Files
Bullosseum/map_screen.gd
T
2026-08-23 13:16:04 +03:00

281 lines
9.7 KiB
GDScript

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