BCIRPG Menu

The following changes done here:
1. Stripped down to the main menu, and that pushed as erpg\Godot\MainMenu\GodotUserInterface_Doug bcirpg_mainMenu_[date]

2. Relocated all other project work to: erpg\Godot\Experiments\Doug\
This commit is contained in:
MacDugRPG
2022-02-20 14:33:15 -05:00
parent 4637338b87
commit ef5c824b00
239 changed files with 685 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: 20-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, TRES text resource data files
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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[ext_resource path="res://assets/Fonts_source/LiberationSerif-Regular.ttf" type="DynamicFontData" id=1]
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[ext_resource path="res://assets/Fonts_source/LiberationSerif-Regular.ttf" type="DynamicFontData" id=1]
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[ext_resource path="res://assets/liberation_serif_20pt.tres" type="DynamicFont" id=1]
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[gd_resource type="Theme" load_steps=2 format=2]
[ext_resource path="res://assets/liberation_serif_20pt.tres" type="DynamicFont" id=1]
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[gd_resource type="Environment" load_steps=2 format=2]
[sub_resource type="ProceduralSky" id=1]
[resource]
background_mode = 2
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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
[application]
config/name="BCIRPGR_mainMenu"
run/main_scene="res://Screens/MenuScreen.tscn"
config/icon="res://icon.png"
[autoload]
PlayerSettings="*res://globalScripts/playerSettings.gd"
History="*res://globalScripts/history.gd"
[physics]
common/enable_pause_aware_picking=true
[rendering]
environment/default_environment="res://default_env.tres"

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[gd_scene load_steps=3 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]
[node name="Control" type="Control"]
anchor_right = 1.0
anchor_bottom = 1.0
__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 = "Add Character (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=3 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]
[node name="Control" type="Control"]
anchor_right = 1.0
anchor_bottom = 1.0
__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
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
$VBoxContainer/But_NewGame.grab_focus()

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[gd_scene load_steps=8 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://assets/ui_theme.tres" type="Theme" id=4]
[ext_resource path="res://UserInterface/Title.tscn" type="PackedScene" id=5]
[ext_resource path="res://assets/background_demo.png" type="Texture" id=7]
[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( 4 )
script = ExtResource( 2 )
__meta__ = {
"_edit_use_anchors_": false
}
[node name="background_demo" type="TextureRect" parent="."]
anchor_right = 1.0
anchor_bottom = 1.0
texture = ExtResource( 7 )
expand = true
__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 = 48.0
next_scene_path = "res://screens/NewGame_temp.tscn"
[node name="But_LoadGame" parent="VBoxContainer" instance=ExtResource( 1 )]
margin_top = 52.0
margin_right = 238.0
margin_bottom = 101.0
text = "Load Game"
next_scene_path = "res://screens/LoadGame_temp.tscn"
[node name="But_Multiplayer" parent="VBoxContainer" instance=ExtResource( 1 )]
margin_top = 105.0
margin_right = 238.0
margin_bottom = 154.0
text = "Multiplayer"
next_scene_path = "res://Screens/Multiplayer_temp.tscn"
[node name="But_AddChar" parent="VBoxContainer" instance=ExtResource( 1 )]
margin_top = 158.0
margin_right = 238.0
margin_bottom = 207.0
text = "Add Character"
next_scene_path = "res://Screens/AddCharacter_temp.tscn"
[node name="But_Settings" parent="VBoxContainer" instance=ExtResource( 1 )]
margin_top = 211.0
margin_right = 238.0
margin_bottom = 259.0
text = "Settings"
next_scene_path = "res://Screens/Settings_temp.tscn"
[node name="But_Quit" parent="VBoxContainer" instance=ExtResource( 10 )]
margin_top = 263.0
margin_right = 238.0
margin_bottom = 303.0
[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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[gd_scene load_steps=3 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]
[node name="Control" type="Control"]
anchor_right = 1.0
anchor_bottom = 1.0
__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=3 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]
[node name="Control" type="Control"]
anchor_right = 1.0
anchor_bottom = 1.0
__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=3 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]
[node name="Control" type="Control"]
anchor_right = 1.0
anchor_bottom = 1.0
__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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#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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#BUT_QUIT:
# Unique script for ending a game. Will additionally perform or call needed
# shut down and close-out functionality.
extends Button
var history_JSON = "user://history.json"
#DKM TEMP: save history is only here temporarily -- needs to move upstream.
func _on_But_Quit_button_up():
get_tree().quit()
#JSON: requires dictionaries:
#func _saveHistory_JSON() -> void:
# var history_screens_arr = get_node("/root/History").historyScreensSingleton.output_history_array
# var file = File.new()
# file.open(history_JSON, File.WRITE)
# file.store_string(to_json(history_screens_arr))
#
# file.close()
# # #DKM TEMP:
# print("Saved history array size should be: " + str(history_screens_arr.size()))
#DKM TEMP:
#tres file:
#func _saveHistory() -> void:
# var history_screens = get_node("/root/History").historyScreensSingleton
# assert(ResourceSaver.save("user://history.tres", history_screens)==OK)
# #DKM TEMP:
# print("Saved history array size: " + str(history_screens.output_history_array.size()))

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[gd_scene load_steps=2 format=2]
[ext_resource path="res://UserInterface/But_Quit.gd" type="Script" id=1]
[node name="But_Quit" type="Button"]
margin_top = 240.0
margin_right = 179.0
margin_bottom = 284.0
text = "Quit"
script = ExtResource( 1 )
__meta__ = {
"_edit_use_anchors_": false
}
[connection signal="button_up" from="." to="." method="_on_But_Quit_button_up"]

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#BUT_SAVESETTINGS:
# Unique script for saving settings on player settings scene.
#Tool lets you any code in editor, such as plugins
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: = ""
#Button response: save settings and move on.
func _on_But_NewGame_button_up():
var inputName = get_node("../../VBoxContainer/HBoxContainer/input_name")
var inputRisk = get_node("../../VBoxContainer/HBoxContainer2/input_risk")
_saveSettings(inputName.text, inputRisk.text)
get_tree().change_scene(next_scene_path)
#HELPER FUNCTIONS:
func _get_configuration_warning() -> String:
return "next_scene_path must be set for this button to work" if next_scene_path == "" else ""
#CONFIG/INI SAVE:
func _saveSettings(inputSettings : String, riskFactor : String) -> void:
var player_settings = get_node("/root/PlayerSettings")
player_settings.playerSettingsSingleton.inputName = inputSettings
player_settings.playerSettingsSingleton.riskFactor = riskFactor
var config = ConfigFile.new()
config.set_value("Temp player","InputSettings", inputSettings)
config.set_value("Temp player","RiskFactor", riskFactor)
config.save("user://settings.cfg")
#JSON SAVE:
#func _saveSettings(inputSettings : String, riskFactor : String) -> void:
# var player_settings = get_node("/root/PlayerSettings")
# player_settings.playerSettingsSingleton.inputName = inputSettings
# player_settings.playerSettingsSingleton.riskFactor = riskFactor
# #Temp:
# var temp_manual_JSON = {
# "playerSettingsTemplate": {
# "inputName": inputSettings,
# "riskFactor": riskFactor
# }
# }
#
# #Save to file (JSON for now)
# var settings_file = "user://testPlayerSettings.sav"
# var file = File.new()
# if file.open(settings_file, File.WRITE) != 0:
# print("Cannot write temporary file to: " + settings_file)
# else:
# file.store_line(to_json(temp_manual_JSON))
# file.close()
#****This save Settings functions as designed; but modified to work with alternate approach of loading
#func _saveSettings(inputSettings : String, riskFactor : String) -> void:
#Debugging:
# print("Input name: " + inputSettings + "; and risk factor set to : " + riskFactor)
# var player_settings = get_node("/root/PlayerSettings")
# player_settings.playerSettingsSingleton.inputName = inputSettings
# player_settings.playerSettingsSingleton.riskFactor = riskFactor
#Save to file (for now)
# if settings_save_file_name == "":
# settings_save_file_name = "settings.save"
# var settings_file = "user://" + settings_save_file_name
# var file = File.new()
# file.open(settings_file, File.WRITE)
# file.store_var(player_settings.playerSettingsSingleton.inputName)
#DKM TEMP: To save object; removed for testing
#file.store_var(player_settings.playerSettingsSingleton, true)
# file.close()

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extends VBoxContainer
func set_text(input: String, response: String):
$InputHistory.text = input
$Response.text = response

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[gd_scene load_steps=4 format=2]
[ext_resource path="res://assets/liberation_serif_20pt.tres" type="DynamicFont" id=1]
[ext_resource path="res://UserInterface/Response.tscn" type="PackedScene" id=2]
[ext_resource path="res://UserInterface/InputResponse.gd" type="Script" id=3]
[node name="InputResponse" type="VBoxContainer"]
margin_right = 984.0
margin_bottom = 68.0
script = ExtResource( 3 )
__meta__ = {
"_edit_use_anchors_": false
}
[node name="InputHistory" type="Label" parent="."]
margin_right = 984.0
margin_bottom = 23.0
custom_fonts/font = ExtResource( 1 )
custom_colors/font_color = Color( 0.686275, 0.658824, 0.658824, 1 )
text = " > This is what user selected"
autowrap = true
[node name="Response" parent="." instance=ExtResource( 2 )]
margin_top = 27.0
margin_bottom = 61.0

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[gd_scene load_steps=3 format=2]
[ext_resource path="res://assets/liberation_serif_30pt.tres" type="DynamicFont" id=1]
[ext_resource path="res://assets/ui_theme.tres" type="Theme" id=2]
[node name="Response" type="Label"]
margin_top = 30.0
margin_right = 984.0
margin_bottom = 68.0
theme = ExtResource( 2 )
custom_fonts/font = ExtResource( 1 )
text = "Game text continues here... "
autowrap = true
__meta__ = {
"_edit_use_anchors_": false
}

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[gd_scene load_steps=4 format=2]
[ext_resource path="res://assets/base_dynamicFont_BIG.tres" type="DynamicFont" id=1]
[ext_resource path="res://assets/liberation_serif_40pt.tres" type="DynamicFont" id=2]
[sub_resource type="Theme" id=1]
default_font = ExtResource( 2 )
[node name="Title" type="Label"]
anchor_left = 0.5
anchor_right = 0.5
margin_left = -110.5
margin_top = 114.422
margin_right = 110.5
margin_bottom = 180.422
theme = SubResource( 1 )
custom_fonts/font = ExtResource( 1 )
text = "Main Menu"
align = 1
__meta__ = {
"_edit_use_anchors_": false
}