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Copy pathMainMenu.gd
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208 lines (173 loc) · 6.61 KB
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extends Panel
# The time it takes to switch from one menu tab to another
const menu_switch_time = 0.35
# Shader properties.
var shader_time := 0.0
var frame := 0
var change_time := 0.0
var shader_properties: ShaderProperties
onready var main_menu := $MainMenu
onready var settings_menu := $SettingsMenu
onready var new_game_menu := $NewGame
onready var deck_builder := $DeckBuilder
onready var title := $Title
onready var version := $Version
func _ready() -> void:
cfc.game_rng.randomize()
change_shader()
settings_menu.rect_position.x = get_viewport().size.x
new_game_menu.rect_position.x = get_viewport().size.x
deck_builder.rect_position.x = -get_viewport().size.x
new_game_menu.back_button.connect("pressed", self, "_on_NewGame_Back_pressed")
settings_menu.back_button.connect("pressed", self, "_on_Setings_Back_pressed")
settings_menu.recover_prebuilts.connect("pressed", self, "_on_PreBuilts_pressed")
deck_builder.back_button.connect("pressed", self, "_on_DeckBuilder_Back_pressed")
initiate_sample_decks()
ffc.is_tutorial = false
func _process(delta: float) -> void:
material.set_shader_param('iTime', shader_time)
material.set_shader_param('iFrame', frame)
if Engine.editor_hint:
material.set_shader_param('is_card', false)
shader_time += delta
change_time += delta
frame += 1
if not Engine.editor_hint and change_time >=10:
if not $Tween.is_active():
$Tween.interpolate_property(self,'self_modulate',
self_modulate, Color(0,0,0), 2.0,
Tween.TRANS_QUAD, Tween.EASE_IN)
$Tween.start()
yield($Tween, "tween_all_completed")
change_time = 0.0
change_shader()
self_modulate = Color(0,0,0)
$Tween.interpolate_property(self,'self_modulate',
self_modulate, Color(1,1,1), 2.0,
Tween.TRANS_SINE, Tween.EASE_OUT)
$Tween.start()
func change_shader(shader_name = null) -> void:
material = ShaderMaterial.new()
if not shader_name:
# These are shaders which don't looks that good in a bigger version
# So we want to avoid having them in the main menu background
var unimpressive_shaders = [
"Simple Colours",
"Light",
"Fractal Tiling",
"Warping",
]
# Using split() instead of rstrip() as the later seems to be eating
# characters for some reason
while not shader_name or shader_name in unimpressive_shaders:
shader_name = grab_random_shader().split(".")[0]
material.shader = load("res://shaders/" + shader_name + ".shader")
shader_properties = ShaderProperties.new(material)
shader_properties.init_shader(shader_name, false)
material.set_shader_param('is_card', false)
func initiate_sample_decks(force := false) -> void:
cfc.game_settings['sample_decks_loaded'] =\
cfc.game_settings.get('sample_decks_loaded', false)
if not cfc.game_settings.sample_decks_loaded or force:
var dir = Directory.new()
if not dir.dir_exists(CFConst.DECKS_PATH):
dir.make_dir(CFConst.DECKS_PATH)
var sample_decks = load(CFConst.PATH_CUSTOM + "decks/SampleDecks.gd")
for deck in sample_decks.decks:
deck['total'] = 0
for card in deck.cards:
deck['total'] += deck.cards[card]
var file = File.new()
file.open(CFConst.DECKS_PATH + deck.name + '.json', File.WRITE)
file.store_string(JSON.print(deck, '\t'))
file.close()
cfc.set_setting('sample_decks_loaded',true)
# Returns a Dictionary with the combined Script definitions of all set files
static func grab_random_shader() -> String:
var files := []
var dir := Directory.new()
# warning-ignore:return_value_discarded
dir.open("res://shaders")
# warning-ignore:return_value_discarded
dir.list_dir_begin()
while true:
var file := dir.get_next()
if file == "":
break
elif file.ends_with(".shader"):
files.append(file)
dir.list_dir_end()
CFUtils.shuffle_array(files)
return(files[0])
func _on_NewGame_deck_loaded(deck) -> void:
ffc.current_deck = deck.cards
# warning-ignore:return_value_discarded
get_tree().change_scene("res://src/fragment_forge/Main.tscn")
func switch_to_tab(tab: Control, move_details := false) -> void:
var main_position_x : float
match tab:
settings_menu, new_game_menu:
main_position_x = -get_viewport().size.x
deck_builder:
main_position_x = get_viewport().size.x
$MenuTween.interpolate_property(main_menu,'rect_position:x',
main_menu.rect_position.x, main_position_x, menu_switch_time,
Tween.TRANS_BACK, Tween.EASE_IN_OUT)
$MenuTween.interpolate_property(tab,'rect_position:x',
tab.rect_position.x, 0, menu_switch_time,
Tween.TRANS_BACK, Tween.EASE_IN_OUT)
if move_details:
$MenuTween.interpolate_property(title,'rect_position:x',
title.rect_position.x, main_position_x, menu_switch_time,
Tween.TRANS_BACK, Tween.EASE_IN_OUT)
$MenuTween.interpolate_property(version,'rect_position:x',
version.rect_position.x, main_position_x, menu_switch_time,
Tween.TRANS_BACK, Tween.EASE_IN_OUT)
$MenuTween.start()
func switch_to_main_menu(tab: Control) -> void:
var tab_position_x : float
match tab:
settings_menu, new_game_menu:
tab_position_x = get_viewport().size.x
deck_builder:
tab_position_x = -get_viewport().size.x
$MenuTween.interpolate_property(tab,'rect_position:x',
tab.rect_position.x, tab_position_x, menu_switch_time,
Tween.TRANS_BACK, Tween.EASE_IN_OUT)
$MenuTween.interpolate_property(main_menu,'rect_position:x',
main_menu.rect_position.x, 0, menu_switch_time,
Tween.TRANS_BACK, Tween.EASE_IN_OUT)
if title.rect_position.x != 0:
$MenuTween.interpolate_property(title,'rect_position:x',
title.rect_position.x, 0, menu_switch_time,
Tween.TRANS_BACK, Tween.EASE_IN_OUT)
$MenuTween.interpolate_property(version,'rect_position:x',
version.rect_position.x, 0, menu_switch_time,
Tween.TRANS_BACK, Tween.EASE_IN_OUT)
$MenuTween.start()
func _on_Settings_pressed() -> void:
switch_to_tab(settings_menu)
func _on_Setings_Back_pressed() -> void:
switch_to_main_menu(settings_menu)
func _on_DeckBuilder_pressed() -> void:
switch_to_tab(deck_builder, true)
func _on_DeckBuilder_Back_pressed() -> void:
switch_to_main_menu(deck_builder)
func _on_NewGame_pressed() -> void:
switch_to_tab(new_game_menu)
func _on_NewGame_Back_pressed() -> void:
switch_to_main_menu(new_game_menu)
func _on_PreBuilts_pressed() -> void:
initiate_sample_decks(true)
func _on_Menu_resized() -> void:
for tab in [main_menu, deck_builder, new_game_menu, settings_menu, title, version]:
if is_instance_valid(tab):
tab.rect_size = self.rect_size
if tab.rect_position.x < 0.0:
tab.rect_position.x = -get_viewport().size.x
elif tab.rect_position.x > 0.0:
tab.rect_position.x = get_viewport().size.x
func _on_Tutorial_pressed() -> void:
ffc.is_tutorial = true
ffc.difficulty = 0
get_tree().change_scene("res://src/fragment_forge/Main.tscn")