Refactor scene structure and resource paths; add death and game over screens

This commit is contained in:
2025-05-10 02:33:49 +02:00
parent 04cce84c6c
commit a95d96dcc9
38 changed files with 486 additions and 88 deletions

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class_name DeathScreen
extends Node
@export var death_screen_root: Control
@export var current_level: LevelResource
@export var current_level_label: Label
@export var lives_left_label: Label
@export var timeout_time: float = 2.0
@export var nodes_to_disable: Array[Node] = []
@onready var gm: GM = $"/root/GameManager"
var timer: Timer
func _ready() -> void:
set_lables()
func set_lables() -> void:
if not gm:
return
current_level_label.text = current_level.level_name
lives_left_label.text = " x " + str(gm.get_lives())
func setup_timer() -> void:
timer = Timer.new()
timer.wait_time = timeout_time
timer.one_shot = true
timer.timeout.connect(on_timeout)
add_child(timer)
timer.start()
func toggle_nodes() -> void:
for node in nodes_to_disable:
if node.process_mode == PROCESS_MODE_DISABLED:
node.process_mode = PROCESS_MODE_INHERIT
else:
node.process_mode = PROCESS_MODE_DISABLED
func on_player_death() -> void:
if not gm:
return
toggle_nodes()
set_lables()
death_screen_root.show()
setup_timer()
func on_timeout() -> void:
if not gm:
return
if gm.get_lives() == 0:
return
get_tree().reload_current_scene()

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uid://b3d1p21sviww4

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class_name GameOverScreen
extends Node
@export var game_over_screen: Control
@export var restart_button: Button
@export var main_menu_button: Button
@export var main_menu_scene: PackedScene
@onready var gm: GM = $"/root/GameManager"
func _ready() -> void:
if not gm:
return
game_over_screen.hide()
restart_button.pressed.connect(on_restart_button_pressed)
main_menu_button.pressed.connect(on_main_menu_button_pressed)
func on_restart_button_pressed() -> void:
if not gm:
return
gm.reset_player_state()
get_tree().reload_current_scene()
func on_main_menu_button_pressed() -> void:
if not gm or not main_menu_scene:
return
gm.reset_player_state()
get_tree().change_scene_to(main_menu_scene)
func on_player_death() -> void:
if not gm or not gm.get_lives() == 0:
return
game_over_screen.show()

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scripts/ui/hud.gd Normal file
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class_name Hud
extends Node
@export var player_health: HealthComponent
@export var coins_label: Label
@export var health_progressbar: ProgressBar
@export var lives_label: Label
@onready var game_manager: GM = $"/root/GameManager"
func _ready() -> void:
if not player_health:
var nodes := get_tree().get_nodes_in_group("player")
for node in nodes:
player_health = node.get_node_or_null("HealthComponent")
if player_health:
break
return
func _process(_delta: float) -> void:
if not game_manager:
return
set_health_progressbar()
set_lives_label()
set_coins_label()
func set_coins_label() -> void:
if not game_manager:
return
#todo: set internationalized text
coins_label.text = "Coins:" + str(game_manager.get_coins())
func set_lives_label() -> void:
if not game_manager:
return
lives_label.text = "Lives:" + str(game_manager.get_lives())
func set_health_progressbar() -> void:
if not player_health:
return
health_progressbar.value = player_health.health
health_progressbar.max_value = player_health.max_health

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scripts/ui/hud.gd.uid Normal file
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uid://c3pde84b3kdco

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class_name InputSettings
extends Control
@export var input_button_scene: PackedScene = preload("res://objects/ui/input_button.tscn")
@export var action_list: Container
@export var reset_to_default_button: Button
@export var input_actions: Dictionary = {
'left': 'Move left',
'right': 'Move right',
'up': 'Move up',
'down': 'Move down',
'jump': 'Jump',
'attack': 'Attack',
'show_marketplace': "Toggle marketplace",
}
var is_remapping: bool = false
var action_to_remap = null
var remapping_button = null
var buttons: Array[Button] = []
@onready var config_file_handler = $'/root/ConfigFileHandler'
func _ready() -> void:
create_action_list()
if buttons.size() > 0:
buttons[0].grab_focus()
if reset_to_default_button:
reset_to_default_button.pressed.connect(on_reset_button_pressed)
func _input(event: InputEvent) -> void:
if is_remapping:
if event is InputEventKey or (event is InputEventMouseButton and event.pressed) or event is InputEventJoypadButton:
if event is InputEventMouseButton and event.double_click:
event.double_click = false
InputMap.action_erase_events(action_to_remap)
InputMap.action_add_event(action_to_remap, event)
update_action_list(remapping_button, event)
is_remapping = false
action_to_remap = null
remapping_button = null
accept_event()
func create_action_list() -> void:
InputMap.load_from_project_settings()
for item in action_list.get_children():
item.queue_free()
for action in input_actions:
var button := input_button_scene.instantiate() as Button
var action_label := button.find_child("LabelAction") as Label
var input_label := button.find_child("LabelInput") as Label
action_label.text = input_actions[action]
var events := InputMap.action_get_events(action)
if events.size() > 0:
input_label.text = events[0].as_text().trim_suffix(" (Physical)")
else:
input_label.text = "None"
action_list.add_child(button)
button.pressed.connect(on_input_button_pressed.bind(button, action))
buttons.append(button)
func on_input_button_pressed(button: Button, action) -> void:
if is_remapping:
return
is_remapping = true
action_to_remap = action
remapping_button = button
button.find_child("LabelInput").text = "Press any key..."
func update_action_list(button: Button, event: InputEvent) -> void:
button.find_child("LabelInput").text = event.as_text().trim_suffix(" (Physical)")
func on_reset_button_pressed() -> void:
create_action_list()
func save_settings() -> void:
config_file_handler.settings_config.set_value("input_settings", "input_actions", input_actions)
config_file_handler.settings_config.save(config_file_handler.SETTINGS_FILE_PATH)
func load_settings() -> void:
pass

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scripts/ui/marketplace.gd Normal file
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class_name Marketplace
extends Node
@export var root: Control
@export var skill_data: Array[SkillData] = []
@export var grid: GridContainer
@export var font: Font
@export var skill_unlocker: SkillUnlockerComponent
@export var components_to_disable: Array[Node] = []
@export var marketplace_button: PackedScene
@onready var game_manager: GM = $"/root/GameManager"
var buttons: Array[Button] = []
func _ready() -> void:
if not skill_unlocker:
return
var skills_to_unlock: Array[SkillData] = []
for skill in skill_data:
if skill in game_manager.player_state['unlocked_skills']:
continue
skills_to_unlock.append(skill)
for skill in skills_to_unlock:
create_upgrade_button(skill)
func _input(event: InputEvent) -> void:
if event.is_action_pressed("show_marketplace"):
if root.is_visible():
root.hide()
for component in components_to_disable:
component.process_mode = PROCESS_MODE_INHERIT
else:
root.show()
for component in components_to_disable:
component.process_mode = PROCESS_MODE_DISABLED
if buttons:
buttons[0].grab_focus()
func create_upgrade_button(skill: SkillData):
var button := marketplace_button.instantiate() as Button
button.text = skill.name + " " + str(skill.cost)
button.icon = skill.icon
button.pressed.connect(func () -> void: _on_button_pressed(skill))
buttons.append(button)
grid.add_child(button)
grid.queue_sort()
func remove_button(skill: SkillData):
for child in grid.get_children():
if child.text == skill.name + str(skill.cost):
child.queue_free()
break
func _on_button_pressed(skill: SkillData) -> void:
if not skill_unlocker:
return
if skill_unlocker.try_unlock_skill(skill):
remove_button(skill)

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scripts/ui/pause_menu.gd Normal file
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class_name PauseMenu
extends Node
@export var pause_menu_control: Control
@export var resume_button: Button
@export var quit_button: Button
@export var settings_button: Button
@export var exit_to_menu_button: Button
@export var settings_menu: Control
@export var exit_to_menu_scene: PackedScene
@onready var gm: GM = $"/root/GameManager"
var is_paused: bool = false
var is_console_open: bool = false
func _ready() -> void:
if not pause_menu_control:
printerr("PauseMenu: Pause menu control not set.")
return
if not resume_button:
printerr("PauseMenu: Resume button not set.")
return
if not quit_button:
printerr("PauseMenu: Quit button not set.")
return
if not settings_button:
printerr("PauseMenu: Settings button not set.")
return
if not exit_to_menu_button:
printerr("PauseMenu: Exit to menu button not set.")
return
pause_menu_control.hide()
resume_button.pressed.connect(_on_resume_button_pressed)
quit_button.pressed.connect(_on_quit_button_pressed)
settings_button.pressed.connect(_on_settings_button_pressed)
exit_to_menu_button.pressed.connect(_on_exit_to_menu_button_pressed)
Console.console_opened.connect(_on_console_open)
Console.console_closed.connect(_on_console_close)
func _input(event: InputEvent) -> void:
if event.is_action_pressed("pause") and not is_console_open:
if is_paused:
_on_resume_button_pressed()
else:
gm.pause_game()
is_paused = true
pause_menu_control.show()
resume_button.grab_focus()
func _on_resume_button_pressed() -> void:
pause_menu_control.hide()
if settings_menu:
settings_menu.hide()
gm.resume_game()
is_paused = false
func _on_quit_button_pressed() -> void:
gm.quit_game()
func _on_settings_button_pressed() -> void:
if not settings_menu:
printerr("PauseMenu: Settings menu scene not set.")
return
settings_menu.show()
gm.pause_game()
is_paused = true
func _on_exit_to_menu_button_pressed() -> void:
if not exit_to_menu_scene:
printerr("PauseMenu: Exit to menu scene not set.")
return
get_tree().change_scene_to_packed(exit_to_menu_scene)
func _on_console_open():
is_console_open = true
func _on_console_close():
is_console_open = false

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class_name SettingsMenu
extends Node
@export var input_settings: Control
@export var audio_settings: Control
@export var display_settings: Control
@export var gameplay_settings: Control
@export var settings_menu_control: Control
@export var input_settings_button: Button
@export var audio_settings_button: Button
@export var display_settings_button: Button
@export var gameplay_settings_button: Button
func _ready() -> void:
if not settings_menu_control or not input_settings_button or not audio_settings_button or not display_settings_button or not gameplay_settings_button:
printerr("No settings menu control or buttons found.")
return
if input_settings:
input_settings_button.pressed.connect(_on_input_settings_button_pressed)
input_settings.hide()
if audio_settings:
audio_settings_button.pressed.connect(_on_audio_settings_button_pressed)
audio_settings.hide()
if display_settings:
display_settings_button.pressed.connect(_on_display_settings_button_pressed)
display_settings.hide()
if gameplay_settings:
gameplay_settings_button.pressed.connect(_on_gameplay_settings_button_pressed)
gameplay_settings.hide()
func _input(event: InputEvent) -> void:
if event.is_action_pressed("ui_cancel"):
if settings_menu_control.is_visible():
settings_menu_control.hide()
func _on_input_settings_button_pressed() -> void:
if not input_settings:
return
if input_settings.is_visible():
input_settings.hide()
else:
input_settings.show()
audio_settings.hide()
display_settings.hide()
gameplay_settings.hide()
func _on_audio_settings_button_pressed() -> void:
if not audio_settings:
return
if audio_settings.is_visible():
audio_settings.hide()
else:
audio_settings.show()
input_settings.hide()
display_settings.hide()
gameplay_settings.hide()
func _on_display_settings_button_pressed() -> void:
if not display_settings:
return
if display_settings.is_visible():
display_settings.hide()
else:
display_settings.show()
input_settings.hide()
audio_settings.hide()
gameplay_settings.hide()
func _on_gameplay_settings_button_pressed() -> void:
if not gameplay_settings:
return
if gameplay_settings.is_visible():
gameplay_settings.hide()
else:
gameplay_settings.show()
input_settings.hide()
audio_settings.hide()
display_settings.hide()

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