Files
skelly/scenes/ui/MainMenu.gd
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124 lines
3.7 KiB
GDScript

extends Control
signal open_settings
var current_menu_index: int = 0
var original_button_scales: Array[Vector2] = []
@onready var menu_buttons: Array[Button] = []
func _ready() -> void:
DebugManager.log_info("MainMenu ready", "MainMenu")
_setup_menu_navigation()
_update_new_game_button()
func _on_new_game_button_pressed() -> void:
AudioManager.play_ui_click()
var button_text: String = $MenuContainer/NewGameButton.text
if button_text == "Continue":
DebugManager.log_info("Continue pressed", "MainMenu")
GameManager.continue_game()
else:
DebugManager.log_info("New Game pressed", "MainMenu")
GameManager.start_new_game()
func _on_settings_button_pressed() -> void:
AudioManager.play_ui_click()
DebugManager.log_info("Settings pressed", "MainMenu")
open_settings.emit()
func _on_credits_button_pressed() -> void:
AudioManager.play_ui_click()
DebugManager.log_info("Credits pressed", "MainMenu")
GameManager.show_credits()
func _on_exit_button_pressed() -> void:
AudioManager.play_ui_click()
DebugManager.log_info("Exit pressed", "MainMenu")
get_tree().quit()
func _setup_menu_navigation() -> void:
menu_buttons.clear()
original_button_scales.clear()
menu_buttons.append($MenuContainer/NewGameButton)
menu_buttons.append($MenuContainer/SettingsButton)
menu_buttons.append($MenuContainer/CreditsButton)
menu_buttons.append($MenuContainer/ExitButton)
for button in menu_buttons:
original_button_scales.append(button.scale)
_update_visual_selection()
func _input(event: InputEvent) -> void:
if event.is_action_pressed("move_up"):
_navigate_menu(-1)
elif event.is_action_pressed("move_down"):
_navigate_menu(1)
elif event.is_action_pressed("action_south"):
_activate_current_button()
elif event.is_action_pressed("options_menu"):
AudioManager.play_ui_click()
DebugManager.log_info("Options menu shortcut pressed", "MainMenu")
open_settings.emit()
elif event.is_action_pressed("quit_game"):
AudioManager.play_ui_click()
DebugManager.log_info("Quit game shortcut pressed", "MainMenu")
get_tree().quit()
func _navigate_menu(direction: int) -> void:
AudioManager.play_ui_click()
current_menu_index = (current_menu_index + direction) % menu_buttons.size()
if current_menu_index < 0:
current_menu_index = menu_buttons.size() - 1
_update_visual_selection()
DebugManager.log_info("Menu navigation: index " + str(current_menu_index), "MainMenu")
func _activate_current_button() -> void:
if current_menu_index >= 0 and current_menu_index < menu_buttons.size():
var button: Button = menu_buttons[current_menu_index]
DebugManager.log_info("Activating button via keyboard/gamepad: " + button.text, "MainMenu")
button.pressed.emit()
func _update_visual_selection() -> void:
for i in range(menu_buttons.size()):
var button: Button = menu_buttons[i]
if i == current_menu_index:
button.scale = (original_button_scales[i] * UIConstants.BUTTON_HOVER_SCALE)
button.modulate = Color(1.2, 1.2, 1.0)
else:
button.scale = original_button_scales[i]
button.modulate = Color.WHITE
func _update_new_game_button() -> void:
# Check if there's an existing save with progress
var current_score: int = SaveManager.get_current_score()
var games_played: int = SaveManager.get_games_played()
var has_saved_grid: bool = SaveManager.has_saved_grid()
var new_game_button: Button = $MenuContainer/NewGameButton
if current_score > 0 or games_played > 0 or has_saved_grid:
new_game_button.text = "Continue"
DebugManager.log_info(
(
"Updated button to Continue (score: %d, games: %d, grid: %s)"
% [current_score, games_played, has_saved_grid]
),
"MainMenu"
)
else:
new_game_button.text = "New Game"
DebugManager.log_info("Updated button to New Game", "MainMenu")