Mostly done?

This commit is contained in:
Dan 2026-01-29 13:26:42 +00:00
parent 22d7326565
commit a08c13b1a3
118 changed files with 2558 additions and 2519 deletions

View file

@ -1,58 +1,136 @@
extends TextureButton
@onready var label: Label = $CenterContainer/Label # Adjust path to your Label node
@onready var name_label: Label = $CenterContainer/VBoxContainer/NameLabel
@onready var price_label: Label = $CenterContainer/VBoxContainer/PriceLabel
var unlock_id = "" # Store the unlock ID
var unlock_id = -1 # Store the unlock ID
var unlock_description_text = "" # Store the description for custom tooltip
func _ready():
label.visible = false # Hide label initially
name_label.visible = false # Hide label initially
price_label.visible = false
adjust_label_font_size()
# Connect the pressed signal
pressed.connect(_on_button_pressed)
# Connect to currency changes to update button state
Inventory.currency_changed.connect(_on_currency_changed)
# Connect to unlock events to update button state when items are unlocked
Unlocks.item_unlocked.connect(_on_item_unlocked)
func setup(unlock_data):
# Log.pr("Setting up button for unlock:", unlock_data.unlock_name)
unlock_id = unlock_data.unlock_id # Store the ID
if label:
label.visible = false
label.text = unlock_data.unlock_name + " " + str(unlock_data.get_next_rank())
label.text = label.text + " - " + Global.currency_symbol + str(unlock_data.get_next_cost())
label.text = label.text + "\n" + unlock_data.get_next_modifiers_string()
#self.disabled = unlock_data.is_unlocked
if name_label and price_label:
name_label.visible = false
price_label.visible = false
update_button_state(unlock_data)
adjust_label_font_size()
else:
Log.pr("Warning: Label node not found in button.")
Log.pr("Warning: Label nodes not found in button.")
func update_button_state(unlock_data):
# Store unlock description for custom tooltip
if unlock_data.unlock_description:
unlock_description_text = unlock_data.unlock_description
tooltip_text = unlock_data.unlock_description
# Check if at max rank
if not unlock_data.can_rank_up():
self.disabled = true
name_label.text = unlock_data.unlock_name + " (MAX)"
price_label.text = ""
return
# Build name text - only show rank if it's a scaling unlock
if unlock_data.is_scaling:
name_label.text = unlock_data.unlock_name + " " + str(unlock_data.get_next_rank())
else:
name_label.text = unlock_data.unlock_name
# Build price text
price_label.text = Global.currency_symbol + Global.format_number(unlock_data.get_next_cost())
# Check if player has enough currency
var cost = unlock_data.get_next_cost()
var current_currency = Inventory.get_currency()
self.disabled = current_currency < cost
func _on_currency_changed(new_amount: float):
# Update button state when currency changes
if unlock_id >= 0:
var unlock_data = Unlocks.get_unlock_by_id(unlock_id)
if unlock_data:
update_button_state(unlock_data)
func _on_item_unlocked():
# Update button state when any item is unlocked (in case this button reached max rank)
if unlock_id >= 0:
var unlock_data = Unlocks.get_unlock_by_id(unlock_id)
if unlock_data:
update_button_state(unlock_data)
adjust_label_font_size()
func _on_button_pressed():
# Log.pr("Button pressed, unlocking item:", unlock_id)
Unlocks.unlock_item(unlock_id)
func adjust_label_font_size():
if not label:
if not name_label or not price_label:
return
var available_width = size.x - 10
var available_height = size.y - 10
# Start with a reasonable font size
var font_size = 32
# Calculate font sizes for both labels
# Name label gets 60% of the height, price label gets 40%
var name_height = available_height * 0.6
var price_height = available_height * 0.4
# Start with reasonable font sizes
var name_font_size = 32
var price_font_size = 24
var min_font_size = 8
# Get or create a font
var font = label.get_theme_font("font")
# Binary search for the optimal font size
while font_size > min_font_size:
label.add_theme_font_size_override("font_size", font_size)
# Force update and get the actual text size
await get_tree().process_frame
var text_size = font.get_string_size(label.text, HORIZONTAL_ALIGNMENT_LEFT, -1, font_size)
# Check if it fits
if text_size.x <= available_width and text_size.y <= available_height:
# Get fonts
var name_font = name_label.get_theme_font("font")
var price_font = price_label.get_theme_font("font")
# Calculate name label font size without applying it
while name_font_size > min_font_size:
var text_size = name_font.get_string_size(name_label.text, HORIZONTAL_ALIGNMENT_LEFT, -1, name_font_size)
if text_size.x <= available_width and text_size.y <= name_height:
break
# Reduce font size and try again
font_size -= 1
label.add_theme_font_size_override("font_size", font_size)
label.visible = true # Show label after resizing is complete
name_font_size -= 1
# Calculate price label font size without applying it
while price_font_size > min_font_size:
var text_size = price_font.get_string_size(price_label.text, HORIZONTAL_ALIGNMENT_LEFT, -1, price_font_size)
if text_size.x <= available_width and text_size.y <= price_height:
break
price_font_size -= 1
# Apply both font sizes at once
name_label.add_theme_font_size_override("font_size", name_font_size)
price_label.add_theme_font_size_override("font_size", price_font_size)
name_label.visible = true
price_label.visible = true
# Call this function whenever you change the label text
func set_label_text(new_text: String):
if label:
label.visible = false # Hide while resizing
label.text = new_text
if name_label:
name_label.visible = false # Hide while resizing
price_label.visible = false
name_label.text = new_text
price_label.text = ""
adjust_label_font_size()
# Override to create custom tooltip with larger font
func _make_custom_tooltip(for_text: String) -> Object:
var tooltip_label = Label.new()
tooltip_label.text = for_text
tooltip_label.add_theme_font_size_override("font_size", 26)
# Create a panel container for background
var panel = PanelContainer.new()
panel.add_child(tooltip_label)
return panel