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

64 lines
2.6 KiB
GDScript3
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class_name MainMenu extends Panel
var has_stage: bool = false:
set(value):
has_stage = value
assert(is_node_ready(), "MainMenu node not ready yet!")
if save_game_handle.get_most_recent_save().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 = not has_stage
new_game_button.theme_type_variation = ""
load_game_button.disabled = not save_game_handle.has_existing_saves()
for child: Control in $PanelContainer.get_children():
child.focus_mode = FOCUS_ALL if has_stage else FOCUS_NONE
child.modulate = Color.WHITE if has_stage else Color.WEB_GRAY
child.mouse_filter = Control.MOUSE_FILTER_STOP if has_stage else Control.MOUSE_FILTER_IGNORE
if has_stage:
if continue_button.visible:
continue_button.grab_focus()
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else:
new_game_button.grab_focus()
signal start_game(savegame: SaveGame)
signal open_settings(new_game: bool)
signal roll_credits
@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
@onready var save_game_handle: SaveGameHandle = %SaveGameHandle
@export var save_game_exists: bool = false:
set(value):
save_game_exists = value
var await_new_game: bool = false
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
print("main_menu.gd: ready()")
save_game_handle.picked.connect(_on_save_picked)
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if save_game_handle.get_most_recent_save().current_room == 0:
continue_button.disabled = true
continue_button.visible = false
new_game_button.theme_type_variation = "H1Button"
continue_button.pressed.connect(func(): start_game.emit(save_game_handle.get_most_recent_save()))
new_game_button.pressed.connect(func(): save_game_handle.pick_save_slot(true))
load_game_button.pressed.connect(func(): save_game_handle.pick_save_slot(false))
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load_game_button.disabled = not save_game_handle.has_existing_saves()
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settings_button.pressed.connect(settings_popup.show_settings)
quit_button.pressed.connect(get_tree().quit)
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credits_button.pressed.connect(roll_credits.emit)
#State.take_stage(self)
func _on_save_picked(save: SaveGame):
start_game.emit(save)