Creates Merged Master

Creates the Merged Master game code as discussed in meeting for us all to branch and work off of.
This commit is contained in:
MacDugRPG 2022-09-18 13:40:23 -04:00
parent c511015207
commit b15d2976e8
115 changed files with 3679 additions and 0 deletions

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[gd_scene format=2]
[node name="Control" type="Control"]
anchor_right = 1.0
anchor_bottom = 1.0
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****************************
README.TXT:
****************************
Author: Doug McCord
Date: 27-Feb-2022
****************************
Intro notes:
This menu was stripped down from the bigger game and settings testing
I was doing -- so there's a decent chance yet of something broken --
please let me know if you encounter anything that's not linking up as
desired. Currently there are temp destinations loaded for each of the
menu options -- these are saved as scenes in the screens folder.
Currently almost all the buttons are instances of the same source
button object -- linked to their destination using the 'Next Scene Path'
available in the inspector.
****************************
Project file structure:
Surface Layer:
Default Godot files remain at this level
_toArchive:
Directory to serve as reference-only; precursor to trash
assets:
Images, fonts, themes and styles (TRES text resource data files). Note that all fonts and styles are defined in
the following themes: ui_controlNode_light_theme.tres and ui_controlNode_dark_theme.tres. Any style changes
should be made in those theme files to assure propagation throughout.
gamePlay:
Scenes and scripts specific to the gameplay section
globalScripts:
For project-wide use, or scripts that are not either:
A. attached to a template scene, intended to go with all instances of that, or
B. unique, scene-specific scripts.
screens:
Planned to include both .tscn scene files and their associated scripts.
userInterface: (note misnomer for text-based game)
Re-useable UI elements and their scripts, such as change-scene, input-response

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#COMMAND PROCESSOR:
# Handles player input, including navigation on the map
extends Node
var current_locale = null
var current_opt1 = null
var current_opt2 = null
var current_opt3 = null
#Allows us to pass in the starting location
func initialize(starting_locale) -> String:
current_opt1 = get_node("../Background/MarginContainer/Rows/InputArea/VBoxContainer/option1")
current_opt2 = get_node("../Background/MarginContainer/Rows/InputArea/VBoxContainer/option2")
current_opt3 = get_node("../Background/MarginContainer/Rows/InputArea/VBoxContainer/option3")
current_opt1.grab_focus()
return change_room(starting_locale)
#DKM TEMP: this must load from files written by toolset
#Function that loads response from the option string chosen
func process_command(option: String) -> String:
var optCmd_Action = option.split(": ", false)
if (optCmd_Action.size() < 2):
return "Error: no valid command and action in option!"
match optCmd_Action[0]:
"Go":
return go(optCmd_Action[1])
"Wait":
return "You rest a bit. Now what?"
"Talk":
return talk(optCmd_Action[1])
"Examine":
return examine(optCmd_Action[1])
"Scream":
return "You yell :'" + optCmd_Action[1].to_upper() +"'!!"
_:
return "Nothing happens! Command word was: " + optCmd_Action[0]
func go(action: String) -> String:
var destination = action.split(" ", false)[0]
if current_locale.exits.keys().has(destination):
var change_response = change_room(current_locale.exits[destination])
return PoolStringArray(["You go %s." % destination, change_response]).join("\n")
else:
return "That is not a valid place to go!"
#DKM TEMP: do an examination dictionary lookup here?
func examine(action: String) -> String:
return action.to_upper() + " looks about how you'd expect. [Dictionary lookup forthcoming]"
#DKM TEMP: dialog entry needed -- temp
func talk(action: String) -> String:
var target = action.split("to ", false)[0].to_upper()
return target + " has little to say! [Dialog forthcoming]"
#Helper:
func change_room(new_room: Locale) -> String:
current_locale = new_room
current_opt1.text = new_room.option1
current_opt2.text = new_room.option2
current_opt3.text = new_room.option3
var exit_string = PoolStringArray(new_room.exits.keys()).join(" ")
var strings = PoolStringArray([
"You are now in: " + new_room.locale_name + ". " +
new_room.locale_description,
"Exits: " + exit_string
]).join("\n")
return strings;

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#LOCALE MANAGER:
# Temporary script holds connections between map items, using the two-way
# connect_exit script available on Location class to wire up map.
extends Node
#DKM TEMP: must load from toolset
func _ready() -> void:
#load_module()
$Loc_Boat.connect_exit("east", $Loc_Shore)
$Loc_Shore.connect_exit("north", $Loc_WoodsA1)
$Loc_WoodsA1.connect_exit("north", $Loc_WoodsA2)
$Loc_WoodsA2.connect_exit("east", $Loc_WoodsA3)
$Loc_WoodsA3.connect_exit("north", $Loc_WoodsA4)

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Name: Bruno
Class: Seer
Level: 22
S: 9
I: 11
W: 16
D: 14
C: 10
Chr: 8
HP: 31
Description: slight, anxious seer who hides from view whenever possible, due to the negative ramifications of his prophetic abilities.

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{
"Node_Boat0":{
"Id":"Boat_000",
"Action":"ShowText",
"A_Params":"",
"Text":"The game has begun! You may select from the options below. You are in a boat. You have been shipwrecked. You can leave the boat through a hatch.",
"Option_Labels":["Examine Ship","Climb out through hatch","Play the fiddle!","Rest","Meditate"],
"Option_GoTos":["Boat_002","Shore_001","Misc_001","Misc_002","Misc_003"]
},
"Node_Boat1":{
"Id":"Boat_001",
"Action":"ShowText",
"A_Params":"",
"Text":"The boat rocks gently. You can leave the boat through a hatch. There is also now a test option.",
"Option_Labels":["Examine Ship","Climb out through hatch","Play the fiddle!","Rest","Meditate", "Run die roll test"],
"Option_GoTos":["Boat_002","Shore_001","Misc_001","Misc_002","Misc_003","Test_000"]
},
"Node_Boat_002":{
"Id":"Boat_002",
"Action":"ShowText",
"A_Params":"",
"Text":"The boat is old and wrecked.",
"Option_Labels":["Continue"],
"Option_GoTos":["Boat_001"]
},
"Node_Shore_001":{
"Id":"Shore_001",
"Action":"ShowText",
"A_Params":"",
"Text":"You've reached the shore!",
"Option_Labels":["Return to boat"],
"Option_GoTos":["Boat_001"]
},
"Node_Misc_001":{
"Id":"Misc_001",
"Action":"ShowText",
"A_Params":"",
"Text":"You pull a fiddle from your sack and play it, while dancing around merrily. Great fun is had.",
"Option_Labels":["Resume your quest"],
"Option_GoTos":["Boat_001"]
},
"Node_Misc_002":{
"Id":"Misc_002",
"Action":"ShowText",
"A_Params":"",
"Text":"You pull out a blanket, settle your burdens and take a short rest.",
"Option_Labels":["Resume your quest"],
"Option_GoTos":["Boat_001"]
},
"Node_Misc_003":{
"Id":"Misc_003",
"Action":"ShowText",
"A_Params":"",
"Text":"You find a quiet corner on the boat, put down your burden, and feel the rocking of the boat. You rest mind and body, and really I'm experimenting with options and sizes of them, added via JSON here. So in your meditation you have a vision: a sparrow flies high over the mountains and reveals a castle! After this reverie, you awake.",
"Option_Labels":["Resume your quest"],
"Option_GoTos":["Boat_001"]
},
"Node_Test0":{
"Id":"Test_000",
"Action":"RollDice",
"A_Params":[4,6],
"Text":"NA",
"Option_Labels":["NA"],
"Option_GoTos":["Test_001"]
},
"Node_Test001":{
"Id":"Test_001",
"Action":"TestHandleNodeParams",
"A_Params":"",
"Text":"Die were rolled and passed to this node as: ",
"Option_Labels":["Back to boat"],
"Option_GoTos":["Boat_001"]
}
}

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[player_preferences]
player_name="Tester the Wary!"
risk_threshold=2.0
[visual_controls]
font_size=3.0
brightness=5.0
[general_settings]
volume=0.0
closed_captions=false
dev_console=true
[virtual_keyboard]
keyboard_layout=2
[theme]
theme_selection=0

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keys,en
Name,Thickly Goes
Profession,Brawler
Strength,Excessive
Intellect,Diminished
Willpower,Variable
Charm,Lacking
Weapon,Meaty Fists
Armor,Leather Jacket and Chaps
A Quote,You talkin to me?!
1 keys en
2 Name Thickly Goes
3 Profession Brawler
4 Strength Excessive
5 Intellect Diminished
6 Willpower Variable
7 Charm Lacking
8 Weapon Meaty Fists
9 Armor Leather Jacket and Chaps
10 A Quote You talkin to me?!

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Tabs/fonts/font = ExtResource( 3 )
Tabs/icons/close = null
Tabs/icons/decrement = null
Tabs/icons/decrement_highlight = null
Tabs/icons/increment = null
Tabs/icons/increment_highlight = null
Tabs/styles/button = ExtResource( 1 )
Tabs/styles/button_pressed = null
Tabs/styles/panel = ExtResource( 1 )
Tabs/styles/tab_bg = ExtResource( 1 )
Tabs/styles/tab_disabled = null
Tabs/styles/tab_fg = ExtResource( 1 )
TextEdit/colors/background_color = Color( 1, 1, 1, 1 )
TextEdit/colors/bookmark_color = Color( 0.08, 0.49, 0.98, 1 )
TextEdit/colors/brace_mismatch_color = Color( 1, 0.2, 0.2, 1 )
TextEdit/colors/breakpoint_color = Color( 0.8, 0.8, 0.4, 0.2 )
TextEdit/colors/caret_background_color = Color( 0, 0, 0, 1 )
TextEdit/colors/caret_color = Color( 0.88, 0.88, 0.88, 1 )
TextEdit/colors/code_folding_color = Color( 0.8, 0.8, 0.8, 0.8 )
TextEdit/colors/completion_background_color = Color( 0.17, 0.16, 0.2, 1 )
TextEdit/colors/completion_existing_color = Color( 0.87, 0.87, 0.87, 0.13 )
TextEdit/colors/completion_font_color = Color( 0.67, 0.67, 0.67, 1 )
TextEdit/colors/completion_scroll_color = Color( 1, 1, 1, 1 )
TextEdit/colors/completion_selected_color = Color( 0.26, 0.26, 0.27, 1 )
TextEdit/colors/current_line_color = Color( 0.25, 0.25, 0.26, 0.8 )
TextEdit/colors/executing_line_color = Color( 0.2, 0.8, 0.2, 0.4 )
TextEdit/colors/font_color = Color( 1, 1, 1, 1 )
TextEdit/colors/font_color_readonly = Color( 0.933333, 0.933333, 0.933333, 0.501961 )
TextEdit/colors/font_color_selected = Color( 1, 1, 1, 1 )
TextEdit/colors/function_color = Color( 0.4, 0.64, 0.81, 1 )
TextEdit/colors/line_number_color = Color( 0.67, 0.67, 0.67, 0.4 )
TextEdit/colors/mark_color = Color( 1, 0.4, 0.4, 0.4 )
TextEdit/colors/member_variable_color = Color( 0.9, 0.31, 0.35, 1 )
TextEdit/colors/number_color = Color( 0.92, 0.58, 0.2, 1 )
TextEdit/colors/safe_line_number_color = Color( 0.67, 0.78, 0.67, 0.6 )
TextEdit/colors/selection_color = Color( 0.49, 0.49, 0.49, 1 )
TextEdit/colors/symbol_color = Color( 0.94, 0.94, 0.94, 1 )
TextEdit/colors/word_highlighted_color = Color( 0.8, 0.9, 0.9, 0.15 )
TextEdit/constants/completion_lines = 7
TextEdit/constants/completion_max_width = 50
TextEdit/constants/completion_scroll_width = 3
TextEdit/constants/line_spacing = 4
TextEdit/fonts/font = ExtResource( 4 )
TextEdit/icons/fold = null
TextEdit/icons/folded = null
TextEdit/icons/space = null
TextEdit/icons/tab = null
TextEdit/styles/completion = ExtResource( 1 )
TextEdit/styles/focus = ExtResource( 1 )
TextEdit/styles/normal = ExtResource( 1 )
TextEdit/styles/read_only = ExtResource( 1 )
VBoxContainer/constants/separation = 4

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[gd_resource type="Theme" load_steps=5 format=2]
[ext_resource path="res://assets/sbf_white.tres" type="StyleBox" id=1]
[ext_resource path="res://assets/liberation_serif_30pt.tres" type="DynamicFont" id=2]
[ext_resource path="res://assets/liberation_serif_20pt.tres" type="DynamicFont" id=3]
[ext_resource path="res://assets/liberation_serif.tres" type="DynamicFont" id=4]
[resource]
Button/colors/font_color = Color( 0, 0, 0, 1 )
Button/colors/font_color_disabled = Color( 0.9, 0.9, 0.9, 0.2 )
Button/colors/font_color_hover = Color( 0.94, 0.94, 0.94, 1 )
Button/colors/font_color_pressed = Color( 1, 1, 1, 1 )
Button/constants/hseparation = 2
Button/fonts/font = ExtResource( 2 )
Button/styles/disabled = null
Button/styles/focus = null
Button/styles/hover = null
Button/styles/normal = ExtResource( 1 )
Button/styles/pressed = ExtResource( 1 )
ItemList/colors/font_color = Color( 0, 0, 0, 1 )
ItemList/colors/font_color_selected = Color( 1, 1, 1, 1 )
ItemList/colors/guide_color = Color( 0, 0, 0, 0.1 )
ItemList/constants/hseparation = 4
ItemList/constants/icon_margin = 4
ItemList/constants/line_separation = 2
ItemList/constants/vseparation = 2
ItemList/fonts/font = null
ItemList/styles/bg = ExtResource( 1 )
ItemList/styles/bg_focus = ExtResource( 1 )
ItemList/styles/cursor = null
ItemList/styles/cursor_unfocused = ExtResource( 1 )
ItemList/styles/selected = null
ItemList/styles/selected_focus = null
Label/colors/font_color = Color( 0, 0, 0, 1 )
Label/colors/font_color_shadow = Color( 0, 0, 0, 0 )
Label/colors/font_outline_modulate = Color( 1, 1, 1, 1 )
Label/constants/line_spacing = 3
Label/constants/shadow_as_outline = 0
Label/constants/shadow_offset_x = 1
Label/constants/shadow_offset_y = 1
Label/fonts/font = ExtResource( 3 )
Label/styles/normal = ExtResource( 1 )
LineEdit/colors/clear_button_color = Color( 0.88, 0.88, 0.88, 1 )
LineEdit/colors/clear_button_color_pressed = Color( 1, 1, 1, 1 )
LineEdit/colors/cursor_color = Color( 0.94, 0.94, 0.94, 1 )
LineEdit/colors/font_color = Color( 0, 0, 0, 1 )
LineEdit/colors/font_color_selected = Color( 0, 0, 0, 1 )
LineEdit/colors/font_color_uneditable = Color( 0.88, 0.88, 0.88, 0.5 )
LineEdit/colors/selection_color = Color( 0.49, 0.49, 0.49, 1 )
LineEdit/constants/minimum_spaces = 12
LineEdit/fonts/font = null
LineEdit/icons/clear = null
LineEdit/styles/focus = null
LineEdit/styles/normal = ExtResource( 1 )
LineEdit/styles/read_only = null
MarginContainer/constants/margin_bottom = 0
MarginContainer/constants/margin_left = 0
MarginContainer/constants/margin_right = 0
MarginContainer/constants/margin_top = 0
Panel/styles/panel = ExtResource( 1 )
PanelContainer/styles/panel = ExtResource( 1 )
Tabs/colors/font_color_bg = Color( 0, 0, 0, 1 )
Tabs/colors/font_color_disabled = Color( 0.9, 0.9, 0.9, 0.2 )
Tabs/colors/font_color_fg = Color( 0, 0, 0, 1 )
Tabs/constants/hseparation = 4
Tabs/constants/label_valign_bg = 2
Tabs/constants/label_valign_fg = 0
Tabs/constants/top_margin = 24
Tabs/fonts/font = ExtResource( 3 )
Tabs/icons/close = null
Tabs/icons/decrement = null
Tabs/icons/decrement_highlight = null
Tabs/icons/increment = null
Tabs/icons/increment_highlight = null
Tabs/styles/button = ExtResource( 1 )
Tabs/styles/button_pressed = null
Tabs/styles/panel = ExtResource( 1 )
Tabs/styles/tab_bg = ExtResource( 1 )
Tabs/styles/tab_disabled = null
Tabs/styles/tab_fg = ExtResource( 1 )
TextEdit/colors/background_color = Color( 1, 1, 1, 1 )
TextEdit/colors/bookmark_color = Color( 0.08, 0.49, 0.98, 1 )
TextEdit/colors/brace_mismatch_color = Color( 1, 0.2, 0.2, 1 )
TextEdit/colors/breakpoint_color = Color( 0.8, 0.8, 0.4, 0.2 )
TextEdit/colors/caret_background_color = Color( 0, 0, 0, 1 )
TextEdit/colors/caret_color = Color( 0.88, 0.88, 0.88, 1 )
TextEdit/colors/code_folding_color = Color( 0.8, 0.8, 0.8, 0.8 )
TextEdit/colors/completion_background_color = Color( 0.17, 0.16, 0.2, 1 )
TextEdit/colors/completion_existing_color = Color( 0.87, 0.87, 0.87, 0.13 )
TextEdit/colors/completion_font_color = Color( 0.67, 0.67, 0.67, 1 )
TextEdit/colors/completion_scroll_color = Color( 1, 1, 1, 1 )
TextEdit/colors/completion_selected_color = Color( 0.26, 0.26, 0.27, 1 )
TextEdit/colors/current_line_color = Color( 0.25, 0.25, 0.26, 0.8 )
TextEdit/colors/executing_line_color = Color( 0.2, 0.8, 0.2, 0.4 )
TextEdit/colors/font_color = Color( 0.00392157, 0.00392157, 0.00392157, 1 )
TextEdit/colors/font_color_readonly = Color( 0.0588235, 0.0588235, 0.0588235, 0.501961 )
TextEdit/colors/font_color_selected = Color( 0, 0, 0, 1 )
TextEdit/colors/function_color = Color( 0.4, 0.64, 0.81, 1 )
TextEdit/colors/line_number_color = Color( 0.67, 0.67, 0.67, 0.4 )
TextEdit/colors/mark_color = Color( 1, 0.4, 0.4, 0.4 )
TextEdit/colors/member_variable_color = Color( 0.9, 0.31, 0.35, 1 )
TextEdit/colors/number_color = Color( 0.92, 0.58, 0.2, 1 )
TextEdit/colors/safe_line_number_color = Color( 0.67, 0.78, 0.67, 0.6 )
TextEdit/colors/selection_color = Color( 0.49, 0.49, 0.49, 1 )
TextEdit/colors/symbol_color = Color( 0.94, 0.94, 0.94, 1 )
TextEdit/colors/word_highlighted_color = Color( 0.8, 0.9, 0.9, 0.15 )
TextEdit/constants/completion_lines = 7
TextEdit/constants/completion_max_width = 50
TextEdit/constants/completion_scroll_width = 3
TextEdit/constants/line_spacing = 4
TextEdit/fonts/font = ExtResource( 4 )
TextEdit/icons/fold = null
TextEdit/icons/folded = null
TextEdit/icons/space = null
TextEdit/icons/tab = null
TextEdit/styles/completion = ExtResource( 1 )
TextEdit/styles/focus = ExtResource( 1 )
TextEdit/styles/normal = ExtResource( 1 )
TextEdit/styles/read_only = ExtResource( 1 )
VBoxContainer/constants/separation = 4

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[gd_resource type="Environment" load_steps=2 format=2]
[sub_resource type="ProceduralSky" id=1]
[resource]
background_mode = 2
background_sky = SubResource( 1 )

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#BUT_HISTORY:
# Unique script attached to the But_History to hide/show history versus
# current game page.
tool
extends Button
onready var game_history_array = get_node("/root/History").historyScreensSingleton.output_history_array
var is_history = false
func _on_But_History_button_up():
var history_pager_button = get_node("../../ItemList/But_History_Page")
var history_rows_node = get_node("../../GameInfo/HistoryRows")
var current_text_node = get_node("../../GameInfo/CurrentText")
var option_one = get_node("../../InputArea/VBoxContainer/option1")
var option_two = get_node("../../InputArea/VBoxContainer/option2")
var option_three = get_node("../../InputArea/VBoxContainer/option3")
if(!is_history):
if(game_history_array != null):
history_rows_node.add_child(game_history_array[0])
history_pager_button.show()
history_rows_node.show()
current_text_node.hide()
option_one.hide()
option_two.hide()
option_three.hide()
is_history = true
else:
history_pager_button.hide()
history_rows_node.hide()
current_text_node.show()
option_one.show()
option_two.show()
option_three.show()
is_history = false

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#BUT_HISTORY_PAGE:
# Unique paging script for showing next page in the history game's history
# array.
tool
extends Button
var current_page = 0
func _on_But_History_Page_button_up():
var game_history_array = get_node("/root/History").historyScreensSingleton.output_history_array
var history_rows_node = get_node("../../GameInfo/HistoryRows")
if(current_page < game_history_array.size()-1):
current_page += 1
else:
current_page = 0
history_rows_node.remove_child(history_rows_node.get_child(0))
history_rows_node.add_child(game_history_array[current_page])

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#But_MoreOptions:
# For these options, we leave the game object active and manually add and remove
# the scenes as needed.
tool
extends Button
#Creates param usable in the UI; and the params next to export make it string and file browser
export(String, FILE) var next_scene_path: = ""
func _on_But_MoreOptions_button_up():
var root = get_node("/root")
var gameCurrent = get_node("/root/Game")
var gameSingleton = get_node("/root/GameCurrent")
var nextScene = load(next_scene_path)
gameSingleton.gameCurrent_scene = gameCurrent
root.remove_child(gameCurrent)
nextScene = nextScene.instance()
root.add_child(nextScene)
func _get_configuration_warning() -> String:
return "next_scene_path must be set for this button to work" if next_scene_path == "" else ""

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[gd_scene load_steps=2 format=2]
[ext_resource path="res://assets/liberation_serif_30pt.tres" type="DynamicFont" id=1]
[node name="option1" type="Button"]
margin_right = 706.0
margin_bottom = 36.0
custom_fonts/font = ExtResource( 1 )
text = "Option 1"
align = 0
__meta__ = {
"_edit_use_anchors_": false
}

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#GAME:
# Controls output space, loading descriptions and options for each locale and
# appending to the history array.
extends Control
#Source for module file: to the GU
#export(String, FILE, "*.json") var module_file_path:String
#DKM TEMP:
var module_file_path = "res://_userFiles/Module_Demo_001.json"
onready var history_source = get_node("/root/History").historyScreensSingleton
onready var settings = get_node("/root/GlobalSaveInstance").settingsInstance
#Abstract class we instance when wanted in game as child of HistoryReference
const TextOutput = preload("res://UserInterface/Response.tscn")
const InputResponse = preload("res://UserInterface/InputResponse.tscn")
const OptionOutput = preload("res://UserInterface/Option.tscn")
onready var current_text = $Background/MarginContainer/Rows/GameInfo/CurrentText
onready var options_container = $Background/MarginContainer/Rows/InputArea/ScrollContainer/OptionsContainer
onready var pSingleton = get_node("/root/PlayerCharacter")
onready var charSheet = $Con_charSheet/MarginContainer/VBoxContainer/CharacterSheet
#DKM TEMP: this is just a temp file solution for grabbing map/module, will be replaced with DB
# or desired load approach
onready var module_map = "res://_userFiles/temp_map.save"
var nodeArray
func _ready() -> void:
save_module()
theme=load(settings.themeFile)
#DKM TEMP: testing:
var moduleDict = loadJSONToDict(module_file_path)
#DKM TEMP: this needs to be refactored to reposition this initialization
var i = 0
#print("Looking for JSON at: " + module_file_path)
#print("Json returned as: " + str(moduleDict))
var initialNode = Locale.new()
nodeArray = [initialNode]
for moduleNode in moduleDict.values():
if nodeArray.size() <= i:
var newNode = Locale.new()
nodeArray.append(newNode)
nodeArray[i].locale_name = moduleNode.get("Id")
nodeArray[i].locale_description = moduleNode.get("Text")
nodeArray[i].locale_action = moduleNode.get("Action")
var actionParameters = moduleNode.get("A_Params")
for p in actionParameters:
nodeArray[i].locale_action_params.append(p)
var nodeOptions = moduleNode.get("Option_Labels")
for option in nodeOptions:
nodeArray[i].options_array.append(option)
#print("For #" + str(i) + ": appended option of: " + str(option))
var nodeDestinations = moduleNode.get("Option_GoTos")
for dest in nodeDestinations:
nodeArray[i].destinations_array.append(dest)
#print("For #" + str(i) + ": appended go to destination of: " + str(dest))
#print("Node array name for #" + str(i) + ": " + nodeArray[i].locale_name)
i = i+1
current_text.show()
#Load character sheet:
charSheet.text = pSingleton.pc.pcText
create_response(nodeArray[0].locale_description)
#DKM TEMP: another that needs to be broken out when ready:
clear_prior_options()
i = 0
for option in nodeArray[0].options_array:
var destArr = nodeArray[0].destinations_array
create_option(option, destArr[i])
i = i+1
options_container.get_child(0).grab_focus()
#DKM TEMP: convert JSON file to dictionary for module import:
func loadJSONToDict(filepath:String)->Dictionary:
var file = File.new()
#assert file.file_exists(filepath)
file.open(filepath,file.READ)
var moduleDict = parse_json(file.get_as_text())
#assert moduleDict.size() > 0
return moduleDict
#Handles input text
func create_response(response_text: String):
var response = TextOutput.instance()
response.text = response_text
add_response_to_game(response)
#Copies the response output to add to both current game output, and the
# history array.
func add_response_to_game(response: Control):
add_response_to_history(response)
if(current_text.get_child_count() > 0):
current_text.remove_child(current_text.get_child(0))
current_text.add_child(response)
func add_response_to_history(response: Control) -> void:
#DKM TEMP: so here we
#1. var response_history = response.duplicate()
var response_for_history = response.duplicate()
#2. get the history array from the singleton,
#3. Add this to the history array
history_source.output_history_array.append(response_for_history)
func clear_prior_options() -> void:
for n in options_container.get_children():
options_container.remove_child(n)
n.queue_free()
func create_option(option: String, dest: String) -> void:
#print("Received request to make option for label: " + option +"; and destination: " + dest)
var optionNew = OptionOutput.instance()
optionNew.destinationLabel = dest
optionNew.text = option
add_option_to_game(optionNew)
func add_option_to_game(optionNew: Control) -> void:
options_container.add_child(optionNew)
var newOptNumber = options_container.get_child_count()
if newOptNumber-1 >= 0:
#print("New added opt is: " + str(newOptNumber-1))
options_container.get_child(newOptNumber-1).connect("option_pressed", self, "_on_option_pressed")
#DKM TEMP: these need to be dynamically added with the options themselves
func _on_option_pressed(destinationSelected: String) -> void:
#print("Destination node for pressed option is: " + destinationSelected)
change_node(destinationSelected)
func get_node_by_name(nodeName: String) -> Locale:
for n in nodeArray:
if n.locale_name == nodeName:
return n
return nodeArray[0]
func change_node(destinationNode: String, destinationParams: Array = []) -> void:
var target_Locale = get_node_by_name(destinationNode)
#Run provided action:
if target_Locale.locale_action == "ShowText":
action_show_text(target_Locale)
elif target_Locale.locale_action == "RollDice" && target_Locale.destinations_array.size() == 1:
action_roll_die(target_Locale)
#DKM TEMP: testing passed param handling by node to node
elif target_Locale.locale_action == "TestHandleNodeParams":
create_response(target_Locale.locale_description + str(destinationParams))
clear_prior_options()
var i = 0
for option in target_Locale.options_array:
var destArr = target_Locale.destinations_array
create_option(option, destArr[i])
i = i+1
options_container.get_child(0).grab_focus()
func action_show_text(newLocale: Locale) -> void:
create_response(newLocale.locale_description)
clear_prior_options()
var i = 0
for option in newLocale.options_array:
var destArr = newLocale.destinations_array
create_option(option, destArr[i])
i = i+1
func action_roll_die(newLocale: Locale) -> void:
print("Running test action " + newLocale.locale_action + "; with parameters of: ")
var nodeParameters = []
for param in newLocale.locale_action_params:
print(param)
nodeParameters.append(param)
#DKM TEST: testing the die roller with Andrew's code; randomly assigning percentage to pass.
# Should this param be optional if you purely want to roll dice?
var dieParams = nodeParameters
DiceRoller.dieManager.clearData()
DiceRoller.dieManager.setDieManager(dieParams, 0.5)
var result = DiceRoller.dieManager.rollDice()
print("Rolled values: " + str(result[0]))
#DKM TEMP: Andrew's code for ref:
#assigning variable names to each of them for better clarity
# var rolledValues = result[0]
# var percentRolled = result[1]
# var passResult = result[2]
# var neededPercent = result[3]
# var degreeOfSuccess = result[4]
# var dice = result[5]
change_node(newLocale.destinations_array[0], result[0])
#DKM TEMP: saves the entire scene in one packed scene file
func save_module():
var scene = PackedScene.new()
scene.pack(self)
ResourceSaver.save("user://game_01.tscn", scene)

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[gd_scene load_steps=5 format=2]
[ext_resource path="res://gamePlay/But_Option.tscn" type="PackedScene" id=1]
[ext_resource path="res://gamePlay/Game.gd" type="Script" id=2]
[ext_resource path="res://assets/ui_controlNode_dark_theme.tres" type="Theme" id=3]
[ext_resource path="res://gamePlay/But_MoreOptions.gd" type="Script" id=9]
[node name="Game" type="Control"]
anchor_right = 1.0
anchor_bottom = 1.0
theme = ExtResource( 3 )
script = ExtResource( 2 )
__meta__ = {
"_edit_use_anchors_": false
}
[node name="Background" type="PanelContainer" parent="."]
anchor_right = 1.0
anchor_bottom = 1.0
margin_right = -274.0
__meta__ = {
"_edit_use_anchors_": false
}
[node name="MarginContainer" type="MarginContainer" parent="Background"]
margin_left = 1.0
margin_top = 1.0
margin_right = 749.0
margin_bottom = 599.0
custom_constants/margin_right = 20
custom_constants/margin_top = 10
custom_constants/margin_left = 20
custom_constants/margin_bottom = 20
[node name="Rows" type="VBoxContainer" parent="Background/MarginContainer"]
margin_left = 20.0
margin_top = 10.0
margin_right = 728.0
margin_bottom = 578.0
custom_constants/separation = 10
[node name="ItemList" type="ItemList" parent="Background/MarginContainer/Rows"]
margin_right = 708.0
margin_bottom = 40.0
rect_min_size = Vector2( 0, 40 )
[node name="But_MoreOptions" type="Button" parent="Background/MarginContainer/Rows/ItemList"]
margin_right = 197.0
margin_bottom = 36.0
text = "More Options"
script = ExtResource( 9 )
__meta__ = {
"_edit_use_anchors_": false
}
next_scene_path = "res://Screens/MoreOptions.tscn"
[node name="GameInfo" type="PanelContainer" parent="Background/MarginContainer/Rows"]
margin_top = 50.0
margin_right = 708.0
margin_bottom = 438.0
size_flags_vertical = 3
[node name="CurrentText" type="VBoxContainer" parent="Background/MarginContainer/Rows/GameInfo"]
margin_left = 1.0
margin_top = 1.0
margin_right = 707.0
margin_bottom = 387.0
size_flags_horizontal = 3
size_flags_vertical = 3
custom_constants/separation = 20
[node name="InputArea" type="PanelContainer" parent="Background/MarginContainer/Rows"]
margin_top = 448.0
margin_right = 708.0
margin_bottom = 568.0
rect_min_size = Vector2( 0, 120 )
[node name="ScrollContainer" type="ScrollContainer" parent="Background/MarginContainer/Rows/InputArea"]
margin_left = 1.0
margin_top = 1.0
margin_right = 707.0
margin_bottom = 119.0
[node name="OptionsContainer" type="VBoxContainer" parent="Background/MarginContainer/Rows/InputArea/ScrollContainer"]
margin_right = 108.0
margin_bottom = 36.0
custom_constants/separation = 5
[node name="option1" parent="Background/MarginContainer/Rows/InputArea/ScrollContainer/OptionsContainer" instance=ExtResource( 1 )]
margin_right = 108.0
[node name="Con_charSheet" type="PanelContainer" parent="."]
anchor_left = 1.0
anchor_right = 1.0
margin_left = -294.0
margin_bottom = 406.0
__meta__ = {
"_edit_use_anchors_": false
}
[node name="MarginContainer" type="MarginContainer" parent="Con_charSheet"]
margin_left = 1.0
margin_top = 1.0
margin_right = 293.0
margin_bottom = 405.0
[node name="VBoxContainer" type="VBoxContainer" parent="Con_charSheet/MarginContainer"]
margin_right = 292.0
margin_bottom = 404.0
[node name="IL_cs_label" type="ItemList" parent="Con_charSheet/MarginContainer/VBoxContainer"]
margin_right = 292.0
margin_bottom = 40.0
rect_min_size = Vector2( 0, 40 )
__meta__ = {
"_edit_use_anchors_": false
}
[node name="Label" type="Label" parent="Con_charSheet/MarginContainer/VBoxContainer/IL_cs_label"]
anchor_left = 0.5
anchor_right = 0.5
margin_left = -141.0
margin_right = 141.0
margin_bottom = 43.0
text = "Character Sheet"
align = 1
valign = 1
__meta__ = {
"_edit_use_anchors_": false
}
[node name="CharacterSheet" type="TextEdit" parent="Con_charSheet/MarginContainer/VBoxContainer"]
margin_top = 44.0
margin_right = 292.0
margin_bottom = 404.0
size_flags_vertical = 3
readonly = true
wrap_enabled = true
__meta__ = {
"_edit_use_anchors_": false
}
[node name="Con_chatScreen" type="PanelContainer" parent="."]
anchor_left = 1.0
anchor_top = 1.0
anchor_right = 1.0
anchor_bottom = 1.0
margin_left = -292.0
margin_top = -196.0
__meta__ = {
"_edit_use_anchors_": false
}
[node name="VBoxContainer" type="VBoxContainer" parent="Con_chatScreen"]
margin_left = 1.0
margin_top = 1.0
margin_right = 291.0
margin_bottom = 195.0
size_flags_horizontal = 3
size_flags_vertical = 3
[node name="IL_cs_label" type="ItemList" parent="Con_chatScreen/VBoxContainer"]
margin_right = 290.0
margin_bottom = 40.0
rect_min_size = Vector2( 0, 40 )
__meta__ = {
"_edit_use_anchors_": false
}
[node name="Label" type="Label" parent="Con_chatScreen/VBoxContainer/IL_cs_label"]
anchor_left = 0.5
anchor_right = 0.5
margin_left = -142.0
margin_right = 142.0
margin_bottom = 43.0
text = "Chat"
align = 1
valign = 1
__meta__ = {
"_edit_use_anchors_": false
}
[node name="ChatScreen" type="TextEdit" parent="Con_chatScreen/VBoxContainer"]
margin_top = 44.0
margin_right = 290.0
margin_bottom = 194.0
size_flags_vertical = 3
text = "Nothing yet
"
readonly = true
__meta__ = {
"_edit_use_anchors_": false
}
[connection signal="button_up" from="Background/MarginContainer/Rows/ItemList/But_MoreOptions" to="Background/MarginContainer/Rows/ItemList/But_MoreOptions" method="_on_But_MoreOptions_button_up"]

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#This script is for the overarching node that will contain the diemanager singleton
#It should be the only one of the die scripts that is attached onto a node.
extends Control
#desired dice types and needed percentage to pass are selected by game/user
#desiredDice takes an int array representing the # sides on the die/dice
#neededPercentageToPass takes a float that
export var desiredDice: Array
export var neededPercentageToPass: float
#Define dieManager variable
var dieManager
func _ready():
#create diemanager object
dieManager = DieManager.new(desiredDice, neededPercentageToPass)
#function gets the result of the roll(s) and shows it in the UI
func _on_Die_button_down():
#rollDice function returns an array with the following elements in the following positions:
#rollDice result: [[rolledValues], percentRolled, passResult, neededPercent, degreeOfSuccess, dice]
var result = dieManager.rollDice()
#assigning variable names to each of them for better clarity
var rolledValues = result[0]
var percentRolled = result[1]
var passResult = result[2]
var neededPercent = result[3]
var degreeOfSuccess = result[4]
var dice = result[5]
#Check if passed or not
if passResult:
$Outcome.text = "Successful Roll!"
else:
$Outcome.text = "Failed Roll!"
var diceResultText = "Rolled Values:\n"
#Prints the integer calues of each die rolled in the form: "D(num faces): (value rolled)"
for i in range(dice.size()):
diceResultText += ("D" + str(dice[i]) + ": " + str(rolledValues[i]) + "\n")
#changing labels on screen
$RolledValues.text = diceResultText
$PercentNeeded.text = "Percent Needed to Pass: " + str(neededPercent * 100) + "%"
$PercentRolled.text = "Percent Rolled: " + str(percentRolled * 100) + "%"
$DegreeOfSuccess.text = "Degree of Success: " + str(degreeOfSuccess * 100) + "%"
#revealing labels to user
$Outcome.show()
$RolledValues.show()
$PercentNeeded.show()
$PercentRolled.show()
$DegreeOfSuccess.show()
#Calls the cleardata method for the diemanager and hides the text on screen
func _on_Reset_button_down():
$Outcome.hide()
$PercentNeeded.hide()
$PercentRolled.hide()
$DegreeOfSuccess.hide()
$RolledValues.hide()
dieManager.clearData()
dieManager.setDieManager(desiredDice, neededPercentageToPass)

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#Die class
extends Node2D
class_name Die
#value of selected die type
var numFaces: int
#Class constructor
func _init(value):
numFaces = value
#returns an integer value of the rolled result (assuming the die is a valid type)
func rollDie():
randomize()
var rolledNum
rolledNum = randi() % numFaces + 1
return rolledNum
#Returns the number of faces on this die
func getNumFaces():
return numFaces

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#This is the diemanager script that controls the rolling of the die/dice as well as calculates
#the end result
class_name DieManager
extends Node2D
#Array of the desired dice values to mod god wants
var desiredDice: Array
#User can select the percentage needed for a successful roll
var neededPercentageToPass: float
var validDieTypes = [4, 6, 8, 10, 12, 20]
#boolean for if a percentageroll is taking place
#we need a boolean for this because the way a percentage roll is calculated
#with two D10s is different than if one were using other dice
var isPercentageRoll = false
#diceUsed holds the dice objects that are rolled
var diceUsed = []
#rolledValues holds the integer value rolled from each die
var rolledValues = []
#boolean based on whether the overall roll passed or not
var passedRoll
#float holding the degree of success (rolledVal - neededPercentageToPass)
var degreeOfSuccess
#Constructor for diemanager class
func _init(dice, percent):
desiredDice = dice
neededPercentageToPass = percent
loadData()
#set values of diemanager
func setDieManager(dice, percent):
desiredDice = dice
neededPercentageToPass = percent
loadData()
#Load the diceInPlay array
func loadData():
for elem in desiredDice:
if elem in validDieTypes:
diceUsed.append(Die.new(elem))
#conditional to check if two D10s are being used
#if so, we know that a percentage roll is taking place
if len(desiredDice) == 2 && desiredDice[0] == 10 && desiredDice[1] == 10:
isPercentageRoll = true
#Resets the data in the script
func clearData():
isPercentageRoll = false
rolledValues = []
desiredDice = []
diceUsed = []
neededPercentageToPass = 0
#Returns the percent value of an individual die
#Stores the rolled value in rolledValues
func returnDiePercentage(inputedDie):
#In case this method is being called on no dice
if len(diceUsed) == 0:
push_error("Cannot roll without any dice!")
var rolledVal = inputedDie.rollDie()
#add rolled integer value to array
rolledValues.append(rolledVal)
#Checks if a percentageroll is being done
if isPercentageRoll:
#This conditional is used to detemrine if the rolled value is
#for the tens or ones digit
return float(rolledVal % 10)
return float(rolledVal) / float(inputedDie.numFaces)
#Rolls all of the dice in diceUsed
#returns the average of all the percentages
func rollDice():
#In case this method is being called on no dice
if len(diceUsed) == 0:
push_error("Cannot roll without any dice!")
#denominator will equal the total number of dice rolled
var denominator = 0
#sum of floats of all rolled die percentages
var sumOfPercentages = 0
if isPercentageRoll:
sumOfPercentages += (returnDiePercentage(diceUsed[0]) / 10.0) + (returnDiePercentage(diceUsed[1]) / 100.0)
else:
#DKM TEMP: not percentage roll:
print("TEMP: not percentage roll")
for die in diceUsed:
sumOfPercentages += returnDiePercentage(die)
denominator += 1
var result = []
result.append(rolledValues)
if isPercentageRoll:
#Percentage roll result remains the sum of the rolls
result.append(sumOfPercentages)
else:
if denominator == 0:
result.append(0)
#result is average of sum of percentages otherwise rounded to 2 decimcal places
result.append(stepify((float(sumOfPercentages) / float(denominator)), 0.0001))
passedRoll = (result[1] >= neededPercentageToPass)
#NOTE: degree of success is always calculated regardlesss of success/failure. Let me know if this should be changed
degreeOfSuccess = result[1] - neededPercentageToPass
result.append(passedRoll)
result.append(neededPercentageToPass)
result.append(degreeOfSuccess)
result.append(desiredDice)
#rollDice result: [[rolledValues], percentRolled, passResult, neededPercent, degreeOfSuccess, dice]
return result

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#PLAYER CHARACTER:
# Unique handler script for root PC singleton. May be adapted for
# player loading and saving functionality
extends Node
var pc
func _ready() -> void:
pc = playerCharacterTemplate.new()

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#gameCurrent:
# Simple singleton script for storing persistent game cene paths.
# These must then not be destroyed, but manually removed as a child of the
# node and they can always be re-added as needed.
extends Node
var gameCurrent_scene

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extends Node
# Declare new settings template object
var settingsInstance = PlayerSettingsTemplate.new()
var settings_file = "res://_userFiles/PlayerPreferences.cfg"
func _ready() -> void:
load_settings_file()
#Config/ini:
func load_settings_file():
var config = ConfigFile.new()
# Load data from a file.
var err = config.load(settings_file)
# If the file didn't load, ignore it.
if err != OK:
return
#Preferences:
settingsInstance.inputName = config.get_value("player_preferences", "player_name")
settingsInstance.riskFactor = config.get_value("player_preferences", "risk_threshold")
#Controls:
settingsInstance.fontSize = config.get_value("visual_controls", "font_size")
settingsInstance.brightness = config.get_value("visual_controls", "brightness")
#General Settings:
settingsInstance.volume = config.get_value("general_settings", "volume")
settingsInstance.bClosedCaptions = config.get_value("general_settings", "closed_captions")
settingsInstance.bdevConsole = config.get_value("general_settings", "dev_console")
#Keyboard:
settingsInstance.visualKeyboardLayout = config.get_value("virtual_keyboard", "keyboard_layout")
#Theme:
settingsInstance.themeChoiceInt = config.get_value("theme", "theme_selection")
load_themeFile()
#DKM TEMP: working
print("Input name loaded as: " + str(settingsInstance.inputName))
print("Theme loaded as: " + str(settingsInstance.themeFile))
func load_themeFile() -> void:
#DKM TEMP: this shouldn't be hard-coded:
if(settingsInstance.themeChoiceInt == 1):
settingsInstance.themeFile = "res://assets/ui_controlNode_light_theme.tres"
else:
settingsInstance.themeFile = "res://assets/ui_controlNode_dark_theme.tres"

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#HISTORY:
# Unique handler script for root history singleton. May be adapted for
# history loading and saving functionality
extends Node
#DKM TEMP: not a cfg?
var history_file = "user://history.tres"
var historyScreensSingleton
var testing = false
func _ready() -> void:
if(testing):
historyScreensSingleton = load_history_file()
if (historyScreensSingleton == null):
historyScreensSingleton = HistoryScreensTemplateSingleton.new()
#DKM temp:
print("Loaded history array size is: " + str(historyScreensSingleton.output_history_array.size()))
#DKM TEMP: load using tres format:
func load_history_file() -> HistoryScreensTemplateSingleton:
if ResourceLoader.exists(history_file):
var history = ResourceLoader.load(history_file)
if history is HistoryScreensTemplateSingleton:
return history
else: return null
else:
return null

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#PLAYERSETTINGSTEMPLATE:
# Class for holding history screens
extends Resource
class_name HistoryScreensTemplateSingleton
var output_history_array = Array()

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#PLAYER CHARACTER TEMPLATE:
# Template for holding loaded/current character
extends Resource
class_name playerCharacterTemplate
var pcText = ""

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extends Node
class_name PlayerSettingsTemplate
# Declare Setting Options, to be used inside of the settings menu
var inputName = "none"
var riskFactor = 0
var brightness = 3
var fontSize = 11
var volume = 6
var bClosedCaptions = true
var bdevConsole = false
var bVirtualKeyboard = false
# Setting of 0 is Qwerty, Setting of 1 is Davorak, Setting of 2 is Alphabetical
var visualKeyboardLayout = 0
# Setting of 0 is dark, setting of 1 is light, and so on
var themeChoiceInt = 0
var themeFile = "res://assets/ui_controlNode_dark_theme.tres"
func _ready():
pass

Binary file not shown.

After

Width:  |  Height:  |  Size: 3.2 KiB

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[remap]
importer="texture"
type="StreamTexture"
path="res://.import/icon.png-487276ed1e3a0c39cad0279d744ee560.stex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://icon.png"
dest_files=[ "res://.import/icon.png-487276ed1e3a0c39cad0279d744ee560.stex" ]
[params]
compress/mode=0
compress/lossy_quality=0.7
compress/hdr_mode=0
compress/bptc_ldr=0
compress/normal_map=0
flags/repeat=0
flags/filter=true
flags/mipmaps=false
flags/anisotropic=false
flags/srgb=2
process/fix_alpha_border=true
process/premult_alpha=false
process/HDR_as_SRGB=false
process/invert_color=false
stream=false
size_limit=0
detect_3d=true
svg/scale=1.0

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; Engine configuration file.
; It's best edited using the editor UI and not directly,
; since the parameters that go here are not all obvious.
;
; Format:
; [section] ; section goes between []
; param=value ; assign values to parameters
config_version=4
_global_script_classes=[ {
"base": "Node2D",
"class": "Die",
"language": "GDScript",
"path": "res://globalScripts/Die.gd"
}, {
"base": "Node2D",
"class": "DieManager",
"language": "GDScript",
"path": "res://globalScripts/DieManager.gd"
}, {
"base": "Resource",
"class": "HistoryScreensTemplateSingleton",
"language": "GDScript",
"path": "res://globalScripts/historyScreensTemplate.gd"
}, {
"base": "PanelContainer",
"class": "Locale",
"language": "GDScript",
"path": "res://userInterface/Locale.gd"
}, {
"base": "Node",
"class": "PlayerSettingsTemplate",
"language": "GDScript",
"path": "res://globalScripts/playerSettingsTemplate.gd"
}, {
"base": "Resource",
"class": "playerCharacterTemplate",
"language": "GDScript",
"path": "res://globalScripts/playerCharacterTemplate.gd"
} ]
_global_script_class_icons={
"Die": "",
"DieManager": "",
"HistoryScreensTemplateSingleton": "",
"Locale": "",
"PlayerSettingsTemplate": "",
"playerCharacterTemplate": ""
}
[application]
config/name="MergedMaster_2022_0918A"
run/main_scene="res://Screens/MenuScreen.tscn"
config/icon="res://icon.png"
[autoload]
History="*res://globalScripts/history.gd"
PlayerCharacter="*res://globalScripts/PlayerCharacter.gd"
DiceRoller="*res://globalScripts/DiceRoller.gd"
GlobalSaveInstance="*res://globalScripts/globalSaveInstance.gd"
GameCurrent="*res://globalScripts/gameCurrent.gd"
[physics]
common/enable_pause_aware_picking=true
[rendering]
environment/default_environment="res://default_env.tres"

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#BUT_HISTORYPAGER:
# Iterates the page number and calls HistoryViewer script to display
# stored page and response fro the history array
#
extends Button
onready var historyViewerScript = get_node("/root/HistoryViewer")
#DKM TEMP: this needs refactoring -- too much being calculated as needed/repeated
func _on_But_HistoryPager_button_up() -> void:
historyViewerScript.update_pager()

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#CHARACTER_ADD:
# Script for adding a new character and both saving it to file and loading
# it into the character object
extends Control
onready var settings = get_node("/root/GlobalSaveInstance").settingsInstance
func _ready() -> void:
theme=load(settings.themeFile)
$Title/But_SaveChar.grab_focus()
func _on_But_SaveChar_pressed() -> void:
$Title/FileDialog.popup()
#DKM TEMP: just text for now from text edit
func _on_FileDialog_file_selected(path: String) -> void:
var pc = get_node("/root/PlayerCharacter")
var newCharFile = File.new()
newCharFile.open(path, 2)
newCharFile.store_string($TextEdit.text)
pc.playerCharacterSingleton.pcText = $TextEdit.text

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[gd_scene load_steps=4 format=2]
[ext_resource path="res://userInterface/Title.tscn" type="PackedScene" id=1]
[ext_resource path="res://userInterface/But_ChangeScene.tscn" type="PackedScene" id=2]
[ext_resource path="res://screens/Character_Add.gd" type="Script" id=3]
[node name="Control" type="Control"]
anchor_right = 1.0
anchor_bottom = 1.0
script = ExtResource( 3 )
__meta__ = {
"_edit_use_anchors_": false
}
[node name="TextEdit" type="TextEdit" parent="."]
margin_left = 215.0
margin_top = 23.0
margin_right = 997.0
margin_bottom = 447.0
[node name="Title" parent="." instance=ExtResource( 1 )]
anchor_left = 0.0
anchor_right = 1.0
anchor_bottom = 1.0
margin_left = 0.0
margin_top = 0.0
margin_right = 0.0
margin_bottom = 0.0
text = "Create Character (temp)"
[node name="But_SaveChar" type="Button" parent="Title"]
margin_right = 12.0
margin_bottom = 20.0
text = "Save Character"
[node name="But_ChangeScene" parent="Title" instance=ExtResource( 2 )]
margin_left = -1.0
margin_top = 48.0
margin_right = 142.0
margin_bottom = 72.0
text = "Temp: Main Menu"
next_scene_path = "res://screens/MenuScreen.tscn"
[node name="But_StartNewGame" parent="Title" instance=ExtResource( 2 )]
margin_top = 98.0
margin_right = 159.0
margin_bottom = 122.0
text = "Temp: Start New Game"
[node name="FileDialog" type="FileDialog" parent="Title"]
margin_left = 164.0
margin_top = 35.0
margin_right = 741.0
margin_bottom = 426.0
access = 1
current_dir = "user://C:/ProgramData/CS_Working/RPGR/Godot_projects/bcirpg_mergedDemo_20220911A"
current_path = "user://C:/ProgramData/CS_Working/RPGR/Godot_projects/bcirpg_mergedDemo_20220911A/"
[node name="VBoxContainer" type="VBoxContainer" parent="Title"]
anchor_left = 0.5
anchor_right = 0.5
margin_left = -20.0
margin_top = 50.0
margin_right = 20.0
margin_bottom = 140.0
[node name="LabelName" type="Label" parent="Title/VBoxContainer"]
margin_right = 81.0
margin_bottom = 31.0
text = "NAME
"
[node name="LineEdit" type="LineEdit" parent="Title/VBoxContainer/LabelName"]
margin_top = 15.0
margin_right = 58.0
margin_bottom = 24.0
[node name="LabelProfession" type="Label" parent="Title/VBoxContainer"]
margin_top = 35.0
margin_right = 81.0
margin_bottom = 66.0
text = "PROFESSION
"
[node name="LineEdit" type="LineEdit" parent="Title/VBoxContainer/LabelProfession"]
margin_top = 15.0
margin_right = 58.0
margin_bottom = 24.0
[node name="LabelStrength" type="Label" parent="Title/VBoxContainer"]
margin_top = 70.0
margin_right = 81.0
margin_bottom = 101.0
text = "STRENGTH
"
[node name="LineEdit" type="LineEdit" parent="Title/VBoxContainer/LabelStrength"]
margin_top = 15.0
margin_right = 58.0
margin_bottom = 24.0
[node name="LabelIntellect" type="Label" parent="Title/VBoxContainer"]
margin_top = 105.0
margin_right = 81.0
margin_bottom = 136.0
text = "INTELLECT
"
[node name="LineEdit" type="LineEdit" parent="Title/VBoxContainer/LabelIntellect"]
margin_top = 15.0
margin_right = 58.0
margin_bottom = 24.0
[node name="LabelWillpower" type="Label" parent="Title/VBoxContainer"]
margin_top = 140.0
margin_right = 81.0
margin_bottom = 171.0
text = "WILLPOWER
"
[node name="LineEdit" type="LineEdit" parent="Title/VBoxContainer/LabelWillpower"]
margin_top = 15.0
margin_right = 58.0
margin_bottom = 24.0
[node name="LabelCharm" type="Label" parent="Title/VBoxContainer"]
margin_top = 175.0
margin_right = 81.0
margin_bottom = 189.0
text = "CHARM"
[node name="LineEdit" type="LineEdit" parent="Title/VBoxContainer/LabelCharm"]
margin_top = 15.0
margin_right = 58.0
margin_bottom = 24.0
[node name="LabelWeapon" type="Label" parent="Title/VBoxContainer"]
margin_top = 193.0
margin_right = 81.0
margin_bottom = 224.0
text = "WEAPON
"
[node name="LineEdit" type="LineEdit" parent="Title/VBoxContainer/LabelWeapon"]
margin_top = 15.0
margin_right = 58.0
margin_bottom = 24.0
[node name="LabelArmor" type="Label" parent="Title/VBoxContainer"]
margin_top = 228.0
margin_right = 81.0
margin_bottom = 242.0
text = "ARMOR"
[node name="LineEdit" type="LineEdit" parent="Title/VBoxContainer/LabelArmor"]
margin_top = 15.0
margin_right = 58.0
margin_bottom = 24.0
[node name="LabelQuote" type="Label" parent="Title/VBoxContainer"]
margin_top = 246.0
margin_right = 81.0
margin_bottom = 260.0
text = "QUOTE"
[node name="LineEdit" type="LineEdit" parent="Title/VBoxContainer/LabelQuote"]
margin_top = 15.0
margin_right = 58.0
margin_bottom = 24.0
[connection signal="pressed" from="Title/But_SaveChar" to="." method="_on_But_SaveChar_pressed"]
[connection signal="file_selected" from="Title/FileDialog" to="." method="_on_FileDialog_file_selected"]

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#CHARACTER_LOAD:
# Script for loading a character file into the character object from file
extends Control
onready var settings = get_node("/root/GlobalSaveInstance").settingsInstance
func _ready() -> void:
theme=load(settings.themeFile)
$Title/But_loadCharacter.grab_focus()
func _on_But_loadCharacter_pressed() -> void:
$LoadCharacter_FileDialog.popup()
#DKM TEMP: we need to load the character item, not display to field
func _on_LoadCharacter_FileDialog_file_selected(path: String) -> void:
print(path)
var charFile = File.new()
charFile.open(path, 1)
var pc = get_node("/root/PlayerCharacter")
pc.playerCharacterSingleton.pcText = charFile.get_as_text()
$TextEdit.text = pc.playerCharacterSingleton.pcText

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[gd_scene load_steps=4 format=2]
[ext_resource path="res://userInterface/Title.tscn" type="PackedScene" id=1]
[ext_resource path="res://userInterface/But_ChangeScene.tscn" type="PackedScene" id=2]
[ext_resource path="res://screens/Character_Load.gd" type="Script" id=3]
[node name="Control" type="Control"]
anchor_right = 1.0
anchor_bottom = 1.0
script = ExtResource( 3 )
__meta__ = {
"_edit_use_anchors_": false
}
[node name="TextEdit" type="TextEdit" parent="."]
margin_left = 189.0
margin_top = 18.0
margin_right = 989.0
margin_bottom = 461.0
readonly = true
__meta__ = {
"_edit_use_anchors_": false
}
[node name="Title" parent="." instance=ExtResource( 1 )]
anchor_left = 0.0
anchor_right = 1.0
anchor_bottom = 1.0
margin_left = 0.0
margin_top = 0.0
margin_right = 0.0
margin_bottom = 0.0
text = "Load Character (temp)"
[node name="But_loadCharacter" type="Button" parent="Title"]
margin_left = 22.0
margin_top = 34.0
margin_right = 155.0
margin_bottom = 54.0
text = "Load Character File"
__meta__ = {
"_edit_use_anchors_": false
}
[node name="But_StartNewGame" parent="Title" instance=ExtResource( 2 )]
margin_left = 22.0
margin_top = 71.0
margin_right = 181.0
margin_bottom = 95.0
text = "Temp: Start New Game"
[node name="But_ChangeScene" parent="Title" instance=ExtResource( 2 )]
margin_left = 21.0
margin_top = 109.0
margin_right = 164.0
margin_bottom = 133.0
text = "Temp: Main Menu "
[node name="LoadCharacter_FileDialog" type="FileDialog" parent="."]
margin_left = 193.0
margin_top = 33.0
margin_right = 862.0
margin_bottom = 409.0
window_title = "Open a File"
mode = 0
access = 1
__meta__ = {
"_edit_use_anchors_": false
}
[connection signal="pressed" from="Title/But_loadCharacter" to="." method="_on_But_loadCharacter_pressed"]
[connection signal="file_selected" from="LoadCharacter_FileDialog" to="." method="_on_LoadCharacter_FileDialog_file_selected"]

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#HISTORY_VIEWER:
# Controls output space -- will display the appropriate history array page.
# DKM TEMP: 5/15/22: what's here is replicated from the Game script for starting
# purposes. I have this working in experimental version -- will add this back
# next.
extends Control
onready var settings = get_node("/root/GlobalSaveInstance").settingsInstance
onready var history_source = get_node("/root/History").historyScreensSingleton
onready var current_history = $Background/MarginContainer/Rows/GameInfo/CurrentHistory
#For zero-indexed array position:
onready var current_history_page_no = 0
onready var page_displayer = $Background/MarginContainer/Rows/ItemList/Page_Display
#Abstract class we instance when wanted in game as child of HistoryReference
const TextOutput = preload("res://UserInterface/Response.tscn")
const InputResponse = preload("res://UserInterface/InputResponse.tscn")
func _ready() -> void:
theme=load(settings.themeFile)
print("Loaded history array size is: " + str(history_source.output_history_array.size()))
update_pager()
#DKM TEMP:
# page_displayer.text = "1"
# if(current_history.get_child_count() > 0):
# current_history.remove_child(current_history.get_child(0))
# var opening_res = history_source.output_history_array[0]
# current_history.add_child(opening_res)
#Copies the response output to add to both current game output, and the
# history array.
func add_display_to_game(response: Control):
if(current_history.get_child_count() > 0):
current_history.remove_child(current_history.get_child(0))
current_history.add_child(response)
func update_pager():
if(current_history_page_no >= history_source.output_history_array.size()):
current_history_page_no = 0
print("Current page: " + str(current_history_page_no))
add_display_to_game(history_source.output_history_array[current_history_page_no])
current_history_page_no = current_history_page_no +1
page_displayer.text = str(current_history_page_no)

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[gd_scene load_steps=5 format=2]
[ext_resource path="res://screens/HistoryViewer.gd" type="Script" id=1]
[ext_resource path="res://userInterface/But_ChangeScene.tscn" type="PackedScene" id=2]
[ext_resource path="res://assets/ui_controlNode_dark_theme.tres" type="Theme" id=3]
[ext_resource path="res://screens/But_HistoryPager.gd" type="Script" id=4]
[node name="HistoryViewer" type="Control"]
anchor_right = 1.0
anchor_bottom = 1.0
theme = ExtResource( 3 )
script = ExtResource( 1 )
__meta__ = {
"_edit_use_anchors_": false
}
[node name="Background" type="PanelContainer" parent="."]
anchor_right = 1.0
anchor_bottom = 1.0
__meta__ = {
"_edit_use_anchors_": false
}
[node name="MarginContainer" type="MarginContainer" parent="Background"]
margin_left = 1.0
margin_top = 1.0
margin_right = 1023.0
margin_bottom = 599.0
custom_constants/margin_right = 20
custom_constants/margin_top = 10
custom_constants/margin_left = 20
custom_constants/margin_bottom = 20
[node name="Rows" type="VBoxContainer" parent="Background/MarginContainer"]
margin_left = 20.0
margin_top = 10.0
margin_right = 1002.0
margin_bottom = 578.0
custom_constants/separation = 10
[node name="ItemList" type="ItemList" parent="Background/MarginContainer/Rows"]
margin_right = 982.0
margin_bottom = 40.0
rect_min_size = Vector2( 0, 40 )
[node name="But_ChangeScene" parent="Background/MarginContainer/Rows/ItemList" instance=ExtResource( 2 )]
margin_right = 200.0
margin_bottom = 36.0
text = "More Options"
next_scene_path = "res://screens/MoreOptions.tscn"
[node name="But_HistoryPager" type="Button" parent="Background/MarginContainer/Rows/ItemList"]
anchor_left = 0.5
anchor_right = 0.5
margin_left = -84.0
margin_right = 115.0
margin_bottom = 36.0
text = "History Pager"
script = ExtResource( 4 )
__meta__ = {
"_edit_use_anchors_": false
}
[node name="Label" type="Label" parent="Background/MarginContainer/Rows/ItemList"]
anchor_left = 1.0
anchor_right = 1.0
margin_left = -194.94
margin_top = -1.12247
margin_right = -81.9397
margin_bottom = 23.8775
text = "History Page:"
__meta__ = {
"_edit_use_anchors_": false
}
[node name="Page_Display" type="Label" parent="Background/MarginContainer/Rows/ItemList"]
anchor_left = 1.0
anchor_right = 1.0
margin_left = -40.0
margin_bottom = 25.0
__meta__ = {
"_edit_use_anchors_": false
}
[node name="GameInfo" type="PanelContainer" parent="Background/MarginContainer/Rows"]
margin_top = 50.0
margin_right = 982.0
margin_bottom = 568.0
size_flags_vertical = 3
[node name="CurrentHistory" type="VBoxContainer" parent="Background/MarginContainer/Rows/GameInfo"]
margin_left = 1.0
margin_top = 1.0
margin_right = 981.0
margin_bottom = 517.0
size_flags_horizontal = 3
size_flags_vertical = 3
custom_constants/separation = 20
[connection signal="button_up" from="Background/MarginContainer/Rows/ItemList/But_HistoryPager" to="Background/MarginContainer/Rows/ItemList/But_HistoryPager" method="_on_But_HistoryPager_button_up"]

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#GRAB FOCUS: simple script for temp files to grab focus
# Expanded for Import Character option
extends Control
onready var settings = get_node("/root/GlobalSaveInstance").settingsInstance
onready var pSingleton = get_node("/root/PlayerCharacter").pc
var charFilePath
var a
func _ready() -> void:
theme=load(settings.themeFile)
func _on_Button_pressed():
$FileDialog.popup()
#this is going to take information from the file the player chose and put the individul parts into textboxes so it can be edited and then saved
func _on_FileDialog_file_selected(path):
var file = File.new()
#read the text in the file, save it in the variable a
file.open(path, File.READ)
#split by the spaces so the individual pieces can be separated into textboxes
while file.eof_reached() == false:
var csvStrArray = file.get_csv_line()
var i = 0
var isLabel = true
while i < csvStrArray.size():
var csvStr = csvStrArray[i]
if(isLabel):
#make a new textbox for each piece of information
var textLine = Label.new()
$ScrollContainer/VBoxContainer.add_child(textLine)
textLine.text = csvStr.to_upper()
isLabel = false
#DKM TEMP: save this unformatted to the singleton text string
pSingleton.pcText += csvStr.to_upper() + ": "
else:
isLabel = true
var textBox = LineEdit.new()
$ScrollContainer/VBoxContainer.add_child(textBox)
textBox.text = csvStr
#DKM TEMP: save this unformatted to the singleton text string
pSingleton.pcText += csvStr + "\n"
i += 1
file.close()

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[gd_scene load_steps=5 format=2]
[ext_resource path="res://UserInterface/Title.tscn" type="PackedScene" id=1]
[ext_resource path="res://UserInterface/But_ChangeScene.tscn" type="PackedScene" id=2]
[ext_resource path="res://screens/ImportCharacter.gd" type="Script" id=3]
[ext_resource path="res://userInterface/But_PlayButton.gd" type="Script" id=4]
[node name="Control" type="Control"]
anchor_right = 1.0
anchor_bottom = 1.0
script = ExtResource( 3 )
__meta__ = {
"_edit_use_anchors_": false
}
[node name="PopupDialog" type="PopupDialog" parent="."]
anchor_top = 0.5
anchor_bottom = 0.5
[node name="WarnText" type="Label" parent="PopupDialog"]
margin_right = 40.0
margin_bottom = 14.0
text = "Example"
[node name="Background" type="Panel" parent="."]
anchor_right = 1.0
anchor_bottom = 1.0
__meta__ = {
"_edit_use_anchors_": false
}
[node name="FileDialog" type="FileDialog" parent="."]
margin_left = 113.0
margin_top = 24.0
margin_right = 886.0
margin_bottom = 480.0
window_title = "Open a File"
mode = 0
access = 2
current_dir = "/ProgramData/CS_Working/RPGR/Godot_projects/bcirpg_mergedDemo_20220911A"
current_file = "_userData/characterFiles"
current_path = "/ProgramData/CS_Working/RPGR/Godot_projects/bcirpg_mergedDemo_20220911A/_userData/characterFiles"
__meta__ = {
"_edit_use_anchors_": false
}
[node name="Title" parent="." instance=ExtResource( 1 )]
margin_left = -164.0
margin_top = 0.0
margin_right = 164.0
margin_bottom = 14.0
text = "Import Character"
[node name="But_Play" parent="." instance=ExtResource( 2 )]
margin_left = 1.0
margin_top = 34.0
margin_right = 152.0
margin_bottom = 71.0
text = "Start Game"
script = ExtResource( 4 )
next_scene_path = "res://gamePlay/Game.tscn"
[node name="But_Cancel" parent="." instance=ExtResource( 2 )]
margin_left = 1.0
margin_top = 78.0
margin_right = 152.0
margin_bottom = 115.0
text = "Back"
next_scene_path = "res://Screens/MenuScreen.tscn"
[node name="VBoxContainer2" type="VBoxContainer" parent="."]
anchor_left = 0.0634766
anchor_top = 0.0583333
anchor_right = 0.103516
anchor_bottom = 0.0583333
margin_left = 107.0
margin_right = 435.0
margin_bottom = 44.0
alignment = 1
__meta__ = {
"_edit_use_anchors_": true
}
[node name="But_OpenFile" type="Button" parent="VBoxContainer2"]
margin_right = 369.0
margin_bottom = 20.0
text = "Open Character File"
__meta__ = {
"_edit_use_anchors_": false
}
[node name="Save_Button" type="Button" parent="VBoxContainer2"]
margin_top = 24.0
margin_right = 369.0
margin_bottom = 44.0
text = "Save"
[node name="ScrollContainer" type="ScrollContainer" parent="."]
anchor_left = 0.5
anchor_top = 0.5
anchor_right = 0.5
anchor_bottom = 0.5
margin_left = -341.0
margin_top = -175.0
margin_right = 427.0
margin_bottom = 284.0
follow_focus = true
__meta__ = {
"_edit_use_anchors_": false
}
[node name="VBoxContainer" type="VBoxContainer" parent="ScrollContainer"]
__meta__ = {
"_edit_use_anchors_": false
}
[node name="NameLabel" type="Label" parent="ScrollContainer/VBoxContainer"]
visible = false
margin_bottom = 14.0
[node name="LineEdit" type="LineEdit" parent="ScrollContainer/VBoxContainer"]
visible = false
margin_right = 58.0
margin_bottom = 24.0
[connection signal="file_selected" from="FileDialog" to="." method="_on_FileDialog_file_selected"]
[connection signal="pressed" from="VBoxContainer2/But_OpenFile" to="." method="_on_Button_pressed"]

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[gd_scene load_steps=4 format=2]
[ext_resource path="res://UserInterface/Title.tscn" type="PackedScene" id=1]
[ext_resource path="res://UserInterface/But_ChangeScene.tscn" type="PackedScene" id=2]
[ext_resource path="res://screens/grabFocus.gd" type="Script" id=3]
[node name="Control" type="Control"]
anchor_right = 1.0
anchor_bottom = 1.0
script = ExtResource( 3 )
__meta__ = {
"_edit_use_anchors_": false
}
[node name="Title" parent="." instance=ExtResource( 1 )]
anchor_left = 0.0
anchor_right = 1.0
anchor_bottom = 1.0
margin_left = 0.0
margin_top = 0.0
margin_right = 0.0
margin_bottom = 0.0
text = "Multiplayer (temp)"
[node name="But_ChangeScene" parent="Title" instance=ExtResource( 2 )]
text = "Temp: back to menu"
next_scene_path = "res://Screens/MenuScreen.tscn"

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#MENUSCREEN:
# Script purely to grab focus for tabbing control
extends Control
onready var settings = get_node("/root/GlobalSaveInstance").settingsInstance
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
theme=load(settings.themeFile)
$VBoxContainer/But_NewGame.grab_focus()

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[gd_scene load_steps=7 format=2]
[ext_resource path="res://UserInterface/But_ChangeScene.tscn" type="PackedScene" id=1]
[ext_resource path="res://Screens/MenuScreen.gd" type="Script" id=2]
[ext_resource path="res://assets/liberation_serif_40pt.tres" type="DynamicFont" id=3]
[ext_resource path="res://UserInterface/Title.tscn" type="PackedScene" id=5]
[ext_resource path="res://assets/ui_controlNode_dark_theme.tres" type="Theme" id=6]
[ext_resource path="res://UserInterface/But_Quit.tscn" type="PackedScene" id=10]
[node name="MenuScreen" type="Control"]
anchor_right = 1.0
anchor_bottom = 1.0
theme = ExtResource( 6 )
script = ExtResource( 2 )
__meta__ = {
"_edit_use_anchors_": false
}
[node name="Background" type="Panel" parent="."]
anchor_right = 1.0
anchor_bottom = 1.0
__meta__ = {
"_edit_use_anchors_": false
}
[node name="Title" parent="." instance=ExtResource( 5 )]
margin_top = 51.8676
margin_bottom = 117.868
custom_fonts/font = ExtResource( 3 )
[node name="VBoxContainer" type="VBoxContainer" parent="."]
anchor_left = 0.5
anchor_top = 0.5
anchor_right = 0.5
anchor_bottom = 0.5
margin_left = -119.0
margin_top = -152.0
margin_right = 119.0
margin_bottom = 152.0
rect_scale = Vector2( 1.04675, 1.07389 )
__meta__ = {
"_edit_use_anchors_": false
}
[node name="But_NewGame" parent="VBoxContainer" instance=ExtResource( 1 )]
margin_right = 238.0
margin_bottom = 40.0
next_scene_path = "res://screens/PlayerSelection.tscn"
[node name="But_LoadGame" parent="VBoxContainer" instance=ExtResource( 1 )]
margin_top = 44.0
margin_right = 238.0
margin_bottom = 85.0
text = "Load Game"
next_scene_path = "res://screens/LoadGame_temp.tscn"
[node name="But_Multiplayer" parent="VBoxContainer" instance=ExtResource( 1 )]
margin_top = 89.0
margin_right = 238.0
margin_bottom = 130.0
text = "Multiplayer"
next_scene_path = "res://Screens/Multiplayer_temp.tscn"
[node name="But_AddChar" parent="VBoxContainer" instance=ExtResource( 1 )]
margin_top = 134.0
margin_right = 238.0
margin_bottom = 174.0
text = "Add Character"
next_scene_path = "res://Screens/Character_Add.tscn"
[node name="But_ImportChar2" parent="VBoxContainer" instance=ExtResource( 1 )]
margin_top = 178.0
margin_right = 238.0
margin_bottom = 219.0
text = "Import Character"
next_scene_path = "res://Screens/ImportCharacter.tscn"
[node name="But_Settings" parent="VBoxContainer" instance=ExtResource( 1 )]
margin_top = 223.0
margin_right = 238.0
margin_bottom = 264.0
text = "Settings"
next_scene_path = "res://Screens/SettingsMenuControl.tscn"
[node name="But_Quit" parent="VBoxContainer" instance=ExtResource( 10 )]
margin_top = 268.0
margin_right = 238.0
margin_bottom = 304.0
[node name="Version" type="Label" parent="."]
anchor_left = 1.0
anchor_top = 1.0
anchor_right = 1.0
anchor_bottom = 1.0
margin_left = -177.0
margin_top = -44.0
margin_right = -5.0
margin_bottom = -6.0
text = "Version: 0.0.0"
__meta__ = {
"_edit_use_anchors_": false
}

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#MOREOPTIONS:
# Script purely to grab focus for tabbing control
extends Control
onready var settings = get_node("/root/GlobalSaveInstance").settingsInstance
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
theme=load(settings.themeFile)
$VBoxContainer/But_ResumeGame.grab_focus()

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[gd_scene load_steps=5 format=2]
[ext_resource path="res://UserInterface/But_ChangeScene.tscn" type="PackedScene" id=1]
[ext_resource path="res://screens/MoreOptions.gd" type="Script" id=2]
[ext_resource path="res://userInterface/But_ResumeGame.gd" type="Script" id=3]
[ext_resource path="res://assets/ui_controlNode_dark_theme.tres" type="Theme" id=6]
[node name="MoreOptions" type="Control"]
anchor_right = 1.0
anchor_bottom = 1.0
theme = ExtResource( 6 )
script = ExtResource( 2 )
__meta__ = {
"_edit_use_anchors_": false
}
[node name="Background" type="Panel" parent="."]
anchor_right = 1.0
anchor_bottom = 1.0
__meta__ = {
"_edit_use_anchors_": false
}
[node name="VBoxContainer" type="VBoxContainer" parent="."]
anchor_left = 0.5
anchor_top = 0.5
anchor_right = 0.5
anchor_bottom = 0.5
margin_left = -119.0
margin_top = -152.0
margin_right = 119.0
margin_bottom = 152.0
rect_scale = Vector2( 1.04675, 1.07389 )
__meta__ = {
"_edit_use_anchors_": false
}
[node name="But_ResumeGame" type="Button" parent="VBoxContainer"]
margin_right = 238.0
margin_bottom = 36.0
text = "Resume Game"
script = ExtResource( 3 )
__meta__ = {
"_edit_use_anchors_": false
}
[node name="But_ShowHistory" parent="VBoxContainer" instance=ExtResource( 1 )]
margin_top = 40.0
margin_right = 238.0
margin_bottom = 125.0
text = "Show History"
next_scene_path = "res://screens/HistoryViewer.tscn"
[node name="But_Chat" parent="VBoxContainer" instance=ExtResource( 1 )]
margin_top = 129.0
margin_right = 238.0
margin_bottom = 214.0
text = "Chat"
next_scene_path = "res://screens/MenuScreen.tscn"
[node name="But_MainMenu" parent="VBoxContainer" instance=ExtResource( 1 )]
margin_top = 218.0
margin_right = 238.0
margin_bottom = 304.0
text = "Main Menu"
next_scene_path = "res://Screens/MenuScreen.tscn"
[node name="Version" type="Label" parent="."]
anchor_left = 1.0
anchor_top = 1.0
anchor_right = 1.0
anchor_bottom = 1.0
margin_left = -177.0
margin_top = -44.0
margin_right = -5.0
margin_bottom = -6.0
text = "Version: 0.0.0"
__meta__ = {
"_edit_use_anchors_": false
}
[connection signal="button_up" from="VBoxContainer/But_ResumeGame" to="VBoxContainer/But_ResumeGame" method="_on_But_ResumeGame_button_up"]

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[gd_scene load_steps=4 format=2]
[ext_resource path="res://UserInterface/Title.tscn" type="PackedScene" id=1]
[ext_resource path="res://UserInterface/But_ChangeScene.tscn" type="PackedScene" id=2]
[ext_resource path="res://screens/grabFocus.gd" type="Script" id=3]
[node name="Control" type="Control"]
anchor_right = 1.0
anchor_bottom = 1.0
script = ExtResource( 3 )
__meta__ = {
"_edit_use_anchors_": false
}
[node name="Title" parent="." instance=ExtResource( 1 )]
anchor_left = 0.0
anchor_right = 1.0
anchor_bottom = 1.0
margin_left = 0.0
margin_top = 0.0
margin_right = 0.0
margin_bottom = 0.0
text = "Multiplayer (temp)"
[node name="But_ChangeScene" parent="Title" instance=ExtResource( 2 )]
text = "Temp: back to menu"
next_scene_path = "res://Screens/MenuScreen.tscn"

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[gd_scene load_steps=4 format=2]
[ext_resource path="res://UserInterface/Title.tscn" type="PackedScene" id=1]
[ext_resource path="res://UserInterface/But_ChangeScene.tscn" type="PackedScene" id=2]
[ext_resource path="res://screens/grabFocus.gd" type="Script" id=3]
[node name="Control" type="Control"]
anchor_right = 1.0
anchor_bottom = 1.0
script = ExtResource( 3 )
__meta__ = {
"_edit_use_anchors_": false
}
[node name="Title" parent="." instance=ExtResource( 1 )]
anchor_left = 0.0
anchor_right = 1.0
anchor_bottom = 1.0
margin_left = 0.0
margin_top = 0.0
margin_right = 0.0
margin_bottom = 0.0
text = "Multiplayer (temp)"
[node name="But_ChangeScene" parent="Title" instance=ExtResource( 2 )]
text = "Temp: back to menu"
next_scene_path = "res://Screens/MenuScreen.tscn"

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#PLAYERSELECTION:
# Script purely to grab focus for tabbing control
extends Control
onready var settings = get_node("/root/GlobalSaveInstance").settingsInstance
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
theme=load(settings.themeFile)
$VBoxContainer/But_ChoosePlayer.grab_focus()

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[gd_scene load_steps=4 format=2]
[ext_resource path="res://UserInterface/But_ChangeScene.tscn" type="PackedScene" id=1]
[ext_resource path="res://screens/PlayerSelection.gd" type="Script" id=2]
[ext_resource path="res://assets/ui_controlNode_dark_theme.tres" type="Theme" id=6]
[node name="PlayerSelection" type="Control"]
anchor_right = 1.0
anchor_bottom = 1.0
theme = ExtResource( 6 )
script = ExtResource( 2 )
__meta__ = {
"_edit_use_anchors_": false
}
[node name="Background" type="Panel" parent="."]
anchor_right = 1.0
anchor_bottom = 1.0
__meta__ = {
"_edit_use_anchors_": false
}
[node name="VBoxContainer" type="VBoxContainer" parent="."]
anchor_left = 0.5
anchor_top = 0.5
anchor_right = 0.5
anchor_bottom = 0.5
margin_left = -119.0
margin_top = -152.0
margin_right = 119.0
margin_bottom = 152.0
rect_scale = Vector2( 1.04675, 1.07389 )
__meta__ = {
"_edit_use_anchors_": false
}
[node name="But_ChoosePlayer" parent="VBoxContainer" instance=ExtResource( 1 )]
margin_right = 238.0
margin_bottom = 98.0
text = "Import Character"
next_scene_path = "res://screens/ImportCharacter.tscn"
[node name="But_AddChar" parent="VBoxContainer" instance=ExtResource( 1 )]
margin_top = 102.0
margin_right = 238.0
margin_bottom = 201.0
text = "Create Character"
next_scene_path = "res://Screens/Character_Add.tscn"
[node name="But_MainMenu" parent="VBoxContainer" instance=ExtResource( 1 )]
margin_top = 205.0
margin_right = 238.0
margin_bottom = 304.0
text = "Main Menu"
next_scene_path = "res://Screens/MenuScreen.tscn"
[node name="Version" type="Label" parent="."]
anchor_left = 1.0
anchor_top = 1.0
anchor_right = 1.0
anchor_bottom = 1.0
margin_left = -177.0
margin_top = -44.0
margin_right = -5.0
margin_bottom = -6.0
text = "Version: 0.0.0"
__meta__ = {
"_edit_use_anchors_": false
}

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extends Control
# https://stackoverflow.com/a/65774028
# Be Sure to make these Vars as OnReadys; you can read up on it here.
# Items to Fill the dropdown Lists
onready var keyboardContents = ["Qwerty", "Dvorak", "Alphabetical"]
onready var themeContents = ["White on Black", "Black on White"]
onready var saveObject = get_node('/root/GlobalSaveInstance')
#res://SettingsMenuControl.tscn
# Vars For UI Widgets
onready var NameVar = get_node('Panel/HBoxContainer/RootVboxPlayerPreferences/Label/VBoxPlayerPreferances/DisplayNameLineEdit')
onready var NRiskVar = get_node('Panel/HBoxContainer/RootVboxPlayerPreferences/Label/VBoxPlayerPreferances/VBoxRiskFactor/RiskSlider')
onready var FontVar = get_node("Panel/HBoxContainer/RootVboxVisualControls/VisualControlsLabel/VisualControlsVBox/FontSizeSlider")
onready var BrightnessVar = get_node('Panel/HBoxContainer/RootVboxVisualControls/VisualControlsLabel/VisualControlsVBox/BrightnessSlider')
onready var VolumeVar = get_node("Panel/HBoxContainer/RootVboxGeneralSettings/GeneralSettingsLabel/VBoxContainer/VolumeSlider")
onready var ClosedCaptionsVar = get_node('Panel/HBoxContainer/RootVboxGeneralSettings/GeneralSettingsLabel/VBoxContainer/HBoxClosedCaptions/ClosedCaptionsCheckBox')
onready var ConsoleCommandVar = get_node('Panel/HBoxContainer/RootVboxGeneralSettings/GeneralSettingsLabel/VBoxContainer/HBoxDevConsole/DevConsoleCheckbox')
onready var saveButton = get_node("Panel/HBoxBottomRow/SaveButton")
onready var bKeyboardEnabled = get_node("Panel/HBoxContainer/RootVboxVisualControls2/Label2/VBoxContainer/HBoxVirtualKeyboardEnabled/VisualKeyboardCheckBox")
onready var keyboardLayoutList = get_node('Panel/HBoxContainer/RootVboxVisualControls2/Label2/VBoxContainer/LayoutItemList')
onready var themeChoiceList = get_node('Panel/HBoxContainer/RootVboxVisualControls2/Label2/VBoxContainer/ThemeItemList')
var iniFile = ConfigFile.new()
func saveToInstance():
#Save to Singleton, so saveFile does not need to be constantly read
saveObject.settingsInstance.inputName = NameVar.text
saveObject.settingsInstance.riskFactor = NRiskVar.value
saveObject.settingsInstance.fontSize = FontVar.value
saveObject.settingsInstance.volume = VolumeVar.value
saveObject.settingsInstance.bClosedCaptions = ClosedCaptionsVar.is_pressed()
saveObject.settingsInstance.bdevConsole = ConsoleCommandVar.is_pressed()
saveObject.settingsInstance.bVirtualKeyboard = bKeyboardEnabled.is_pressed()
var savedKeyboardItems = keyboardLayoutList.get_selected_items()
var keyboardSelection = savedKeyboardItems[0]
saveObject.settingsInstance.visualKeyboardLayout = keyboardSelection
var savedThemeItems = themeChoiceList.get_selected_items()
var themeSelection = savedThemeItems[0]
saveObject.settingsInstance.themeChoiceInt = themeSelection
#Trigger re-load of the file name
saveObject.load_settings_file()
theme=load(saveObject.settingsInstance.themeFile)
func saveFile():
iniFile.set_value("player_preferences", "player_name", NameVar.text)
iniFile.set_value("player_preferences", "risk_threshold", NRiskVar.value)
iniFile.set_value("visual_controls", "font_size", FontVar.value)
iniFile.set_value("visual_controls", "brightness", BrightnessVar.value)
iniFile.set_value("general_settings", "volume", VolumeVar.value)
iniFile.set_value("general_settings", "closed_captions", ClosedCaptionsVar.is_pressed())
iniFile.set_value("general_settings", "dev_console", ConsoleCommandVar.is_pressed())
print(keyboardLayoutList.get_selected_items())
var savedKeyboardItems = keyboardLayoutList.get_selected_items()
var keyboardSelection = savedKeyboardItems[0]
var savedThemeItems = themeChoiceList.get_selected_items()
var themeSelection = savedThemeItems[0]
print(typeof(keyboardSelection))
iniFile.set_value("virtual_keyboard", "keyboard_layout", keyboardSelection)
iniFile.set_value("theme", "theme_selection", themeSelection)
iniFile.save("res://_userFiles/PlayerPreferences.cfg")
#DKM TEMP: can this be done at singleton, initial load level instead of here?
func loadFile():
pass
func _process(delta):
if saveButton.pressed == true:
if NameVar.text == "":
print("Please input a name")
if NameVar.text != "":
# Save to the template instance
saveToInstance()
saveFile()
print('saveFileRan')
func _ready():
#Get the singleton's values for initial settings:
NameVar.text = saveObject.settingsInstance.inputName
NRiskVar.value = saveObject.settingsInstance.riskFactor
FontVar.value = saveObject.settingsInstance.fontSize
ClosedCaptionsVar.pressed = saveObject.settingsInstance.bClosedCaptions
ConsoleCommandVar.pressed = saveObject.settingsInstance.bdevConsole
bKeyboardEnabled.pressed = saveObject.settingsInstance.bVirtualKeyboard
print(NameVar.get_path())
# Init Keyboard Layout List
for i in range(3):
keyboardLayoutList.add_item(keyboardContents[i],null,true)
keyboardLayoutList.select(0,true)
# Init Theme Choice List
for i in range(2):
themeChoiceList.add_item(themeContents[i],null,true)
keyboardLayoutList.select(saveObject.settingsInstance.visualKeyboardLayout,true)
themeChoiceList.select(saveObject.settingsInstance.themeChoiceInt,true)
#Load selected theme:
theme=load(saveObject.settingsInstance.themeFile)

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[gd_scene load_steps=5 format=2]
[ext_resource path="res://screens/SettingsMenuConfig.gd" type="Script" id=1]
[ext_resource path="res://assets/liberation_serif.tres" type="DynamicFont" id=2]
[ext_resource path="res://userInterface/But_ChangeScene.tscn" type="PackedScene" id=3]
[sub_resource type="Theme" id=1]
default_font = ExtResource( 2 )
[node name="Control" type="Control"]
anchor_left = 0.5
anchor_top = 0.5
anchor_right = 0.5
anchor_bottom = 0.5
margin_left = -512.0
margin_top = -300.0
margin_right = 512.0
margin_bottom = 300.0
theme = SubResource( 1 )
script = ExtResource( 1 )
__meta__ = {
"_edit_use_anchors_": false
}
[node name="Panel" type="Panel" parent="."]
anchor_left = 0.5
anchor_top = 0.5
anchor_right = 0.5
anchor_bottom = 0.5
margin_left = -512.0
margin_top = -302.0
margin_right = 512.0
margin_bottom = 298.0
rect_pivot_offset = Vector2( -276, 469 )
__meta__ = {
"_edit_use_anchors_": false
}
[node name="HBoxContainer" type="HBoxContainer" parent="Panel"]
anchor_left = 0.5
anchor_right = 0.5
margin_left = -298.5
margin_right = 298.5
margin_bottom = 19.0
custom_constants/separation = 60
alignment = 1
[node name="RootVboxVisualControls" type="VBoxContainer" parent="Panel/HBoxContainer"]
margin_right = 99.0
margin_bottom = 19.0
[node name="VisualControlsLabel" type="Label" parent="Panel/HBoxContainer/RootVboxVisualControls"]
margin_right = 99.0
margin_bottom = 19.0
text = "Visual Controls"
[node name="VisualControlsVBox" type="VBoxContainer" parent="Panel/HBoxContainer/RootVboxVisualControls/VisualControlsLabel"]
anchor_left = 0.5
anchor_right = 0.5
margin_left = -77.5
margin_top = 30.0
margin_right = 77.5
margin_bottom = 52.0
__meta__ = {
"_edit_use_anchors_": false
}
[node name="HBoxFontSize" type="HBoxContainer" parent="Panel/HBoxContainer/RootVboxVisualControls/VisualControlsLabel/VisualControlsVBox"]
margin_right = 155.0
margin_bottom = 19.0
[node name="FontLabel" type="Label" parent="Panel/HBoxContainer/RootVboxVisualControls/VisualControlsLabel/VisualControlsVBox/HBoxFontSize"]
margin_right = 64.0
margin_bottom = 19.0
text = "Font Size:"
[node name="FontSizeSlider" type="HSlider" parent="Panel/HBoxContainer/RootVboxVisualControls/VisualControlsLabel/VisualControlsVBox"]
margin_top = 23.0
margin_right = 155.0
margin_bottom = 39.0
min_value = 1.0
max_value = 5.0
value = 5.0
rounded = true
tick_count = 10
ticks_on_borders = true
[node name="BrightnessLabel" type="Label" parent="Panel/HBoxContainer/RootVboxVisualControls/VisualControlsLabel/VisualControlsVBox"]
margin_top = 43.0
margin_right = 155.0
margin_bottom = 62.0
text = "Brightness:"
[node name="BrightnessSlider" type="HSlider" parent="Panel/HBoxContainer/RootVboxVisualControls/VisualControlsLabel/VisualControlsVBox"]
margin_top = 66.0
margin_right = 155.0
margin_bottom = 82.0
min_value = 1.0
max_value = 5.0
value = 5.0
rounded = true
tick_count = 10
ticks_on_borders = true
[node name="RootVboxPlayerPreferences" type="VBoxContainer" parent="Panel/HBoxContainer"]
margin_left = 159.0
margin_right = 276.0
margin_bottom = 19.0
[node name="Label" type="Label" parent="Panel/HBoxContainer/RootVboxPlayerPreferences"]
margin_right = 117.0
margin_bottom = 19.0
text = "Player Preferances"
[node name="VBoxPlayerPreferances" type="VBoxContainer" parent="Panel/HBoxContainer/RootVboxPlayerPreferences/Label"]
margin_left = -18.5
margin_top = 30.0
margin_right = 126.5
margin_bottom = 125.0
[node name="HBoxDisplayName" type="HBoxContainer" parent="Panel/HBoxContainer/RootVboxPlayerPreferences/Label/VBoxPlayerPreferances"]
margin_right = 145.0
margin_bottom = 19.0
[node name="DisplayNameLabel" type="Label" parent="Panel/HBoxContainer/RootVboxPlayerPreferences/Label/VBoxPlayerPreferances/HBoxDisplayName"]
margin_right = 95.0
margin_bottom = 19.0
text = "Display Name:"
[node name="DisplayNameLineEdit" type="LineEdit" parent="Panel/HBoxContainer/RootVboxPlayerPreferences/Label/VBoxPlayerPreferances"]
margin_top = 23.0
margin_right = 145.0
margin_bottom = 52.0
[node name="VBoxRiskFactor" type="VBoxContainer" parent="Panel/HBoxContainer/RootVboxPlayerPreferences/Label/VBoxPlayerPreferances"]
margin_top = 56.0
margin_right = 145.0
margin_bottom = 95.0
__meta__ = {
"_edit_use_anchors_": false
}
[node name="HBoxRiskFactor" type="HBoxContainer" parent="Panel/HBoxContainer/RootVboxPlayerPreferences/Label/VBoxPlayerPreferances/VBoxRiskFactor"]
margin_right = 145.0
margin_bottom = 19.0
[node name="RiskFactorLabel" type="Label" parent="Panel/HBoxContainer/RootVboxPlayerPreferences/Label/VBoxPlayerPreferances/VBoxRiskFactor/HBoxRiskFactor"]
margin_right = 145.0
margin_bottom = 19.0
text = "Risk Factor Threshold:"
[node name="RiskSlider" type="HSlider" parent="Panel/HBoxContainer/RootVboxPlayerPreferences/Label/VBoxPlayerPreferances/VBoxRiskFactor"]
margin_top = 23.0
margin_right = 145.0
margin_bottom = 39.0
min_value = 1.0
max_value = 5.0
value = 5.0
rounded = true
tick_count = 10
ticks_on_borders = true
[node name="RootVboxGeneralSettings" type="VBoxContainer" parent="Panel/HBoxContainer"]
margin_left = 336.0
margin_right = 440.0
margin_bottom = 19.0
[node name="GeneralSettingsLabel" type="Label" parent="Panel/HBoxContainer/RootVboxGeneralSettings"]
margin_right = 104.0
margin_bottom = 19.0
text = "General Settings"
[node name="VBoxContainer" type="VBoxContainer" parent="Panel/HBoxContainer/RootVboxGeneralSettings/GeneralSettingsLabel"]
anchor_left = 0.5
anchor_right = 0.5
margin_left = -77.5
margin_top = 30.0
margin_right = 77.5
margin_bottom = 120.0
__meta__ = {
"_edit_use_anchors_": false
}
[node name="Label" type="Label" parent="Panel/HBoxContainer/RootVboxGeneralSettings/GeneralSettingsLabel/VBoxContainer"]
margin_right = 155.0
margin_bottom = 19.0
rect_pivot_offset = Vector2( 62, 14 )
text = "Volume:"
[node name="VolumeSlider" type="HSlider" parent="Panel/HBoxContainer/RootVboxGeneralSettings/GeneralSettingsLabel/VBoxContainer"]
margin_top = 23.0
margin_right = 155.0
margin_bottom = 39.0
max_value = 10.0
rounded = true
tick_count = 10
ticks_on_borders = true
[node name="HBoxClosedCaptions" type="HBoxContainer" parent="Panel/HBoxContainer/RootVboxGeneralSettings/GeneralSettingsLabel/VBoxContainer"]
margin_top = 43.0
margin_right = 155.0
margin_bottom = 70.0
[node name="ClosedCaptionsLabel" type="Label" parent="Panel/HBoxContainer/RootVboxGeneralSettings/GeneralSettingsLabel/VBoxContainer/HBoxClosedCaptions"]
margin_top = 4.0
margin_right = 108.0
margin_bottom = 23.0
text = "Closed Captions:"
[node name="ClosedCaptionsCheckBox" type="CheckBox" parent="Panel/HBoxContainer/RootVboxGeneralSettings/GeneralSettingsLabel/VBoxContainer/HBoxClosedCaptions"]
margin_left = 112.0
margin_right = 136.0
margin_bottom = 27.0
[node name="HBoxDevConsole" type="HBoxContainer" parent="Panel/HBoxContainer/RootVboxGeneralSettings/GeneralSettingsLabel/VBoxContainer"]
margin_top = 74.0
margin_right = 155.0
margin_bottom = 101.0
[node name="DevConsoleLabel" type="Label" parent="Panel/HBoxContainer/RootVboxGeneralSettings/GeneralSettingsLabel/VBoxContainer/HBoxDevConsole"]
margin_top = 4.0
margin_right = 126.0
margin_bottom = 23.0
text = "Developer Console:"
[node name="DevConsoleCheckbox" type="CheckBox" parent="Panel/HBoxContainer/RootVboxGeneralSettings/GeneralSettingsLabel/VBoxContainer/HBoxDevConsole"]
margin_left = 130.0
margin_right = 154.0
margin_bottom = 27.0
[node name="RootVboxVisualControls2" type="VBoxContainer" parent="Panel/HBoxContainer"]
margin_left = 500.0
margin_right = 599.0
margin_bottom = 19.0
[node name="Label2" type="Label" parent="Panel/HBoxContainer/RootVboxVisualControls2"]
margin_right = 99.0
margin_bottom = 19.0
text = "Visual Controls"
[node name="VBoxContainer" type="VBoxContainer" parent="Panel/HBoxContainer/RootVboxVisualControls2/Label2"]
anchor_left = 0.5
anchor_right = 0.5
margin_left = -77.5
margin_top = 30.0
margin_right = 77.5
margin_bottom = 52.0
__meta__ = {
"_edit_use_anchors_": false
}
[node name="HBoxThemes" type="HBoxContainer" parent="Panel/HBoxContainer/RootVboxVisualControls2/Label2/VBoxContainer"]
margin_right = 155.0
margin_bottom = 19.0
[node name="ThemesLabel" type="Label" parent="Panel/HBoxContainer/RootVboxVisualControls2/Label2/VBoxContainer/HBoxThemes"]
margin_right = 119.0
margin_bottom = 19.0
text = "Theme Preference:"
[node name="ThemeItemList" type="ItemList" parent="Panel/HBoxContainer/RootVboxVisualControls2/Label2/VBoxContainer"]
margin_top = 23.0
margin_right = 155.0
margin_bottom = 32.0
auto_height = true
[node name="HBoxVirtualKeyboardEnabled" type="HBoxContainer" parent="Panel/HBoxContainer/RootVboxVisualControls2/Label2/VBoxContainer"]
margin_top = 36.0
margin_right = 155.0
margin_bottom = 63.0
[node name="VisualKeyBoardLabel" type="Label" parent="Panel/HBoxContainer/RootVboxVisualControls2/Label2/VBoxContainer/HBoxVirtualKeyboardEnabled"]
margin_top = 4.0
margin_right = 111.0
margin_bottom = 23.0
text = "Virtual Keyboard"
[node name="VisualKeyboardCheckBox" type="CheckBox" parent="Panel/HBoxContainer/RootVboxVisualControls2/Label2/VBoxContainer/HBoxVirtualKeyboardEnabled"]
margin_left = 115.0
margin_right = 139.0
margin_bottom = 27.0
[node name="HBoxKeyboardLayout" type="HBoxContainer" parent="Panel/HBoxContainer/RootVboxVisualControls2/Label2/VBoxContainer"]
margin_top = 67.0
margin_right = 155.0
margin_bottom = 86.0
[node name="LayoutLabel" type="Label" parent="Panel/HBoxContainer/RootVboxVisualControls2/Label2/VBoxContainer/HBoxKeyboardLayout"]
margin_right = 120.0
margin_bottom = 19.0
text = "Layout Preference:"
[node name="LayoutItemList" type="ItemList" parent="Panel/HBoxContainer/RootVboxVisualControls2/Label2/VBoxContainer"]
margin_top = 90.0
margin_right = 155.0
margin_bottom = 99.0
auto_height = true
[node name="HBoxBottomRow" type="HBoxContainer" parent="Panel"]
anchor_left = 0.500488
anchor_right = 0.595215
margin_left = -48.5
margin_top = 200.0
margin_right = 48.5
margin_bottom = 225.0
alignment = 1
__meta__ = {
"_edit_use_anchors_": true
}
[node name="SaveButton" type="Button" parent="Panel/HBoxBottomRow"]
margin_left = 24.0
margin_right = 121.0
margin_bottom = 25.0
text = "Save Settings"
[node name="But_ChangeScene" parent="Panel/HBoxBottomRow" instance=ExtResource( 3 )]
margin_left = 125.0
margin_right = 170.0
margin_bottom = 25.0
text = "Back"
next_scene_path = "res://screens/MenuScreen.tscn"

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extends Button
# Declare member variables here. Examples:
# var a: int = 2
# var b: String = "text"
var tempToggle = 0
func _on_Button_button_up():
var controlNode = get_node("../../")
print(controlNode.name)
if(tempToggle == 0):
controlNode.theme=load("res://assets/ui_controlNode_dark_theme.tres")
tempToggle = 1
else:
controlNode.theme=load("res://assets/ui_controlNode_light_theme.tres")
tempToggle = 0

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extends Control
#GRAB FOCUS: simple script for temp files to grab focus
func _ready() -> void:
$Title/But_ChangeScene.grab_focus()

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#BUT_CHANGESCENE:
# Generic template script allowing GUI linking of scenes by button press.
tool
extends Button
#Creates param usable in the UI; and the params next to export make it string and file browser
export(String, FILE) var next_scene_path: = ""
func _on_But_NewGame_button_up():
get_tree().change_scene(next_scene_path)
func _get_configuration_warning() -> String:
return "next_scene_path must be set for this button to work" if next_scene_path == "" else ""

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[gd_scene load_steps=2 format=2]
[ext_resource path="res://UserInterface/But_ChangeScene.gd" type="Script" id=1]
[node name="But_ChangeScene" type="Button"]
margin_right = 130.0
margin_bottom = 24.0
size_flags_vertical = 3
text = "New Game"
script = ExtResource( 1 )
__meta__ = {
"_edit_use_anchors_": false
}
[connection signal="button_up" from="." to="." method="_on_But_NewGame_button_up"]

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