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No commits in common. "3e030e2b8572a95f441c26ba2c29b57914d96b76" and "59497838fe12a0f44de5f4b4f8f9f06faae07b55" have entirely different histories.
3e030e2b85
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59497838fe
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@ -1,6 +0,0 @@
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<?xml version="1.0" encoding="UTF-8"?>
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<project version="4">
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<component name="GdProjectSettingsState">
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<annotators>warn</annotators>
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</component>
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</project>
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@ -6,7 +6,6 @@ class_name ThemedButton extends Button
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@onready var lower_corner_decor := load("res://import/interface-elements/lower_corner.png")
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func _ready() -> void:
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print(owner)
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rebuild()
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theme_changed.connect(rebuild)
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resized.connect(rebuild)
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@ -215,7 +215,9 @@ func validate_board_state() -> bool:
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if not (sticky is int or sticky is Vector2 or board_state.cards.keys().has(sticky)):
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push_error("Save %s could not be parsed: Corrupted Sticky Notes.")
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return false
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return true
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return false
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func parse_vec_from_string(string: String) -> Vector2:
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@ -1,5 +1,7 @@
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extends Control
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signal room_loaded
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var has_stage: bool = false
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# set(stage):
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# has_stage = stage
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@ -18,14 +20,6 @@ var has_stage: bool = false
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@onready var state_machine = menu_animation["parameters/playback"]
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@onready var focus_forward = %MainMenu
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func _ready() -> void:
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await get_tree().create_timer(1.0).timeout
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print("main.gd: ready()")
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main_menu.has_stage = true
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# TODO: Find out if we want this.
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signal room_loaded
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#
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#var in_game = false
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#
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@ -1146,7 +1146,7 @@ states/reveal_pause_menu/position = Vector2(783.91, -112.734)
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states/start_game/node = SubResource("AnimationNodeAnimation_5umfs")
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states/start_game/position = Vector2(698, 32)
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transitions = ["Start", "init", SubResource("AnimationNodeStateMachineTransition_dxdg4"), "init", "loading", SubResource("AnimationNodeStateMachineTransition_0hpxy"), "loading", "loading_done", SubResource("AnimationNodeStateMachineTransition_ipapo"), "loading_done", "start_game", SubResource("AnimationNodeStateMachineTransition_0t1lp"), "start_game", "init", SubResource("AnimationNodeStateMachineTransition_66nmg"), "loading_done", "load_savegame", SubResource("AnimationNodeStateMachineTransition_6b86u"), "load_savegame", "loading_game", SubResource("AnimationNodeStateMachineTransition_y626i"), "loading_game", "start_game", SubResource("AnimationNodeStateMachineTransition_52bss"), "start_game", "credits_roll", SubResource("AnimationNodeStateMachineTransition_x8oth"), "credits_roll", "loading_done", SubResource("AnimationNodeStateMachineTransition_5ge3a"), "loading_done", "credits_roll", SubResource("AnimationNodeStateMachineTransition_44pd3"), "start_game", "reveal_pause_menu", SubResource("AnimationNodeStateMachineTransition_pc6pe"), "reveal_pause_menu", "hide_pause_menu", SubResource("AnimationNodeStateMachineTransition_dx61n"), "hide_pause_menu", "start_game", SubResource("AnimationNodeStateMachineTransition_lp1dx"), "hide_pause_menu", "init", SubResource("AnimationNodeStateMachineTransition_mqlnh")]
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graph_offset = Vector2(166.75, -196.73401)
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graph_offset = Vector2(163.75, -42.73401)
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[sub_resource type="Shader" id="Shader_cegan"]
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code = "shader_type canvas_item;
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@ -3,25 +3,25 @@ class_name MainMenu extends Panel
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var has_stage: bool = false:
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set(value):
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has_stage = value
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assert(is_node_ready(), "MainMenu node not ready yet!")
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if save_game_handle.get_most_recent_save().current_room == 0:
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continue_button.visible = false
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continue_button.disabled = true
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new_game_button.theme_type_variation = "H1Button"
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else:
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continue_button.visible = true
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continue_button.disabled = not has_stage
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new_game_button.theme_type_variation = ""
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load_game_button.disabled = not save_game_handle.has_existing_saves()
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for child: Control in $PanelContainer.get_children():
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child.focus_mode = FOCUS_ALL if has_stage else FOCUS_NONE
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child.modulate = Color.WHITE if has_stage else Color.WEB_GRAY
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child.mouse_filter = Control.MOUSE_FILTER_STOP if has_stage else Control.MOUSE_FILTER_IGNORE
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if has_stage:
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if continue_button.visible:
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continue_button.grab_focus()
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if is_node_ready():
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if save_game_handle.get_most_recent_save().current_room == 0:
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continue_button.visible = false
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continue_button.disabled = true
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new_game_button.theme_type_variation = "H1Button"
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else:
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new_game_button.grab_focus()
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continue_button.visible = true
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continue_button.disabled = not has_stage
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new_game_button.theme_type_variation = ""
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load_game_button.disabled = not save_game_handle.has_existing_saves()
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for child: Control in $PanelContainer.get_children():
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child.focus_mode = FOCUS_ALL if has_stage else FOCUS_NONE
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child.modulate = Color.WHITE if has_stage else Color.WEB_GRAY
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child.mouse_filter = Control.MOUSE_FILTER_STOP if has_stage else Control.MOUSE_FILTER_IGNORE
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if has_stage:
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if continue_button.visible:
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continue_button.grab_focus()
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else:
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new_game_button.grab_focus()
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signal start_game(savegame: SaveGame)
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signal open_settings(new_game: bool)
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@ -34,7 +34,7 @@ signal roll_credits
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@onready var settings_popup: SettingsPopup = %SettingsPopup
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@onready var credits_button: Button = $PanelContainer/CreditsButton
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@onready var quit_button: Button = $PanelContainer/QuitButton
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@onready var save_game_handle: SaveGameList = %SaveGameList
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@onready var save_game_handle: SaveGameHandle = %SaveGameHandle
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@export var save_game_exists: bool = false:
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set(value):
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save_game_exists = value
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@ -43,7 +43,6 @@ var await_new_game: bool = false
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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print("main_menu.gd: ready()")
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save_game_handle.picked.connect(_on_save_picked)
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if save_game_handle.get_most_recent_save().current_room == 0:
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continue_button.disabled = true
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@ -57,7 +56,7 @@ func _ready() -> void:
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quit_button.pressed.connect(get_tree().quit)
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credits_button.pressed.connect(roll_credits.emit)
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#State.take_stage(self)
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State.take_stage(self)
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func _on_save_picked(save: SaveGame):
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start_game.emit(save)
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@ -435,7 +435,7 @@ visible = false
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layout_mode = 2
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metadata/_tab_index = 4
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[node name="SaveGameList" type="CenterContainer" parent="."]
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[node name="SaveGameHandle" type="CenterContainer" parent="."]
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unique_name_in_owner = true
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visible = false
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layout_mode = 1
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@ -1,4 +1,4 @@
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class_name SaveGameList extends CenterContainer
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class_name SaveGameHandle extends CenterContainer
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signal picked(save_game: SaveGame)
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@ -23,18 +23,14 @@ func _validate_property(property: Dictionary) -> void:
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func _ready() -> void:
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var dir := DirAccess.open(State.user_saves_path)
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# Create dir if needed.
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if DirAccess.get_open_error() == ERR_INVALID_PARAMETER:
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dir = DirAccess.open("user://")
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dir.make_dir_recursive(State.user_saves_path)
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var dir = DirAccess.open(State.user_saves_path)
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if DirAccess.get_open_error() != OK:
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printerr("Error while opening User Save Directory: %s" % error_string(DirAccess.get_open_error()))
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# Invalid Error being raised when Directory does not exist.
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if DirAccess.get_open_error() == ERR_INVALID_PARAMETER:
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dir = DirAccess.open("user://")
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dir.make_dir_recursive(State.user_saves_path)
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load_games()
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for i in range(save_buttons.size()):
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save_buttons[i].pressed.connect(func(): picked.emit(saves[i]))
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