Add gdlint and gdformat scripts
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@@ -6,14 +6,16 @@ signal open_settings
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var current_menu_index: int = 0
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var original_button_scales: Array[Vector2] = []
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func _ready():
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func _ready() -> void:
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DebugManager.log_info("MainMenu ready", "MainMenu")
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_setup_menu_navigation()
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_update_new_game_button()
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func _on_new_game_button_pressed():
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func _on_new_game_button_pressed() -> void:
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AudioManager.play_ui_click()
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var button_text = $MenuContainer/NewGameButton.text
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var button_text: String = $MenuContainer/NewGameButton.text
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if button_text == "Continue":
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DebugManager.log_info("Continue pressed", "MainMenu")
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GameManager.continue_game()
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@@ -21,17 +23,20 @@ func _on_new_game_button_pressed():
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DebugManager.log_info("New Game pressed", "MainMenu")
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GameManager.start_new_game()
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func _on_settings_button_pressed():
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func _on_settings_button_pressed() -> void:
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AudioManager.play_ui_click()
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DebugManager.log_info("Settings pressed", "MainMenu")
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open_settings.emit()
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func _on_exit_button_pressed():
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func _on_exit_button_pressed() -> void:
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AudioManager.play_ui_click()
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DebugManager.log_info("Exit pressed", "MainMenu")
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get_tree().quit()
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func _setup_menu_navigation():
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func _setup_menu_navigation() -> void:
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menu_buttons.clear()
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original_button_scales.clear()
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@@ -44,6 +49,7 @@ func _setup_menu_navigation():
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_update_visual_selection()
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func _input(event: InputEvent) -> void:
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if event.is_action_pressed("move_up"):
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_navigate_menu(-1)
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@@ -60,7 +66,8 @@ func _input(event: InputEvent) -> void:
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DebugManager.log_info("Quit game shortcut pressed", "MainMenu")
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get_tree().quit()
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func _navigate_menu(direction: int):
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func _navigate_menu(direction: int) -> void:
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AudioManager.play_ui_click()
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current_menu_index = (current_menu_index + direction) % menu_buttons.size()
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if current_menu_index < 0:
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@@ -68,15 +75,17 @@ func _navigate_menu(direction: int):
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_update_visual_selection()
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DebugManager.log_info("Menu navigation: index " + str(current_menu_index), "MainMenu")
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func _activate_current_button():
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func _activate_current_button() -> void:
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if current_menu_index >= 0 and current_menu_index < menu_buttons.size():
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var button = menu_buttons[current_menu_index]
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var button: Button = menu_buttons[current_menu_index]
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DebugManager.log_info("Activating button via keyboard/gamepad: " + button.text, "MainMenu")
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button.pressed.emit()
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func _update_visual_selection():
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func _update_visual_selection() -> void:
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for i in range(menu_buttons.size()):
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var button = menu_buttons[i]
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var button: Button = menu_buttons[i]
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if i == current_menu_index:
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button.scale = original_button_scales[i] * 1.1
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button.modulate = Color(1.2, 1.2, 1.0)
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@@ -84,16 +93,23 @@ func _update_visual_selection():
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button.scale = original_button_scales[i]
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button.modulate = Color.WHITE
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func _update_new_game_button():
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# Check if there's an existing save with progress
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var current_score = SaveManager.get_current_score()
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var games_played = SaveManager.get_games_played()
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var has_saved_grid = SaveManager.has_saved_grid()
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var new_game_button = $MenuContainer/NewGameButton
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func _update_new_game_button() -> void:
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# Check if there's an existing save with progress
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var current_score: int = SaveManager.get_current_score()
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var games_played: int = SaveManager.get_games_played()
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var has_saved_grid: bool = SaveManager.has_saved_grid()
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var new_game_button: Button = $MenuContainer/NewGameButton
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if current_score > 0 or games_played > 0 or has_saved_grid:
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new_game_button.text = "Continue"
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DebugManager.log_info("Updated button to Continue (score: %d, games: %d, grid: %s)" % [current_score, games_played, has_saved_grid], "MainMenu")
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DebugManager.log_info(
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(
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"Updated button to Continue (score: %d, games: %d, grid: %s)"
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% [current_score, games_played, has_saved_grid]
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),
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"MainMenu"
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)
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else:
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new_game_button.text = "New Game"
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DebugManager.log_info("Updated button to New Game", "MainMenu")
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