56593c58cf
Show touch controls only on touch platforms and keyboard hints only on desktop, via a shared Controls.use_touch_ui() gate (is_touchscreen_available is unreliable with emulate_touch_from_mouse). Bumps version to 0.2.0. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
325 lines
11 KiB
GDScript
325 lines
11 KiB
GDScript
extends Control
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## Intro menu: Siim's arena animation as a looping video background.
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## Play / Options / Credits / Exit UI are overlaid; Play follows the cape.
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const GAME_SCENE := "res://scene.tscn"
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const FADE_TIME := 0.6
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# Arena palette: aged gold on dark leather, warm cream on hover.
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const MENU_GOLD := Color(0.85, 0.66, 0.20)
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const MENU_CREAM := Color(0.93, 0.88, 0.72)
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## Cape centroid per frame (normalized 0-1), detected from red-pixel centroid.
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## 34 frames at 24 fps = 1.4167 s loop.
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const VIDEO_FPS := 24.0
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const CAPE_POS: Array = [
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Vector2(0.4530, 0.6513),
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Vector2(0.4521, 0.6516),
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Vector2(0.4495, 0.6524),
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Vector2(0.4456, 0.6537),
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Vector2(0.4415, 0.6550),
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Vector2(0.4373, 0.6578),
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Vector2(0.4338, 0.6616),
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Vector2(0.4306, 0.6669),
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Vector2(0.4273, 0.6673),
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Vector2(0.4256, 0.6586),
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Vector2(0.4258, 0.6428),
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Vector2(0.4281, 0.6243),
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Vector2(0.4324, 0.6086),
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Vector2(0.4382, 0.5997),
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Vector2(0.4439, 0.5972),
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Vector2(0.4483, 0.5970),
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Vector2(0.4512, 0.5986),
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Vector2(0.4529, 0.6025),
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Vector2(0.4535, 0.6078),
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Vector2(0.4533, 0.6135),
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Vector2(0.4539, 0.6159),
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Vector2(0.4545, 0.6120),
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Vector2(0.4546, 0.6050),
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Vector2(0.4541, 0.5988),
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Vector2(0.4528, 0.5961),
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Vector2(0.4508, 0.6012),
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Vector2(0.4485, 0.6123),
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Vector2(0.4466, 0.6256),
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Vector2(0.4456, 0.6388),
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Vector2(0.4457, 0.6491),
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Vector2(0.4473, 0.6552),
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Vector2(0.4492, 0.6567),
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Vector2(0.4513, 0.6556),
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Vector2(0.4524, 0.6526),
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]
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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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&"ability_kick": "Kick",
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&"ability_dash": "Dash",
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&"ability_slam": "Slam",
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&"ability_roll": "Roll",
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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 options_vbox: VBoxContainer = $OptionsPanel/VBox
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@onready var options_scroll: ScrollContainer = $OptionsPanel/VBox/Scroll
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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 = $VideoAspect/CapeLayer/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 = $VideoAspect/VideoStreamPlayer
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@onready var blur_video: VideoStreamPlayer = $VideoBlur/BlurVideo
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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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if blur_video.stream != null:
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blur_video.play()
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blur_video.finished.connect(blur_video.play) # loop the blurred backdrop
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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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_apply_theme()
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_build_version_label()
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_build_options_toggles()
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_build_rebind_rows()
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play_button.grab_focus()
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# Version banner in the bottom-right corner so it's clear this is an early build.
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func _build_version_label() -> void:
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var lbl := Label.new()
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lbl.text = GameVersion.full()
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lbl.add_theme_font_override("font", UiFonts.body())
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lbl.add_theme_font_size_override("font_size", 16)
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lbl.add_theme_color_override("font_color", MENU_CREAM)
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lbl.add_theme_color_override("font_outline_color", Color.BLACK)
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lbl.add_theme_constant_override("outline_size", 4)
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lbl.set_anchors_preset(Control.PRESET_BOTTOM_RIGHT)
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lbl.grow_horizontal = Control.GROW_DIRECTION_BEGIN
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lbl.grow_vertical = Control.GROW_DIRECTION_BEGIN
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lbl.offset_right = -16.0
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lbl.offset_bottom = -12.0
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lbl.mouse_filter = Control.MOUSE_FILTER_IGNORE
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add_child(lbl)
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# Give the whole menu the Cinzel look and swap the generic translucent boxes for
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# engraved bronze plaques (dark leather fill, gold border with a heavier bottom
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# edge for a chiselled-tablet feel).
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func _apply_theme() -> void:
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_style_button(play_button, true)
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for btn: Button in [options_button, credits_button, exit_button, options_back, credits_back]:
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_style_button(btn, false)
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for path: String in ["OptionsPanel/VBox/TitleLabel", "CreditsPanel/VBox/TitleLabel"]:
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var title := get_node_or_null(path) as Label
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if title != null:
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title.add_theme_font_override("font", UiFonts.title())
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title.add_theme_color_override("font_color", MENU_GOLD)
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var hint := get_node_or_null("OptionsPanel/VBox/Hint") as Label
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if hint != null:
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hint.add_theme_font_override("font", UiFonts.body())
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hint.add_theme_color_override("font_color", MENU_CREAM)
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_style_credits(get_node_or_null("CreditsPanel/VBox/Names") as RichTextLabel)
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# The credits use a RichTextLabel so the Instagram handles are clickable links
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# ([url] tags). meta_clicked opens the profile — in the web export OS.shell_open
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# pops a new browser tab.
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func _style_credits(names: RichTextLabel) -> void:
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if names == null:
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return
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names.add_theme_font_override("normal_font", UiFonts.body())
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names.add_theme_font_override("bold_font", UiFonts.title())
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names.add_theme_color_override("default_color", MENU_CREAM)
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names.meta_clicked.connect(func(meta: Variant) -> void:
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OS.shell_open(str(meta)))
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func _style_button(btn: Button, big: bool) -> void:
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btn.add_theme_font_override("font", UiFonts.title() if big else UiFonts.body())
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btn.add_theme_color_override("font_color", MENU_GOLD)
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btn.add_theme_color_override("font_hover_color", MENU_CREAM)
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btn.add_theme_color_override("font_focus_color", MENU_CREAM)
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btn.add_theme_color_override("font_pressed_color", MENU_CREAM)
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btn.add_theme_color_override("font_outline_color", Color(0, 0, 0, 1))
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btn.add_theme_constant_override("outline_size", 8 if big else 5)
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btn.add_theme_stylebox_override("normal", _plaque(false))
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btn.add_theme_stylebox_override("hover", _plaque(true))
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btn.add_theme_stylebox_override("pressed", _plaque(true))
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btn.add_theme_stylebox_override("focus", _plaque(true))
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func _plaque(hot: bool) -> StyleBoxFlat:
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var bg := Color(0.14, 0.09, 0.04, 0.94) if hot else Color(0.07, 0.05, 0.03, 0.82)
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var trim := MENU_CREAM if hot else MENU_GOLD
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return UiTheme.plaque(bg, trim, 2, 24.0, 9.0)
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func _process(_delta: float) -> void:
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if not main_panel.visible or video.stream == null:
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return
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var frame_count := CAPE_POS.size()
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var t := video.stream_position
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var frame_idx := int(t * VIDEO_FPS) % frame_count
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var cape: Vector2 = CAPE_POS[frame_idx]
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play_button.anchor_left = cape.x
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play_button.anchor_right = cape.x
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play_button.anchor_top = cape.y
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play_button.anchor_bottom = cape.y
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# Player-facing option toggles, seated above the rebind list in the Options panel:
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# the master screen-shake switch and the gore toggle (both persisted via Settings).
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func _build_options_toggles() -> void:
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var scroll_idx := options_scroll.get_index()
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# Insert in reverse so both land directly above the rebind scroll, in listed order.
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_add_toggle_row("Blood & Gore", Settings.gore, Settings.set_gore, scroll_idx)
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_add_toggle_row("Screen Shake", Settings.screen_shake, Settings.set_screen_shake, scroll_idx)
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func _add_toggle_row(label_text: String, value: bool, setter: Callable, at_index: int) -> void:
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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 = label_text
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name_label.size_flags_horizontal = Control.SIZE_EXPAND_FILL
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name_label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER
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name_label.add_theme_font_override("font", UiFonts.body())
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name_label.add_theme_font_size_override("font_size", 20)
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name_label.add_theme_color_override("font_color", MENU_CREAM)
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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", 5)
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row.add_child(name_label)
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var toggle := CheckButton.new()
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toggle.button_pressed = value
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toggle.add_theme_color_override("font_color", MENU_GOLD)
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toggle.toggled.connect(func(on: bool) -> void: setter.call(on))
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row.add_child(toggle)
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options_vbox.add_child(row)
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options_vbox.move_child(row, at_index)
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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.vertical_alignment = VERTICAL_ALIGNMENT_CENTER
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name_label.add_theme_font_override("font", UiFonts.body())
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name_label.add_theme_font_size_override("font_size", 20)
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name_label.add_theme_color_override("font_color", MENU_CREAM)
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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", 5)
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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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_style_button(key_button, false)
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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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play_button.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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play_button.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.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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