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extends TabContainer
@onready var audio_bus = AudioServer.get_bus_index("Master")
func _ready():
hide()
self._ready_bombs()
self._ready_system()
func _input(event: InputEvent):
if event.is_action_pressed("ui_menu"):
print(Global.player.position)
print("pressed")
if get_tree().paused: # game is paused
self.close_menu()
print("was paused")
else: # game is running
self.open_menu()
print("was running")
if event.is_action_pressed("ui_menu_left"):
if get_current_tab() > 0:
set_current_tab(get_current_tab() - 1)
if event.is_action_pressed("ui_menu_right"):
if get_current_tab() < get_tab_count() - 1:
set_current_tab(get_current_tab() + 1)
connect("tab_changed", func(tab_id):
if tab_id == 0:
(func(): $Bombs/Panel/HBoxContainer/VBoxContainer/ButtonBombNormal.grab_focus()).call_deferred()
elif tab_id == 1:
(func(): $System/Panel/VBoxContainer/ButtonResume.grab_focus()).call_deferred()
)
func open_menu():
get_tree().paused = true
show()
(func(): $Bombs/Panel/HBoxContainer/VBoxContainer/ButtonBombNormal.grab_focus()).call_deferred()
func close_menu():
hide()
get_tree().paused = false
func get_player():
return Global.player
#return get_tree().get_current_scene().get_node("Player")
### Bombs ###
func _ready_bombs():
for component in Bomb.COMPONENT_TYPE:
var idx = Bomb.COMPONENT_TYPE[component]
$Bombs/Panel/HBoxContainer/VBoxContainer3/BombComponents.set_item_text(idx, component.capitalize())
func _on_button_bomb_normal_pressed():
self.get_player().BombScene = preload("res://Scenes/Entities/Bombs/Bomb__Normal.tscn")
func _on_button_bomb_breakables_pressed():
self.get_player().BombScene = preload("res://Scenes/Entities/Bombs/Bomb__Breakables.tscn")
func _on_bomb_power_item_selected(index):
var power = int($Bombs/Panel/HBoxContainer/VBoxContainer2/BombPower.get_item_text(index))
self.get_player().bomb_power = power
func _on_bomb_components_multi_selected(_index, _selected):
Global.player.bomb_components = []
for idx in $Bombs/Panel/HBoxContainer/VBoxContainer3/BombComponents.get_selected_items():
Global.player.bomb_components.append(idx) # same as enum idx
### System ###
func _ready_system():
AudioServer.set_bus_volume_db(self.audio_bus, linear_to_db(0))
$System/Panel/VBoxContainer2/SliderVolume.value = db_to_linear(AudioServer.get_bus_volume_db(self.audio_bus))
func _on_slider_volume_value_changed(value):
AudioServer.set_bus_volume_db(self.audio_bus, linear_to_db(value))
func quit_game():
get_tree().quit()
func _on_button_resume_pressed():
self.close_menu()
func _on_button_quit_pressed():
self.quit_game()
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