Files
przygody-pana-cegly/scripts/UI/MainMenu.cs
Gabriel Kaszewski d84f7d1740 Csharp rewrite (#4)
* Implement BeamComponent in C# and enhance marketplace button functionality

* Add core game components including ConfigFileHandler, GameManager, SaveSystem, and UIManager

* cleanup

* Add new components: CanPickUpComponent, CollapsableComponent, DestroyableComponent, EffectInflictorComponent, StatusEffectComponent, and StatusEffectDataResource

* Add new components: EnemyDeathComponent, EnemyWaveTriggerComponent, and ExitDoorComponent

* Add new components: ExplosiveComponent, FadeAwayComponent, FireEffectComponent, FlipComponent, GravityMotionComponent, LaunchComponent, and update PlatformMovement with LastDirection property

* Add new components: HealComponent, HitComponent, HomingMissileMotionComponent, LeverComponent, and TriggerLeverComponent

* Refactor GameManager session state handling and add new components: CanBeLaunchedComponent, IceEffectComponent, JumpPadComponent, KillPlayerOutOfScreenComponent, KnockbackComponent, LifetimeComponent, MagneticSkillComponent, OutOfScreenComponent, PeriodicShootingComponent, PlayerDeathComponent, ProgressiveDamageComponent, ProjectileComponent, ProjectileInitComponent, RequirementComponent, ScoreComponent, ShipMovementComponent, ShipShooterComponent, and SideToSideMovementComponent

* Add new components: CannotStompComponent, SkillUnlockedComponent, SpaceshipEnterComponent, SpaceshipExitComponent, SpinComponent, StompDamageComponent, StraightMotionComponent, TerrainHitFx, TooltipComponent, TrailComponent, and UnlockOnRequirementComponent

* Add new components: BrickThrowComponent, BulletComponent, CageComponent, ChaseLevelComponent, CleanupComponent, and ThrowInputResource classes; implement game saving and loading logic in SaveSystem

* Add audio settings management and platform movement component

* Add ChargeProgressBar, Credits, and GameOverScreen components for UI management

* Add UID files for ConfigFileHandler, GameManager, SaveSystem, and UIManager components

* Add README.md file with game description and features; include project license and contribution guidelines

* Add Hud component for UI management; display health, coins, and lives

* Add MainMenu and Marketplace components; implement game management and skill unlocking features

* Add PauseMenu, SettingsMenu, and SkillButton components; enhance game management and UI functionality
2025-08-15 00:45:57 +02:00

67 lines
1.9 KiB
C#

using Godot;
using Mr.BrickAdventures.Autoloads;
namespace Mr.BrickAdventures.scripts.UI;
public partial class MainMenu : Node
{
[Export] public Control MainMenuControl { get; set; }
[Export] public Button NewGameButton { get; set; }
[Export] public Button ContinueButton { get; set; }
[Export] public Button SettingsButton { get; set; }
[Export] public Button CreditsButton { get; set; }
[Export] public Button ExitButton { get; set; }
[Export] public Label VersionLabel { get; set; }
[Export] public Control SettingsControl { get; set; }
[Export] public Control CreditsControl { get; set; }
private SaveSystem _saveSystem;
private GameManager _gameManager;
private UIManager _uiManager;
public override void _Ready()
{
_saveSystem = GetNode<SaveSystem>("/root/SaveSystem");
_gameManager = GetNode<GameManager>("/root/GameManager");
_uiManager = GetNode<UIManager>("/root/UIManager");
NewGameButton.Pressed += OnNewGamePressed;
ContinueButton.Pressed += OnContinuePressed;
SettingsButton.Pressed += OnSettingsPressed;
CreditsButton.Pressed += OnCreditsPressed;
ExitButton.Pressed += OnExitPressed;
VersionLabel.Text = $"v. {ProjectSettings.GetSetting("application/config/version")}";
ContinueButton.Disabled = !_saveSystem.CheckSaveExists();
if (_saveSystem.CheckSaveExists())
ContinueButton.GrabFocus();
else
NewGameButton.GrabFocus();
}
private void OnExitPressed()
{
_gameManager.QuitGame();
}
private void OnCreditsPressed()
{
_uiManager.PushScreen(CreditsControl);
}
private void OnSettingsPressed()
{
_uiManager.PushScreen(SettingsControl);
}
private void OnContinuePressed()
{
_gameManager.ContinueGame();
}
private void OnNewGamePressed()
{
_gameManager.StartNewGame();
}
}