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Settings implementation is in progress. Currently loads and displays from expected user://PlayerPreferences.cfg at application start, but just the inputName and riskFactor. |
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_toArchive | ||
.import | ||
assets | ||
gamePlay | ||
globalScripts | ||
screens | ||
userInterface | ||
Control.tscn | ||
default_env.tres | ||
icon.png | ||
icon.png.import | ||
project.godot | ||
README.txt |
**************************** 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