refactor structure
This commit is contained in:
75
src/autoloads/AudioManager.gd
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75
src/autoloads/AudioManager.gd
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extends Node
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const MUSIC_PATH := "res://assets/audio/music/Space Horror InGame Music (Exploration) _Clement Panchout.wav"
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const UI_CLICK_SOUND_PATH := "res://assets/audio/sfx/817587__silverdubloons__tick06.wav"
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var music_player: AudioStreamPlayer
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var ui_click_player: AudioStreamPlayer
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var click_stream: AudioStream
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func _ready():
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music_player = AudioStreamPlayer.new()
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add_child(music_player)
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ui_click_player = AudioStreamPlayer.new()
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ui_click_player.bus = "SFX"
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add_child(ui_click_player)
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click_stream = load(UI_CLICK_SOUND_PATH)
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var orig_stream = _load_stream()
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if not orig_stream:
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push_error("Failed to load music stream: %s" % MUSIC_PATH)
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return
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var stream = orig_stream.duplicate(true) as AudioStream
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_configure_stream_loop(stream)
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music_player.stream = stream
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_configure_audio_bus()
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if SettingsManager.get_setting("music_volume") <= 0:
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return
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_start_music()
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func _load_stream() -> AudioStream:
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var res = load(MUSIC_PATH)
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if not res or not res is AudioStream:
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return null
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return res
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func _configure_stream_loop(stream: AudioStream) -> void:
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if stream is AudioStreamWAV:
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stream.loop_mode = AudioStreamWAV.LOOP_FORWARD
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elif stream is AudioStreamOggVorbis:
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stream.loop = true
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func _configure_audio_bus() -> void:
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music_player.bus = "Music"
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music_player.volume_db = linear_to_db(SettingsManager.get_setting("music_volume"))
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func update_music_volume(volume: float) -> void:
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var volume_db = linear_to_db(volume)
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music_player.volume_db = volume_db
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AudioServer.set_bus_volume_db(AudioServer.get_bus_index("Music"), volume_db)
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if volume > 0:
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_start_music()
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else:
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_stop_music()
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func _start_music() -> void:
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if music_player.playing:
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return
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music_player.play()
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func _stop_music() -> void:
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if not music_player.playing:
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return
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music_player.stop()
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func play_ui_click() -> void:
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if not click_stream:
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return
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ui_click_player.stream = click_stream
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ui_click_player.play()
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30
src/autoloads/GameManager.gd
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30
src/autoloads/GameManager.gd
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extends Node
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const GAME_SCENE_PATH := "res://scenes/game/game.tscn"
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const MAIN_SCENE_PATH := "res://scenes/main/main.tscn"
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const MATCH3_SCENE_PATH := "res://scenes/match3/match3.tscn"
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func start_new_game() -> void:
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var packed_scene := load(GAME_SCENE_PATH)
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if not packed_scene or not packed_scene is PackedScene:
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push_error("Failed to load Game scene at: %s" % GAME_SCENE_PATH)
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return
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get_tree().change_scene_to_packed(packed_scene)
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func save_game() -> void:
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print("Game saved (mock)")
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func exit_to_main_menu() -> void:
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var packed_scene := load(MAIN_SCENE_PATH)
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if not packed_scene or not packed_scene is PackedScene:
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push_error("Failed to load Main scene at: %s" % MAIN_SCENE_PATH)
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return
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get_tree().change_scene_to_packed(packed_scene)
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func start_match3_game() -> void:
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var packed_scene := load(MATCH3_SCENE_PATH)
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if not packed_scene or not packed_scene is PackedScene:
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push_error("Failed to load Match3 scene at: %s" % MATCH3_SCENE_PATH)
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return
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get_tree().change_scene_to_packed(packed_scene)
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11
src/autoloads/LocalizationManager.gd
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11
src/autoloads/LocalizationManager.gd
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extends Node
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func _ready():
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# Set default locale if not already set
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if TranslationServer.get_locale() == "":
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TranslationServer.set_locale("en")
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func change_language(locale: String):
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TranslationServer.set_locale(locale)
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# Signal to update UI elements
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get_tree().call_group("localizable", "update_text")
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90
src/autoloads/SettingsManager.gd
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90
src/autoloads/SettingsManager.gd
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extends Node
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const LANGUAGES_JSON_PATH := "res://localization/languages.json"
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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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}
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var default_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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var languages_data = {}
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func _ready():
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print("SettingsManager ready")
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load_languages()
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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 default_settings.keys():
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settings[key] = config.get_value("settings", key, default_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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print("Language is set to: ", settings["language"])
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TranslationServer.set_locale(settings["language"])
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AudioServer.set_bus_volume_db(AudioServer.get_bus_index("Master"), linear_to_db(settings["master_volume"]))
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AudioServer.set_bus_volume_db(AudioServer.get_bus_index("Music"), linear_to_db(settings["music_volume"]))
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AudioServer.set_bus_volume_db(AudioServer.get_bus_index("SFX"), linear_to_db(settings["sfx_volume"]))
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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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_apply_setting_side_effect(key, value)
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func _apply_setting_side_effect(key: String, value) -> void:
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match key:
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"language":
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TranslationServer.set_locale(value)
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"master_volume":
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AudioServer.set_bus_volume_db(AudioServer.get_bus_index("Master"), linear_to_db(value))
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"music_volume":
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AudioManager.update_music_volume(value)
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"sfx_volume":
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AudioServer.set_bus_volume_db(AudioServer.get_bus_index("SFX"), linear_to_db(value))
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func load_languages():
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var file = FileAccess.open(LANGUAGES_JSON_PATH, FileAccess.READ)
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if not file:
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print("Could not open languages.json")
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return
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var json_string = file.get_as_text()
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file.close()
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var json = JSON.new()
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if json.parse(json_string) != OK:
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print("Error parsing languages.json")
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return
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languages_data = json.data
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if languages_data.has("languages"):
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print("Languages loaded: ", languages_data.languages.keys())
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func get_languages_data():
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return languages_data
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func reset_settings_to_defaults() -> void:
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for key in default_settings.keys():
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settings[key] = default_settings[key]
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_apply_setting_side_effect(key, settings[key])
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save_settings()
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