Add audio settings management and platform movement component
This commit is contained in:
@@ -5,7 +5,9 @@ namespace Mr.BrickAdventures.Autoloads;
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public partial class ConfigFileHandler : Node
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{
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private ConfigFile _settingsConfig = new();
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private const string SettingsPath = "user://settings.ini";
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public const string SettingsPath = "user://settings.ini";
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public ConfigFile SettingsConfig => _settingsConfig;
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public override void _Ready()
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{
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@@ -92,6 +92,7 @@
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<Content Include="scripts\components\periodic_shooting.gd" />
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<Content Include="scripts\components\periodic_shooting.gd.uid" />
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<Content Include="scripts\components\PlatformMovementComponent.cs.uid" />
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<Content Include="scripts\components\platform_movement.gd" />
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<Content Include="scripts\components\PlayerController.cs.uid" />
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<Content Include="scripts\components\player_death.gd" />
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<Content Include="scripts\components\player_death.gd.uid" />
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102
scripts/UI/AudioSettings.cs
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102
scripts/UI/AudioSettings.cs
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@@ -0,0 +1,102 @@
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using Godot;
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using Mr.BrickAdventures.Autoloads;
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namespace Mr.BrickAdventures.scripts.UI;
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public partial class AudioSettings : Node
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{
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[Export] public Slider MasterVolumeSlider { get; set; }
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[Export] public Slider MusicVolumeSlider { get; set; }
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[Export] public Slider SfxVolumeSlider { get; set; }
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[Export] public Control AudioSettingsControl { get; set; }
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[Export] public float MuteThreshold { get; set; } = -20f;
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private UIManager _uiManager;
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private ConfigFileHandler _configFileHandler;
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public override void _Ready()
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{
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_uiManager = GetNode<UIManager>("/root/UIManager");
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_configFileHandler = GetNode<ConfigFileHandler>("/root/ConfigFileHandler");
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Initialize();
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MasterVolumeSlider.ValueChanged += OnMasterVolumeChanged;
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MusicVolumeSlider.ValueChanged += OnMusicVolumeChanged;
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SfxVolumeSlider.ValueChanged += OnSfxVolumeChanged;
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}
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public override void _UnhandledInput(InputEvent @event)
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{
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if (!@event.IsActionReleased("ui_cancel")) return;
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if (!_uiManager.IsScreenOnTop(AudioSettingsControl)) return;
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SaveSettings();
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_uiManager.PopScreen();
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}
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private void OnSfxVolumeChanged(double value)
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{
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AudioServer.SetBusVolumeDb(AudioServer.GetBusIndex("sfx"), (float)value);
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HandleMute(AudioServer.GetBusIndex("sfx"), (float)value);
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}
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private void OnMusicVolumeChanged(double value)
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{
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AudioServer.SetBusVolumeDb(AudioServer.GetBusIndex("music"), (float)value);
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HandleMute(AudioServer.GetBusIndex("music"), (float)value);
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}
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private void OnMasterVolumeChanged(double value)
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{
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AudioServer.SetBusVolumeDb(AudioServer.GetBusIndex("Master"), (float)value);
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HandleMute(AudioServer.GetBusIndex("Master"), (float)value);
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}
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private void Initialize()
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{
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var volumeDb = AudioServer.GetBusVolumeDb(AudioServer.GetBusIndex("Master"));
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MasterVolumeSlider.Value = volumeDb;
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MasterVolumeSlider.MinValue = MuteThreshold;
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MasterVolumeSlider.MaxValue = 0f;
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var musicVolumeDb = AudioServer.GetBusVolumeDb(AudioServer.GetBusIndex("music"));
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MusicVolumeSlider.Value = musicVolumeDb;
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MusicVolumeSlider.MinValue = MuteThreshold;
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MusicVolumeSlider.MaxValue = 0f;
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var sfxVolumeDb = AudioServer.GetBusVolumeDb(AudioServer.GetBusIndex("sfx"));
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SfxVolumeSlider.Value = sfxVolumeDb;
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SfxVolumeSlider.MinValue = MuteThreshold;
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SfxVolumeSlider.MaxValue = 0f;
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}
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private void HandleMute(int busIndex, float value)
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{
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AudioServer.SetBusMute(busIndex, value <= MuteThreshold);
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}
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private void SaveSettings()
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{
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var settingsConfig = _configFileHandler.SettingsConfig;
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settingsConfig.SetValue("audio_settings", "master_volume", MasterVolumeSlider.Value);
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settingsConfig.SetValue("audio_settings", "music_volume", MusicVolumeSlider.Value);
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settingsConfig.SetValue("audio_settings", "sfx_volume", SfxVolumeSlider.Value);
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settingsConfig.SetValue("audio_settings", "mute_threshold", MuteThreshold);
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settingsConfig.Save(ConfigFileHandler.SettingsPath);
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}
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private void LoadSettings()
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{
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var settingsConfig = _configFileHandler.SettingsConfig;
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if (!settingsConfig.HasSection("audio_settings")) return;
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var masterVolume = (float)settingsConfig.GetValue("audio_settings", "master_volume", MasterVolumeSlider.Value);
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var musicVolume = (float)settingsConfig.GetValue("audio_settings", "music_volume", MusicVolumeSlider.Value);
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var sfxVolume = (float)settingsConfig.GetValue("audio_settings", "sfx_volume", SfxVolumeSlider.Value);
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var muteThreshold = (float)settingsConfig.GetValue("audio_settings", "mute_threshold", MuteThreshold);
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MasterVolumeSlider.Value = masterVolume;
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MusicVolumeSlider.Value = musicVolume;
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SfxVolumeSlider.Value = sfxVolume;
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MuteThreshold = muteThreshold;
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}
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}
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118
scripts/components/platform_movement.gd
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118
scripts/components/platform_movement.gd
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@@ -0,0 +1,118 @@
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class_name PlatformMovement
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extends PlayerMovement
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@export var speed: float = 300.0
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@export var jump_height: float = 100
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@export var jump_time_to_peak: float = 0.5
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@export var jump_time_to_descent: float = 0.4
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@export var coyote_frames: int = 6
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@export var jump_sfx: AudioStreamPlayer2D
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@export var rotation_target: Node2D
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@export var body: CharacterBody2D
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var gravity = ProjectSettings.get_setting("physics/2d/default_gravity")
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var was_last_floor := false
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var coyote_mode := false
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var coyote_timer: Timer
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var last_direction := Vector2.RIGHT
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@onready var jump_velocity: float = ((2.0 * jump_height) / jump_time_to_peak) * -1.0
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@onready var jump_gravity: float = ((-2.0 * jump_height) / (jump_time_to_peak * jump_time_to_peak)) * -1.0
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@onready var fall_gravity: float = ((-2.0 * jump_height) / (jump_time_to_descent * jump_time_to_descent)) * -1.0
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func _ready() -> void:
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if not body:
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return
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coyote_timer = Timer.new()
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coyote_timer.one_shot = true
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coyote_timer.wait_time = coyote_frames / 60.0
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coyote_timer.timeout.connect(on_coyote_timer_timeout)
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add_child(coyote_timer)
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func _process(_delta: float) -> void:
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if not body or not enabled:
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return
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if body.velocity.x > 0.0:
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rotation_target.rotation = deg_to_rad(-10)
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elif body.velocity.x < 0.0:
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rotation_target.rotation = deg_to_rad(10)
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else:
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rotation_target.rotation = 0
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calculate_jump_vars()
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func _physics_process(delta) -> void:
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if not body or not enabled:
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return
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if body.is_on_floor():
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was_last_floor = true
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coyote_mode = false # Reset coyote mode when back on the floor
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coyote_timer.stop() # Stop timer when grounded
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else:
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if was_last_floor: # Start coyote timer only once
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coyote_mode = true
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coyote_timer.start()
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was_last_floor = false
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if not body.is_on_floor():
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body.velocity.y += calculate_gravity() * delta
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if Input.is_action_pressed("jump") and (body.is_on_floor() or coyote_mode):
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jump()
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if Input.is_action_just_pressed("down"):
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body.position.y += 1
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var direction := Input.get_axis("left", "right")
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if direction != 0:
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last_direction = handle_direction(direction)
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if direction:
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body.velocity.x = direction * speed
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else:
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body.velocity.x = move_toward(body.velocity.x, 0, speed)
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previous_velocity = body.velocity
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body.move_and_slide()
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func jump() -> void:
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if not body:
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return
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body.velocity.y = jump_velocity
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coyote_mode = false
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if jump_sfx:
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jump_sfx.play()
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func calculate_gravity() -> float:
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return jump_gravity if body.velocity.y < 0.0 else fall_gravity
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func on_coyote_timer_timeout() -> void:
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coyote_mode = false
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func handle_direction(input_dir: float) -> Vector2:
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if input_dir > 0:
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return Vector2.RIGHT
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elif input_dir < 0:
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return Vector2.LEFT
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return last_direction
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func on_ship_entered() -> void:
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rotation_target.rotation = 0
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func calculate_jump_vars() -> void:
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jump_velocity = ((2.0 * jump_height) / jump_time_to_peak) * -1.0
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jump_gravity = ((-2.0 * jump_height) / (jump_time_to_peak * jump_time_to_peak)) * -1.0
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fall_gravity = ((-2.0 * jump_height) / (jump_time_to_descent * jump_time_to_descent)) * -1.0
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