Add build directory to .gitignore, create export presets for Web and Windows Desktop, adjust z-index and mouse filter in level_1.tscn, add update_game_state function in level.gd, change main_scene path in project.godot, set rendering method to "gl_compatibility", add LevelSelect and related nodes in main_menu.tscn, create scene_manager.tscn with MainMenu node, implement functionality for menu button selection in main_menu.gd.
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21 changed files with 499 additions and 10 deletions
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@ -4,9 +4,13 @@ extends Control
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@onready var drones_label = get_node("%DronesUsed")
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@onready var points_label = get_node("%TotalPoints")
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@onready var main_menu_button = get_node("%MainMenu")
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func _ready():
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visible = false
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main_menu_button.connect("pressed", Callable(self, "on_main_menu_pressed"))
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func _process(_delta):
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if GameState.level_complete == true:
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update_points()
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@ -15,4 +19,8 @@ func _process(_delta):
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func update_points():
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time_label.text = "Time Spent: " + Str.seconds_to_hms(GameState.level_timer)
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drones_label.text = "Drones Used: " + str(GameState.drones_used)
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points_label.text = "Total Points: " + Str.format_number(GameState.level_points)
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points_label.text = "Total Points: " + Str.format_number(GameState.level_points)
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func on_main_menu_pressed():
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GameState.reset()
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SceneMgr.load_scene("MAINMENU")
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12
ui/scripts/pause_menu.gd
Normal file
12
ui/scripts/pause_menu.gd
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@ -0,0 +1,12 @@
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extends Control
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class_name PauseMenu
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signal resume_game
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func _unhandled_input(event : InputEvent) -> void:
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if event.is_action_pressed("ui_cancel"):
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Log.pr("Pause Menu: ui_cancel pressed")
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if get_tree().paused:
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Log.pr("Sending unpause signal")
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resume_game.emit()
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@ -11,14 +11,23 @@ var last_update : float = 0
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@onready var level_timer_label = get_node("%LevelTimer")
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@onready var par_text_label = get_node("%ParText")
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func _ready():
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var disable_pause : bool = false
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func _ready():
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hide_help_text()
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update_ui()
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%PauseMenu.hide()
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%PauseMenu.connect("resume_game", Callable(self, "unpause_game"))
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%QuitButton.connect("pressed", Callable(self, "quit_game"))
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%ResumeButton.connect("pressed", Callable(self, "unpause_game"))
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func _process(delta):
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last_update += delta
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disable_pause = false
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if last_update > update_interval:
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last_update = 0
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update_ui()
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@ -28,6 +37,13 @@ func _process(delta):
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level_timer_label.text = Str.seconds_to_hms(GameState.level_timer)
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func _unhandled_input(event : InputEvent) -> void:
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if event.is_action_pressed("ui_cancel"):
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Log.pr("UIComponent: ui_cancel pressed")
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if get_tree().paused == false && disable_pause == false:
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Log.pr("Game is not paused, so pausing it...")
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pause_game()
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func update_ui():
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nectar_bar.value = GameState.gathered_nectar
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nectar_bar.max_value = GameState.required_nectar
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@ -46,4 +62,20 @@ func update_level_text(text: String):
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level_text_label.text = text
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func update_par_text(text: String):
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par_text_label.text = text
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par_text_label.text = text
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func quit_game():
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get_tree().paused = false
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GameState.reset()
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SceneMgr.load_scene("MAINMENU")
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func pause_game():
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get_tree().paused = true
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%PauseMenu.show()
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func unpause_game():
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Log.pr("Pause Menu: Close button pressed")
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disable_pause = true
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%PauseMenu.hide()
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get_tree().paused = false
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