Add credits

This commit is contained in:
2025-10-01 11:55:55 +04:00
parent 35151cecf1
commit f6475f83f6
5 changed files with 307 additions and 0 deletions

242
scenes/ui/Credits.gd Normal file
View File

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