Lots of little tweaks and fixes

This commit is contained in:
2026-06-12 20:26:00 -05:00
parent 7fc1a4645c
commit 3d01fcce86
32 changed files with 570 additions and 160 deletions
+8 -2
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@@ -17,7 +17,7 @@ Never instantiate these — access only via the global handle.
| `QUEST` | Quest management (stub) | | `QUEST` | Quest management (stub) |
| `CUTSCENE` | Cutscene global (stub) | | `CUTSCENE` | Cutscene global (stub) |
| `DialogueManager` | godot_dialogue_manager v3.10.4 — parses and steps through `.dialogue` files | | `DialogueManager` | godot_dialogue_manager v3.10.4 — parses and steps through `.dialogue` files |
| `UI` | Root UI accessor — `UI.TEXTBOX`, `UI.DEBUG_MENU`, `UI.GAME_MENU` | | `UI` | Root UI accessor — `UI.PAUSE_MENU`, `UI.QUIT_DIALOG`, `UI.MAIN_MENU_DIALOG`, `UI.BACKDROP`, `UI.DEBUG_MENU`, `UI.GAME_MENU` |
## Scene Graph ## Scene Graph
@@ -25,7 +25,13 @@ Never instantiate these — access only via the global handle.
RootScene (Node3D) RootScene (Node3D)
└─ overworld / battle / cooking / initial ← one shown at a time └─ overworld / battle / cooking / initial ← one shown at a time
RootUI (Control, always visible) RootUI (Control, always visible)
VNTextbox, DebugMenu, PauseMenu, GameMenu DebugMenu
├─ GameMenu
├─ ChatBoxContainer (world-space dialogue textboxes)
├─ ModalBackdrop (repositions dynamically — see ui.md)
├─ PauseMenu
├─ QuitConfirmDialog
└─ MainMenuConfirmDialog
``` ```
`RootScene` listens to `SCENE.sceneChanged` and shows/hides the correct sub-tree. `RootScene` listens to `SCENE.sceneChanged` and shows/hides the correct sub-tree.
+10 -10
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@@ -118,14 +118,14 @@ Whether a line of dialogue is triggered by:
### Dialogue and movement control ### Dialogue and movement control
Dialogue does **not** automatically block movement. Each dialogue sequence declares whether it pauses movement: Dialogue does **not** automatically block movement or camera. Each dialogue sequence declares whether it pauses them:
- **Blocking** (most NPC conversations triggered by player): sets `UI.dialogueActive = true` for the duration; `EntityMovement._canMove()` returns false. - **Blocking** (most NPC conversations triggered by player): sets `UI.activeConversation = true` for the duration; `EntityMovement._canMove()` returns false and `OverworldCamera._canOrbit()` returns false.
- **Non-blocking** (ambient chatter, background NPC conversations, timed popups): dialogue runs without setting `dialogueActive`; the player can move freely. - **Non-blocking** (ambient chatter, background NPC conversations, timed popups): dialogue runs without setting `activeConversation`; the player can move and orbit the camera freely.
This is configured per `DialogueAction` call, not per line. This is configured per `DialogueAction` call, not per line.
> **Implemented:** `DialogueMode.CONVERSATION` sets `UI.activeConversation = true` (blocks movement). `NARRATION` and `AMBIENT` are non-blocking. `UI.dialogueActive` is driven by `DialogueManager.dialogue_started/ended` signals and is true for any running dialogue regardless of mode. > **Implemented:** `DialogueMode.CONVERSATION` sets `UI.activeConversation = true` (blocks movement and camera orbit). `NARRATION` and `AMBIENT` are non-blocking. `UI.dialogueActive` is driven by `DialogueManager.dialogue_started/ended` signals (emitted by `DialogueAction`) and is true for any running dialogue regardless of mode.
### Text reveal (scrolling) ### Text reveal (scrolling)
@@ -185,13 +185,13 @@ The choice textbox follows the same world-space anchor and screen-edge clamping
Every dialogue sequence has a `DialogueMode` that controls movement blocking and advancement behaviour. Set it per `DialogueAction` call — not per line. Every dialogue sequence has a `DialogueMode` that controls movement blocking and advancement behaviour. Set it per `DialogueAction` call — not per line.
| Mode | Movement | Advancement | Typical use | | Mode | Movement | Camera orbit | Advancement | Typical use |
|---|---|---|---| |---|---|---|---|---|
| `CONVERSATION` | Blocked | Player (Interact) | NPC interactions, cutscene dialogue | | `CONVERSATION` | Blocked | Locked | Player (Interact) | NPC interactions, cutscene dialogue |
| `NARRATION` | Non-blocking | Player (Interact) | Item pickups, announcements the player can dismiss when ready | | `NARRATION` | Non-blocking | Free | Player (Interact) | Item pickups, announcements the player can dismiss when ready |
| `AMBIENT` | Non-blocking | Timed (auto) | Background NPC-to-NPC chatter, timed popups | | `AMBIENT` | Non-blocking | Free | Timed (auto) | Background NPC-to-NPC chatter, timed popups |
`UI.dialogueActive` is driven by `DialogueManager.dialogue_started` / `dialogue_ended` signals and is true whenever any dialogue is running, regardless of mode. Movement blocking is checked separately: `EntityMovement._canMove()` is false only when an active `CONVERSATION` sequence is in progress. `UI.dialogueActive` is driven by `DialogueManager.dialogue_started` / `dialogue_ended` signals (emitted by `DialogueAction`) and is true whenever any dialogue is running, regardless of mode. Movement and camera blocking are checked separately via `UI.activeConversation`: `EntityMovement._canMove()` and `OverworldCamera._canOrbit()` both return false only when an active `CONVERSATION` sequence is in progress.
More modes can be added to this enum as new use cases arise. More modes can be added to this enum as new use cases arise.
+2
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@@ -94,6 +94,8 @@ Camera-relative direction is derived from the active `Camera3D`'s basis — the
| `centeredPitch:float` | `30.0` | Target pitch in CENTERED mode | | `centeredPitch:float` | `30.0` | Target pitch in CENTERED mode |
| `collisionMask:int` | `1` | Physics layers the camera avoids; entities are on layer 2 and excluded by default | | `collisionMask:int` | `1` | Physics layers the camera avoids; entities are on layer 2 and excluded by default |
**Input lock:** `_canOrbit()` returns false when `UI.activeConversation` is true. All manual orbit input (controller stick, right-click drag, `center_camera`) is suppressed. If right-click was held when a conversation starts, the mouse is released automatically. The camera stays at its current position and the positioning math still runs, so it remains correctly placed relative to the (non-moving) player.
**Mode transitions:** **Mode transitions:**
- FREE → CENTERED: after `centeredDelay` seconds of player movement with no camera input, or immediately via `center_camera` (G / LB) - FREE → CENTERED: after `centeredDelay` seconds of player movement with no camera input, or immediately via `center_camera` (G / LB)
- CENTERED → FREE: any manual camera input (controller stick or right-click drag) - CENTERED → FREE: any manual camera input (controller stick or right-click drag)
+1 -1
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@@ -12,4 +12,4 @@ These exist in the codebase but have no real implementation yet. Don't assume th
| `BattleItem.perform()` | Stub | | `BattleItem.perform()` | Stub |
| `CookingScene.tscn` | Placeholder UI only | | `CookingScene.tscn` | Placeholder UI only |
| Response branching in `DialogueAction` | Auto-selects first allowed response; no response UI exists yet | | Response branching in `DialogueAction` | Auto-selects first allowed response; no response UI exists yet |
| `Pause.gd` | Logic commented out | | `Pause.gd` | Wired — opens/closes `UI.PAUSE_MENU`; blocked on `INITIAL` scene |
+113 -53
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@@ -5,68 +5,44 @@
``` ```
RootUI (Control, fullscreen, always visible) RootUI (Control, fullscreen, always visible)
├── DebugMenu ├── DebugMenu
├── PauseMenu
│ ├── PauseSettings
│ └── PauseMain
├── GameMenu ├── GameMenu
│ ├── GameMenuPartyTab │ ├── GameMenuPartyTab
│ └── GameMenuItemsTab │ └── GameMenuItemsTab
── VNTextbox ── ChatBoxContainer
│ └── InteractIndicator
├── ModalBackdrop ← shared backdrop; repositions dynamically
├── PauseMenu
│ ├── PauseMain
│ └── PauseSettings
├── QuitConfirmDialog
└── MainMenuConfirmDialog
``` ```
`RootUI` is a permanent child of `RootScene` and registers itself with the `UI` singleton on `_enter_tree`. Access its children via `UI.TEXTBOX`, `UI.DEBUG_MENU`, and `UI.GAME_MENU`. Child order matters — later siblings render on top. `ModalBackdrop` shifts its own position in the tree at runtime to sit just below whichever modal overlay is currently topmost (see [ModalBackdrop](#modalbackdrop)).
`RootUI` is a permanent child of `RootScene` and registers itself with the `UI` singleton on `_enter_tree`. Access its children through the `UI` singleton.
## UI singleton ## UI singleton
`UI` (autoload) is the global access point. `UI` (autoload) is the global access point.
| Accessor | Returns | Notes | | Accessor | Type | Notes |
|---|---|---| |---|---|---|
| `UI.TEXTBOX` | `VNTextbox` | Bottom-screen dialogue box |
| `UI.DEBUG_MENU` | `DebugMenu` | Dev scene-jump overlay | | `UI.DEBUG_MENU` | `DebugMenu` | Dev scene-jump overlay |
| `UI.GAME_MENU` | `GameMenu` | JRPG-style in-game menu | | `UI.GAME_MENU` | `GameMenu` | JRPG-style in-game menu |
| `UI.dialogueActive` | `bool` | `true` for the entire duration of a `DialogueAction`, including line transitions | | `UI.PAUSE_MENU` | `PauseMenu` | Pause overlay; also pauses the scene tree |
| `UI.QUIT_DIALOG` | `QuitConfirmDialog` | "Quit to desktop?" confirm; call `.open()` to show |
| `UI.MAIN_MENU_DIALOG` | `ConfirmDialog` | "Return to main menu?" confirm; call `.open()` to show |
| `UI.BACKDROP` | `ModalBackdrop` | Shared semi-transparent backdrop; managed automatically |
| `UI.dialogueActive` | `bool` | `true` for the entire duration of a `DialogueAction` |
| `UI.activeConversation` | `bool` | `true` only during a `CONVERSATION`-mode dialogue |
| `UI.chatBoxContainer` | `Control` | Parent node for world-space dialogue textboxes |
`dialogueActive` is set by `DialogueAction` — it is broader than just "textbox visible." Movement blocks on both flags: `UI.dialogueActive` prevents movement even while the textbox is briefly hidden between lines. `dialogueActive` is set by `DialogueManager` signals — it is broader than any single textbox being visible. Movement blocks on `dialogueActive` and on `UI.GAME_MENU.isOpen()`.
## VNTextbox
Bottom-anchored `PanelContainer` that reveals text character-by-character and paginates when content overflows 4 lines.
**Showing text from code:**
```gdscript
# Fire-and-forget
UI.TEXTBOX.setText("Hello world.")
# Await player dismiss — use this in cutscene callables
await UI.TEXTBOX.setTextAndWait("Hello world.")
```
**Flow:**
1. `setText` resets reveal state and sets new text; textbox becomes visible automatically
2. Player holds `interact` to speed up reveal; press again after reveal completes to advance page or close
3. `textboxClosing` signal fires when the last page is dismissed
4. `setTextAndWait` awaits that signal before returning
**Input guard:** `EntityMovement._canMove()` returns `false` while `!UI.TEXTBOX.isClosed`. Don't set text without also expecting movement to be blocked.
**Signal:** `textboxClosing` — emitted once per `setTextAndWait` call when player dismisses.
## AdvancedRichText
`RichTextLabel` subclass (`@tool`) used inside `VNTextbox`. Handles:
- Smart word-wrap (`TextServer.AUTOWRAP_WORD_SMART`)
- Pagination via `maxLines` / `startLine` exports
- Inline input icons: `[input action=interact]text[/input]` → replaced with the icon image from `res://ui/input/{action}.tres`
- Optional auto-translation via Godot's `tr()`
Supported icon actions: `interact`, `pause`, `debug`, `up`, `down`, `left`, `right`.
## ClosableMenu ## ClosableMenu
Base class for any togglable panel. Extends `Control`; `isOpen` drives `visible`. Base class for any togglable panel. Extends `Control`; the `isOpen:bool` export drives `visible`.
```gdscript ```gdscript
menu.open() # shows, emits opened menu.open() # shows, emits opened
@@ -78,6 +54,67 @@ Signals: `opened`, `closed`.
All new menus that need standard show/hide behaviour should extend `ClosableMenu`. All new menus that need standard show/hide behaviour should extend `ClosableMenu`.
## ConfirmDialog
Reusable "Yes / No" confirmation overlay at `res://ui/component/ConfirmDialog.gd`. Extends `ClosableMenu`.
```gdscript
dialog.open() # shows, focuses No (safe default), emits opened
dialog.confirmed # signal — fires after Yes is pressed, before close
```
**Focus locking:** `focus_neighbor_top/bottom` on both buttons is wired so controller navigation cannot escape the dialog to elements behind it.
**`ui_cancel`** closes the dialog the same as pressing No.
**Subclassing:**
```gdscript
class_name MyConfirmDialog extends ConfirmDialog
func _ready() -> void:
super._ready()
confirmed.connect(func(): do_the_thing())
```
`QuitConfirmDialog` uses this pattern — it extends `ConfirmDialog` and connects `confirmed → get_tree().quit()` in its own `_ready()`.
**Adding a new confirm dialog:**
1. Create a `.tscn` with `ConfirmDialog.gd` as script; set label text in the scene
2. Add `btnYes`/`btnNo` node path exports pointing to your two buttons
3. Add the instance to `RootUI.tscn` after `PauseMenu` (so it renders on top)
4. Register it with the backdrop in `RootUI._ready()`: `modalBackdrop.register(myDialog)`
5. Expose via `RootUI.gd` export + `UISingleton.gd` accessor if other systems need it
6. Connect `myDialog.confirmed` wherever the action should fire
## ModalBackdrop
`res://ui/component/ModalBackdrop.gd` — a single fullscreen semi-transparent `ColorRect` shared across all modal overlays.
**How it works:** each registered overlay's `opened`/`closed` signals are connected. When any overlay opens, the backdrop becomes visible and `move_child()`s itself in the scene tree to sit immediately before the highest-index open overlay. When all overlays close, it hides.
**Result:** only one backdrop is ever visible, and it always sits between the game world (or lower overlays) and the frontmost open overlay — even when overlays are stacked (e.g. `QuitConfirmDialog` over `PauseMenu`).
**Registering a new overlay:**
```gdscript
# In RootUI._ready() — overlay must be a direct child of RootUI and have opened/closed signals
modalBackdrop.register(myOverlay)
```
`PauseMenu`, `QuitConfirmDialog`, and `MainMenuConfirmDialog` are all registered.
## AdvancedRichText
`RichTextLabel` subclass (`@tool`) used inside world-space dialogue textboxes. Handles:
- Smart word-wrap (`TextServer.AUTOWRAP_WORD_SMART`)
- Pagination via `maxLines` / `startLine` exports
- Inline input icons: `[input action=interact]text[/input]` → replaced with the icon image from `res://ui/input/{action}.tres`
- Optional auto-translation via Godot's `tr()`
Supported icon actions: `interact`, `pause`, `debug`, `up`, `down`, `left`, `right`.
## Game menu ## Game menu
JRPG-style in-game menu at `res://ui/gamemenu/`. Open with the `menu` input (**Tab** on keyboard, **Y** on controller). Blocks player movement while open via `EntityMovement._canMove()`. JRPG-style in-game menu at `res://ui/gamemenu/`. Open with the `menu` input (**Tab** on keyboard, **Y** on controller). Blocks player movement while open via `EntityMovement._canMove()`.
@@ -107,17 +144,39 @@ To add a new tab: add a value to `GameMenu.Tab`, create a tab scene/script under
## Pause menu ## Pause menu
`PauseMenu` wraps `PauseMain` (item list) and `PauseSettings` (settings tabs). `PauseMenu` wraps `PauseMain` (button list) and `PauseSettings` (settings tabs). Opening it calls `get_tree().paused = true`; closing restores it.
| Method | Effect | | Method | Effect |
|---|---| |---|---|
| `PauseMenu.open()` | Shows container, opens PauseMain | | `PauseMenu.open()` | Pauses tree, shows container, opens PauseMain, emits `opened` |
| `PauseMenu.close()` | Hides everything | | `PauseMenu.close()` | Unpauses tree, hides everything, emits `closed` |
| `PauseMenu.isOpen() -> bool` | Visibility state | | `PauseMenu.isOpen() -> bool` | Visibility state |
`ui_cancel` inside the pause menu: if PauseSettings is open, closes it and reopens PauseMain; otherwise closes the whole menu. **`ui_cancel` behaviour inside PauseMenu:**
- If `QuitConfirmDialog` or `MainMenuConfirmDialog` is open → ignored (the dialog handles it)
- If `PauseSettings` is open → closes settings, reopens PauseMain
- Otherwise → closes PauseMenu
> **Stub:** `Pause.gd` (the singleton) has its logic commented out. Pause menu is not yet wired to actual game-pause state. **PauseMain buttons:**
| Button | Behaviour |
|---|---|
| Resume | Closes PauseMenu |
| Settings | Opens PauseSettings |
| Main Menu | Opens `MainMenuConfirmDialog`; on confirm → `SCENE.setScene(INITIAL)` |
| Quit Game | Opens `QuitConfirmDialog`; on confirm → `get_tree().quit()` |
When either confirm dialog cancels, focus returns to the button that opened it.
**Cannot open on main menu:** `Pause.gd` checks `SCENE.currentScene == INITIAL` and skips opening when already closed.
## Main menu
`res://ui/mainmenu/MainMenu.tscn`. Buttons: **New Game**, **Settings**, **Quit Game**.
- New Game → `SCENE.setScene(OVERWORLD)` + `OVERWORLD.mapChange(...)`
- Settings → opens the `MainMenuSettings` overlay
- Quit Game → opens `UI.QUIT_DIALOG`; on cancel, focus returns to the Quit button
## Settings menu ## Settings menu
@@ -134,7 +193,7 @@ To add a new tab: add a value to `GameMenu.Tab`, create a tab scene/script under
| Cooking | `SCENE.setScene(COOKING)` | | Cooking | `SCENE.setScene(COOKING)` |
| Initial | `SCENE.setScene(INITIAL)` | | Initial | `SCENE.setScene(INITIAL)` |
Access via `UI.DEBUG_MENU`. Starts hidden; `isClosed` getter/setter controls visibility. Access via `UI.DEBUG_MENU`. Starts hidden.
## Theme & assets ## Theme & assets
@@ -145,6 +204,7 @@ Access via `UI.DEBUG_MENU`. Starts hidden; `isClosed` getter/setter controls vis
## Adding a new menu ## Adding a new menu
1. Create a scene whose root extends `ClosableMenu` (or `Control` if open/close isn't needed) 1. Create a scene whose root extends `ClosableMenu` (or `Control` if open/close isn't needed)
2. Add it as a child of `RootUI.tscn` 2. Add it as a child of `RootUI.tscn` — position after `PauseMenu` if it should render above it
3. Export a typed reference on `RootUI.gd` and wire it in the Inspector 3. Export a typed reference on `RootUI.gd` and wire it in the Inspector
4. Expose via a getter on `UISingleton.gd` if other systems need access (follow the `TEXTBOX` / `DEBUG_MENU` pattern) 4. Expose via a getter on `UISingleton.gd` if other systems need access (follow the `PAUSE_MENU` / `GAME_MENU` pattern)
5. If it needs a backdrop, register it: `modalBackdrop.register(myMenu)` in `RootUI._ready()`
+3
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@@ -28,6 +28,7 @@ static func dialogueCallable(params:Dictionary) -> int:
else _TextboxGd.AdvancementMode.PLAYER else _TextboxGd.AdvancementMode.PLAYER
) )
DialogueManager.dialogue_started.emit(resource)
var line:DialogueLine = await DialogueManager.get_next_dialogue_line(resource, title, extraStates) var line:DialogueLine = await DialogueManager.get_next_dialogue_line(resource, title, extraStates)
while line != null: while line != null:
var entity:Entity = OVERWORLD.getEntityByDialogueName(line.character) var entity:Entity = OVERWORLD.getEntityByDialogueName(line.character)
@@ -48,6 +49,8 @@ static func dialogueCallable(params:Dictionary) -> int:
else: else:
line = await DialogueManager.get_next_dialogue_line(resource, line.next_id, extraStates) line = await DialogueManager.get_next_dialogue_line(resource, line.next_id, extraStates)
DialogueManager.dialogue_ended.emit(resource)
if mode == DialogueMode.CONVERSATION: if mode == DialogueMode.CONVERSATION:
UI.activeConversation = false UI.activeConversation = false
+15 -3
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@@ -42,7 +42,15 @@ var _freeTimer:float = 0.0
var _mouseDelta:Vector2 = Vector2.ZERO var _mouseDelta:Vector2 = Vector2.ZERO
var _rightMouseHeld:bool = false var _rightMouseHeld:bool = false
func _canOrbit() -> bool:
return not UI.activeConversation
func _input(event:InputEvent) -> void: func _input(event:InputEvent) -> void:
if not _canOrbit():
if _rightMouseHeld:
_rightMouseHeld = false
Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
return
if event is InputEventMouseButton and event.button_index == MOUSE_BUTTON_RIGHT: if event is InputEventMouseButton and event.button_index == MOUSE_BUTTON_RIGHT:
_rightMouseHeld = event.pressed _rightMouseHeld = event.pressed
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED if _rightMouseHeld else Input.MOUSE_MODE_VISIBLE Input.mouse_mode = Input.MOUSE_MODE_CAPTURED if _rightMouseHeld else Input.MOUSE_MODE_VISIBLE
@@ -56,13 +64,17 @@ func _process(delta:float) -> void:
var xMult:float = -1.0 if SETTINGS.invertCameraX else 1.0 var xMult:float = -1.0 if SETTINGS.invertCameraX else 1.0
var yMult:float = 1.0 if SETTINGS.invertCameraY else -1.0 var yMult:float = 1.0 if SETTINGS.invertCameraY else -1.0
var orbitInput:Vector2 = Input.get_vector( var orbitInput:Vector2 = Vector2.ZERO
var mouseActive:bool = false
if _canOrbit():
orbitInput = Input.get_vector(
"camera_orbit_left", "camera_orbit_right", "camera_orbit_left", "camera_orbit_right",
"camera_orbit_up", "camera_orbit_down" "camera_orbit_up", "camera_orbit_down"
) )
mouseActive = _mouseDelta.length_squared() > 0.0
var controllerActive:bool = orbitInput.length() > 0.01 var controllerActive:bool = orbitInput.length() > 0.01
var mouseActive:bool = _mouseDelta.length_squared() > 0.0
# Any manual camera input returns to FREE and resets the centering timer # Any manual camera input returns to FREE and resets the centering timer
if controllerActive or mouseActive: if controllerActive or mouseActive:
@@ -86,7 +98,7 @@ func _process(delta:float) -> void:
_mouseDelta = Vector2.ZERO _mouseDelta = Vector2.ZERO
# center_camera input → switch to MANUAL_CENTER immediately # center_camera input → switch to MANUAL_CENTER immediately
if Input.is_action_just_pressed("center_camera"): if _canOrbit() and Input.is_action_just_pressed("center_camera"):
_mode = CameraMode.MANUAL_CENTER _mode = CameraMode.MANUAL_CENTER
# In FREE mode, accumulate time toward auto-centering while the player is moving # In FREE mode, accumulate time toward auto-centering while the player is moving
+25
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@@ -22,11 +22,36 @@ func _exit_tree() -> void:
self.area_entered.disconnect(_onAreaEntered) self.area_entered.disconnect(_onAreaEntered)
self.area_exited.disconnect(_onAreaExited) self.area_exited.disconnect(_onAreaExited)
func _process(_delta:float) -> void:
if entity.movementType != Entity.MovementType.PLAYER:
return
if UI.INTERACT_INDICATOR and UI.INTERACT_INDICATOR.visible:
UI.INTERACT_INDICATOR.updateWorldPosition()
func _getBestInteractable() -> Entity:
for area in interactableAreas:
if area.isInteractable():
return area.entity
return null
func _updateIndicator() -> void:
if entity.movementType != Entity.MovementType.PLAYER:
return
if UI.INTERACT_INDICATOR == null:
return
var best:Entity = _getBestInteractable()
if best:
UI.INTERACT_INDICATOR.setEntity(best)
else:
UI.INTERACT_INDICATOR.clear()
func _onAreaEntered(area:Area3D) -> void: func _onAreaEntered(area:Area3D) -> void:
if area is EntityInteractableArea: if area is EntityInteractableArea:
if area.entity == entity: if area.entity == entity:
return return
interactableAreas.append(area) interactableAreas.append(area)
_updateIndicator()
func _onAreaExited(area:Area3D) -> void: func _onAreaExited(area:Area3D) -> void:
interactableAreas.erase(area) interactableAreas.erase(area)
_updateIndicator()
+4
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@@ -81,6 +81,7 @@ ui_cancel={
ui_left={ ui_left={
"deadzone": 0.5, "deadzone": 0.5,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":4194319,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null) "events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":4194319,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":65,"key_label":0,"unicode":97,"location":0,"echo":false,"script":null)
, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"button_index":13,"pressure":0.0,"pressed":false,"script":null) , Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"button_index":13,"pressure":0.0,"pressed":false,"script":null)
, Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":-1,"axis":0,"axis_value":-1.0,"script":null) , Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":-1,"axis":0,"axis_value":-1.0,"script":null)
] ]
@@ -88,6 +89,7 @@ ui_left={
ui_right={ ui_right={
"deadzone": 0.5, "deadzone": 0.5,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":4194321,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null) "events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":4194321,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":68,"key_label":0,"unicode":100,"location":0,"echo":false,"script":null)
, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"button_index":14,"pressure":0.0,"pressed":false,"script":null) , Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"button_index":14,"pressure":0.0,"pressed":false,"script":null)
, Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":-1,"axis":0,"axis_value":1.0,"script":null) , Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":-1,"axis":0,"axis_value":1.0,"script":null)
] ]
@@ -95,6 +97,7 @@ ui_right={
ui_up={ ui_up={
"deadzone": 0.5, "deadzone": 0.5,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":4194320,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null) "events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":4194320,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":87,"key_label":0,"unicode":119,"location":0,"echo":false,"script":null)
, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"button_index":11,"pressure":0.0,"pressed":false,"script":null) , Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"button_index":11,"pressure":0.0,"pressed":false,"script":null)
, Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":-1,"axis":1,"axis_value":-1.0,"script":null) , Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":-1,"axis":1,"axis_value":-1.0,"script":null)
] ]
@@ -102,6 +105,7 @@ ui_up={
ui_down={ ui_down={
"deadzone": 0.5, "deadzone": 0.5,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":4194322,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null) "events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":4194322,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":83,"key_label":0,"unicode":115,"location":0,"echo":false,"script":null)
, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"button_index":12,"pressure":0.0,"pressed":false,"script":null) , Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"button_index":12,"pressure":0.0,"pressed":false,"script":null)
, Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":-1,"axis":1,"axis_value":1.0,"script":null) , Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":-1,"axis":1,"axis_value":1.0,"script":null)
] ]
+2
View File
@@ -9,6 +9,8 @@ func _unhandled_input(event:InputEvent) -> void:
var menu:PauseMenu = UI.PAUSE_MENU var menu:PauseMenu = UI.PAUSE_MENU
if menu == null: if menu == null:
return return
if SCENE.currentScene == SceneSingleton.SceneType.INITIAL and !menu.isOpen():
return
if menu.isOpen(): if menu.isOpen():
menu.close() menu.close()
else: else:
+1
View File
@@ -4,3 +4,4 @@ var invertCameraX:bool = false
var invertCameraY:bool = false var invertCameraY:bool = false
var cameraSpeedController:float = 1.0 var cameraSpeedController:float = 1.0
var cameraSpeedMouse:float = 1.0 var cameraSpeedMouse:float = 1.0
var textSpeed:float = 1.0
+8
View File
@@ -3,6 +3,9 @@ class_name RootUI extends Control
@export var debugMenu:DebugMenu @export var debugMenu:DebugMenu
@export var gameMenu:GameMenu @export var gameMenu:GameMenu
@export var pauseMenu:PauseMenu @export var pauseMenu:PauseMenu
@export var quitConfirmDialog:QuitConfirmDialog
@export var mainMenuConfirmDialog:ConfirmDialog
@export var modalBackdrop:ModalBackdrop
@export var chatBoxContainer:Control @export var chatBoxContainer:Control
func _enter_tree() -> void: func _enter_tree() -> void:
@@ -11,3 +14,8 @@ func _enter_tree() -> void:
func _exit_tree() -> void: func _exit_tree() -> void:
if UI.rootUi == self: if UI.rootUi == self:
UI.rootUi = null UI.rootUi = null
func _ready() -> void:
modalBackdrop.register(pauseMenu)
modalBackdrop.register(quitConfirmDialog)
modalBackdrop.register(mainMenuConfirmDialog)
+37 -7
View File
@@ -1,11 +1,15 @@
[gd_scene load_steps=5 format=3 uid="uid://baos0arpiskbp"] [gd_scene load_steps=9 format=3 uid="uid://baos0arpiskbp"]
[ext_resource type="Script" uid="uid://dq3qyyayugt5l" path="res://ui/RootUI.gd" id="1_son71"] [ext_resource type="Script" uid="uid://dq3qyyayugt5l" path="res://ui/RootUI.gd" id="1_son71"]
[ext_resource type="PackedScene" uid="uid://c0i5e2dj11d8c" path="res://ui/pause/PauseMenu.tscn" id="2_atyu8"] [ext_resource type="PackedScene" uid="uid://c0i5e2dj11d8c" path="res://ui/pause/PauseMenu.tscn" id="2_atyu8"]
[ext_resource type="PackedScene" uid="uid://b38dr0wkix76t" path="res://ui/debugmenu/DebugMenu.tscn" id="4_u132g"] [ext_resource type="PackedScene" uid="uid://b38dr0wkix76t" path="res://ui/debugmenu/DebugMenu.tscn" id="4_u132g"]
[ext_resource type="PackedScene" uid="uid://bv5r2x9m4k7n1" path="res://ui/gamemenu/GameMenu.tscn" id="5_gmenu"] [ext_resource type="PackedScene" uid="uid://bv5r2x9m4k7n1" path="res://ui/gamemenu/GameMenu.tscn" id="5_gmenu"]
[ext_resource type="PackedScene" path="res://ui/component/InteractIndicator.tscn" id="6_iind"]
[ext_resource type="Script" path="res://ui/component/ModalBackdrop.gd" id="7_mbdp"]
[ext_resource type="PackedScene" uid="uid://cqdf1x7m2canp" path="res://ui/component/QuitConfirmDialog.tscn" id="8_qcd"]
[ext_resource type="PackedScene" uid="uid://bmmc3x8n1d7qp" path="res://ui/component/MainMenuConfirmDialog.tscn" id="9_mmcd"]
[node name="RootUI" type="Control" node_paths=PackedStringArray("debugMenu", "gameMenu", "pauseMenu", "chatBoxContainer")] [node name="RootUI" type="Control" node_paths=PackedStringArray("debugMenu", "gameMenu", "pauseMenu", "quitConfirmDialog", "mainMenuConfirmDialog", "modalBackdrop", "chatBoxContainer")]
layout_mode = 3 layout_mode = 3
anchors_preset = 15 anchors_preset = 15
anchor_right = 1.0 anchor_right = 1.0
@@ -17,6 +21,9 @@ script = ExtResource("1_son71")
debugMenu = NodePath("DebugMenu") debugMenu = NodePath("DebugMenu")
gameMenu = NodePath("GameMenu") gameMenu = NodePath("GameMenu")
pauseMenu = NodePath("PauseMenu") pauseMenu = NodePath("PauseMenu")
quitConfirmDialog = NodePath("QuitConfirmDialog")
mainMenuConfirmDialog = NodePath("MainMenuConfirmDialog")
modalBackdrop = NodePath("ModalBackdrop")
chatBoxContainer = NodePath("ChatBoxContainer") chatBoxContainer = NodePath("ChatBoxContainer")
metadata/_custom_type_script = "uid://dq3qyyayugt5l" metadata/_custom_type_script = "uid://dq3qyyayugt5l"
@@ -24,11 +31,6 @@ metadata/_custom_type_script = "uid://dq3qyyayugt5l"
visible = false visible = false
layout_mode = 1 layout_mode = 1
[node name="PauseMenu" parent="." instance=ExtResource("2_atyu8")]
visible = false
layout_mode = 1
process_mode = 3
[node name="GameMenu" parent="." instance=ExtResource("5_gmenu")] [node name="GameMenu" parent="." instance=ExtResource("5_gmenu")]
visible = false visible = false
layout_mode = 1 layout_mode = 1
@@ -41,3 +43,31 @@ anchor_bottom = 1.0
grow_horizontal = 2 grow_horizontal = 2
grow_vertical = 2 grow_vertical = 2
mouse_filter = 2 mouse_filter = 2
[node name="InteractIndicator" parent="ChatBoxContainer" instance=ExtResource("6_iind")]
[node name="ModalBackdrop" type="ColorRect" parent="."]
visible = false
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
mouse_filter = 1
process_mode = 3
color = Color(0, 0, 0, 0.5)
script = ExtResource("7_mbdp")
[node name="PauseMenu" parent="." instance=ExtResource("2_atyu8")]
visible = false
layout_mode = 1
process_mode = 3
[node name="QuitConfirmDialog" parent="." instance=ExtResource("8_qcd")]
visible = false
layout_mode = 1
[node name="MainMenuConfirmDialog" parent="." instance=ExtResource("9_mmcd")]
visible = false
layout_mode = 1
+22
View File
@@ -1,6 +1,7 @@
extends Node extends Node
var rootUi:RootUI = null var rootUi:RootUI = null
var interactIndicator:InteractIndicator = null
# True whenever any dialogue resource is being processed by DialogueManager. # True whenever any dialogue resource is being processed by DialogueManager.
# Driven by DialogueManager.dialogue_started / dialogue_ended signals. # Driven by DialogueManager.dialogue_started / dialogue_ended signals.
@@ -19,6 +20,9 @@ func _onDialogueStarted(_resource:DialogueResource) -> void:
func _onDialogueEnded(_resource:DialogueResource) -> void: func _onDialogueEnded(_resource:DialogueResource) -> void:
dialogueActive = false dialogueActive = false
var INTERACT_INDICATOR:InteractIndicator:
get(): return interactIndicator
var chatBoxContainer:Control: var chatBoxContainer:Control:
get(): get():
if rootUi: if rootUi:
@@ -42,3 +46,21 @@ var PAUSE_MENU:PauseMenu:
if rootUi: if rootUi:
return rootUi.pauseMenu return rootUi.pauseMenu
return null return null
var QUIT_DIALOG:QuitConfirmDialog:
get():
if rootUi:
return rootUi.quitConfirmDialog
return null
var MAIN_MENU_DIALOG:ConfirmDialog:
get():
if rootUi:
return rootUi.mainMenuConfirmDialog
return null
var BACKDROP:ModalBackdrop:
get():
if rootUi:
return rootUi.modalBackdrop
return null
+30
View File
@@ -0,0 +1,30 @@
class_name ConfirmDialog extends ClosableMenu
signal confirmed
@export var btnYes:Button
@export var btnNo:Button
func _ready() -> void:
close()
btnYes.pressed.connect(_onYes)
btnNo.pressed.connect(close)
btnYes.focus_neighbor_top = btnNo.get_path()
btnYes.focus_neighbor_bottom = btnNo.get_path()
btnNo.focus_neighbor_top = btnYes.get_path()
btnNo.focus_neighbor_bottom = btnYes.get_path()
func _onYes() -> void:
close()
confirmed.emit()
func open() -> void:
super.open()
btnNo.grab_focus()
func _unhandled_input(event:InputEvent) -> void:
if !isOpen:
return
if event.is_action_pressed("ui_cancel"):
close()
get_viewport().set_input_as_handled()
+7 -19
View File
@@ -5,8 +5,7 @@ const SCENE:PackedScene = preload("res://ui/component/DialogueTextbox.tscn")
enum AdvancementMode { PLAYER, TIMED } enum AdvancementMode { PLAYER, TIMED }
const LINES_PER_PAGE:int = 4 const LINES_PER_PAGE:int = 4
const CHARS_PER_SECOND:float = 20.0 const CHARS_PER_SECOND:float = 24.0
const SPEEDUP_MULTIPLIER:float = 4.0
const PAUSE_COMMA:float = 0.15 const PAUSE_COMMA:float = 0.15
const PAUSE_SENTENCE:float = 0.4 const PAUSE_SENTENCE:float = 0.4
const PAUSE_ELLIPSIS_DOT:float = 0.3 const PAUSE_ELLIPSIS_DOT:float = 0.3
@@ -24,7 +23,6 @@ var _pauseTimer:float = 0.0
var _autoAdvanceTimer:float = 0.0 var _autoAdvanceTimer:float = 0.0
var _isRevealing:bool = false var _isRevealing:bool = false
var _isWaitingForInput:bool = false var _isWaitingForInput:bool = false
var _hasLetGoOfInteract:bool = true
var _advancementMode:AdvancementMode = AdvancementMode.PLAYER var _advancementMode:AdvancementMode = AdvancementMode.PLAYER
@onready var _speakerLabel:Label = $VBoxContainer/SpeakerLabel @onready var _speakerLabel:Label = $VBoxContainer/SpeakerLabel
@@ -68,7 +66,6 @@ func setup(line:DialogueLine, entity:Entity, mode:AdvancementMode = AdvancementM
_autoAdvanceTimer = 0.0 _autoAdvanceTimer = 0.0
_isRevealing = true _isRevealing = true
_isWaitingForInput = false _isWaitingForInput = false
_hasLetGoOfInteract = !Input.is_action_pressed("interact")
_updateWorldPosition() _updateWorldPosition()
visible = true visible = true
@@ -85,9 +82,10 @@ func _process(delta:float) -> void:
return return
_updateWorldPosition() _updateWorldPosition()
_advanceIndicator.visible = _isWaitingForInput
if _isWaitingForInput: if _isWaitingForInput:
_advanceIndicator.modulate.a = 0.5 + 0.5 * sin(Time.get_ticks_msec() / 300.0) _advanceIndicator.modulate.a = 0.5 + 0.5 * sin(Time.get_ticks_msec() / 300.0)
else:
_advanceIndicator.modulate.a = 0.0
if _isRevealing: if _isRevealing:
_processReveal(delta) _processReveal(delta)
@@ -119,16 +117,13 @@ func _buildPreWrappedText(parsed:String) -> String:
return result return result
func _processReveal(delta:float) -> void: func _processReveal(delta:float) -> void:
if Input.is_action_just_released("interact"): var scaledDelta:float = delta * SETTINGS.textSpeed
_hasLetGoOfInteract = true
var speedMult:float = SPEEDUP_MULTIPLIER if (_hasLetGoOfInteract and Input.is_action_pressed("interact")) else 1.0
if _pauseTimer > 0.0: if _pauseTimer > 0.0:
_pauseTimer -= delta * speedMult _pauseTimer -= scaledDelta
return return
_revealTimer += delta * speedMult _revealTimer += scaledDelta
while _revealTimer >= 1.0 / CHARS_PER_SECOND: while _revealTimer >= 1.0 / CHARS_PER_SECOND:
_revealTimer -= 1.0 / CHARS_PER_SECOND _revealTimer -= 1.0 / CHARS_PER_SECOND
@@ -185,12 +180,6 @@ func _onRevealComplete() -> void:
_isWaitingForInput = true _isWaitingForInput = true
func _processAdvanceInput() -> void: func _processAdvanceInput() -> void:
if Input.is_action_just_released("interact"):
_hasLetGoOfInteract = true
if not _hasLetGoOfInteract:
return
if Input.is_action_just_pressed("interact"): if Input.is_action_just_pressed("interact"):
_advance() _advance()
@@ -200,8 +189,7 @@ func _processAutoAdvance(delta:float) -> void:
_advance() _advance()
func _advance() -> void: func _advance() -> void:
_advanceIndicator.visible = false _advanceIndicator.modulate.a = 0.0
_advanceIndicator.modulate.a = 1.0
var totalLines:int = _parsedText.count("\n") + 1 var totalLines:int = _parsedText.count("\n") + 1
var hasMorePages:bool = _startLine + _linesPerPage < totalLines var hasMorePages:bool = _startLine + _linesPerPage < totalLines
if hasMorePages: if hasMorePages:
+1 -1
View File
@@ -28,6 +28,6 @@ autowrap_mode = 3
[node name="AdvanceIndicator" type="Label" parent="VBoxContainer"] [node name="AdvanceIndicator" type="Label" parent="VBoxContainer"]
layout_mode = 2 layout_mode = 2
modulate = Color(1, 1, 1, 0)
text = "▼" text = "▼"
horizontal_alignment = 2 horizontal_alignment = 2
visible = false
+56
View File
@@ -0,0 +1,56 @@
class_name InteractIndicator extends PanelContainer
var _entity:Entity = null
func _enter_tree() -> void:
UI.interactIndicator = self
func _exit_tree() -> void:
if UI.interactIndicator == self:
UI.interactIndicator = null
func _ready() -> void:
visible = false
DialogueManager.dialogue_started.connect(_onDialogueStarted)
DialogueManager.dialogue_ended.connect(_onDialogueEnded)
func setEntity(entity:Entity) -> void:
if is_instance_valid(_entity):
_entity.tree_exiting.disconnect(_onEntityExiting)
_entity = entity
_entity.tree_exiting.connect(_onEntityExiting)
visible = _canShow()
if visible:
updateWorldPosition()
func clear() -> void:
if is_instance_valid(_entity):
_entity.tree_exiting.disconnect(_onEntityExiting)
_entity = null
visible = false
func _canShow() -> bool:
return _entity != null and not UI.dialogueActive
func _onEntityExiting() -> void:
_entity = null
visible = false
func _onDialogueStarted(_resource:DialogueResource) -> void:
visible = false
func _onDialogueEnded(_resource:DialogueResource) -> void:
visible = _canShow()
if visible:
updateWorldPosition()
func updateWorldPosition() -> void:
var camera:Camera3D = get_viewport().get_camera_3d()
if camera == null:
return
var worldPos:Vector3 = _entity.global_position + Vector3(0, 2.5, 0)
var screenPos:Vector2 = camera.unproject_position(worldPos)
var viewportSize:Vector2 = get_viewport().get_visible_rect().size
position = screenPos - size * 0.5
position.x = clamp(position.x, 0.0, viewportSize.x - size.x)
position.y = clamp(position.y, 0.0, viewportSize.y - size.y)
+1
View File
@@ -0,0 +1 @@
uid://xrcb2e7jwlm0
+13
View File
@@ -0,0 +1,13 @@
[gd_scene load_steps=3 format=3]
[ext_resource type="Theme" path="res://ui/UI Theme.tres" id="1"]
[ext_resource type="Script" path="res://ui/component/InteractIndicator.gd" id="2"]
[node name="InteractIndicator" type="PanelContainer"]
mouse_filter = 2
theme = ExtResource("1")
script = ExtResource("2")
[node name="Label" type="Label" parent="."]
layout_mode = 2
text = "INTERACT"
+38
View File
@@ -0,0 +1,38 @@
[gd_scene load_steps=2 format=3 uid="uid://bmmc3x8n1d7qp"]
[ext_resource type="Script" path="res://ui/component/ConfirmDialog.gd" id="1_mmcd"]
[node name="MainMenuConfirmDialog" type="Control" node_paths=PackedStringArray("btnYes", "btnNo")]
layout_mode = 3
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
mouse_filter = 2
process_mode = 3
script = ExtResource("1_mmcd")
btnYes = NodePath("VBoxContainer/Yes")
btnNo = NodePath("VBoxContainer/No")
[node name="VBoxContainer" type="VBoxContainer" parent="."]
anchors_preset = 8
anchor_left = 0.5
anchor_top = 0.5
anchor_right = 0.5
anchor_bottom = 0.5
grow_horizontal = 2
grow_vertical = 2
[node name="Label" type="Label" parent="VBoxContainer"]
layout_mode = 2
text = "Return to main menu?"
horizontal_alignment = 1
[node name="Yes" type="Button" parent="VBoxContainer"]
layout_mode = 2
text = "Yes"
[node name="No" type="Button" parent="VBoxContainer"]
layout_mode = 2
text = "No"
+48
View File
@@ -0,0 +1,48 @@
class_name ModalBackdrop extends ColorRect
# Tracks which overlays are currently open. Each entry must be a direct sibling
# (child of the same parent). The backdrop repositions itself in the scene tree
# to sit immediately below whichever open overlay has the highest tree index,
# so only one backdrop is ever visible regardless of how many overlays are open.
var _openOverlays:Array[Control] = []
func _ready() -> void:
visible = false
func register(overlay:Control) -> void:
assert(overlay.get_parent() == get_parent(), "ModalBackdrop: overlay must be a sibling")
assert(overlay.has_signal("opened") and overlay.has_signal("closed"),
"ModalBackdrop: overlay must have opened/closed signals")
overlay.connect("opened", func(): _onOpened(overlay))
overlay.connect("closed", func(): _onClosed(overlay))
func _onOpened(overlay:Control) -> void:
if overlay not in _openOverlays:
_openOverlays.append(overlay)
_reposition()
func _onClosed(overlay:Control) -> void:
_openOverlays.erase(overlay)
_reposition()
func _reposition() -> void:
if _openOverlays.is_empty():
visible = false
return
visible = true
var top := _topOverlay()
var topIdx := top.get_index()
var myIdx := get_index()
if myIdx == topIdx - 1:
return
if myIdx < topIdx:
get_parent().move_child(self, topIdx - 1)
else:
get_parent().move_child(self, topIdx)
func _topOverlay() -> Control:
var top:Control = _openOverlays[0]
for overlay in _openOverlays:
if overlay.get_index() > top.get_index():
top = overlay
return top
+5
View File
@@ -0,0 +1,5 @@
class_name QuitConfirmDialog extends ConfirmDialog
func _ready() -> void:
super._ready()
confirmed.connect(func(): get_tree().quit())
+1
View File
@@ -0,0 +1 @@
uid://deov3ob0lojyo
+38
View File
@@ -0,0 +1,38 @@
[gd_scene load_steps=2 format=3 uid="uid://cqdf1x7m2canp"]
[ext_resource type="Script" path="res://ui/component/QuitConfirmDialog.gd" id="1_qcd"]
[node name="QuitConfirmDialog" type="Control" node_paths=PackedStringArray("btnYes", "btnNo")]
layout_mode = 3
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
mouse_filter = 2
process_mode = 3
script = ExtResource("1_qcd")
btnYes = NodePath("VBoxContainer/Yes")
btnNo = NodePath("VBoxContainer/No")
[node name="VBoxContainer" type="VBoxContainer" parent="."]
anchors_preset = 8
anchor_left = 0.5
anchor_top = 0.5
anchor_right = 0.5
anchor_bottom = 0.5
grow_horizontal = 2
grow_vertical = 2
[node name="Label" type="Label" parent="VBoxContainer"]
layout_mode = 2
text = "Quit to desktop?"
horizontal_alignment = 1
[node name="Yes" type="Button" parent="VBoxContainer"]
layout_mode = 2
text = "Yes"
[node name="No" type="Button" parent="VBoxContainer"]
layout_mode = 2
text = "No"
+9
View File
@@ -2,12 +2,14 @@ class_name MainMenu extends Control
@export var btnNewGame:Button @export var btnNewGame:Button
@export var btnSettings:Button @export var btnSettings:Button
@export var btnQuit:Button
@export var settingsMenu:ClosableMenu @export var settingsMenu:ClosableMenu
@export_file("*.tscn") var newGameScene:String @export_file("*.tscn") var newGameScene:String
func _ready() -> void: func _ready() -> void:
btnNewGame.pressed.connect(onNewGamePressed) btnNewGame.pressed.connect(onNewGamePressed)
btnSettings.pressed.connect(onSettingsPressed) btnSettings.pressed.connect(onSettingsPressed)
btnQuit.pressed.connect(_onQuitPressed)
settingsMenu.opened.connect(_onSettingsOpened) settingsMenu.opened.connect(_onSettingsOpened)
settingsMenu.closed.connect(_onSettingsClosed) settingsMenu.closed.connect(_onSettingsClosed)
btnNewGame.grab_focus() btnNewGame.grab_focus()
@@ -26,6 +28,13 @@ func _unhandled_input(event:InputEvent) -> void:
settingsMenu.close() settingsMenu.close()
get_viewport().set_input_as_handled() get_viewport().set_input_as_handled()
func _onQuitPressed() -> void:
UI.QUIT_DIALOG.closed.connect(_onQuitDialogClosed, CONNECT_ONE_SHOT)
UI.QUIT_DIALOG.open()
func _onQuitDialogClosed() -> void:
btnQuit.grab_focus()
func onNewGamePressed() -> void: func onNewGamePressed() -> void:
SCENE.setScene(SceneSingleton.SceneType.OVERWORLD) SCENE.setScene(SceneSingleton.SceneType.OVERWORLD)
OVERWORLD.mapChange(newGameScene, "PlayerSpawnPoint") OVERWORLD.mapChange(newGameScene, "PlayerSpawnPoint")
+6 -1
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@@ -4,7 +4,7 @@
[ext_resource type="Script" uid="uid://bcjfv6dw0ugvo" path="res://ui/component/ClosableMenu.gd" id="2_f3vro"] [ext_resource type="Script" uid="uid://bcjfv6dw0ugvo" path="res://ui/component/ClosableMenu.gd" id="2_f3vro"]
[ext_resource type="PackedScene" uid="uid://d3f31lli1ahts" path="res://ui/settings/SettingsMenu.tscn" id="3_44i87"] [ext_resource type="PackedScene" uid="uid://d3f31lli1ahts" path="res://ui/settings/SettingsMenu.tscn" id="3_44i87"]
[node name="Main Menu" type="Control" node_paths=PackedStringArray("btnNewGame", "btnSettings", "settingsMenu")] [node name="Main Menu" type="Control" node_paths=PackedStringArray("btnNewGame", "btnSettings", "btnQuit", "settingsMenu")]
layout_mode = 3 layout_mode = 3
anchors_preset = 15 anchors_preset = 15
anchor_right = 1.0 anchor_right = 1.0
@@ -14,6 +14,7 @@ grow_vertical = 2
script = ExtResource("1_vp3lc") script = ExtResource("1_vp3lc")
btnNewGame = NodePath("VBoxContainer/NewGame") btnNewGame = NodePath("VBoxContainer/NewGame")
btnSettings = NodePath("VBoxContainer/Settings") btnSettings = NodePath("VBoxContainer/Settings")
btnQuit = NodePath("VBoxContainer/Quit")
settingsMenu = NodePath("MainMenuSettings") settingsMenu = NodePath("MainMenuSettings")
newGameScene = "uid://d0ywgijpuqy0r" newGameScene = "uid://d0ywgijpuqy0r"
metadata/_custom_type_script = "uid://btfeuku41py2b" metadata/_custom_type_script = "uid://btfeuku41py2b"
@@ -35,6 +36,10 @@ text = "New Game"
layout_mode = 2 layout_mode = 2
text = "Settings" text = "Settings"
[node name="Quit" type="Button" parent="VBoxContainer"]
layout_mode = 2
text = "Quit Game"
[node name="MainMenuSettings" type="Control" parent="."] [node name="MainMenuSettings" type="Control" parent="."]
visible = false visible = false
layout_mode = 1 layout_mode = 1
+14 -21
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@@ -2,44 +2,37 @@ class_name PauseMain extends VBoxContainer
signal resumeRequested signal resumeRequested
signal settingsRequested signal settingsRequested
signal mainMenuRequested
signal quitRequested
@export var btnResume:Button @export var btnResume:Button
@export var btnSettings:Button @export var btnSettings:Button
@export var btnMainMenu:Button @export var btnMainMenu:Button
@export var btnQuit:Button @export var btnQuit:Button
@export var mainButtons:VBoxContainer
@export var confirmQuit:VBoxContainer
@export var btnQuitConfirm:Button
@export var btnQuitCancel:Button
func _ready() -> void: func _ready() -> void:
visible = false visible = false
btnResume.pressed.connect(resumeRequested.emit) btnResume.pressed.connect(resumeRequested.emit)
btnSettings.pressed.connect(settingsRequested.emit) btnSettings.pressed.connect(settingsRequested.emit)
btnMainMenu.pressed.connect(mainMenuRequested.emit) btnMainMenu.pressed.connect(_showMainMenuConfirm)
btnQuit.pressed.connect(_showConfirm) btnQuit.pressed.connect(_showQuitConfirm)
btnQuitConfirm.pressed.connect(quitRequested.emit) UI.QUIT_DIALOG.closed.connect(_onQuitDialogClosed)
btnQuitCancel.pressed.connect(cancelConfirm) UI.MAIN_MENU_DIALOG.closed.connect(_onMainMenuDialogClosed)
func _showConfirm() -> void: func _showQuitConfirm() -> void:
mainButtons.visible = false UI.QUIT_DIALOG.open()
confirmQuit.visible = true
btnQuitCancel.grab_focus()
func cancelConfirm() -> void: func _showMainMenuConfirm() -> void:
mainButtons.visible = true UI.MAIN_MENU_DIALOG.open()
confirmQuit.visible = false
func _onQuitDialogClosed() -> void:
if isOpen():
btnQuit.grab_focus() btnQuit.grab_focus()
func isConfirming() -> bool: func _onMainMenuDialogClosed() -> void:
return confirmQuit.visible if isOpen():
btnMainMenu.grab_focus()
func open() -> void: func open() -> void:
visible = true visible = true
if isConfirming():
cancelConfirm()
btnResume.grab_focus() btnResume.grab_focus()
func close() -> void: func close() -> void:
+1 -22
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@@ -2,7 +2,7 @@
[ext_resource type="Script" uid="uid://c7kvg0jw6w340" path="res://ui/pause/PauseMain.gd" id="1_b5xfl"] [ext_resource type="Script" uid="uid://c7kvg0jw6w340" path="res://ui/pause/PauseMain.gd" id="1_b5xfl"]
[node name="PauseMain" type="VBoxContainer" node_paths=PackedStringArray("btnResume", "btnSettings", "btnMainMenu", "btnQuit", "mainButtons", "confirmQuit", "btnQuitConfirm", "btnQuitCancel")] [node name="PauseMain" type="VBoxContainer" node_paths=PackedStringArray("btnResume", "btnSettings", "btnMainMenu", "btnQuit")]
anchors_preset = 8 anchors_preset = 8
anchor_left = 0.5 anchor_left = 0.5
anchor_top = 0.5 anchor_top = 0.5
@@ -16,10 +16,6 @@ btnResume = NodePath("MainButtons/Resume")
btnSettings = NodePath("MainButtons/Settings") btnSettings = NodePath("MainButtons/Settings")
btnMainMenu = NodePath("MainButtons/MainMenu") btnMainMenu = NodePath("MainButtons/MainMenu")
btnQuit = NodePath("MainButtons/Quit") btnQuit = NodePath("MainButtons/Quit")
mainButtons = NodePath("MainButtons")
confirmQuit = NodePath("ConfirmQuit")
btnQuitConfirm = NodePath("ConfirmQuit/Yes")
btnQuitCancel = NodePath("ConfirmQuit/No")
[node name="Title" type="Label" parent="."] [node name="Title" type="Label" parent="."]
layout_mode = 2 layout_mode = 2
@@ -44,20 +40,3 @@ text = "Main Menu"
[node name="Quit" type="Button" parent="MainButtons"] [node name="Quit" type="Button" parent="MainButtons"]
layout_mode = 2 layout_mode = 2
text = "Quit Game" text = "Quit Game"
[node name="ConfirmQuit" type="VBoxContainer" parent="."]
layout_mode = 2
visible = false
[node name="Label" type="Label" parent="ConfirmQuit"]
layout_mode = 2
text = "Quit to desktop?"
horizontal_alignment = 1
[node name="Yes" type="Button" parent="ConfirmQuit"]
layout_mode = 2
text = "Yes"
[node name="No" type="Button" parent="ConfirmQuit"]
layout_mode = 2
text = "No"
+11 -6
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@@ -1,5 +1,8 @@
class_name PauseMenu extends Control class_name PauseMenu extends Control
signal opened
signal closed
@export var MAIN:PauseMain @export var MAIN:PauseMain
@export var settingsPanel:PauseSettings @export var settingsPanel:PauseSettings
@@ -7,8 +10,7 @@ func _ready() -> void:
close() close()
MAIN.resumeRequested.connect(close) MAIN.resumeRequested.connect(close)
MAIN.settingsRequested.connect(_openSettings) MAIN.settingsRequested.connect(_openSettings)
MAIN.mainMenuRequested.connect(_goToMainMenu) UI.MAIN_MENU_DIALOG.confirmed.connect(_goToMainMenu)
MAIN.quitRequested.connect(func(): get_tree().quit())
func isOpen() -> bool: func isOpen() -> bool:
return visible return visible
@@ -17,12 +19,14 @@ func open() -> void:
visible = true visible = true
get_tree().paused = true get_tree().paused = true
MAIN.open() MAIN.open()
opened.emit()
func close() -> void: func close() -> void:
get_tree().paused = false get_tree().paused = false
visible = false visible = false
MAIN.close() MAIN.close()
settingsPanel.close() settingsPanel.close()
closed.emit()
func _openSettings() -> void: func _openSettings() -> void:
MAIN.close() MAIN.close()
@@ -35,10 +39,11 @@ func _goToMainMenu() -> void:
func _unhandled_input(event:InputEvent) -> void: func _unhandled_input(event:InputEvent) -> void:
if !visible: if !visible:
return return
if event.is_action_pressed("ui_cancel"): if !event.is_action_pressed("ui_cancel"):
if MAIN.isConfirming(): return
MAIN.cancelConfirm() if (UI.QUIT_DIALOG != null and UI.QUIT_DIALOG.isOpen) or (UI.MAIN_MENU_DIALOG != null and UI.MAIN_MENU_DIALOG.isOpen):
elif settingsPanel.isOpen(): return
if settingsPanel.isOpen():
settingsPanel.close() settingsPanel.close()
MAIN.open() MAIN.open()
else: else:
+11
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@@ -1,11 +1,14 @@
class_name SettingsMenu extends Control class_name SettingsMenu extends Control
const TEXT_SPEED_VALUES:Array[float] = [0.2, 1.0, 2.0]
@export var tabs:TabBar @export var tabs:TabBar
@export var tabControls:Array[Control] @export var tabControls:Array[Control]
@export var checkInvertX:CheckBox @export var checkInvertX:CheckBox
@export var checkInvertY:CheckBox @export var checkInvertY:CheckBox
@export var sliderControllerSpeed:HSlider @export var sliderControllerSpeed:HSlider
@export var sliderMouseSpeed:HSlider @export var sliderMouseSpeed:HSlider
@export var optionTextSpeed:OptionButton
func _ready() -> void: func _ready() -> void:
tabs.tab_changed.connect(onTabChanged) tabs.tab_changed.connect(onTabChanged)
@@ -17,8 +20,16 @@ func _ready() -> void:
sliderMouseSpeed.value = SETTINGS.cameraSpeedMouse sliderMouseSpeed.value = SETTINGS.cameraSpeedMouse
sliderControllerSpeed.value_changed.connect(func(v:float): SETTINGS.cameraSpeedController = v) sliderControllerSpeed.value_changed.connect(func(v:float): SETTINGS.cameraSpeedController = v)
sliderMouseSpeed.value_changed.connect(func(v:float): SETTINGS.cameraSpeedMouse = v) sliderMouseSpeed.value_changed.connect(func(v:float): SETTINGS.cameraSpeedMouse = v)
optionTextSpeed.select(_textSpeedToIndex(SETTINGS.textSpeed))
optionTextSpeed.item_selected.connect(func(idx:int): SETTINGS.textSpeed = TEXT_SPEED_VALUES[idx])
onTabChanged(tabs.current_tab) onTabChanged(tabs.current_tab)
func _textSpeedToIndex(speed:float) -> int:
match speed:
0.2: return 0
2.0: return 2
_: return 1
func _notification(what:int) -> void: func _notification(what:int) -> void:
if what == NOTIFICATION_VISIBILITY_CHANGED and visible: if what == NOTIFICATION_VISIBILITY_CHANGED and visible:
tabs.grab_focus() tabs.grab_focus()
+19 -4
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@@ -2,7 +2,7 @@
[ext_resource type="Script" uid="uid://efmr0xkbw1py" path="res://ui/settings/SettingsMenu.gd" id="1_4lnig"] [ext_resource type="Script" uid="uid://efmr0xkbw1py" path="res://ui/settings/SettingsMenu.gd" id="1_4lnig"]
[node name="SettingsMenu" type="Control" node_paths=PackedStringArray("tabs", "tabControls", "checkInvertX", "checkInvertY", "sliderControllerSpeed", "sliderMouseSpeed")] [node name="SettingsMenu" type="Control" node_paths=PackedStringArray("tabs", "tabControls", "checkInvertX", "checkInvertY", "sliderControllerSpeed", "sliderMouseSpeed", "optionTextSpeed")]
layout_mode = 3 layout_mode = 3
anchors_preset = 15 anchors_preset = 15
anchor_right = 1.0 anchor_right = 1.0
@@ -11,11 +11,12 @@ grow_horizontal = 2
grow_vertical = 2 grow_vertical = 2
script = ExtResource("1_4lnig") script = ExtResource("1_4lnig")
tabs = NodePath("VBoxContainer/TabBar") tabs = NodePath("VBoxContainer/TabBar")
tabControls = [NodePath("VBoxContainer/ScrollContainer/LabelGameplay"), NodePath("VBoxContainer/ScrollContainer/LabelSound"), NodePath("VBoxContainer/ScrollContainer/LabelGraphics"), NodePath("VBoxContainer/ScrollContainer/PanelControls")] tabControls = [NodePath("VBoxContainer/ScrollContainer/PanelGameplay"), NodePath("VBoxContainer/ScrollContainer/LabelSound"), NodePath("VBoxContainer/ScrollContainer/LabelGraphics"), NodePath("VBoxContainer/ScrollContainer/PanelControls")]
checkInvertX = NodePath("VBoxContainer/ScrollContainer/PanelControls/CheckInvertX") checkInvertX = NodePath("VBoxContainer/ScrollContainer/PanelControls/CheckInvertX")
checkInvertY = NodePath("VBoxContainer/ScrollContainer/PanelControls/CheckInvertY") checkInvertY = NodePath("VBoxContainer/ScrollContainer/PanelControls/CheckInvertY")
sliderControllerSpeed = NodePath("VBoxContainer/ScrollContainer/PanelControls/SliderControllerSpeed") sliderControllerSpeed = NodePath("VBoxContainer/ScrollContainer/PanelControls/SliderControllerSpeed")
sliderMouseSpeed = NodePath("VBoxContainer/ScrollContainer/PanelControls/SliderMouseSpeed") sliderMouseSpeed = NodePath("VBoxContainer/ScrollContainer/PanelControls/SliderMouseSpeed")
optionTextSpeed = NodePath("VBoxContainer/ScrollContainer/PanelGameplay/OptionTextSpeed")
[node name="VBoxContainer" type="VBoxContainer" parent="."] [node name="VBoxContainer" type="VBoxContainer" parent="."]
layout_mode = 1 layout_mode = 1
@@ -48,10 +49,24 @@ visible = false
layout_mode = 2 layout_mode = 2
text = "Sound" text = "Sound"
[node name="LabelGameplay" type="Label" parent="VBoxContainer/ScrollContainer"] [node name="PanelGameplay" type="VBoxContainer" parent="VBoxContainer/ScrollContainer"]
visible = false visible = false
layout_mode = 2 layout_mode = 2
text = "Gameplay"
[node name="LabelTextSpeed" type="Label" parent="VBoxContainer/ScrollContainer/PanelGameplay"]
layout_mode = 2
text = "Text Speed"
[node name="OptionTextSpeed" type="OptionButton" parent="VBoxContainer/ScrollContainer/PanelGameplay"]
layout_mode = 2
focus_mode = 2
item_count = 3
item_0/text = "Slow"
item_0/id = 0
item_1/text = "Normal"
item_1/id = 1
item_2/text = "Fast"
item_2/id = 2
[node name="PanelControls" type="VBoxContainer" parent="VBoxContainer/ScrollContainer"] [node name="PanelControls" type="VBoxContainer" parent="VBoxContainer/ScrollContainer"]
visible = false visible = false