Add gdlint and gdformat scripts

This commit is contained in:
2025-09-27 20:40:13 +04:00
parent 86439abea8
commit 06f0f87970
40 changed files with 2314 additions and 732 deletions

View File

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