Files
Bullosseum/main_menu.gd
T

148 lines
4.5 KiB
GDScript

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