refactor structure

This commit is contained in:
2025-09-22 11:43:09 +04:00
committed by nett00n
parent 4e0b5fe3d2
commit 9b3a20cdf1
149 changed files with 518 additions and 214 deletions

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extends Node
const MUSIC_PATH := "res://assets/audio/music/Space Horror InGame Music (Exploration) _Clement Panchout.wav"
const UI_CLICK_SOUND_PATH := "res://assets/audio/sfx/817587__silverdubloons__tick06.wav"
var music_player: AudioStreamPlayer
var ui_click_player: AudioStreamPlayer
var click_stream: AudioStream
func _ready():
music_player = AudioStreamPlayer.new()
add_child(music_player)
ui_click_player = AudioStreamPlayer.new()
ui_click_player.bus = "SFX"
add_child(ui_click_player)
click_stream = load(UI_CLICK_SOUND_PATH)
var orig_stream = _load_stream()
if not orig_stream:
push_error("Failed to load music stream: %s" % MUSIC_PATH)
return
var stream = orig_stream.duplicate(true) as AudioStream
_configure_stream_loop(stream)
music_player.stream = stream
_configure_audio_bus()
if SettingsManager.get_setting("music_volume") <= 0:
return
_start_music()
func _load_stream() -> AudioStream:
var res = load(MUSIC_PATH)
if not res or not res is AudioStream:
return null
return res
func _configure_stream_loop(stream: AudioStream) -> void:
if stream is AudioStreamWAV:
stream.loop_mode = AudioStreamWAV.LOOP_FORWARD
elif stream is AudioStreamOggVorbis:
stream.loop = true
func _configure_audio_bus() -> void:
music_player.bus = "Music"
music_player.volume_db = linear_to_db(SettingsManager.get_setting("music_volume"))
func update_music_volume(volume: float) -> void:
var volume_db = linear_to_db(volume)
music_player.volume_db = volume_db
AudioServer.set_bus_volume_db(AudioServer.get_bus_index("Music"), volume_db)
if volume > 0:
_start_music()
else:
_stop_music()
func _start_music() -> void:
if music_player.playing:
return
music_player.play()
func _stop_music() -> void:
if not music_player.playing:
return
music_player.stop()
func play_ui_click() -> void:
if not click_stream:
return
ui_click_player.stream = click_stream
ui_click_player.play()

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extends Node
const GAME_SCENE_PATH := "res://scenes/game/game.tscn"
const MAIN_SCENE_PATH := "res://scenes/main/main.tscn"
const MATCH3_SCENE_PATH := "res://scenes/match3/match3.tscn"
func start_new_game() -> void:
var packed_scene := load(GAME_SCENE_PATH)
if not packed_scene or not packed_scene is PackedScene:
push_error("Failed to load Game scene at: %s" % GAME_SCENE_PATH)
return
get_tree().change_scene_to_packed(packed_scene)
func save_game() -> void:
print("Game saved (mock)")
func exit_to_main_menu() -> void:
var packed_scene := load(MAIN_SCENE_PATH)
if not packed_scene or not packed_scene is PackedScene:
push_error("Failed to load Main scene at: %s" % MAIN_SCENE_PATH)
return
get_tree().change_scene_to_packed(packed_scene)
func start_match3_game() -> void:
var packed_scene := load(MATCH3_SCENE_PATH)
if not packed_scene or not packed_scene is PackedScene:
push_error("Failed to load Match3 scene at: %s" % MATCH3_SCENE_PATH)
return
get_tree().change_scene_to_packed(packed_scene)

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extends Node
func _ready():
# Set default locale if not already set
if TranslationServer.get_locale() == "":
TranslationServer.set_locale("en")
func change_language(locale: String):
TranslationServer.set_locale(locale)
# Signal to update UI elements
get_tree().call_group("localizable", "update_text")

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extends Node
const LANGUAGES_JSON_PATH := "res://localization/languages.json"
const SETTINGS_FILE = "user://settings.cfg"
# dev `user://`=`%APPDATA%\Godot\app_userdata\Skelly`
# prod `user://`=`%APPDATA%\Skelly\`
var settings = {
}
var default_settings = {
"master_volume": 0.50,
"music_volume": 0.40,
"sfx_volume": 0.50,
"language": "en"
}
var languages_data = {}
func _ready():
print("SettingsManager ready")
load_languages()
load_settings()
func load_settings():
var config = ConfigFile.new()
if config.load(SETTINGS_FILE) == OK:
for key in default_settings.keys():
settings[key] = config.get_value("settings", key, default_settings[key])
print("Settings loaded: ", settings)
else:
print("No settings file found, using defaults")
print("Language is set to: ", settings["language"])
TranslationServer.set_locale(settings["language"])
AudioServer.set_bus_volume_db(AudioServer.get_bus_index("Master"), linear_to_db(settings["master_volume"]))
AudioServer.set_bus_volume_db(AudioServer.get_bus_index("Music"), linear_to_db(settings["music_volume"]))
AudioServer.set_bus_volume_db(AudioServer.get_bus_index("SFX"), linear_to_db(settings["sfx_volume"]))
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
_apply_setting_side_effect(key, value)
func _apply_setting_side_effect(key: String, value) -> void:
match key:
"language":
TranslationServer.set_locale(value)
"master_volume":
AudioServer.set_bus_volume_db(AudioServer.get_bus_index("Master"), linear_to_db(value))
"music_volume":
AudioManager.update_music_volume(value)
"sfx_volume":
AudioServer.set_bus_volume_db(AudioServer.get_bus_index("SFX"), linear_to_db(value))
func load_languages():
var file = FileAccess.open(LANGUAGES_JSON_PATH, FileAccess.READ)
if not file:
print("Could not open languages.json")
return
var json_string = file.get_as_text()
file.close()
var json = JSON.new()
if json.parse(json_string) != OK:
print("Error parsing languages.json")
return
languages_data = json.data
if languages_data.has("languages"):
print("Languages loaded: ", languages_data.languages.keys())
func get_languages_data():
return languages_data
func reset_settings_to_defaults() -> void:
for key in default_settings.keys():
settings[key] = default_settings[key]
_apply_setting_side_effect(key, settings[key])
save_settings()