Files
CarRacer/Menu.gd
2020-12-06 13:51:22 +01:00

115 lines
3.2 KiB
GDScript

extends Control
signal game_started()
signal skin_changed(skin)
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 _ready():
_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)
_connect_action("Options/GameMode/LeftArrow", Actions.PREV_GAME_MODE)
_connect_action("Options/GameMode/RightArrow", Actions.NEXT_GAME_MODE)
_connect_action("Options/InputMode/LeftArrow", Actions.PREV_INPUT_MODE)
_connect_action("Options/InputMode/RightArrow", Actions.NEXT_INPUT_MODE)
_update_options_values()
TrackSelection.connect("track_changed", self, "_on_track_changed")
_on_track_changed()
func _input(event):
# 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()
Actions.NEXT_GAME_MODE,Actions.PREV_GAME_MODE:
if Global.settings.game_mode == Global.GameMode.TRAIN:
Global.settings.game_mode = Global.GameMode.EASY
else:
Global.settings.game_mode = Global.GameMode.TRAIN
_update_options_values()
Actions.NEXT_INPUT_MODE,Actions.PREV_INPUT_MODE:
if Global.settings.input_mode == Global.InputMode.MOUSE:
Global.settings.input_mode = Global.InputMode.KEYBOARD
else:
Global.settings.input_mode = Global.InputMode.MOUSE
_update_options_values()
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 _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)
func _update_options_values():
var new_text
match Global.settings.game_mode:
Global.GameMode.EASY: new_text = "Facile"
Global.GameMode.TRAIN: new_text = "Entraînement"
get_node("Options/GameMode/Value").set_text(new_text)
match Global.settings.input_mode:
Global.InputMode.MOUSE: new_text = "Souris"
Global.InputMode.KEYBOARD: new_text = "Clavier"
get_node("Options/InputMode/Value").set_text(new_text)