Add credits
This commit is contained in:
242
scenes/ui/Credits.gd
Normal file
242
scenes/ui/Credits.gd
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@@ -0,0 +1,242 @@
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extends Control
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signal back_pressed
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const YAML_SOURCES: Array[String] = [
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"res://assets/sources.yaml",
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# Future sources:
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# "res://assets/audio/audio-sources.yaml",
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# "res://assets/sprites/sprite-sources.yaml",
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]
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@onready var scroll_container: ScrollContainer = $MarginContainer/VBoxContainer/ScrollContainer
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@onready var credits_text: RichTextLabel = $MarginContainer/VBoxContainer/ScrollContainer/CreditsText
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@onready var back_button: Button = $MarginContainer/VBoxContainer/BackButton
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func _ready() -> void:
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DebugManager.log_info("Credits scene ready", "Credits")
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_load_and_display_credits()
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back_button.grab_focus()
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DebugManager.log_info("Back button focused for gamepad support", "Credits")
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func _load_and_display_credits() -> void:
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"""Load credits from multiple YAML files and display formatted output"""
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var all_credits_data: Dictionary = {}
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# Load all YAML source files
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for yaml_path in YAML_SOURCES:
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var yaml_data: Dictionary = _load_yaml_file(yaml_path)
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if not yaml_data.is_empty():
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_merge_credits_data(all_credits_data, yaml_data)
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# Generate and display formatted credits
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_display_formatted_credits(all_credits_data)
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func _load_yaml_file(yaml_path: String) -> Dictionary:
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"""Load and parse a YAML file into a dictionary structure"""
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var file := FileAccess.open(yaml_path, FileAccess.READ)
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if not file:
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DebugManager.log_warn("Could not open YAML file: %s" % yaml_path, "Credits")
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return {}
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var content: String = file.get_as_text()
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file.close()
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DebugManager.log_info("Loaded YAML file: %s" % yaml_path, "Credits")
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return _parse_yaml_content(content)
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func _parse_yaml_content(yaml_content: String) -> Dictionary:
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"""Parse YAML content into structured dictionary"""
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var result: Dictionary = {}
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var lines: Array = yaml_content.split("\n")
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var current_section: String = ""
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var current_subsection: String = ""
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var current_asset: String = ""
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var current_asset_data: Dictionary = {}
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for line in lines:
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var trimmed: String = line.strip_edges()
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# Skip comments and empty lines
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if trimmed.is_empty() or trimmed.begins_with("#"):
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continue
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# Top-level section (audio, sprites, textures, etc.)
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if not line.begins_with(" ") and not line.begins_with("\t") and trimmed.ends_with(":"):
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if current_asset and not current_asset_data.is_empty():
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_store_asset_data(
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result, current_section, current_subsection, current_asset, current_asset_data
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)
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current_section = trimmed.trim_suffix(":")
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current_subsection = ""
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current_asset = ""
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current_asset_data = {}
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if not result.has(current_section):
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result[current_section] = {}
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# Subsection (music, sfx, characters, etc.)
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elif line.begins_with(" ") and not line.begins_with(" ") and trimmed.ends_with(":"):
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if current_asset and not current_asset_data.is_empty():
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_store_asset_data(
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result, current_section, current_subsection, current_asset, current_asset_data
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)
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current_subsection = trimmed.trim_suffix(":")
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current_asset = ""
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current_asset_data = {}
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if current_section and not result[current_section].has(current_subsection):
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result[current_section][current_subsection] = {}
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# Asset name
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elif trimmed.begins_with('"') and trimmed.contains('":'):
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if current_asset and not current_asset_data.is_empty():
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_store_asset_data(
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result, current_section, current_subsection, current_asset, current_asset_data
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)
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var parts: Array = trimmed.split('"')
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current_asset = parts[1] if parts.size() > 1 else ""
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current_asset_data = {}
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# Asset properties
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elif ":" in trimmed:
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var parts: Array = trimmed.split(":", false, 1)
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if parts.size() == 2:
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var key: String = parts[0].strip_edges()
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var value: String = parts[1].strip_edges().trim_prefix('"').trim_suffix('"')
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if value and value != '""':
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current_asset_data[key] = value
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# Store last asset
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if current_asset and not current_asset_data.is_empty():
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_store_asset_data(
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result, current_section, current_subsection, current_asset, current_asset_data
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)
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return result
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func _store_asset_data(
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result: Dictionary, section: String, subsection: String, asset: String, data: Dictionary
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) -> void:
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"""Store parsed asset data into result dictionary"""
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if not section or not asset:
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return
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if subsection:
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if not result[section].has(subsection):
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result[section][subsection] = {}
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result[section][subsection][asset] = data
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else:
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result[section][asset] = data
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func _merge_credits_data(target: Dictionary, source: Dictionary) -> void:
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"""Merge source credits data into target dictionary"""
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for section in source:
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if not target.has(section):
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target[section] = {}
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for subsection in source[section]:
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if source[section][subsection] is Dictionary:
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if not target[section].has(subsection):
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target[section][subsection] = {}
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for asset in source[section][subsection]:
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target[section][subsection][asset] = source[section][subsection][asset]
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func _display_formatted_credits(credits_data: Dictionary) -> void:
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"""Generate BBCode formatted credits from parsed data"""
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if not credits_text:
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DebugManager.log_error("Credits text node is null, cannot display credits", "Credits")
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return
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var credits_bbcode: String = "[center][b][font_size=32]CREDITS[/font_size][/b][/center]\n\n"
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# Audio section
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if credits_data.has("audio"):
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credits_bbcode += "[b][font_size=24]AUDIO[/font_size][/b]\n\n"
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credits_bbcode += _format_section(credits_data["audio"])
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# Sprites section
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if credits_data.has("sprites"):
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credits_bbcode += "[b][font_size=24]GRAPHICS[/font_size][/b]\n\n"
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credits_bbcode += _format_section(credits_data["sprites"])
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# Textures section
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if credits_data.has("textures"):
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if not credits_data.has("sprites"):
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credits_bbcode += "[b][font_size=24]GRAPHICS[/font_size][/b]\n\n"
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credits_bbcode += _format_section(credits_data["textures"])
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# Game development credits
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credits_bbcode += "[b][font_size=24]GAME DEVELOPMENT[/font_size][/b]\n\n"
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credits_bbcode += "[i]Developed with Godot Engine 4.4[/i]\n"
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credits_bbcode += "[url=https://godotengine.org]https://godotengine.org[/url]\n\n"
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credits_text.bbcode_enabled = true
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credits_text.text = credits_bbcode
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DebugManager.log_info("Credits displayed successfully", "Credits")
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func _format_section(section_data: Dictionary) -> String:
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"""Format a credits section with subsections and assets"""
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var result: String = ""
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for subsection in section_data:
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if section_data[subsection] is Dictionary:
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# Add subsection header
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var subsection_title: String = subsection.capitalize()
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result += "[i]" + subsection_title + "[/i]\n"
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# Add assets in this subsection
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for asset in section_data[subsection]:
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var asset_data: Dictionary = section_data[subsection][asset]
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result += _format_asset(asset_data)
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result += "\n"
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return result
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func _format_asset(asset_data: Dictionary) -> String:
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"""Format a single asset's credit information"""
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var result: String = ""
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if asset_data.has("attribution") and asset_data["attribution"]:
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result += "[b]" + asset_data["attribution"] + "[/b]\n"
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if asset_data.has("license") and asset_data["license"]:
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result += "License: " + asset_data["license"] + "\n"
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if asset_data.has("source") and asset_data["source"]:
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result += "[url=" + asset_data["source"] + "]Source[/url]\n"
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if result:
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result += "\n"
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return result
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func _on_back_button_pressed() -> void:
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AudioManager.play_ui_click()
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DebugManager.log_info("Back button pressed", "Credits")
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GameManager.exit_to_main_menu()
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func _input(event: InputEvent) -> void:
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if event.is_action_pressed("ui_back") or event.is_action_pressed("action_east"):
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_on_back_button_pressed()
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elif event.is_action_pressed("move_up") or event.is_action_pressed("ui_up"):
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_scroll_credits(-50.0)
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elif event.is_action_pressed("move_down") or event.is_action_pressed("ui_down"):
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_scroll_credits(50.0)
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func _scroll_credits(amount: float) -> void:
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"""Scroll the credits by the specified amount"""
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var current_scroll: float = scroll_container.scroll_vertical
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scroll_container.scroll_vertical = int(current_scroll + amount)
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DebugManager.log_debug("Scrolled credits to: %d" % scroll_container.scroll_vertical, "Credits")
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