Add audio settings management and platform movement component

This commit is contained in:
2025-08-12 13:28:28 +02:00
parent bf11d6a9cb
commit 5d32f20fc4
4 changed files with 224 additions and 1 deletions

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@@ -5,7 +5,9 @@ namespace Mr.BrickAdventures.Autoloads;
public partial class ConfigFileHandler : Node
{
private ConfigFile _settingsConfig = new();
private const string SettingsPath = "user://settings.ini";
public const string SettingsPath = "user://settings.ini";
public ConfigFile SettingsConfig => _settingsConfig;
public override void _Ready()
{

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@@ -92,6 +92,7 @@
<Content Include="scripts\components\periodic_shooting.gd" />
<Content Include="scripts\components\periodic_shooting.gd.uid" />
<Content Include="scripts\components\PlatformMovementComponent.cs.uid" />
<Content Include="scripts\components\platform_movement.gd" />
<Content Include="scripts\components\PlayerController.cs.uid" />
<Content Include="scripts\components\player_death.gd" />
<Content Include="scripts\components\player_death.gd.uid" />

102
scripts/UI/AudioSettings.cs Normal file
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@@ -0,0 +1,102 @@
using Godot;
using Mr.BrickAdventures.Autoloads;
namespace Mr.BrickAdventures.scripts.UI;
public partial class AudioSettings : Node
{
[Export] public Slider MasterVolumeSlider { get; set; }
[Export] public Slider MusicVolumeSlider { get; set; }
[Export] public Slider SfxVolumeSlider { get; set; }
[Export] public Control AudioSettingsControl { get; set; }
[Export] public float MuteThreshold { get; set; } = -20f;
private UIManager _uiManager;
private ConfigFileHandler _configFileHandler;
public override void _Ready()
{
_uiManager = GetNode<UIManager>("/root/UIManager");
_configFileHandler = GetNode<ConfigFileHandler>("/root/ConfigFileHandler");
Initialize();
MasterVolumeSlider.ValueChanged += OnMasterVolumeChanged;
MusicVolumeSlider.ValueChanged += OnMusicVolumeChanged;
SfxVolumeSlider.ValueChanged += OnSfxVolumeChanged;
}
public override void _UnhandledInput(InputEvent @event)
{
if (!@event.IsActionReleased("ui_cancel")) return;
if (!_uiManager.IsScreenOnTop(AudioSettingsControl)) return;
SaveSettings();
_uiManager.PopScreen();
}
private void OnSfxVolumeChanged(double value)
{
AudioServer.SetBusVolumeDb(AudioServer.GetBusIndex("sfx"), (float)value);
HandleMute(AudioServer.GetBusIndex("sfx"), (float)value);
}
private void OnMusicVolumeChanged(double value)
{
AudioServer.SetBusVolumeDb(AudioServer.GetBusIndex("music"), (float)value);
HandleMute(AudioServer.GetBusIndex("music"), (float)value);
}
private void OnMasterVolumeChanged(double value)
{
AudioServer.SetBusVolumeDb(AudioServer.GetBusIndex("Master"), (float)value);
HandleMute(AudioServer.GetBusIndex("Master"), (float)value);
}
private void Initialize()
{
var volumeDb = AudioServer.GetBusVolumeDb(AudioServer.GetBusIndex("Master"));
MasterVolumeSlider.Value = volumeDb;
MasterVolumeSlider.MinValue = MuteThreshold;
MasterVolumeSlider.MaxValue = 0f;
var musicVolumeDb = AudioServer.GetBusVolumeDb(AudioServer.GetBusIndex("music"));
MusicVolumeSlider.Value = musicVolumeDb;
MusicVolumeSlider.MinValue = MuteThreshold;
MusicVolumeSlider.MaxValue = 0f;
var sfxVolumeDb = AudioServer.GetBusVolumeDb(AudioServer.GetBusIndex("sfx"));
SfxVolumeSlider.Value = sfxVolumeDb;
SfxVolumeSlider.MinValue = MuteThreshold;
SfxVolumeSlider.MaxValue = 0f;
}
private void HandleMute(int busIndex, float value)
{
AudioServer.SetBusMute(busIndex, value <= MuteThreshold);
}
private void SaveSettings()
{
var settingsConfig = _configFileHandler.SettingsConfig;
settingsConfig.SetValue("audio_settings", "master_volume", MasterVolumeSlider.Value);
settingsConfig.SetValue("audio_settings", "music_volume", MusicVolumeSlider.Value);
settingsConfig.SetValue("audio_settings", "sfx_volume", SfxVolumeSlider.Value);
settingsConfig.SetValue("audio_settings", "mute_threshold", MuteThreshold);
settingsConfig.Save(ConfigFileHandler.SettingsPath);
}
private void LoadSettings()
{
var settingsConfig = _configFileHandler.SettingsConfig;
if (!settingsConfig.HasSection("audio_settings")) return;
var masterVolume = (float)settingsConfig.GetValue("audio_settings", "master_volume", MasterVolumeSlider.Value);
var musicVolume = (float)settingsConfig.GetValue("audio_settings", "music_volume", MusicVolumeSlider.Value);
var sfxVolume = (float)settingsConfig.GetValue("audio_settings", "sfx_volume", SfxVolumeSlider.Value);
var muteThreshold = (float)settingsConfig.GetValue("audio_settings", "mute_threshold", MuteThreshold);
MasterVolumeSlider.Value = masterVolume;
MusicVolumeSlider.Value = musicVolume;
SfxVolumeSlider.Value = sfxVolume;
MuteThreshold = muteThreshold;
}
}

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@@ -0,0 +1,118 @@
class_name PlatformMovement
extends PlayerMovement
@export var speed: float = 300.0
@export var jump_height: float = 100
@export var jump_time_to_peak: float = 0.5
@export var jump_time_to_descent: float = 0.4
@export var coyote_frames: int = 6
@export var jump_sfx: AudioStreamPlayer2D
@export var rotation_target: Node2D
@export var body: CharacterBody2D
var gravity = ProjectSettings.get_setting("physics/2d/default_gravity")
var was_last_floor := false
var coyote_mode := false
var coyote_timer: Timer
var last_direction := Vector2.RIGHT
@onready var jump_velocity: float = ((2.0 * jump_height) / jump_time_to_peak) * -1.0
@onready var jump_gravity: float = ((-2.0 * jump_height) / (jump_time_to_peak * jump_time_to_peak)) * -1.0
@onready var fall_gravity: float = ((-2.0 * jump_height) / (jump_time_to_descent * jump_time_to_descent)) * -1.0
func _ready() -> void:
if not body:
return
coyote_timer = Timer.new()
coyote_timer.one_shot = true
coyote_timer.wait_time = coyote_frames / 60.0
coyote_timer.timeout.connect(on_coyote_timer_timeout)
add_child(coyote_timer)
func _process(_delta: float) -> void:
if not body or not enabled:
return
if body.velocity.x > 0.0:
rotation_target.rotation = deg_to_rad(-10)
elif body.velocity.x < 0.0:
rotation_target.rotation = deg_to_rad(10)
else:
rotation_target.rotation = 0
calculate_jump_vars()
func _physics_process(delta) -> void:
if not body or not enabled:
return
if body.is_on_floor():
was_last_floor = true
coyote_mode = false # Reset coyote mode when back on the floor
coyote_timer.stop() # Stop timer when grounded
else:
if was_last_floor: # Start coyote timer only once
coyote_mode = true
coyote_timer.start()
was_last_floor = false
if not body.is_on_floor():
body.velocity.y += calculate_gravity() * delta
if Input.is_action_pressed("jump") and (body.is_on_floor() or coyote_mode):
jump()
if Input.is_action_just_pressed("down"):
body.position.y += 1
var direction := Input.get_axis("left", "right")
if direction != 0:
last_direction = handle_direction(direction)
if direction:
body.velocity.x = direction * speed
else:
body.velocity.x = move_toward(body.velocity.x, 0, speed)
previous_velocity = body.velocity
body.move_and_slide()
func jump() -> void:
if not body:
return
body.velocity.y = jump_velocity
coyote_mode = false
if jump_sfx:
jump_sfx.play()
func calculate_gravity() -> float:
return jump_gravity if body.velocity.y < 0.0 else fall_gravity
func on_coyote_timer_timeout() -> void:
coyote_mode = false
func handle_direction(input_dir: float) -> Vector2:
if input_dir > 0:
return Vector2.RIGHT
elif input_dir < 0:
return Vector2.LEFT
return last_direction
func on_ship_entered() -> void:
rotation_target.rotation = 0
func calculate_jump_vars() -> void:
jump_velocity = ((2.0 * jump_height) / jump_time_to_peak) * -1.0
jump_gravity = ((-2.0 * jump_height) / (jump_time_to_peak * jump_time_to_peak)) * -1.0
fall_gravity = ((-2.0 * jump_height) / (jump_time_to_descent * jump_time_to_descent)) * -1.0