Setttings added

This commit is contained in:
Your Name
2025-07-19 22:40:07 +04:00
parent 877b5fc14f
commit 49d4167499
7 changed files with 256 additions and 5 deletions

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@@ -1,16 +1,40 @@
extends Control
@onready var press_any_key_screen = $PressAnyKeyScreen
var current_menu = null
func _ready():
print("Main scene ready")
# Connect the press any key signal
press_any_key_screen.any_key_pressed.connect(_on_any_key_pressed)
func _on_any_key_pressed():
print("Transitioning to main menu")
# Remove the press any key screen
press_any_key_screen.queue_free()
# Load and add the main menu
show_main_menu()
func show_main_menu():
clear_current_menu()
var main_menu = preload("res://ui/MainMenu.tscn").instantiate()
main_menu.open_settings.connect(_on_open_settings)
add_child(main_menu)
current_menu = main_menu
func show_settings_menu():
clear_current_menu()
var settings_menu = preload("res://ui/SettingsMenu.tscn").instantiate()
settings_menu.back_to_main_menu.connect(_on_back_to_main_menu)
add_child(settings_menu)
current_menu = settings_menu
func clear_current_menu():
if current_menu:
current_menu.queue_free()
current_menu = null
func _on_open_settings():
print("Opening settings menu")
show_settings_menu()
func _on_back_to_main_menu():
print("Back to main menu")
show_main_menu()

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@@ -1,5 +1,7 @@
extends Control
signal open_settings
func _ready():
print("MainMenu ready")
@@ -8,6 +10,7 @@ func _on_new_game_button_pressed():
func _on_settings_button_pressed():
print("Settings pressed")
open_settings.emit()
func _on_exit_button_pressed():
print("Exit pressed")

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@@ -1,4 +1,39 @@
extends Node
const SETTINGS_FILE = "user://settings.cfg"
# dev `user://`=`%APPDATA%\Godot\app_userdata\Skelly`
# prod `user://`=`%APPDATA%\Skelly\`
var settings = {
"master_volume": 0.50,
"music_volume": 0.40,
"sfx_volume": 0.50,
"language": "en"
}
func _ready():
pass
print("SettingsManager ready")
load_settings()
func load_settings():
var config = ConfigFile.new()
if config.load(SETTINGS_FILE) == OK:
for key in settings.keys():
settings[key] = config.get_value("settings", key, settings[key])
print("Settings loaded: ", settings)
else:
print("No settings file found, using defaults")
func save_settings():
var config = ConfigFile.new()
for key in settings.keys():
config.set_value("settings", key, settings[key])
config.save(SETTINGS_FILE)
print("Settings saved: ", settings)
func get_setting(key: String):
return settings.get(key)
func set_setting(key: String, value):
settings[key] = value
save_settings()

60
scripts/SettingsMenu.gd Normal file
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@@ -0,0 +1,60 @@
extends Control
signal back_to_main_menu
@onready var master_slider = $SettingsContainer/MasterVolumeContainer/MasterVolumeSlider
@onready var music_slider = $SettingsContainer/MusicVolumeContainer/MusicVolumeSlider
@onready var sfx_slider = $SettingsContainer/SFXVolumeContainer/SFXVolumeSlider
@onready var language_selector = $SettingsContainer/LanguageContainer/LanguageSelector
func _ready():
print("SettingsMenu ready")
# Load current settings into sliders
master_slider.value = SettingsManager.get_setting("master_volume")
music_slider.value = SettingsManager.get_setting("music_volume")
sfx_slider.value = SettingsManager.get_setting("sfx_volume")
# Connect slider signals
master_slider.value_changed.connect(_on_master_volume_changed)
music_slider.value_changed.connect(_on_music_volume_changed)
sfx_slider.value_changed.connect(_on_sfx_volume_changed)
# Load language setting
var current_lang = SettingsManager.get_setting("language")
var lang_index = get_language_index(current_lang)
language_selector.selected = lang_index
func _on_master_volume_changed(value: float):
SettingsManager.set_setting("master_volume", value)
print("Master volume changed to: ", value)
func _on_music_volume_changed(value: float):
SettingsManager.set_setting("music_volume", value)
print("Music volume changed to: ", value)
func _on_sfx_volume_changed(value: float):
SettingsManager.set_setting("sfx_volume", value)
print("SFX volume changed to: ", value)
func _input(event):
if event.is_action_pressed("ui_cancel") or event.is_action_pressed("ui_menu_toggle"):
print("ESC pressed in settings")
back_to_main_menu.emit()
get_viewport().set_input_as_handled()
func _on_back_button_pressed():
print("Back button pressed")
back_to_main_menu.emit()
func get_language_index(lang_code: String) -> int:
match lang_code:
"en": return 0
"es": return 1
"fr": return 2
"de": return 3
_: return 0
func _on_language_selector_item_selected(index: int):
var lang_codes = ["en", "es", "fr", "de"]
SettingsManager.set_setting("language", lang_codes[index])
print("Language changed to: ", lang_codes[index])

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@@ -0,0 +1 @@
uid://c8mlvlerv4y03