Setttings added
This commit is contained in:
@@ -1,16 +1,40 @@
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extends Control
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@onready var press_any_key_screen = $PressAnyKeyScreen
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var current_menu = null
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func _ready():
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print("Main scene ready")
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# Connect the press any key signal
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press_any_key_screen.any_key_pressed.connect(_on_any_key_pressed)
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func _on_any_key_pressed():
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print("Transitioning to main menu")
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# Remove the press any key screen
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press_any_key_screen.queue_free()
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# Load and add the main menu
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show_main_menu()
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func show_main_menu():
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clear_current_menu()
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var main_menu = preload("res://ui/MainMenu.tscn").instantiate()
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main_menu.open_settings.connect(_on_open_settings)
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add_child(main_menu)
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current_menu = main_menu
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func show_settings_menu():
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clear_current_menu()
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var settings_menu = preload("res://ui/SettingsMenu.tscn").instantiate()
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settings_menu.back_to_main_menu.connect(_on_back_to_main_menu)
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add_child(settings_menu)
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current_menu = settings_menu
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func clear_current_menu():
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if current_menu:
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current_menu.queue_free()
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current_menu = null
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func _on_open_settings():
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print("Opening settings menu")
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show_settings_menu()
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func _on_back_to_main_menu():
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print("Back to main menu")
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show_main_menu()
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@@ -1,5 +1,7 @@
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extends Control
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signal open_settings
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func _ready():
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print("MainMenu ready")
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@@ -8,6 +10,7 @@ func _on_new_game_button_pressed():
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func _on_settings_button_pressed():
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print("Settings pressed")
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open_settings.emit()
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func _on_exit_button_pressed():
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print("Exit pressed")
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@@ -1,4 +1,39 @@
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extends Node
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const SETTINGS_FILE = "user://settings.cfg"
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# dev `user://`=`%APPDATA%\Godot\app_userdata\Skelly`
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# prod `user://`=`%APPDATA%\Skelly\`
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var settings = {
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"master_volume": 0.50,
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"music_volume": 0.40,
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"sfx_volume": 0.50,
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"language": "en"
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}
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func _ready():
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pass
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print("SettingsManager ready")
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load_settings()
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func load_settings():
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var config = ConfigFile.new()
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if config.load(SETTINGS_FILE) == OK:
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for key in settings.keys():
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settings[key] = config.get_value("settings", key, settings[key])
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print("Settings loaded: ", settings)
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else:
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print("No settings file found, using defaults")
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func save_settings():
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var config = ConfigFile.new()
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for key in settings.keys():
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config.set_value("settings", key, settings[key])
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config.save(SETTINGS_FILE)
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print("Settings saved: ", settings)
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func get_setting(key: String):
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return settings.get(key)
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func set_setting(key: String, value):
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settings[key] = value
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save_settings()
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60
scripts/SettingsMenu.gd
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60
scripts/SettingsMenu.gd
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@@ -0,0 +1,60 @@
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extends Control
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signal back_to_main_menu
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@onready var master_slider = $SettingsContainer/MasterVolumeContainer/MasterVolumeSlider
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@onready var music_slider = $SettingsContainer/MusicVolumeContainer/MusicVolumeSlider
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@onready var sfx_slider = $SettingsContainer/SFXVolumeContainer/SFXVolumeSlider
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@onready var language_selector = $SettingsContainer/LanguageContainer/LanguageSelector
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func _ready():
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print("SettingsMenu ready")
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# Load current settings into sliders
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master_slider.value = SettingsManager.get_setting("master_volume")
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music_slider.value = SettingsManager.get_setting("music_volume")
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sfx_slider.value = SettingsManager.get_setting("sfx_volume")
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# Connect slider signals
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master_slider.value_changed.connect(_on_master_volume_changed)
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music_slider.value_changed.connect(_on_music_volume_changed)
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sfx_slider.value_changed.connect(_on_sfx_volume_changed)
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# Load language setting
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var current_lang = SettingsManager.get_setting("language")
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var lang_index = get_language_index(current_lang)
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language_selector.selected = lang_index
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func _on_master_volume_changed(value: float):
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SettingsManager.set_setting("master_volume", value)
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print("Master volume changed to: ", value)
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func _on_music_volume_changed(value: float):
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SettingsManager.set_setting("music_volume", value)
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print("Music volume changed to: ", value)
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func _on_sfx_volume_changed(value: float):
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SettingsManager.set_setting("sfx_volume", value)
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print("SFX volume changed to: ", value)
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func _input(event):
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if event.is_action_pressed("ui_cancel") or event.is_action_pressed("ui_menu_toggle"):
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print("ESC pressed in settings")
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back_to_main_menu.emit()
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get_viewport().set_input_as_handled()
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func _on_back_button_pressed():
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print("Back button pressed")
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back_to_main_menu.emit()
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func get_language_index(lang_code: String) -> int:
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match lang_code:
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"en": return 0
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"es": return 1
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"fr": return 2
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"de": return 3
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_: return 0
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func _on_language_selector_item_selected(index: int):
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var lang_codes = ["en", "es", "fr", "de"]
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SettingsManager.set_setting("language", lang_codes[index])
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print("Language changed to: ", lang_codes[index])
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1
scripts/SettingsMenu.gd.uid
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1
scripts/SettingsMenu.gd.uid
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@@ -0,0 +1 @@
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uid://c8mlvlerv4y03
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