Add pause menu functionality and update collectable nodes with collision shapes
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@@ -5,6 +5,7 @@ var root: Node
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var has_fade_away: bool = false
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@export var area2d: Area2D
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@export var collision_shape: CollisionShape2D
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@export var collectable_data: CollectableResource
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@export var sfx: AudioStreamPlayer2D
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signal collected(amount: int, type: CollectableResource.CollectableType)
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@@ -25,6 +26,8 @@ func _ready() -> void:
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func _on_area2d_body_entered(body: Node2D) -> void:
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if body.has_node("CanPickUpComponent"):
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collected.emit(collectable_data.amount, collectable_data.type)
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if collision_shape:
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collision_shape.call_deferred("set_disabled", true)
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if sfx:
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sfx.play()
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if not has_fade_away:
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@@ -123,3 +123,15 @@ func unlock_level(level_index: int) -> void:
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func try_to_go_to_next_level() -> void:
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if player_state["current_level"] + 1 < level_scenes.size() and player_state["current_level"] + 1 in player_state["unlocked_levels"]:
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player_state["current_level"] += 1
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func quit_game() -> void:
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get_tree().quit()
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func pause_game() -> void:
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Engine.time_scale = 0
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func resume_game() -> void:
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Engine.time_scale = 1
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85
scripts/pause_menu.gd
Normal file
85
scripts/pause_menu.gd
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@@ -0,0 +1,85 @@
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class_name PauseMenu
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extends Node
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@export var pause_menu_control: Control
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@export var resume_button: Button
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@export var quit_button: Button
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@export var settings_button: Button
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@export var exit_to_menu_button: Button
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@export var settings_menu: PackedScene
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@export var exit_to_menu_scene: PackedScene
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@onready var gm: GM = $"/root/GameManager"
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var is_paused: bool = false
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func _ready() -> void:
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if not pause_menu_control:
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printerr("PauseMenu: Pause menu control not set.")
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return
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if not resume_button:
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printerr("PauseMenu: Resume button not set.")
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return
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if not quit_button:
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printerr("PauseMenu: Quit button not set.")
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return
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if not settings_button:
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printerr("PauseMenu: Settings button not set.")
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return
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if not exit_to_menu_button:
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printerr("PauseMenu: Exit to menu button not set.")
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return
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pause_menu_control.hide()
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resume_button.pressed.connect(_on_resume_button_pressed)
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quit_button.pressed.connect(_on_quit_button_pressed)
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settings_button.pressed.connect(_on_settings_button_pressed)
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exit_to_menu_button.pressed.connect(_on_exit_to_menu_button_pressed)
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func _input(event: InputEvent) -> void:
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if event.is_action_pressed("pause"):
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if is_paused:
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_on_resume_button_pressed()
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else:
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gm.pause_game()
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is_paused = true
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pause_menu_control.show()
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resume_button.grab_focus()
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func _on_resume_button_pressed() -> void:
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pause_menu_control.hide()
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gm.resume_game()
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is_paused = false
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func _on_quit_button_pressed() -> void:
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gm.quit_game()
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func _on_settings_button_pressed() -> void:
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if not settings_menu:
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printerr("PauseMenu: Settings menu scene not set.")
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return
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var settings_instance: Control = settings_menu.instantiate()
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get_tree().root.add_child(settings_instance)
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settings_instance.show()
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pause_menu_control.hide()
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gm.pause_game()
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is_paused = true
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func _on_exit_to_menu_button_pressed() -> void:
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if not exit_to_menu_scene:
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printerr("PauseMenu: Exit to menu scene not set.")
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return
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get_tree().change_scene_to_packed(exit_to_menu_scene)
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1
scripts/pause_menu.gd.uid
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1
scripts/pause_menu.gd.uid
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@@ -0,0 +1 @@
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uid://cugifchx6jhuk
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