This commit is contained in:
2020-11-04 22:34:00 +01:00
parent 056e346a96
commit b64430e10b
14 changed files with 326 additions and 131 deletions

111
Menu.gd
View File

@@ -1,57 +1,82 @@
extends Control
signal game_started()
signal track_changed()
signal skin_changed(skin)
enum Actions { PLAY, CHANGE_TRACK, QUIT }
var _focus = null setget _set_focus
enum Actions {
PLAY,
ENTER_OPTIONS,
EXIT_OPTIONS,
NEXT_TRACK,
PREV_TRACK,
# PREV_SKIN,
# NEXT_SKIN,
# PREV_INPUT_MODE,
# NEXT_INPUT_MODE,
# PREV_GAME_MODE,
# NEXT_GAME_MODE,
QUIT,
}
var actions = {} # Registered actions
var _focus = null # The node that has focus
func _set_focus(value):
_focus = value
print("New focus: ", value)
# Called when the node enters the scene tree for the first time.
func _ready():
pass # Replace with function body.
_connect_action("Main/Jouer", Actions.PLAY)
_connect_action("Main/Options", Actions.ENTER_OPTIONS)
_connect_action("Main/Quitter", Actions.QUIT)
_connect_action("Options/Return", Actions.EXIT_OPTIONS)
_connect_action("Options/TrackSelection/LeftArrow", Actions.PREV_TRACK)
_connect_action("Options/TrackSelection/RightArrow", Actions.NEXT_TRACK)
TrackSelection.connect("track_changed", self, "_on_track_changed")
_on_track_changed()
# Called every frame. 'delta' is the elapsed time since the previous frame.
#func _process(delta):
# pass
func _input(event):
if event is InputEventMouseButton:
if _focus != null:
if event.button_index == BUTTON_LEFT and event.pressed:
match _focus:
Actions.PLAY:
emit_signal("game_started")
Actions.CHANGE_TRACK:
emit_signal("track_changed")
Actions.QUIT:
get_tree().quit()
# TODO: Handle navigation
if event is InputEventMouseButton and _focus != null:
if event.button_index == BUTTON_LEFT and event.pressed:
match actions[_focus]:
Actions.PLAY:
emit_signal("game_started")
Actions.ENTER_OPTIONS:
$Main.set_visible(false)
$Options.set_visible(true)
Actions.EXIT_OPTIONS:
$Main.set_visible(true)
$Options.set_visible(false)
Actions.QUIT:
get_tree().quit()
Actions.PREV_TRACK:
TrackSelection.set_previous_track()
Actions.NEXT_TRACK:
TrackSelection.set_next_track()
func _on_Jouer_mouse_exited():
get_node("Main/Jouer").set("custom_colors/font_color", Color.white)
func _on_track_changed():
get_node("Options/TrackSelection/Value").set_text(TrackSelection.get_current_track_name())
func _connect_action(node_path, action):
var node = get_node(node_path)
node.connect("mouse_entered", self, "set_focus", [node])
node.connect("mouse_exited", self, "leave_focus", [node])
actions[node] = action
func set_focus(node):
_set_active(true, node)
_focus = node
func leave_focus(node):
_set_active(false, node)
_focus = null
func _on_Jouer_mouse_entered():
get_node("Main/Jouer").set("custom_colors/font_color", Color.orange)
_set_focus(Actions.PLAY)
func _on_Options_mouse_exited():
get_node("Main/Options").set("custom_colors/font_color", Color.white)
_focus = null
func _on_Options_mouse_entered():
get_node("Main/Options").set("custom_colors/font_color", Color.orange)
_set_focus(Actions.CHANGE_TRACK)
func _on_Quitter_mouse_entered():
get_node("Main/Quitter").set("custom_colors/font_color", Color.orange)
_set_focus(Actions.QUIT)
func _on_Quitter_mouse_exited():
get_node("Main/Quitter").set("custom_colors/font_color", Color.white)
_focus = null
func _set_active(is_active, node):
# Updates the focus effect for node
var color = Color.orange if is_active else Color.white
node.set("custom_colors/font_color", color)