431ee295ae
Extends the earlier Xbox-only ability glyphs into full brand-aware controller support, following standard practice (position-based button mapping, safe defaults for unrecognised pads, no per-device special-casing): - Controls detects PlayStation pads (DualShock/DualSense) from Input.get_joy_name() via a name-substring heuristic, checking for "xbox" first so a Bluetooth-connected Xbox pad (reports as "Xbox Wireless Controller") can't be misread as PlayStation through the generic "wireless controller" hint. Unrecognised/generic pads read as Xbox-style, matching the browser's Standard Gamepad Mapping. - Ability-bar keycaps and the options menu now show ✕/○/□/△ for a detected PlayStation pad instead of A/B/X/Y — no index remapping needed, since PlayStation's face buttons sit in the exact same four positions as Xbox's. - The options menu's Controls section gains a gamepad rebind button next to each ability's keyboard one (movement stays on the D-pad/ stick, not individually remapped, matching convention). Clicking it captures the next joypad button press, mirroring the existing keyboard-rebind flow exactly (Esc cancels either). Gamepad rebinds persist to controls.cfg alongside keyboard ones and survive a reload. - Added a player-facing "Controller Vibration" toggle (Settings... Gameplay section) — Controls.vibrate() now checks it alongside the existing DP debug flag, so either can silence rumble. Verified headlessly end-to-end: default bindings show correct brand-agnostic glyphs (kick=X, dash=A, ...), rebinding kick to a different button through the real options-menu flow changes only that action's glyph, leaves its keyboard binding and other abilities' gamepad bindings untouched, and survives a reload from disk. Sanity- checked the PlayStation name heuristic against realistic controller name strings from Xbox, PlayStation (Windows/macOS/Bluetooth variants), and other brands. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01MXBNaEBmrYDSMcv4NgUWtV
131 lines
4.2 KiB
GDScript
131 lines
4.2 KiB
GDScript
extends Node
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## Player-facing game options (autoload `Settings`), persisted to user://settings.cfg.
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## Distinct from DP (debug tunables) and Controls (keybinds): this is the small set of
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## comfort/accessibility toggles the options menu exposes to the player.
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signal changed(key: String, value: Variant)
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const SAVE_PATH := "user://settings.cfg"
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const SECTION := "options"
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## Master screen-shake toggle — gates every camera_iso.trigger_hit (hits and ability FX).
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var screen_shake: bool = true
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## Gore toggle — when off, no blood spawns (impact spurt + ongoing spear-wound bleed).
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var gore: bool = true
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## Controller rumble toggle — player-facing; Controls.vibrate() also respects the DP
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## "gamepad_vibration" debug flag, so either can silence it.
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var vibration: bool = true
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## Audio volumes stored as linear 0–1. Applied to AudioServer buses on load/change.
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var volume_master: float = 1.0
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var volume_ambient: float = 1.0
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var volume_effects: float = 1.0
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var mute_all: bool = false
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func _ready() -> void:
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_ensure_buses()
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load_saved()
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## Ensure Ambient and Effects buses exist as children of Master.
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func _ensure_buses() -> void:
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for bus_name: String in ["Ambient", "Effects"]:
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if AudioServer.get_bus_index(bus_name) == -1:
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AudioServer.add_bus()
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var idx := AudioServer.bus_count - 1
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AudioServer.set_bus_name(idx, bus_name)
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AudioServer.set_bus_send(idx, &"Master")
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func _apply_audio() -> void:
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AudioServer.set_bus_volume_db(AudioServer.get_bus_index("Master"), _vol_db(volume_master))
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AudioServer.set_bus_volume_db(AudioServer.get_bus_index("Ambient"), _vol_db(volume_ambient))
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AudioServer.set_bus_volume_db(AudioServer.get_bus_index("Effects"), _vol_db(volume_effects))
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AudioServer.set_bus_mute(AudioServer.get_bus_index("Master"), mute_all)
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func _vol_db(linear: float) -> float:
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return linear_to_db(maxf(linear, 0.0001))
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func set_screen_shake(value: bool) -> void:
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if screen_shake == value:
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return
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screen_shake = value
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changed.emit("screen_shake", value)
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save()
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func set_gore(value: bool) -> void:
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if gore == value:
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return
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gore = value
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changed.emit("gore", value)
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save()
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func set_vibration(value: bool) -> void:
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if vibration == value:
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return
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vibration = value
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changed.emit("vibration", value)
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save()
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func set_volume_master(value: float) -> void:
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volume_master = clampf(value, 0.0, 1.0)
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AudioServer.set_bus_volume_db(AudioServer.get_bus_index("Master"), _vol_db(volume_master))
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changed.emit("volume_master", volume_master)
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save()
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func set_volume_ambient(value: float) -> void:
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volume_ambient = clampf(value, 0.0, 1.0)
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AudioServer.set_bus_volume_db(AudioServer.get_bus_index("Ambient"), _vol_db(volume_ambient))
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changed.emit("volume_ambient", volume_ambient)
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save()
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func set_volume_effects(value: float) -> void:
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volume_effects = clampf(value, 0.0, 1.0)
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AudioServer.set_bus_volume_db(AudioServer.get_bus_index("Effects"), _vol_db(volume_effects))
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changed.emit("volume_effects", volume_effects)
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save()
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func set_mute_all(value: bool) -> void:
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if mute_all == value:
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return
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mute_all = value
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AudioServer.set_bus_mute(AudioServer.get_bus_index("Master"), mute_all)
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changed.emit("mute_all", value)
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save()
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func save() -> void:
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var cfg := ConfigFile.new()
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cfg.set_value(SECTION, "screen_shake", screen_shake)
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cfg.set_value(SECTION, "gore", gore)
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cfg.set_value(SECTION, "vibration", vibration)
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cfg.set_value(SECTION, "volume_master", volume_master)
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cfg.set_value(SECTION, "volume_ambient", volume_ambient)
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cfg.set_value(SECTION, "volume_effects", volume_effects)
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cfg.set_value(SECTION, "mute_all", mute_all)
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cfg.save(SAVE_PATH)
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func load_saved() -> void:
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var cfg := ConfigFile.new()
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if cfg.load(SAVE_PATH) != OK:
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_apply_audio()
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return
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screen_shake = cfg.get_value(SECTION, "screen_shake", true) as bool
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gore = cfg.get_value(SECTION, "gore", true) as bool
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vibration = cfg.get_value(SECTION, "vibration", true) as bool
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volume_master = cfg.get_value(SECTION, "volume_master", 1.0) as float
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volume_ambient = cfg.get_value(SECTION, "volume_ambient", 1.0) as float
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volume_effects = cfg.get_value(SECTION, "volume_effects", 1.0) as float
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mute_all = cfg.get_value(SECTION, "mute_all", false) as bool
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_apply_audio()
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