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

View File

@@ -0,0 +1,95 @@
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()