Add some UI

This commit is contained in:
2026-06-11 20:42:08 -05:00
parent 456ea1e07e
commit f46f08c083
29 changed files with 678 additions and 88 deletions
+3 -2
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@@ -13,10 +13,11 @@ Never instantiate these — access only via the global handle.
| `OVERWORLD` | Map switching with threaded loading | | `OVERWORLD` | Map switching with threaded loading |
| `COOKING` | Cooking mini-game lifecycle | | `COOKING` | Cooking mini-game lifecycle |
| `SAVE` | Persistence (stub) | | `SAVE` | Persistence (stub) |
| `SETTINGS` | Runtime settings — `invertCameraX:bool`, `invertCameraY:bool` |
| `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` | Root UI accessor — `UI.TEXTBOX`, `UI.DEBUG_MENU`, `UI.GAME_MENU` |
## Scene Graph ## Scene Graph
@@ -24,7 +25,7 @@ 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 └─ VNTextbox, DebugMenu, PauseMenu, GameMenu
``` ```
`RootScene` listens to `SCENE.sceneChanged` and shows/hides the correct sub-tree. `RootScene` listens to `SCENE.sceneChanged` and shows/hides the correct sub-tree.
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@@ -0,0 +1,96 @@
# Overworld System
## Scene structure
```
OverworldScene (Node3D) ← always resident, managed by SCENE singleton
└─ Map (Node3D) ← emptied and repopulated on each map change
TestMap (Node3D) ← typical map root, extends Node3D
├─ Player (Entity) ← movementType = PLAYER, entityId = "player"
├─ NPC/object (Entity) ... ← interactType drives what happens on interact
├─ TestMapBase (StaticBody3D) ← reusable terrain plane (200×200, collision layer 1)
└─ Camera3D (OverworldCamera) ← targetNode → Player
```
## Map transitions
Use `OVERWORLD.mapChange(path, destinationNodeName)` to switch maps.
```gdscript
OVERWORLD.mapChange("res://overworld/map/SomeMap.tscn", "SpawnPoint")
```
Flow: fade-out begins → map loads on a background thread → when both complete, `OVERWORLD.mapChanged` fires → `OverworldScene` clears `Map` children and instances the new map → fade-in begins. The `destinationNodeName` is passed with the signal for the new map to use as a spawn point (not yet wired to player placement — see [stubs](stubs.md)).
## Entity
All overworld objects (player, NPCs, items, triggers) are instances of [entity/Entity.tscn](../../overworld/entity/Entity.tscn) with different export values.
| Export | Purpose |
|---|---|
| `entityId:String` | UUID; use the Inspector button to regenerate |
| `movementType:MovementType` | `NONE` (static), `DISABLED`, or `PLAYER` (input-driven) |
| `interactType:InteractType` | What happens when the player presses Interact nearby |
| `dialogueResource:DialogueResource` | `.dialogue` file — required for `CONVERSATION` |
| `dialogueTitle:String` | Dialogue section to start from (default `"start"`) |
| `oneTimeItem:ItemResource` | Item granted on interact — required for `ONE_TIME_ITEM` |
| `cutscene:CutsceneResource` | Cutscene to run — required for `CUTSCENE` |
### Interaction types
| `InteractType` | Behaviour |
|---|---|
| `NONE` | Not interactable |
| `CONVERSATION` | Runs `dialogueResource` from `dialogueTitle` via `DialogueAction` |
| `ONE_TIME_ITEM` | Grants `oneTimeItem`, then frees the entity |
| `CUTSCENE` | Queues and starts `cutscene` |
| `BATTLE_TEST` | Starts a test battle (hardcoded enemy, for dev use) |
To add a new interaction type: add a value to `Entity.InteractType`, then add the matching `match` branch in `EntityInteractableArea.onInteract()` ([entity/EntityInteractableArea.gd](../../overworld/entity/EntityInteractableArea.gd)).
### Collision layers
| Area | Layer | Mask | Purpose |
|---|---|---|---|
| `EntityInteractingArea` | 0 | 2 | Player's reach — detects nearby interactables |
| `EntityInteractableArea` | 2 | 0 | Entity's surface — detected by other reaches |
The asymmetric setup means entities never trigger themselves.
## Movement
`EntityMovement` (a child `Node` under `Components`) handles all physics each frame:
1. Apply gravity if airborne
2. Apply friction (`velocity.x/z *= delta * FRICTION`)
3. If `_canMove()` and `movementType == PLAYER`: read input, compute camera-relative direction, set velocity
4. `move_and_slide()`
Movement is blocked (`_canMove() → false`) when `UI.dialogueActive`, `UI.TEXTBOX` is open, or `UI.GAME_MENU.isOpen()`.
Camera-relative direction is derived from the active `Camera3D`'s basis — the camera's Y-zeroed and renormalized X/Z axes map input axes to world axes. The entity faces (`look_at`) the movement direction each frame.
## Camera
`OverworldCamera` orbits around `targetNode` using yaw/pitch angles driven by `camera_orbit_*` inputs.
| Export | Default | Purpose |
|---|---|---|
| `targetNode:Node3D` | — | Node to orbit (assign Player in scene) |
| `pivotOffset:Vector3` | `(0, 1.2, 0)` | Orbit point above entity origin |
| `distance:float` | `10.0` | Orbit radius |
| `pitchMin/Max:float` | `-10° / 70°` | Vertical clamp |
| `orbitSensitivity:float` | `120.0` | Degrees/sec at full input |
| `collisionMask:int` | — | Layers the camera avoids (terrain = layer 1) |
If the ray from pivot to desired camera position hits `collisionMask`, the camera is pulled in to just in front of the hit point (with `COLLISION_MARGIN = 0.3`), clamped to `minDistance`.
## Adding a new map
1. Create a new scene (`Node3D` root) in `overworld/map/`
2. Add `Entity` instances, set `interactType` and relevant exports in the Inspector
3. Instance `TestMapBase` (or your own terrain) as a child
4. Add a `Camera3D` with `OverworldCamera` script; set `targetNode` to the Player entity
5. Add a `Player` entity with `movementType = PLAYER` and `entityId = "player"`
6. Switch to it with `OVERWORLD.mapChange("res://overworld/map/YourMap.tscn", "")`
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@@ -9,6 +9,8 @@
## Entities (Overworld) ## Entities (Overworld)
See [Overworld](overworld.md) for the full reference (scene structure, interaction types, camera, map transitions).
- All interactable world objects extend `Entity` (CharacterBody3D) - All interactable world objects extend `Entity` (CharacterBody3D)
- Interaction type set via `@export var interactType:InteractType` - Interaction type set via `@export var interactType:InteractType`
- Interaction routing lives in `EntityInteractableArea.onInteract()` — add new `InteractType` values there - Interaction routing lives in `EntityInteractableArea.onInteract()` — add new `InteractType` values there
@@ -21,6 +23,8 @@
## UI ## UI
See [UI](ui.md) for the full reference (VNTextbox, ClosableMenu, pause/debug/settings menus, AdvancedRichText, adding new menus).
- `UI.TEXTBOX.setTextAndWait(text)` — show dialogue and await player dismiss (use `await`) - `UI.TEXTBOX.setTextAndWait(text)` — show dialogue and await player dismiss (use `await`)
- Movement is blocked automatically when `UI.TEXTBOX` is visible (`EntityMovement._canMove()` checks this) - Movement is blocked automatically when `UI.TEXTBOX` is visible (`EntityMovement._canMove()` checks this)
- Menus extend `ClosableMenu` for open/close/toggle + `closed`/`opened` signals - Menus extend `ClosableMenu` for open/close/toggle + `closed`/`opened` signals
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@@ -0,0 +1,150 @@
# UI System
## Scene structure
```
RootUI (Control, fullscreen, always visible)
├── DebugMenu
├── PauseMenu
│ ├── PauseSettings
│ └── PauseMain
├── GameMenu
│ ├── GameMenuPartyTab
│ └── GameMenuItemsTab
└── VNTextbox
```
`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`.
## UI singleton
`UI` (autoload) is the global access point.
| Accessor | Returns | Notes |
|---|---|---|
| `UI.TEXTBOX` | `VNTextbox` | Bottom-screen dialogue box |
| `UI.DEBUG_MENU` | `DebugMenu` | Dev scene-jump overlay |
| `UI.GAME_MENU` | `GameMenu` | JRPG-style in-game menu |
| `UI.dialogueActive` | `bool` | `true` for the entire duration of a `DialogueAction`, including line transitions |
`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.
## 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
Base class for any togglable panel. Extends `Control`; `isOpen` drives `visible`.
```gdscript
menu.open() # shows, emits opened
menu.close() # hides, emits closed
menu.toggle()
```
Signals: `opened`, `closed`.
All new menus that need standard show/hide behaviour should extend `ClosableMenu`.
## 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()`.
**Structure:**
- Left sidebar: `ItemList` tab selector (Party, Items)
- Right panel: active tab content
| Tab | Content |
|---|---|
| Party | One card per `PartyMember` — name, status, HP/MP, ATK/DEF/SPD/MAG/LCK |
| Items | One row per `ItemStack` in `PARTY.BACKPACK` — item name + quantity |
Both tabs are populated dynamically on open; call `refresh()` on the active tab directly if data changes while the menu is already open.
**Key methods on `GameMenu`:**
| Method | Effect |
|---|---|
| `open()` | Shows menu, refreshes active tab, grabs sidebar focus |
| `close()` | Hides menu |
| `isOpen() -> bool` | Visibility state |
`ui_cancel` or `menu` closes the menu. The `menu` input opens it only when `UI.dialogueActive` is false and the textbox is closed.
To add a new tab: add a value to `GameMenu.Tab`, create a tab scene/script under `ui/gamemenu/`, instance it in `GameMenu.tscn` as a sibling of the other tabs, add an `@export` for it in `GameMenu.gd`, and add the `match` branch in `_selectTab()`.
## Pause menu
`PauseMenu` wraps `PauseMain` (item list) and `PauseSettings` (settings tabs).
| Method | Effect |
|---|---|
| `PauseMenu.open()` | Shows container, opens PauseMain |
| `PauseMenu.close()` | Hides everything |
| `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.
> **Stub:** `Pause.gd` (the singleton) has its logic commented out. Pause menu is not yet wired to actual game-pause state.
## Settings menu
`SettingsMenu` is a shared tabbed component instanced in both `MainMenuSettings` and `PauseSettings`. Three tabs: **Gameplay**, **Sound**, **Graphics** — currently contain placeholder labels only.
## Debug menu
`DebugMenu` (toggle via `debug` input — **F1**) provides four scene-jump buttons:
| Button | Action |
|---|---|
| Overworld | `SCENE.setScene(OVERWORLD)` |
| Battle | `SCENE.setScene(BATTLE)` |
| Cooking | `SCENE.setScene(COOKING)` |
| Initial | `SCENE.setScene(INITIAL)` |
Access via `UI.DEBUG_MENU`. Starts hidden; `isClosed` getter/setter controls visibility.
## Theme & assets
- Global theme: `res://ui/UI Theme.tres` — applied to all UI nodes
- Input icons: `res://ui/input/{action}.tres` — one file per action name
- Font: configured globally in project settings
## Adding a new menu
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`
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)
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@@ -11,9 +11,13 @@ Detailed reference lives in [.claude/docs/](.claude/docs/):
- [Systems](.claude/docs/systems.md) — battle, entities, items, UI conventions - [Systems](.claude/docs/systems.md) — battle, entities, items, UI conventions
- [Dialogue](.claude/docs/dialogue.md) — DialogueManager integration, writing .dialogue files, DialogueAction - [Dialogue](.claude/docs/dialogue.md) — DialogueManager integration, writing .dialogue files, DialogueAction
- [Stubs](.claude/docs/stubs.md) — incomplete / placeholder systems to avoid relying on - [Stubs](.claude/docs/stubs.md) — incomplete / placeholder systems to avoid relying on
- [Overworld](.claude/docs/overworld.md) — map transitions, Entity exports, interaction types, camera, movement
- [UI](.claude/docs/ui.md) — UI singleton, VNTextbox, ClosableMenu, pause/debug/settings menus, AdvancedRichText
@.claude/docs/code-style.md @.claude/docs/code-style.md
@.claude/docs/architecture.md @.claude/docs/architecture.md
@.claude/docs/systems.md @.claude/docs/systems.md
@.claude/docs/dialogue.md @.claude/docs/dialogue.md
@.claude/docs/stubs.md @.claude/docs/stubs.md
@.claude/docs/overworld.md
@.claude/docs/ui.md
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@@ -27,9 +27,10 @@ func _process(delta:float) -> void:
"camera_orbit_left", "camera_orbit_right", "camera_orbit_left", "camera_orbit_right",
"camera_orbit_up", "camera_orbit_down" "camera_orbit_up", "camera_orbit_down"
) )
_yaw += orbitInput.x * orbitSensitivity * delta var xMult:float = -1.0 if SETTINGS.invertCameraX else 1.0
# Invert Y so stick-up = camera rises (bird's-eye) var yMult:float = 1.0 if SETTINGS.invertCameraY else -1.0
_pitch -= orbitInput.y * orbitSensitivity * delta _yaw += orbitInput.x * orbitSensitivity * delta * xMult
_pitch += orbitInput.y * orbitSensitivity * delta * yMult
_pitch = clamp(_pitch, pitchMin, pitchMax) _pitch = clamp(_pitch, pitchMin, pitchMax)
var pivot:Vector3 = targetNode.global_transform.origin + pivotOffset var pivot:Vector3 = targetNode.global_transform.origin + pivotOffset
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@@ -70,6 +70,8 @@ func _canMove() -> bool:
return false return false
if !UI.TEXTBOX.isClosed: if !UI.TEXTBOX.isClosed:
return false return false
if UI.GAME_MENU && UI.GAME_MENU.isOpen():
return false
return true return true
# #
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@@ -26,6 +26,7 @@ BATTLE="*res://battle/Battle.gd"
PARTY="*res://party/Party.gd" PARTY="*res://party/Party.gd"
COOKING="*res://cooking/Cooking.gd" COOKING="*res://cooking/Cooking.gd"
SAVE="*res://save/Save.gd" SAVE="*res://save/Save.gd"
SETTINGS="*res://scene/Settings.gd"
CUTSCENE="*res://cutscene/CutsceneSingleton.gd" CUTSCENE="*res://cutscene/CutsceneSingleton.gd"
UI="*res://ui/UISingleton.gd" UI="*res://ui/UISingleton.gd"
ControllerIcons="*res://addons/controller_icons/ControllerIcons.gd" ControllerIcons="*res://addons/controller_icons/ControllerIcons.gd"
@@ -106,11 +107,12 @@ interact={
pause={ pause={
"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":0,"physical_keycode":4194305,"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":0,"physical_keycode":4194305,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"button_index":6,"pressure":0.0,"pressed":false,"script":null)
] ]
} }
debug={ debug={
"deadzone": 0.5, "deadzone": 0.5,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194306,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null) "events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194332,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
] ]
} }
run={ run={
@@ -118,6 +120,12 @@ run={
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194325,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null) "events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194325,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
] ]
} }
menu={
"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":0,"physical_keycode":4194306,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"button_index":3,"pressure":0.0,"pressed":false,"script":null)
]
}
camera_orbit_left={ camera_orbit_left={
"deadzone": 0.15, "deadzone": 0.15,
"events": [Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":-1,"axis":2,"axis_value":-1.0,"script":null) "events": [Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":-1,"axis":2,"axis_value":-1.0,"script":null)
+13 -28
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@@ -1,31 +1,16 @@
class_name PauseSingleton extends Node class_name PauseSingleton extends Node
# var cutscenePaused:bool = false func _ready() -> void:
process_mode = Node.PROCESS_MODE_ALWAYS
# func cutscenePause() -> void: func _unhandled_input(event:InputEvent) -> void:
# cutscenePaused = true if !event.is_action_pressed("pause"):
return
# func cutsceneResume() -> void: var menu:PauseMenu = UI.PAUSE_MENU
# cutscenePaused = false if menu == null:
return
# func isMovementPaused() -> bool: if menu.isOpen():
# if cutscenePaused: menu.close()
# return true else:
menu.open()
# if !UI.TEXTBOX.isClosed: get_viewport().set_input_as_handled()
# return true
# if UI.PAUSE.isOpen():
# return true
# if OVERWORLD.isMapChanging():
# return true
# return false
# func menuPause() -> void:
# # if UI.PAUSE.isOpen():
# # UI.PAUSE.close()
# # else:
# # UI.PAUSE.open()
# pass
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@@ -0,0 +1,4 @@
extends Node
var invertCameraX:bool = false
var invertCameraY:bool = false
+1
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@@ -0,0 +1 @@
uid://cvrjh5g0gy883
+2
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@@ -2,6 +2,8 @@ class_name RootUI extends Control
@export var debugMenu:DebugMenu @export var debugMenu:DebugMenu
@export var textBox:VNTextbox @export var textBox:VNTextbox
@export var gameMenu:GameMenu
@export var pauseMenu:PauseMenu
func _enter_tree() -> void: func _enter_tree() -> void:
UI.rootUi = self UI.rootUi = self
+10 -2
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@@ -1,11 +1,12 @@
[gd_scene load_steps=5 format=3 uid="uid://baos0arpiskbp"] [gd_scene load_steps=6 format=3 uid="uid://baos0arpiskbp"]
[ext_resource type="PackedScene" uid="uid://bkx3l0kckf4a8" path="res://ui/component/VNTextbox.tscn" id="1_1mtk3"] [ext_resource type="PackedScene" uid="uid://bkx3l0kckf4a8" path="res://ui/component/VNTextbox.tscn" id="1_1mtk3"]
[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"]
[node name="RootUI" type="Control" node_paths=PackedStringArray("debugMenu", "textBox")] [node name="RootUI" type="Control" node_paths=PackedStringArray("debugMenu", "textBox", "gameMenu", "pauseMenu")]
layout_mode = 3 layout_mode = 3
anchors_preset = 15 anchors_preset = 15
anchor_right = 1.0 anchor_right = 1.0
@@ -16,6 +17,8 @@ mouse_filter = 2
script = ExtResource("1_son71") script = ExtResource("1_son71")
debugMenu = NodePath("DebugMenu") debugMenu = NodePath("DebugMenu")
textBox = NodePath("VNTextbox") textBox = NodePath("VNTextbox")
gameMenu = NodePath("GameMenu")
pauseMenu = NodePath("PauseMenu")
metadata/_custom_type_script = "uid://dq3qyyayugt5l" metadata/_custom_type_script = "uid://dq3qyyayugt5l"
[node name="DebugMenu" parent="." instance=ExtResource("4_u132g")] [node name="DebugMenu" parent="." instance=ExtResource("4_u132g")]
@@ -25,6 +28,11 @@ layout_mode = 1
[node name="PauseMenu" parent="." instance=ExtResource("2_atyu8")] [node name="PauseMenu" parent="." instance=ExtResource("2_atyu8")]
visible = false visible = false
layout_mode = 1 layout_mode = 1
process_mode = 3
[node name="GameMenu" parent="." instance=ExtResource("5_gmenu")]
visible = false
layout_mode = 1
[node name="VNTextbox" parent="." instance=ExtResource("1_1mtk3")] [node name="VNTextbox" parent="." instance=ExtResource("1_1mtk3")]
visible = false visible = false
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@@ -17,3 +17,15 @@ var TEXTBOX:
if rootUi && rootUi.textBox: if rootUi && rootUi.textBox:
return rootUi.textBox return rootUi.textBox
return null return null
var GAME_MENU:
get():
if rootUi && rootUi.gameMenu:
return rootUi.gameMenu
return null
var PAUSE_MENU:
get():
if rootUi && rootUi.pauseMenu:
return rootUi.pauseMenu
return null
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@@ -0,0 +1,52 @@
class_name GameMenu extends Control
enum Tab { PARTY, ITEMS }
@export var SIDEBAR:ItemList
@export var PARTY_TAB:GameMenuPartyTab
@export var ITEMS_TAB:GameMenuItemsTab
var _currentTab:Tab = Tab.PARTY
func _ready() -> void:
visible = false
SIDEBAR.item_selected.connect(_onTabSelected)
func open() -> void:
visible = true
_selectTab(_currentTab)
SIDEBAR.select(_currentTab)
SIDEBAR.grab_focus()
func close() -> void:
visible = false
func isOpen() -> bool:
return visible
func _onTabSelected(index:int) -> void:
_selectTab(index as Tab)
func _selectTab(tab:Tab) -> void:
_currentTab = tab
PARTY_TAB.visible = (tab == Tab.PARTY)
ITEMS_TAB.visible = (tab == Tab.ITEMS)
match tab:
Tab.PARTY:
PARTY_TAB.refresh()
Tab.ITEMS:
ITEMS_TAB.refresh()
func _unhandled_input(event:InputEvent) -> void:
if event.is_action_pressed("menu"):
if visible:
close()
elif !UI.dialogueActive && UI.TEXTBOX.isClosed:
open()
get_viewport().set_input_as_handled()
return
if !visible:
return
if event.is_action_pressed("ui_cancel"):
close()
get_viewport().set_input_as_handled()
+1
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@@ -0,0 +1 @@
uid://dvqu7spul754e
+76
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@@ -0,0 +1,76 @@
[gd_scene load_steps=5 format=3 uid="uid://bv5r2x9m4k7n1"]
[ext_resource type="Script" uid="uid://dn8p3y6a1s5t2" path="res://ui/gamemenu/GameMenu.gd" id="1_gmgd"]
[ext_resource type="PackedScene" uid="uid://br9c7x4t1n6q2" path="res://ui/gamemenu/GameMenuPartyTab.tscn" id="2_ptab"]
[ext_resource type="PackedScene" uid="uid://bq4m7v2k9d3c1" path="res://ui/gamemenu/GameMenuItemsTab.tscn" id="3_itab"]
[node name="GameMenu" type="Control" node_paths=PackedStringArray("SIDEBAR", "PARTY_TAB", "ITEMS_TAB")]
layout_mode = 3
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
mouse_filter = 0
script = ExtResource("1_gmgd")
SIDEBAR = NodePath("MarginContainer/HBoxContainer/SidebarPanel/VBoxContainer/Sidebar")
PARTY_TAB = NodePath("MarginContainer/HBoxContainer/ContentPanel/GameMenuPartyTab")
ITEMS_TAB = NodePath("MarginContainer/HBoxContainer/ContentPanel/GameMenuItemsTab")
[node name="ColorRect" type="ColorRect" parent="."]
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
mouse_filter = 2
color = Color(0, 0, 0, 0.75)
[node name="MarginContainer" type="MarginContainer" parent="."]
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
theme_override_constants/margin_left = 16
theme_override_constants/margin_right = 16
theme_override_constants/margin_top = 12
theme_override_constants/margin_bottom = 12
[node name="HBoxContainer" type="HBoxContainer" parent="MarginContainer"]
layout_mode = 2
theme_override_constants/separation = 8
[node name="SidebarPanel" type="PanelContainer" parent="MarginContainer/HBoxContainer"]
layout_mode = 2
custom_minimum_size = Vector2(120, 0)
[node name="VBoxContainer" type="VBoxContainer" parent="MarginContainer/HBoxContainer/SidebarPanel"]
layout_mode = 2
theme_override_constants/separation = 4
[node name="MenuTitle" type="Label" parent="MarginContainer/HBoxContainer/SidebarPanel/VBoxContainer"]
layout_mode = 2
horizontal_alignment = 1
text = "MENU"
[node name="Sidebar" type="ItemList" parent="MarginContainer/HBoxContainer/SidebarPanel/VBoxContainer"]
layout_mode = 2
size_flags_vertical = 3
auto_width = true
item_count = 2
item_0/text = "Party"
item_1/text = "Items"
[node name="ContentPanel" type="PanelContainer" parent="MarginContainer/HBoxContainer"]
layout_mode = 2
size_flags_horizontal = 3
[node name="GameMenuPartyTab" parent="MarginContainer/HBoxContainer/ContentPanel" instance=ExtResource("2_ptab")]
layout_mode = 2
[node name="GameMenuItemsTab" parent="MarginContainer/HBoxContainer/ContentPanel" instance=ExtResource("3_itab")]
layout_mode = 2
visible = false
+32
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@@ -0,0 +1,32 @@
class_name GameMenuItemsTab extends Control
func refresh() -> void:
var container = $ScrollContainer/ItemContainer
for child in container.get_children():
child.queue_free()
var items = PARTY.BACKPACK.items
if items.is_empty():
var empty = Label.new()
empty.text = "No items."
container.add_child(empty)
return
for stack in items:
container.add_child(_makeItemRow(stack))
func _makeItemRow(stack:ItemStack) -> Control:
var panel = PanelContainer.new()
var hbox = HBoxContainer.new()
panel.add_child(hbox)
var nameLabel = Label.new()
nameLabel.text = Item.getItemHandle(stack.item).capitalize()
nameLabel.size_flags_horizontal = Control.SIZE_EXPAND_FILL
hbox.add_child(nameLabel)
var qtyLabel = Label.new()
qtyLabel.text = "x%d" % stack.quantity
hbox.add_child(qtyLabel)
return panel
+1
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@@ -0,0 +1 @@
uid://bmhnyuhkwti7i
+25
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@@ -0,0 +1,25 @@
[gd_scene load_steps=2 format=3 uid="uid://bq4m7v2k9d3c1"]
[ext_resource type="Script" uid="uid://cx6h2j9r4b8w5" path="res://ui/gamemenu/GameMenuItemsTab.gd" id="1_itabgd"]
[node name="GameMenuItemsTab" type="Control"]
layout_mode = 3
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
script = ExtResource("1_itabgd")
[node name="ScrollContainer" type="ScrollContainer" parent="."]
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
[node name="ItemContainer" type="VBoxContainer" parent="ScrollContainer"]
layout_mode = 2
size_flags_horizontal = 3
theme_override_constants/separation = 4
+68
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@@ -0,0 +1,68 @@
class_name GameMenuPartyTab extends Control
func refresh() -> void:
var list = $ScrollContainer/MemberList
for child in list.get_children():
child.queue_free()
for member in PARTY.getFullParty():
list.add_child(_makeMemberCard(member))
func _makeMemberCard(member:PartyMember) -> Control:
var panel = PanelContainer.new()
var margin = MarginContainer.new()
panel.add_child(margin)
margin.add_theme_constant_override("margin_left", 8)
margin.add_theme_constant_override("margin_right", 8)
margin.add_theme_constant_override("margin_top", 6)
margin.add_theme_constant_override("margin_bottom", 6)
var vbox = VBoxContainer.new()
margin.add_child(vbox)
# Name + status row
var headerRow = HBoxContainer.new()
vbox.add_child(headerRow)
var nameLabel = Label.new()
nameLabel.text = member.name
nameLabel.size_flags_horizontal = Control.SIZE_EXPAND_FILL
headerRow.add_child(nameLabel)
var statusLabel = Label.new()
statusLabel.text = "DEAD" if member.status == BattleFighter.Status.DEAD else "OK"
headerRow.add_child(statusLabel)
# HP row
var hpRow = HBoxContainer.new()
hpRow.add_theme_constant_override("separation", 6)
vbox.add_child(hpRow)
var hpKey = Label.new()
hpKey.text = "HP"
hpKey.custom_minimum_size = Vector2(30, 0)
hpRow.add_child(hpKey)
var hpVal = Label.new()
hpVal.text = "%d / %d" % [member.health, member.maxHealth]
hpRow.add_child(hpVal)
# MP row
var mpRow = HBoxContainer.new()
mpRow.add_theme_constant_override("separation", 6)
vbox.add_child(mpRow)
var mpKey = Label.new()
mpKey.text = "MP"
mpKey.custom_minimum_size = Vector2(30, 0)
mpRow.add_child(mpKey)
var mpVal = Label.new()
mpVal.text = "%d / %d" % [member.mp, member.maxMp]
mpRow.add_child(mpVal)
# Stats row
var statsRow = HBoxContainer.new()
statsRow.add_theme_constant_override("separation", 14)
vbox.add_child(statsRow)
for pair in [["ATK", member.attack], ["DEF", member.defense], ["SPD", member.speed], ["MAG", member.magic], ["LCK", member.luck]]:
var label = Label.new()
label.text = "%s %d" % [pair[0], pair[1]]
statsRow.add_child(label)
return panel
+1
View File
@@ -0,0 +1 @@
uid://bfklpf0grikg5
+25
View File
@@ -0,0 +1,25 @@
[gd_scene load_steps=2 format=3 uid="uid://br9c7x4t1n6q2"]
[ext_resource type="Script" uid="uid://dw3n5k8m2p1a7" path="res://ui/gamemenu/GameMenuPartyTab.gd" id="1_ptabgd"]
[node name="GameMenuPartyTab" type="Control"]
layout_mode = 3
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
script = ExtResource("1_ptabgd")
[node name="ScrollContainer" type="ScrollContainer" parent="."]
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
[node name="MemberList" type="VBoxContainer" parent="ScrollContainer"]
layout_mode = 2
size_flags_horizontal = 3
theme_override_constants/separation = 6
+12 -6
View File
@@ -1,19 +1,25 @@
class_name PauseMain extends VBoxContainer class_name PauseMain extends VBoxContainer
signal resumeRequested
signal settingsRequested
signal quitRequested
@export var btnResume:Button
@export var btnSettings:Button
@export var btnQuit:Button
func _ready() -> void: func _ready() -> void:
visible = false visible = false
$HBoxContainer/ItemList.item_selected.connect(onItemSelected) btnResume.pressed.connect(resumeRequested.emit)
btnSettings.pressed.connect(settingsRequested.emit)
btnQuit.pressed.connect(quitRequested.emit)
func open() -> void: func open() -> void:
visible = true visible = true
$HBoxContainer/ItemList.clear() btnResume.grab_focus()
$HBoxContainer/ItemList.grab_focus()
func close() -> void: func close() -> void:
visible = false visible = false
func isOpen() -> bool: func isOpen() -> bool:
return visible return visible
func onItemSelected(index:int) -> void:
print("Selected item index: ", index)
+18 -36
View File
@@ -2,51 +2,33 @@
[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 name="PauseMain" type="VBoxContainer" node_paths=PackedStringArray("btnResume", "btnSettings", "btnQuit")]
anchors_preset = 15 anchors_preset = 8
anchor_right = 1.0 anchor_left = 0.5
anchor_bottom = 1.0 anchor_top = 0.5
anchor_right = 0.5
anchor_bottom = 0.5
grow_horizontal = 2 grow_horizontal = 2
grow_vertical = 2 grow_vertical = 2
script = ExtResource("1_b5xfl") script = ExtResource("1_b5xfl")
metadata/_custom_type_script = "uid://c7kvg0jw6w340" metadata/_custom_type_script = "uid://c7kvg0jw6w340"
btnResume = NodePath("Resume")
btnSettings = NodePath("Settings")
btnQuit = NodePath("Quit")
[node name="HBoxContainer" type="HBoxContainer" parent="."] [node name="Title" type="Label" parent="."]
layout_mode = 2 layout_mode = 2
size_flags_vertical = 3 text = "Paused"
horizontal_alignment = 1
[node name="PanelContainer" type="PanelContainer" parent="HBoxContainer"] [node name="Resume" type="Button" parent="."]
layout_mode = 2 layout_mode = 2
size_flags_horizontal = 3 text = "Resume"
[node name="ItemList" type="ItemList" parent="HBoxContainer"] [node name="Settings" type="Button" parent="."]
layout_mode = 2 layout_mode = 2
auto_width = true text = "Settings"
item_count = 6
item_0/text = "Equpiment"
item_1/text = "Abilities"
item_2/text = "Items"
item_3/text = "Quests"
item_4/text = "Settings"
item_5/text = "Save"
[node name="HBoxContainer2" type="HBoxContainer" parent="."] [node name="Quit" type="Button" parent="."]
layout_mode = 2 layout_mode = 2
text = "Quit Game"
[node name="PanelContainer" type="PanelContainer" parent="HBoxContainer2"]
layout_mode = 2
size_flags_horizontal = 3
[node name="HBoxContainer" type="GridContainer" parent="HBoxContainer2/PanelContainer"]
layout_mode = 2
size_flags_horizontal = 8
theme_override_constants/h_separation = 8
columns = 2
[node name="Money" type="Label" parent="HBoxContainer2/PanelContainer/HBoxContainer"]
layout_mode = 2
text = "%MONEY%"
[node name="Playtime" type="Label" parent="HBoxContainer2/PanelContainer/HBoxContainer"]
layout_mode = 2
text = "%PLAYTIME%"
+13 -4
View File
@@ -1,29 +1,38 @@
class_name PauseMenu extends Control class_name PauseMenu extends Control
@export var MAIN:PauseMain @export var MAIN:PauseMain
@export var SETTINGS:PauseSettings @export var settingsPanel:PauseSettings
func _ready() -> void: func _ready() -> void:
close() close()
MAIN.resumeRequested.connect(close)
MAIN.settingsRequested.connect(_openSettings)
MAIN.quitRequested.connect(func(): get_tree().quit())
func isOpen() -> bool: func isOpen() -> bool:
return visible return visible
func open() -> void: func open() -> void:
visible = true visible = true
get_tree().paused = true
MAIN.open() MAIN.open()
func close() -> void: func close() -> void:
get_tree().paused = false
visible = false visible = false
MAIN.close() MAIN.close()
SETTINGS.close() settingsPanel.close()
func _openSettings() -> void:
MAIN.close()
settingsPanel.open()
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 SETTINGS.isOpen(): if settingsPanel.isOpen():
SETTINGS.close() settingsPanel.close()
MAIN.open() MAIN.open()
else: else:
close() close()
+2 -2
View File
@@ -4,7 +4,7 @@
[ext_resource type="Script" uid="uid://cgvf34t5qgwbm" path="res://ui/pause/PauseMenu.gd" id="1_82qxy"] [ext_resource type="Script" uid="uid://cgvf34t5qgwbm" path="res://ui/pause/PauseMenu.gd" id="1_82qxy"]
[ext_resource type="PackedScene" uid="uid://qgk5trrh6dfd" path="res://ui/pause/PauseSettings.tscn" id="2_3djnw"] [ext_resource type="PackedScene" uid="uid://qgk5trrh6dfd" path="res://ui/pause/PauseSettings.tscn" id="2_3djnw"]
[node name="PauseMenu" type="Control" node_paths=PackedStringArray("MAIN", "SETTINGS")] [node name="PauseMenu" type="Control" node_paths=PackedStringArray("MAIN", "settingsPanel")]
layout_mode = 3 layout_mode = 3
anchors_preset = 15 anchors_preset = 15
anchor_right = 1.0 anchor_right = 1.0
@@ -13,7 +13,7 @@ grow_horizontal = 2
grow_vertical = 2 grow_vertical = 2
script = ExtResource("1_82qxy") script = ExtResource("1_82qxy")
MAIN = NodePath("PauseMain") MAIN = NodePath("PauseMain")
SETTINGS = NodePath("PauseSettings") settingsPanel = NodePath("PauseSettings")
[node name="PauseSettings" parent="." instance=ExtResource("2_3djnw")] [node name="PauseSettings" parent="." instance=ExtResource("2_3djnw")]
visible = false visible = false
+13
View File
@@ -2,9 +2,15 @@ class_name SettingsMenu extends Control
@export var tabs:TabBar @export var tabs:TabBar
@export var tabControls:Array[Control] @export var tabControls:Array[Control]
@export var checkInvertX:CheckBox
@export var checkInvertY:CheckBox
func _ready() -> void: func _ready() -> void:
tabs.tab_changed.connect(onTabChanged) tabs.tab_changed.connect(onTabChanged)
checkInvertX.button_pressed = SETTINGS.invertCameraX
checkInvertY.button_pressed = SETTINGS.invertCameraY
checkInvertX.toggled.connect(func(v:bool): SETTINGS.invertCameraX = v)
checkInvertY.toggled.connect(func(v:bool): SETTINGS.invertCameraY = v)
onTabChanged(tabs.current_tab) onTabChanged(tabs.current_tab)
func _notification(what:int) -> void: func _notification(what:int) -> void:
@@ -16,3 +22,10 @@ func onTabChanged(tabIndex:int) -> void:
control.visible = false control.visible = false
if tabIndex >= 0 and tabIndex < tabControls.size(): if tabIndex >= 0 and tabIndex < tabControls.size():
tabControls[tabIndex].visible = true tabControls[tabIndex].visible = true
_focusFirstIn(tabControls[tabIndex])
func _focusFirstIn(container:Control) -> void:
for child in container.get_children():
if child is Control and child.focus_mode != Control.FOCUS_NONE:
child.grab_focus()
return
+24 -3
View File
@@ -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")] [node name="SettingsMenu" type="Control" node_paths=PackedStringArray("tabs", "tabControls", "checkInvertX", "checkInvertY")]
layout_mode = 3 layout_mode = 3
anchors_preset = 15 anchors_preset = 15
anchor_right = 1.0 anchor_right = 1.0
@@ -11,7 +11,9 @@ 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")] tabControls = [NodePath("VBoxContainer/ScrollContainer/LabelGameplay"), NodePath("VBoxContainer/ScrollContainer/LabelSound"), NodePath("VBoxContainer/ScrollContainer/LabelGraphics"), NodePath("VBoxContainer/ScrollContainer/PanelControls")]
checkInvertX = NodePath("VBoxContainer/ScrollContainer/PanelControls/CheckInvertX")
checkInvertY = NodePath("VBoxContainer/ScrollContainer/PanelControls/CheckInvertY")
[node name="VBoxContainer" type="VBoxContainer" parent="."] [node name="VBoxContainer" type="VBoxContainer" parent="."]
layout_mode = 1 layout_mode = 1
@@ -24,10 +26,11 @@ grow_vertical = 2
[node name="TabBar" type="TabBar" parent="VBoxContainer"] [node name="TabBar" type="TabBar" parent="VBoxContainer"]
layout_mode = 2 layout_mode = 2
current_tab = 0 current_tab = 0
tab_count = 3 tab_count = 4
tab_0/title = "Gameplay" tab_0/title = "Gameplay"
tab_1/title = "Sound" tab_1/title = "Sound"
tab_2/title = "Graphics" tab_2/title = "Graphics"
tab_3/title = "Controls"
[node name="ScrollContainer" type="ScrollContainer" parent="VBoxContainer"] [node name="ScrollContainer" type="ScrollContainer" parent="VBoxContainer"]
layout_mode = 2 layout_mode = 2
@@ -47,3 +50,21 @@ text = "Sound"
visible = false visible = false
layout_mode = 2 layout_mode = 2
text = "Gameplay" text = "Gameplay"
[node name="PanelControls" type="VBoxContainer" parent="VBoxContainer/ScrollContainer"]
visible = false
layout_mode = 2
[node name="LabelController" type="Label" parent="VBoxContainer/ScrollContainer/PanelControls"]
layout_mode = 2
text = "Controller"
[node name="CheckInvertX" type="CheckBox" parent="VBoxContainer/ScrollContainer/PanelControls"]
layout_mode = 2
focus_mode = 2
text = "Invert Camera X"
[node name="CheckInvertY" type="CheckBox" parent="VBoxContainer/ScrollContainer/PanelControls"]
layout_mode = 2
focus_mode = 2
text = "Invert Camera Y"