Menu, options with changeable controls, fade transition, placeholder background
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extends Control
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## Intro menu: Siim's arena mockup as a looping video background with an
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## overlaid Play / Options / Credits / Exit UI positioned over his sketch.
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## Play fades to black and loads the game; Options rebinds controls.
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const GAME_SCENE := "res://scene.tscn"
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const FADE_TIME := 0.6
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## Friendly labels for the rebindable actions (order defines list order).
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const ACTION_LABELS: Dictionary = {
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&"move_forward": "Move Forward",
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&"move_back": "Move Back",
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&"move_left": "Move Left",
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&"move_right": "Move Right",
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&"charge": "Charge",
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&"ability_kick": "Kick",
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&"ability_slam": "Slam",
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&"ability_dash": "Dash",
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}
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@onready var main_panel: Control = $MainPanel
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@onready var options_panel: Control = $OptionsPanel
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@onready var credits_panel: Control = $CreditsPanel
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@onready var rebind_list: VBoxContainer = $OptionsPanel/VBox/Scroll/RebindList
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@onready var fade_rect: ColorRect = $FadeRect
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@onready var play_button: Button = $MainPanel/PlayButton
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@onready var options_button: Button = $MainPanel/OptionsButton
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@onready var credits_button: Button = $MainPanel/CreditsButton
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@onready var exit_button: Button = $MainPanel/ExitButton
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@onready var options_back: Button = $OptionsPanel/VBox/BackButton
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@onready var credits_back: Button = $CreditsPanel/VBox/BackButton
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@onready var video: VideoStreamPlayer = $VideoStreamPlayer
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var _listening_action: StringName = &""
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var _listening_button: Button = null
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func _ready() -> void:
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Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
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options_panel.visible = false
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credits_panel.visible = false
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fade_rect.color = Color(0, 0, 0, 0)
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if video.stream != null:
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video.play()
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video.finished.connect(video.play) # loop the background clip
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play_button.pressed.connect(_on_play_pressed)
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options_button.pressed.connect(_on_options_pressed)
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credits_button.pressed.connect(_on_credits_pressed)
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exit_button.pressed.connect(_on_exit_pressed)
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options_back.pressed.connect(_close_subpanels)
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credits_back.pressed.connect(_close_subpanels)
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_build_rebind_rows()
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play_button.grab_focus()
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func _build_rebind_rows() -> void:
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for child in rebind_list.get_children():
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child.queue_free()
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for action: StringName in ACTION_LABELS:
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var row := HBoxContainer.new()
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row.size_flags_horizontal = Control.SIZE_EXPAND_FILL
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var name_label := Label.new()
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name_label.text = ACTION_LABELS[action]
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name_label.size_flags_horizontal = Control.SIZE_EXPAND_FILL
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name_label.add_theme_color_override("font_outline_color", Color.BLACK)
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name_label.add_theme_constant_override("outline_size", 4)
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row.add_child(name_label)
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var key_button := Button.new()
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key_button.custom_minimum_size = Vector2(160, 0)
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key_button.text = Controls.get_key_label(action)
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key_button.pressed.connect(_on_rebind_pressed.bind(action, key_button))
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row.add_child(key_button)
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rebind_list.add_child(row)
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func _on_play_pressed() -> void:
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_set_buttons_disabled(true)
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var tween := create_tween()
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tween.tween_property(fade_rect, "color:a", 1.0, FADE_TIME)
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tween.tween_callback(func() -> void:
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get_tree().change_scene_to_file(GAME_SCENE))
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func _on_options_pressed() -> void:
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main_panel.visible = false
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options_panel.visible = true
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options_back.grab_focus()
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func _on_credits_pressed() -> void:
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main_panel.visible = false
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credits_panel.visible = true
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credits_back.grab_focus()
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func _on_exit_pressed() -> void:
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get_tree().quit()
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func _close_subpanels() -> void:
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_cancel_listening()
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options_panel.visible = false
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credits_panel.visible = false
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main_panel.visible = true
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play_button.grab_focus()
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func _set_buttons_disabled(value: bool) -> void:
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play_button.disabled = value
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options_button.disabled = value
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credits_button.disabled = value
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exit_button.disabled = value
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func _on_rebind_pressed(action: StringName, button: Button) -> void:
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_cancel_listening()
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_listening_action = action
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_listening_button = button
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button.text = "Press a key…"
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func _cancel_listening() -> void:
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if _listening_button != null:
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_listening_button.text = Controls.get_key_label(_listening_action)
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_listening_action = &""
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_listening_button = null
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func _unhandled_input(event: InputEvent) -> void:
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if _listening_action == &"":
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return
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if event is InputEventKey and event.pressed and not event.echo:
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if event.physical_keycode == KEY_ESCAPE:
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_cancel_listening()
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else:
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var new_event := InputEventKey.new()
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new_event.physical_keycode = event.physical_keycode
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Controls.rebind(_listening_action, new_event)
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_listening_button.text = Controls.get_key_label(_listening_action)
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_listening_action = &""
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_listening_button = null
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get_viewport().set_input_as_handled()
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