teststrecke-game/scripts/menu.gd

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GDScript3
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extends Node
@onready var countdown: Label = $MenuDisplay/countdown
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@onready var btn_fullscreen = $MenuDisplay/btn_fullscreen
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@onready var btn_save_whitelist= $MenuDisplay/btn_save_whitelist
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var keywhitelist
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var keyHolddownQueue = {}
const KEY_HOLDDOWN_TO_ENTER_TIME=500 #in milliseconds
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func _ready():
removeAssignedKeys()
Gamestate.removeAllPlayers()
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$Timer.stop()
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btn_fullscreen.button_pressed=DisplayServer.window_get_mode(0)==DisplayServer.WINDOW_MODE_FULLSCREEN #toogle fullscreen switch to correct init state
btn_fullscreen.button_pressed=ConfigFileHandler.get_video_setting("fullscreen")
keywhitelist=ConfigFileHandler.get_keywhitelist_setting() #empty list if disabled
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btn_save_whitelist.disabled=keywhitelist.size()>0 #whitelist enabled, then disable save whitelist button
btn_save_whitelist.visible=!keywhitelist.size()>0
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print("Loaded Keywhitelist="+str(keywhitelist))
Gamestate.setColorwheelstepByPlayernum(keywhitelist.size())
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#Preload players to set colors
if keywhitelist.size()>0: #add whitelisted players if whitelist enabled and remove them afterwards
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for k in keywhitelist:
Gamestate.addPlayer(k)
Gamestate.removeAllPlayers()
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func assignKeys():
var i=0
for playerkey in Gamestate.getPlayerkeys():
InputMap.add_action(Gamestate.userinput_prefix+str(i))
var ev = InputEventKey.new()
ev.keycode=playerkey
InputMap.action_add_event(Gamestate.userinput_prefix+str(i), ev)
i+=1
func removeAssignedKeys():
for action in InputMap.get_actions():
if action.get_basename().begins_with(Gamestate.userinput_prefix):
print("Removed Action "+str(action.get_basename()))
InputMap.erase_action(action)
func _unhandled_key_input(event: InputEvent) -> void:
var currentmsecs=Time.get_ticks_msec()
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if event is InputEventKey:
if keywhitelist.has(event.keycode) or keywhitelist.size()<1: #is key whitelisted?
if event.is_pressed() and not keyHolddownQueue.has(event.keycode) and not Gamestate.getPlayerkeys().has(event.keycode): #key just pressed and not already added
keyHolddownQueue[event.keycode]=currentmsecs
if event.is_released() and keyHolddownQueue.has(event.keycode):
keyHolddownQueue.erase(event.keycode)
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if event.is_pressed() and Gamestate.getPlayerkeys().has(event.keycode): #key pressed and player already added
$MenuDisplay.update_playerlist(Gamestate.players,event.keycode,"blink")
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func _on_timer_timeout() -> void: #Start Game
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print("Game starting")
get_tree().change_scene_to_file("res://scenes/game.tscn")
$Timer.stop()
assignKeys()
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func _process(delta: float) -> void:
var currentmsecs=Time.get_ticks_msec()
for queuedKey in keyHolddownQueue:
if currentmsecs-keyHolddownQueue[queuedKey]>KEY_HOLDDOWN_TO_ENTER_TIME: #and pressed long enough
keyHolddownQueue.erase(queuedKey)
#if keywhitelist.has(event.keycode) or keywhitelist.size()<1: #is key whitelisted?
print("Key added. keycode:"+str(queuedKey))
var addedID=Gamestate.addPlayer(queuedKey)
$MenuDisplay.update_playerlist(Gamestate.players,queuedKey,"explode")
if addedID!=-1: #player was added
if len(Gamestate.getPlayerkeys())>=1:
$Timer.start()
else:
$Timer.stop()
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if $Timer.is_stopped() or $Timer.time_left>3.5:
$MenuDisplay.updateCountdown(-1) #do not display countdown
else:
$MenuDisplay.updateCountdown(round($Timer.time_left)) #update countdown time
func _input(ev):
#if ev is InputEventKey and
if Input.is_action_just_pressed("ui_cancel"):
get_tree().quit()
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func _on_btn_fullscreen_toggled(toggled_on: bool) -> void:
if toggled_on:
DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_FULLSCREEN)
else:
DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_WINDOWED)
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ConfigFileHandler.save_video_setting("fullscreen", toggled_on)
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func _on_rounds_selection_item_selected(index: int) -> void:
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if not $Timer.is_stopped(): #only restart
$Timer.start()
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func _on_map_container_map_changed() -> void:
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if not $Timer.is_stopped(): #only restart
$Timer.start()
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func _on_button_pressed() -> void:
if len(Gamestate.getPlayerkeys())>=1:
var _playerkeys=Gamestate.getPlayerkeys()
print("Keys ="+str(_playerkeys))
ConfigFileHandler.save_keywhitelist_setting(_playerkeys)