactivate()
else:
_activate()
func _activate() -> void:
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load_game_button.disabled = not save_game_list.has_more_saves()
continue_button.disabled = (State.save_game == null or State.save_game.is_empty)
load_game_button.disabled = not save_game_list.has_more_saves()
for child: Control in $PanelContainer.get_children():
child.focus_mode = Control.FOCUS_ALL
child.modulate = Color.WHITE
if continue_button.visible:
continue_button.grab_focus()
else:
new_game_button.grab_focus()
func _deactivate() -> void:
for child: Control in $PanelContainer.get_children():
child.focus_mode = FOCUS_NONE
child.modulate = Color.WEB_GRAY
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func _appear() -> void:
modulate.a = 0
show()
var tween := create_tween()
tween.tween_property(self, "modulate:a", 1.0, 0.5)
await tween.finished
func _vanish() -> void:
var tween := create_tween()
tween.tween_property(self, "modulate:a", 0.0, 0.5)
await tween.finished
hide()