Bear, level selector (to be removed), new matador spawn, new bear level, saving config updates source files
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extends Control
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## Slay-the-Spire-style run map shown between fights. Placeholder art — coloured pips
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## joined by paths — but fully interactive: the player picks one of the reachable nodes
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## and is sent into that level. Every node is the arena for now (see run_state.gd); the
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## screen is level-agnostic, so richer levels just need a LevelDef with its own colour.
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const _GOLD := Color(1.00, 0.78, 0.22)
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const _CREAM := Color(0.93, 0.88, 0.72)
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const _EDGE_DIM := Color(0.45, 0.36, 0.18, 0.55)
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const _EDGE_ACTIVE := Color(1.00, 0.82, 0.32, 0.95)
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const _NODE_SIZE := 58.0
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const _BOSS_SIZE := 88.0
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const _MENU_SCENE := "res://MainMenu.tscn"
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var _map_area: Control
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var _completion: PanelContainer
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func _ready() -> void:
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Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
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get_tree().paused = false
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Run.ensure_run()
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_build_ui()
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_relayout.call_deferred() # defer so _map_area has its real size first
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func _build_ui() -> void:
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set_anchors_preset(Control.PRESET_FULL_RECT)
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var bg := ColorRect.new()
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bg.set_anchors_preset(Control.PRESET_FULL_RECT)
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bg.color = Color(0.09, 0.06, 0.03) # opaque leather, no scene showing through
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bg.mouse_filter = Control.MOUSE_FILTER_IGNORE
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add_child(bg)
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var title := Label.new()
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title.text = "Choose Your Path"
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title.set_anchors_preset(Control.PRESET_TOP_WIDE)
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title.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
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title.offset_top = 22.0
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title.add_theme_font_override("font", UiFonts.title())
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title.add_theme_font_size_override("font_size", 46)
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title.add_theme_color_override("font_color", _GOLD)
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title.add_theme_color_override("font_outline_color", Color(0, 0, 0, 0.9))
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title.add_theme_constant_override("outline_size", 6)
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title.mouse_filter = Control.MOUSE_FILTER_IGNORE
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add_child(title)
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_map_area = Control.new()
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_map_area.set_anchors_preset(Control.PRESET_FULL_RECT)
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_map_area.offset_top = 108.0
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_map_area.offset_bottom = -92.0
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_map_area.offset_left = 48.0
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_map_area.offset_right = -48.0
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_map_area.clip_contents = false
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add_child(_map_area)
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_map_area.resized.connect(_relayout)
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var menu_btn := _make_button("Main Menu")
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menu_btn.set_anchors_preset(Control.PRESET_BOTTOM_LEFT)
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menu_btn.grow_vertical = Control.GROW_DIRECTION_BEGIN
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menu_btn.offset_left = 32.0
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menu_btn.offset_bottom = -26.0
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menu_btn.pressed.connect(_to_menu)
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add_child(menu_btn)
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_build_completion()
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# ── Layout ──────────────────────────────────────────────────────────────────
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# Rebuilt from the run state on first show and whenever the map area resizes. Edges are
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# added first so the node pips draw on top of the paths.
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func _relayout() -> void:
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if _map_area == null:
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return
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for child in _map_area.get_children():
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child.queue_free()
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var size := _map_area.size
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if size.x <= 0.0 or size.y <= 0.0:
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return
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var reachable := Run.reachable()
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var reach_set := {}
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for n: MapNode in reachable:
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reach_set[n] = true
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var here := Run.current_node()
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if Run.player_row < 0:
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var start_pos := Vector2(size.x * 0.5, size.y - 8.0)
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_add_start_pip(start_pos)
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for n: MapNode in reachable:
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_add_edge(start_pos, _local(n, size), true)
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for row: Array in Run.map:
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for from_node: MapNode in row:
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for to_col: int in from_node.links:
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var to_node := Run.node_at(from_node.row + 1, to_col)
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if to_node == null:
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continue
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var active := from_node == here and reach_set.has(to_node)
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_add_edge(_local(from_node, size), _local(to_node, size), active)
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for row: Array in Run.map:
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for node: MapNode in row:
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_add_node(node, size, reach_set.has(node))
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_completion.visible = Run.run_complete() or reachable.is_empty()
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func _local(node: MapNode, size: Vector2) -> Vector2:
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return Vector2(node.pos.x * size.x, node.pos.y * size.y)
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func _add_edge(a: Vector2, b: Vector2, active: bool) -> void:
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var line := Line2D.new()
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line.add_point(a)
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line.add_point(b)
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line.width = 4.0 if active else 2.5
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line.default_color = _EDGE_ACTIVE if active else _EDGE_DIM
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line.antialiased = true
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_map_area.add_child(line)
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func _add_start_pip(center: Vector2) -> void:
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var pip := PanelContainer.new()
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var sz := 22.0
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pip.custom_minimum_size = Vector2(sz, sz)
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pip.size = Vector2(sz, sz)
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pip.position = center - Vector2(sz, sz) * 0.5
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pip.mouse_filter = Control.MOUSE_FILTER_IGNORE
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pip.add_theme_stylebox_override("panel", UiTheme.disc(_GOLD, _CREAM, 2))
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_map_area.add_child(pip)
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func _add_node(node: MapNode, size: Vector2, is_reachable: bool) -> void:
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var is_current := node.row == Run.player_row and node.col == Run.player_col
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var sz := _BOSS_SIZE if node.level.is_boss else _NODE_SIZE
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var center := _local(node, size)
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var btn := Button.new()
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btn.custom_minimum_size = Vector2(sz, sz)
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btn.size = Vector2(sz, sz)
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btn.position = center - Vector2(sz, sz) * 0.5
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btn.focus_mode = Control.FOCUS_NONE
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btn.disabled = not is_reachable
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btn.mouse_filter = Control.MOUSE_FILTER_STOP if is_reachable else Control.MOUSE_FILTER_IGNORE
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var fill := node.level.color
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var border := UiTheme.BORDER
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if is_current:
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border = _CREAM
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elif is_reachable:
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border = _GOLD
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elif node.cleared:
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fill = fill.darkened(0.35)
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border = Color(_GOLD.r, _GOLD.g, _GOLD.b, 0.5)
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else: # locked — a future row not yet reachable
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fill = fill.darkened(0.6)
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border = Color(0.40, 0.34, 0.20, 0.6)
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var border_w := 4 if (is_reachable or is_current) else 2
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var normal := UiTheme.disc(fill, border, border_w)
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var hover := UiTheme.disc(fill.lightened(0.18), _CREAM, border_w)
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btn.add_theme_stylebox_override("normal", normal)
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btn.add_theme_stylebox_override("hover", hover)
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btn.add_theme_stylebox_override("pressed", hover)
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btn.add_theme_stylebox_override("disabled", normal)
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_map_area.add_child(btn)
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if is_reachable:
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btn.pressed.connect(_enter_node.bind(node))
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_pulse(btn)
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if is_reachable or is_current or node.level.is_boss:
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_add_caption(node.level.display_name, center + Vector2(0.0, sz * 0.5 + 6.0), is_reachable)
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if is_current:
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_add_caption("You are here", center - Vector2(0.0, sz * 0.5 + 18.0), false)
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func _add_caption(text: String, center_top: Vector2, bright: bool) -> void:
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var lbl := Label.new()
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lbl.text = text
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lbl.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
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lbl.size = Vector2(200.0, 0.0)
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lbl.position = center_top - Vector2(100.0, 0.0)
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lbl.add_theme_font_override("font", UiFonts.body())
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lbl.add_theme_font_size_override("font_size", 15)
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lbl.add_theme_color_override("font_color", _CREAM if bright else UiTheme.MUTED)
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lbl.add_theme_color_override("font_outline_color", Color(0, 0, 0, 0.9))
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lbl.add_theme_constant_override("outline_size", 4)
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lbl.mouse_filter = Control.MOUSE_FILTER_IGNORE
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_map_area.add_child(lbl)
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# Slow glow on the reachable pips so the eye lands on where the player can go next.
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func _pulse(node: CanvasItem) -> void:
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var tw := create_tween().set_loops()
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tw.tween_property(node, "modulate:a", 0.6, 0.75).set_trans(Tween.TRANS_SINE)
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tw.tween_property(node, "modulate:a", 1.0, 0.75).set_trans(Tween.TRANS_SINE)
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# ── Actions ───────────────────────────────────────────────────────────────────
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func _enter_node(node: MapNode) -> void:
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Run.select_node(node)
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get_tree().paused = false
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get_tree().change_scene_to_file(node.level.scene_path)
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func _to_menu() -> void:
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get_tree().paused = false
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Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
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get_tree().change_scene_to_file(_MENU_SCENE)
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# ── Run-complete overlay ──────────────────────────────────────────────────────
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func _build_completion() -> void:
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_completion = PanelContainer.new()
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_completion.set_anchors_preset(Control.PRESET_CENTER)
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_completion.grow_horizontal = Control.GROW_DIRECTION_BOTH
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_completion.grow_vertical = Control.GROW_DIRECTION_BOTH
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_completion.add_theme_stylebox_override(
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"panel", UiTheme.plaque(UiTheme.LEATHER, _GOLD, 4, 32.0, 24.0)
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)
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_completion.visible = false
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add_child(_completion)
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var col := VBoxContainer.new()
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col.add_theme_constant_override("separation", 16)
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col.alignment = BoxContainer.ALIGNMENT_CENTER
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_completion.add_child(col)
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var heading := Label.new()
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heading.text = "Run Complete!"
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heading.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
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heading.add_theme_font_override("font", UiFonts.title())
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heading.add_theme_font_size_override("font_size", 40)
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heading.add_theme_color_override("font_color", _GOLD)
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heading.add_theme_color_override("font_outline_color", Color(0, 0, 0, 0.9))
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heading.add_theme_constant_override("outline_size", 5)
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col.add_child(heading)
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var row := HBoxContainer.new()
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row.alignment = BoxContainer.ALIGNMENT_CENTER
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row.add_theme_constant_override("separation", 16)
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col.add_child(row)
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var again := _make_button("New Run")
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again.pressed.connect(_new_run)
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row.add_child(again)
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var menu := _make_button("Main Menu")
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menu.pressed.connect(_to_menu)
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row.add_child(menu)
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func _new_run() -> void:
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Run.start_new_run()
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_relayout()
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# Shared thematic button, matching the HUD / menu plaques.
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func _make_button(text: String) -> Button:
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var btn := Button.new()
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btn.text = text
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btn.focus_mode = Control.FOCUS_NONE
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btn.add_theme_stylebox_override(
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"normal", UiTheme.plaque(Color(0.10, 0.07, 0.03, 0.90), _GOLD, 3, 18.0, 9.0)
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)
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var hover := UiTheme.plaque(Color(0.16, 0.10, 0.04, 0.96), _CREAM, 3, 18.0, 9.0)
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btn.add_theme_stylebox_override("hover", hover)
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btn.add_theme_stylebox_override("pressed", hover)
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btn.add_theme_font_override("font", UiFonts.body())
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btn.add_theme_color_override("font_color", _GOLD)
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btn.add_theme_color_override("font_hover_color", _CREAM)
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btn.add_theme_font_size_override("font_size", 18)
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return btn
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Block a user