changes UI to a global singleton

This commit is contained in:
Luca 2024-09-26 19:59:52 +02:00
parent aa4afc4c4b
commit e3aec75404
16 changed files with 371 additions and 119 deletions

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@ -0,0 +1,34 @@
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source_file="res://assets/textures/Backgrounds/meadow2.jpg"
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@ -1,21 +0,0 @@
extends Node
# SIGNALS
signal inventory_changed
# The players current monsters in the inventory are saved here
var monsters: Array
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
setup_new_inventory()
func setup_new_inventory() -> void:
var data = MonsterData.new()
data.set_data("debuggy", {}, 5)
print("After setting it in inventory: ", data.display_name)
monsters.append(data)
# debug timeout to wait for the debug UI
await get_tree().create_timer(2.0).timeout
inventory_changed.emit()

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@ -4,9 +4,6 @@ extends Node
const SAVE_GAME_PATH := "user://savegame.save" const SAVE_GAME_PATH := "user://savegame.save"
const VERSION: int = 1 const VERSION: int = 1
# List all the nodes and resouces to save
var save_data: Resource = SaveData.new()
func save() -> void: func save() -> void:
var save_file = FileAccess.open(SAVE_GAME_PATH, FileAccess.WRITE) var save_file = FileAccess.open(SAVE_GAME_PATH, FileAccess.WRITE)
@ -20,18 +17,15 @@ func save() -> void:
var meta_json_string = JSON.stringify(meta_data) var meta_json_string = JSON.stringify(meta_data)
save_file.store_line(meta_json_string) save_file.store_line(meta_json_string)
# for now, only save the savedata resource from above # Save the player node's position
if !save_data.has_method("save"): var player = get_tree().get_root().find_child("Player", true, false)
print("Resource '%s' is missing a save() function, skipped" %save_data.resource_name) var player_node_data = player.save()
return var player_json = JSON.stringify(player_node_data)
save_file.store_line(player_json)
# Call the node's / resource's save function # Save all other stuff from the SaveData
var node_data = save_data.call("save") var save_data = SaveData.call("save")
var json_string = JSON.stringify(save_data)
# Serialize the JSON string
var json_string = JSON.stringify(node_data)
# Store the save dictionary as a new line in the save file
save_file.store_line(json_string) save_file.store_line(json_string)
func load() -> void: func load() -> void:
@ -39,6 +33,9 @@ func load() -> void:
print("No save file exists.") print("No save file exists.")
return return
# NEXT STEP: How to load correctly and in which order?
# first the current world, then the player and their position and then the inventory?
# Load the save file line by line and process the dictionary to restore # Load the save file line by line and process the dictionary to restore
# the object it represents # the object it represents
var save_file = FileAccess.open(SAVE_GAME_PATH, FileAccess.READ) var save_file = FileAccess.open(SAVE_GAME_PATH, FileAccess.READ)
@ -57,17 +54,17 @@ func load() -> void:
# Get the data from the JSON object # Get the data from the JSON object
var node_data = json.get_data() var node_data = json.get_data()
if node_data.has("meta"):
print("Meta data ignored.")
# handle the player data (name, money, etc.) # handle the player data (name, money, etc.)
if node_data.has("player_data"): if node_data.has("player_data"):
print("save_game.gd: ", node_data) var world_to_load = load(node_data["player_data"].world)
var instance = world_to_load.instantiate()
instance.add_child(load("res://scenes/player/player.tscn").instantiate())
var level_container = get_tree().get_root().find_child("CurrentLevel", true, false)
level_container.add_child(instance)
# Firstly, we need to create the object and add it to the tree and set its position.
#var new_object = load(node_data["filename"]).instantiate()
#get_node(node_data["parent"]).add_child(new_object)
#new_object.position = Vector2(node_data["pos_x"], node_data["pos_y"])
# Now we set the remaining variables. func savegame_exists() -> bool:
#for i in node_data.keys(): return FileAccess.file_exists(SAVE_GAME_PATH)
# if i == "filename" or i == "parent" or i == "pos_x" or i == "pos_y":
# continue
# new_object.set(i, node_data[i])

View file

@ -18,8 +18,9 @@ config/icon="res://assets/logo/logo.png"
[autoload] [autoload]
Inventory="*res://globals/inventory.gd" UI="*res://scenes/ui/ui.gd"
SaveGame="*res://globals/save_game.gd" SaveGame="*res://globals/save_game.gd"
SaveData="*res://resources/save_data.gd"
[display] [display]
@ -29,6 +30,10 @@ window/stretch/mode="canvas_items"
window/stretch/aspect="expand" window/stretch/aspect="expand"
window/handheld/orientation=1 window/handheld/orientation=1
[global_group]
Persist="Contains all nodes that need to be saved"
[input] [input]
joystick_right_right={ joystick_right_right={
@ -41,6 +46,16 @@ joystick_right_left={
"events": [Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":-1,"axis":2,"axis_value":-1.0,"script":null) "events": [Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":-1,"axis":2,"axis_value":-1.0,"script":null)
] ]
} }
joystick_right_up={
"deadzone": 0.5,
"events": [Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":-1,"axis":3,"axis_value":-1.0,"script":null)
]
}
joystick_right_down={
"deadzone": 0.5,
"events": [Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":-1,"axis":3,"axis_value":1.0,"script":null)
]
}
[input_devices] [input_devices]

View file

@ -1,11 +1,19 @@
class_name SaveData extends Node
extends Resource
# SIGNALS
signal inventory_changed
# Player data # Player data
var player_name: String = "Player" var player_name: String = "Player"
var money: int = 0 var money: int = 0
var world: String = "res://scenes/worlds/debug_level.tscn"
# Inventory data # Inventory data
# Items with their unique id and amount
# Monster Party data
# monster with their values (unique id, atk, def, tmp for now)
var monsters: Array
func _init() -> void: func _init() -> void:
set_name("SaveData") set_name("SaveData")
@ -13,7 +21,8 @@ func _init() -> void:
func save(): func save():
var player_data = { var player_data = {
"player_name": player_name, "player_name": player_name,
"money": money "money": money,
"world": world
} }
# Collect all data to save in one dictionary # Collect all data to save in one dictionary
@ -22,3 +31,11 @@ func save():
} }
return save_dict return save_dict
func setup_new_inventory() -> void:
var data = MonsterData.new()
data.set_data("debuggy", {}, 5)
print("After setting it in inventory: ", data.display_name)
monsters.append(data)
inventory_changed.emit()

View file

@ -1,10 +1,34 @@
extends Node3D extends Node3D
# Game.gd - Main Entrypoint for the game # Game.gd - Main Entrypoint for the game
@onready var ui: UI = $UI @export var skip_menu: bool = true
# Called when the node enters the scene tree for the first time. # Called when the node enters the scene tree for the first time.
func _ready() -> void: func _ready() -> void:
# Skip the menu for development
if skip_menu == true:
UI.show_ingame_controls(!skip_menu)
UI.show_main_menu(!skip_menu)
_on_ui_on_new_game_started()
return
# On start of the game, the main menu is shown
UI.show_main_menu()
# this event comes from the MainMenu Node in the UI
func _on_ui_on_new_game_started() -> void:
var world = preload("res://scenes/worlds/debug_level.tscn").instantiate()
UI.show_ingame_controls()
# Add the starting world
%CurrentLevel.add_child(world)
# Add the starting player to the starting world
var player = preload("res://scenes/player/player.tscn").instantiate()
world.add_child(player)
# event comes from the MainMenu Node in the UI
func _on_ui_on_game_continued() -> void:
SaveGame.load() SaveGame.load()
# Update the UI when the Inventory (global) changes UI.show_ingame_controls()
Inventory.inventory_changed.connect(ui._update_ui)

View file

@ -1,14 +1,12 @@
[gd_scene load_steps=4 format=3 uid="uid://cswuap81n7t3f"] [gd_scene load_steps=3 format=3 uid="uid://cswuap81n7t3f"]
[ext_resource type="PackedScene" uid="uid://p8agd0dfam0p" path="res://scenes/worlds/debug_level.tscn" id="1_j851n"]
[ext_resource type="Script" path="res://scenes/game.gd" id="1_mfbtr"] [ext_resource type="Script" path="res://scenes/game.gd" id="1_mfbtr"]
[ext_resource type="PackedScene" uid="uid://b5y7pdfe6ougf" path="res://scenes/ui/ui.tscn" id="2_ynhuf"] [ext_resource type="PackedScene" uid="uid://b5y7pdfe6ougf" path="res://scenes/ui/ui.tscn" id="2_ynhuf"]
[node name="Game" type="Node3D"] [node name="Game" type="Node3D"]
script = ExtResource("1_mfbtr") script = ExtResource("1_mfbtr")
[node name="CurrentLevel" type="Node3D" parent="."]
[node name="DebugLevel" parent="CurrentLevel" instance=ExtResource("1_j851n")]
[node name="UI" parent="." instance=ExtResource("2_ynhuf")] [node name="UI" parent="." instance=ExtResource("2_ynhuf")]
[node name="CurrentLevel" type="Node3D" parent="."]
unique_name_in_owner = true

View file

@ -28,7 +28,7 @@ func _physics_process(delta: float) -> void:
# Camera rotation # Camera rotation
var camera_input_dir := Input.get_vector("joystick_right_left", "joystick_right_right", "joystick_right_left", "joystick_right_right") var camera_input_dir := Input.get_vector("joystick_right_left", "joystick_right_right", "joystick_right_left", "joystick_right_right")
$CameraRoot.rotation.y += camera_input_dir.x * 0.2 $CameraRoot.rotation.y += camera_input_dir.x
# Get the input direction and handle the movement / deceleration. # Get the input direction and handle the movement / deceleration.
# As good practice, you should replace UI actions with custom gameplay actions. # As good practice, you should replace UI actions with custom gameplay actions.
@ -74,3 +74,16 @@ func start_battle(enemy: Node3D, player_position: Vector3) -> void:
await get_tree().create_timer(2.0).timeout await get_tree().create_timer(2.0).timeout
print("timer over") print("timer over")
in_battle = false in_battle = false
func save() -> Dictionary:
var save_dict = {
"player_transform": {
"pos_x": global_position.x,
"pos_y": global_position.y,
"pos_z": global_position.z,
"rot_x": global_rotation.x,
"rot_y": global_rotation.y,
"rot_z": global_rotation.z
}
}
return save_dict

View file

@ -12,12 +12,12 @@ func _on_close_button_pressed() -> void:
pass # Replace with function body. pass # Replace with function body.
func _update_monster_list() -> void: func _update_monster_list() -> void:
for i in Inventory.monsters.size(): for i in SaveData.monsters.size():
var monster = Inventory.monsters[i] var monster = SaveData.monsters[i]
var entry = monster_list_entry.instantiate() var entry = monster_list_entry.instantiate()
# populate the new entry # populate the new entry
entry.populate(Inventory.monsters[i]) entry.populate(SaveData.monsters[i])
# add it to the list # add it to the list
monster_list_entry_container.add_child(entry) monster_list_entry_container.add_child(entry)

33
scenes/ui/main_menu.gd Normal file
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@ -0,0 +1,33 @@
extends Control
signal on_new_game_started
signal on_game_continued
# On ready, check which buttons to show
func _ready() -> void:
if SaveGame.savegame_exists():
%ContinueGameButton.visible = true
%NewGameButton.visible = false
func _on_new_game_button_pressed() -> void:
# Hide the main menu
self.visible = false
# emit the new game signal
on_new_game_started.emit()
func _on_continue_game_button_pressed() -> void:
# Hide the main menu
self.visible = false
# emit the continue game signal
on_game_continued.emit()
func _on_options_button_pressed() -> void:
print("TODO")
func _on_licenses_button_pressed() -> void:
print("TODO")
func _on_exit_button_pressed() -> void:
get_tree().quit()

View file

@ -1,16 +1,79 @@
[gd_scene load_steps=3 format=3 uid="uid://dt00rjsodtady"] [gd_scene load_steps=10 format=3 uid="uid://dt00rjsodtady"]
[ext_resource type="Texture2D" uid="uid://b6ylra30qxf30" path="res://assets/logo/logo.png" id="1_1fmce"] [ext_resource type="Texture2D" uid="uid://b6ylra30qxf30" path="res://assets/logo/logo.png" id="1_1fmce"]
[ext_resource type="Script" path="res://scenes/ui/main_menu.gd" id="1_5gs73"]
[ext_resource type="FontFile" uid="uid://bjaavdnopfh0q" path="res://assets/fonts/aoboshi_one/AoboshiOne-Regular.ttf" id="2_aqmkw"] [ext_resource type="FontFile" uid="uid://bjaavdnopfh0q" path="res://assets/fonts/aoboshi_one/AoboshiOne-Regular.ttf" id="2_aqmkw"]
[ext_resource type="Texture2D" uid="uid://da7o6lfuoliid" path="res://assets/textures/Backgrounds/meadow2.jpg" id="2_bb61v"]
[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_7grw7"]
content_margin_left = 20.0
content_margin_right = 20.0
content_margin_bottom = 5.0
bg_color = Color(0.799841, 0.529277, 0.323387, 1)
corner_radius_top_left = 5
corner_radius_top_right = 5
corner_radius_bottom_right = 5
corner_radius_bottom_left = 5
[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_xjg0j"]
content_margin_left = 20.0
content_margin_right = 20.0
content_margin_bottom = 5.0
bg_color = Color(0.799841, 0.529277, 0.323387, 1)
corner_radius_top_left = 5
corner_radius_top_right = 5
corner_radius_bottom_right = 5
corner_radius_bottom_left = 5
[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_3y6oq"]
content_margin_left = 20.0
content_margin_right = 20.0
content_margin_bottom = 5.0
bg_color = Color(0.799841, 0.529277, 0.323387, 1)
corner_radius_top_left = 5
corner_radius_top_right = 5
corner_radius_bottom_right = 5
corner_radius_bottom_left = 5
[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_cnake"]
content_margin_left = 20.0
content_margin_right = 20.0
content_margin_bottom = 5.0
bg_color = Color(0.799841, 0.529277, 0.323387, 1)
corner_radius_top_left = 5
corner_radius_top_right = 5
corner_radius_bottom_right = 5
corner_radius_bottom_left = 5
[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_0d7mr"]
content_margin_left = 20.0
content_margin_right = 20.0
content_margin_bottom = 5.0
bg_color = Color(0.799841, 0.529277, 0.323387, 1)
corner_radius_top_left = 5
corner_radius_top_right = 5
corner_radius_bottom_right = 5
corner_radius_bottom_left = 5
[node name="MainMenu" type="Control"] [node name="MainMenu" type="Control"]
visible = false
layout_mode = 3 layout_mode = 3
anchors_preset = 15 anchors_preset = 15
anchor_right = 1.0 anchor_right = 1.0
anchor_bottom = 1.0 anchor_bottom = 1.0
grow_horizontal = 2 grow_horizontal = 2
grow_vertical = 2 grow_vertical = 2
script = ExtResource("1_5gs73")
[node name="Background" type="TextureRect" parent="."]
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
texture = ExtResource("2_bb61v")
expand_mode = 3
stretch_mode = 6
[node name="VBoxContainer" type="VBoxContainer" parent="."] [node name="VBoxContainer" type="VBoxContainer" parent="."]
layout_mode = 1 layout_mode = 1
@ -22,7 +85,9 @@ grow_vertical = 2
theme_override_constants/separation = 50 theme_override_constants/separation = 50
[node name="Logo" type="TextureRect" parent="VBoxContainer"] [node name="Logo" type="TextureRect" parent="VBoxContainer"]
custom_minimum_size = Vector2(600, 600)
layout_mode = 2 layout_mode = 2
size_flags_horizontal = 4
texture = ExtResource("1_1fmce") texture = ExtResource("1_1fmce")
expand_mode = 4 expand_mode = 4
stretch_mode = 5 stretch_mode = 5
@ -46,22 +111,88 @@ FANGEN"
horizontal_alignment = 1 horizontal_alignment = 1
max_lines_visible = 2 max_lines_visible = 2
[node name="MenuButtons" type="VBoxContainer" parent="VBoxContainer"] [node name="MarginContainer" type="MarginContainer" parent="VBoxContainer"]
layout_mode = 2
size_flags_vertical = 3
theme_override_constants/margin_left = 50
theme_override_constants/margin_top = 20
theme_override_constants/margin_right = 50
theme_override_constants/margin_bottom = 50
[node name="MenuButtons" type="VBoxContainer" parent="VBoxContainer/MarginContainer"]
layout_mode = 2 layout_mode = 2
size_flags_horizontal = 4 size_flags_horizontal = 4
size_flags_vertical = 3
[node name="NewGameButton" type="Button" parent="VBoxContainer/MenuButtons"] [node name="NewGameButton" type="Button" parent="VBoxContainer/MarginContainer/MenuButtons"]
unique_name_in_owner = true
layout_mode = 2 layout_mode = 2
theme_override_colors/font_color = Color(0.355673, 0.203473, 0.0399276, 1)
theme_override_fonts/font = ExtResource("2_aqmkw")
theme_override_font_sizes/font_size = 45
theme_override_styles/focus = SubResource("StyleBoxFlat_7grw7")
theme_override_styles/hover_pressed = SubResource("StyleBoxFlat_xjg0j")
theme_override_styles/hover = SubResource("StyleBoxFlat_3y6oq")
theme_override_styles/pressed = SubResource("StyleBoxFlat_cnake")
theme_override_styles/normal = SubResource("StyleBoxFlat_0d7mr")
text = "New Game" text = "New Game"
[node name="ContinueGameButton" type="Button" parent="VBoxContainer/MenuButtons"] [node name="ContinueGameButton" type="Button" parent="VBoxContainer/MarginContainer/MenuButtons"]
unique_name_in_owner = true
visible = false
layout_mode = 2 layout_mode = 2
theme_override_colors/font_color = Color(0.356863, 0.203922, 0.0392157, 1)
theme_override_fonts/font = ExtResource("2_aqmkw")
theme_override_font_sizes/font_size = 45
theme_override_styles/focus = SubResource("StyleBoxFlat_0d7mr")
theme_override_styles/hover_pressed = SubResource("StyleBoxFlat_0d7mr")
theme_override_styles/hover = SubResource("StyleBoxFlat_0d7mr")
theme_override_styles/pressed = SubResource("StyleBoxFlat_0d7mr")
theme_override_styles/normal = SubResource("StyleBoxFlat_0d7mr")
text = "Continue" text = "Continue"
[node name="OptionsButton" type="Button" parent="VBoxContainer/MenuButtons"] [node name="OptionsButton" type="Button" parent="VBoxContainer/MarginContainer/MenuButtons"]
unique_name_in_owner = true
layout_mode = 2 layout_mode = 2
theme_override_colors/font_color = Color(0.356863, 0.203922, 0.0392157, 1)
theme_override_fonts/font = ExtResource("2_aqmkw")
theme_override_font_sizes/font_size = 45
theme_override_styles/focus = SubResource("StyleBoxFlat_0d7mr")
theme_override_styles/hover_pressed = SubResource("StyleBoxFlat_0d7mr")
theme_override_styles/hover = SubResource("StyleBoxFlat_0d7mr")
theme_override_styles/pressed = SubResource("StyleBoxFlat_0d7mr")
theme_override_styles/normal = SubResource("StyleBoxFlat_0d7mr")
text = "Options" text = "Options"
[node name="ExitButton" type="Button" parent="VBoxContainer/MenuButtons"] [node name="LicensesButton" type="Button" parent="VBoxContainer/MarginContainer/MenuButtons"]
unique_name_in_owner = true
layout_mode = 2 layout_mode = 2
theme_override_colors/font_color = Color(0.356863, 0.203922, 0.0392157, 1)
theme_override_fonts/font = ExtResource("2_aqmkw")
theme_override_font_sizes/font_size = 45
theme_override_styles/focus = SubResource("StyleBoxFlat_0d7mr")
theme_override_styles/hover_pressed = SubResource("StyleBoxFlat_0d7mr")
theme_override_styles/hover = SubResource("StyleBoxFlat_0d7mr")
theme_override_styles/pressed = SubResource("StyleBoxFlat_0d7mr")
theme_override_styles/normal = SubResource("StyleBoxFlat_0d7mr")
text = "Licenses"
[node name="ExitButton" type="Button" parent="VBoxContainer/MarginContainer/MenuButtons"]
unique_name_in_owner = true
layout_mode = 2
size_flags_vertical = 10
theme_override_colors/font_color = Color(0.356863, 0.203922, 0.0392157, 1)
theme_override_fonts/font = ExtResource("2_aqmkw")
theme_override_font_sizes/font_size = 45
theme_override_styles/focus = SubResource("StyleBoxFlat_0d7mr")
theme_override_styles/hover_pressed = SubResource("StyleBoxFlat_0d7mr")
theme_override_styles/hover = SubResource("StyleBoxFlat_0d7mr")
theme_override_styles/pressed = SubResource("StyleBoxFlat_0d7mr")
theme_override_styles/normal = SubResource("StyleBoxFlat_0d7mr")
text = "Exit" text = "Exit"
[connection signal="pressed" from="VBoxContainer/MarginContainer/MenuButtons/NewGameButton" to="." method="_on_new_game_button_pressed"]
[connection signal="pressed" from="VBoxContainer/MarginContainer/MenuButtons/ContinueGameButton" to="." method="_on_continue_game_button_pressed"]
[connection signal="pressed" from="VBoxContainer/MarginContainer/MenuButtons/OptionsButton" to="." method="_on_options_button_pressed"]
[connection signal="pressed" from="VBoxContainer/MarginContainer/MenuButtons/LicensesButton" to="." method="_on_licenses_button_pressed"]
[connection signal="pressed" from="VBoxContainer/MarginContainer/MenuButtons/ExitButton" to="." method="_on_exit_button_pressed"]

View file

@ -1,16 +1,35 @@
extends CanvasLayer extends Node
class_name UI
@onready var ingame_menu: MarginContainer = %IngameMenu # these two signals come from the MainMenu and start / continue the game
# gets sent to the main.gd scene
signal on_new_game_started
signal on_game_continued
@onready var root: CanvasLayer = $/root/Game/UI
@onready var main_menu: Control = $/root/Game/UI/MainMenu
@onready var ingame_controls: MarginContainer = $/root/Game/UI/IngameControls
@onready var ingame_menu: Control = $/root/Game/UI/IngameMenu
@onready var camera_control_area : Control = $/root/Game/UI/CameraControlArea
@onready var save_ui : Control = $/root/Game/UI/SaveUI
# Called when the node enters the scene tree for the first time.
func _ready() -> void: func _ready() -> void:
pass # Replace with function body. main_menu.connect("on_game_continued", _on_main_menu_on_game_continued)
main_menu.connect("on_new_game_started", _on_main_menu_on_new_game_started)
ingame_controls.connect("menu_button_clicked", _on_ingame_controls_menu_button_clicked)
ingame_controls.connect("save_button_clicked", _on_ingame_controls_save_button_clicked)
ingame_controls.connect("save_button_released", _on_ingame_controls_save_button_released)
ingame_controls.connect("save_timer_incremented", _on_ingame_controls_save_timer_incremented)
ingame_controls.connect("save_timer_reached", _on_ingame_controls_save_timer_reached)
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
pass pass
func show_main_menu(p_visible = true) -> void:
main_menu.visible = p_visible
func show_ingame_controls(p_visible = true) -> void:
ingame_controls.visible = p_visible
func _on_ingame_controls_menu_button_clicked() -> void: func _on_ingame_controls_menu_button_clicked() -> void:
ingame_menu.visible = true ingame_menu.visible = true
@ -26,19 +45,28 @@ func _update_ui() -> void:
func _on_ingame_controls_save_button_clicked() -> void: func _on_ingame_controls_save_button_clicked() -> void:
%SaveUI.visible = true save_ui.visible = true
func _on_ingame_controls_save_button_released() -> void: func _on_ingame_controls_save_button_released() -> void:
%SaveUI.visible = false save_ui.visible = false
func _on_ingame_controls_save_timer_incremented(value) -> void: func _on_ingame_controls_save_timer_incremented(value) -> void:
%SavePercentage.text = str(value) save_ui.get_node("SavePercentage").text = str(value)
func _on_ingame_controls_save_timer_reached() -> void: func _on_ingame_controls_save_timer_reached() -> void:
%SavePercentage.text = "Saved!" save_ui.get_node("SavePercentage").text = "Saved!"
%IngameControls.disable_save_button() ingame_controls.disable_save_button()
await get_tree().create_timer(1.0).timeout await get_tree().create_timer(1.0).timeout
%IngameControls.enable_save_button() ingame_controls.enable_save_button()
$SaveUI.visible = false save_ui.visible = false
%SavePercentage.text = "0%" save_ui.get_node("SavePercentage").text = "0%"
# sends the signal from the MainMenu node up to the main.gd scene
func _on_main_menu_on_new_game_started() -> void:
on_new_game_started.emit()
# sends the signal from the MainMenu node up to the main.gd scene
func _on_main_menu_on_game_continued() -> void:
on_game_continued.emit()

View file

@ -1,13 +1,11 @@
[gd_scene load_steps=6 format=3 uid="uid://b5y7pdfe6ougf"] [gd_scene load_steps=5 format=3 uid="uid://b5y7pdfe6ougf"]
[ext_resource type="Script" path="res://scenes/ui/ui.gd" id="1_vyi3s"]
[ext_resource type="Script" path="res://scripts/camera_controls.gd" id="1_x56x6"] [ext_resource type="Script" path="res://scripts/camera_controls.gd" id="1_x56x6"]
[ext_resource type="PackedScene" uid="uid://dt00rjsodtady" path="res://scenes/ui/main_menu.tscn" id="3_tcmm8"] [ext_resource type="PackedScene" uid="uid://dt00rjsodtady" path="res://scenes/ui/main_menu.tscn" id="3_tcmm8"]
[ext_resource type="PackedScene" uid="uid://1anjhvi173g3" path="res://scenes/ui/ingame_controls.tscn" id="4_likk0"] [ext_resource type="PackedScene" uid="uid://1anjhvi173g3" path="res://scenes/ui/ingame_controls.tscn" id="4_likk0"]
[ext_resource type="PackedScene" uid="uid://bbvbnrcjatkrb" path="res://scenes/ui/ingame_menu.tscn" id="5_qjqu1"] [ext_resource type="PackedScene" uid="uid://bbvbnrcjatkrb" path="res://scenes/ui/ingame_menu.tscn" id="5_qjqu1"]
[node name="UI" type="CanvasLayer"] [node name="UI" type="CanvasLayer"]
script = ExtResource("1_vyi3s")
[node name="CameraControlArea" type="Control" parent="."] [node name="CameraControlArea" type="Control" parent="."]
layout_mode = 3 layout_mode = 3
@ -52,17 +50,12 @@ horizontal_alignment = 1
vertical_alignment = 1 vertical_alignment = 1
[node name="MainMenu" parent="." instance=ExtResource("3_tcmm8")] [node name="MainMenu" parent="." instance=ExtResource("3_tcmm8")]
unique_name_in_owner = true
[node name="IngameControls" parent="." instance=ExtResource("4_likk0")] [node name="IngameControls" parent="." instance=ExtResource("4_likk0")]
unique_name_in_owner = true unique_name_in_owner = true
visible = false
[node name="IngameMenu" parent="." instance=ExtResource("5_qjqu1")] [node name="IngameMenu" parent="." instance=ExtResource("5_qjqu1")]
unique_name_in_owner = true unique_name_in_owner = true
visible = false visible = false
[connection signal="gui_input" from="CameraControlArea" to="CameraControlArea" method="_on_gui_input"]
[connection signal="menu_button_clicked" from="IngameControls" to="." method="_on_ingame_controls_menu_button_clicked"]
[connection signal="save_button_clicked" from="IngameControls" to="." method="_on_ingame_controls_save_button_clicked"]
[connection signal="save_button_released" from="IngameControls" to="." method="_on_ingame_controls_save_button_released"]
[connection signal="save_timer_incremented" from="IngameControls" to="." method="_on_ingame_controls_save_timer_incremented"]
[connection signal="save_timer_reached" from="IngameControls" to="." method="_on_ingame_controls_save_timer_reached"]

View file

@ -1,6 +1,5 @@
[gd_scene load_steps=11 format=3 uid="uid://p8agd0dfam0p"] [gd_scene load_steps=10 format=3 uid="uid://p8agd0dfam0p"]
[ext_resource type="PackedScene" uid="uid://be5bc5gjbo875" path="res://scenes/player/player.tscn" id="1_ra6oo"]
[ext_resource type="PackedScene" uid="uid://dawpmu4vvv3rs" path="res://scenes/monster_spawnpoint/monster_spawnpoint.tscn" id="3_esgto"] [ext_resource type="PackedScene" uid="uid://dawpmu4vvv3rs" path="res://scenes/monster_spawnpoint/monster_spawnpoint.tscn" id="3_esgto"]
[ext_resource type="Script" path="res://resources/monster_data.gd" id="3_iktqp"] [ext_resource type="Script" path="res://resources/monster_data.gd" id="3_iktqp"]
[ext_resource type="Resource" uid="uid://0xqaef8uftnv" path="res://resources/monsters/debuggy.tres" id="4_noslo"] [ext_resource type="Resource" uid="uid://0xqaef8uftnv" path="res://resources/monsters/debuggy.tres" id="4_noslo"]
@ -28,8 +27,6 @@ glow_enabled = true
[node name="DebugLevel" type="Node3D"] [node name="DebugLevel" type="Node3D"]
[node name="Player" parent="." instance=ExtResource("1_ra6oo")]
[node name="Floor" type="StaticBody3D" parent="."] [node name="Floor" type="StaticBody3D" parent="."]
metadata/_edit_lock_ = true metadata/_edit_lock_ = true

View file

@ -1,23 +1,14 @@
extends Control extends Control
var pressed: bool = false var pressed: bool = false
var previous_position: Vector2 = Vector2(0, 0) var previous_position : Vector2 = Vector2.ZERO
var touch_delta: Vector2 = Vector2(0, 0) var speed : float = 0.04
var current_delta: Vector2 = Vector2(0, 0)
var dampening_factor: float = 0.8 # Lower values = more dampening (0-1 range)
# Called every frame. 'delta' is the elapsed time since the previous frame. # Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void: func _process(delta: float) -> void:
var t = clamp(dampening_factor * delta, 0.0, 1.0) # Clamp to 0-1 range pass
current_delta = lerp(current_delta, Vector2(0, 0), ease(t, -0.5)) # Use easing with lerp
# Simulate joystick motion using the dampened delta. func _gui_input(event: InputEvent) -> void:
simulate_joystick_motion(JOY_AXIS_RIGHT_X, -current_delta.x * 0.1, 0)
# Debug: See the current delta
#print(current_delta)
func _on_gui_input(event: InputEvent) -> void:
# Filter touch or drag events only. # Filter touch or drag events only.
if event is not InputEventScreenTouch and event is not InputEventScreenDrag: if event is not InputEventScreenTouch and event is not InputEventScreenDrag:
return return
@ -25,16 +16,18 @@ func _on_gui_input(event: InputEvent) -> void:
if event is InputEventScreenTouch: if event is InputEventScreenTouch:
if event.is_pressed(): if event.is_pressed():
pressed = true pressed = true
previous_position = event.position # Initialize previous position on touch start
else: else:
pressed = false pressed = false
touch_delta = Vector2(0, 0) # Reset delta on touch release simulate_joystick_motion(JOY_AXIS_RIGHT_X, 0, 0)
if pressed and event is InputEventScreenDrag: if pressed and event is InputEventScreenDrag:
# Calculate the delta between the current and previous touch position. var delta_position : Vector2 = event.position - previous_position
touch_delta = event.position - previous_position print(delta_position)
simulate_joystick_motion(JOY_AXIS_RIGHT_X, -delta_position.x * speed, 0)
#simulate_joystick_motion(JOY_AXIS_RIGHT_Y, delta_position.y * speed, 0)
# finally update the previous position
previous_position = event.position previous_position = event.position
current_delta = touch_delta * 0.5 # Update current delta with the new drag value
func simulate_joystick_motion(axis: int, value: float, device_id: int = 0) -> void: func simulate_joystick_motion(axis: int, value: float, device_id: int = 0) -> void:
var joystick_event = InputEventJoypadMotion.new() var joystick_event = InputEventJoypadMotion.new()