"All the time" is the whole of the requirement and it decides the shape. The theme has to survive the main menu becoming the game, the game becoming a planet surface, and the surface becoming the game again - so the player cannot live in any of those scenes, because change_scene_to_file() frees whichever one is current. It is parented to the tree root instead, beside the GameState autoload, which is the same trick for the same reason. Music.ensure() is idempotent by node name, so each scene asks for the music on the way up and gets the one already playing rather than a second copy over the top of it. Two call sites cover everything: MainMenu, and GameController - which is the root script of BOTH the space scene and the planet surface. Done this way rather than as an autoload deliberately: project.godot carries the developer's own uncommitted window settings, and adding music should not drag those into a commit. It is also PROCESS_MODE_ALWAYS. Since #128 a dialog stops the tree, and a soundtrack that cuts out every time someone reads a line is worse than no soundtrack. The theme ships as MP3 rather than the 59MB WAV that was sitting in the project root. Same 5m36s, 6.7MB, encoded with LAME at 160k - 89% smaller, which is the difference between a repository that carries its music and one that carries a WAV forever in its history. The original file is untouched and still there, untracked, so nothing is lost. The test checks CONTINUITY rather than "a sound started": the same player, never a second one, through two scene changes and a dialog.
137 lines
4.9 KiB
GDScript
137 lines
4.9 KiB
GDScript
extends Node2D
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# The menu stacks whatever entries are actually available, rather than
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# trusting the positions authored in the scene.
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#
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# Two of the three entries only exist when the game is run from Godot, so a
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# shipped build shows one entry and an editor run shows three. There is no
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# Quit: a web build has nothing to quit TO, and on Android the system back
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# gesture already does it. Fixed
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# offsets would leave holes where the hidden entries used to be - the same
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# failure the HUD's button columns had, where a literal y meant "below the
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# thing above me" and stopped being true when that thing moved. Here the
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# stack is measured instead, and centred on whatever it ends up containing.
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const ROW_BUTTON_HEIGHT: float = 128.0
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const ROW_LABEL_OFFSET: float = 134.0
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const ROW_LABEL_HEIGHT: float = 56.0
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const ROW_HEIGHT: float = ROW_LABEL_OFFSET + ROW_LABEL_HEIGHT
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const ROW_GAP: float = 20.0
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const ROW_PITCH: float = ROW_HEIGHT + ROW_GAP
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# The stack is centred on this rather than on the screen, to leave the title
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# above it room to breathe.
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const STACK_CENTER_Y: float = 40.0
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const STATUS_GAP: float = 20.0
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const STATUS_HEIGHT: float = 70.0
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@onready var play_button: IconButton = $UI/PlayButton
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@onready var play_label: Label = $UI/PlayLabel
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@onready var editor_button: IconButton = $UI/EditorButton
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@onready var editor_label: Label = $UI/EditorLabel
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@onready var dev_button: IconButton = $UI/DevModeButton
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@onready var dev_label: Label = $UI/DevModeLabel
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@onready var status_label: Label = $UI/StatusLabel
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func _ready() -> void:
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# #148: the theme starts here, at the first screen, and keeps playing
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# through every scene after it.
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Music.ensure(get_tree())
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play_button.pressed.connect(_on_play_pressed)
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editor_button.pressed.connect(_on_editor_pressed)
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editor_button.enabled = true
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dev_button.pressed.connect(_on_dev_mode_pressed)
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dev_button.enabled = true
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# Dev mode and the map editor are development tools, not features of the
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# game: they are for building and play-testing it, and a player who
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# installed a build has no use for either. `editor` is the feature tag
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# Godot sets when running from the editor and clears in an export, which
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# is exactly the "started from Godot" distinction wanted here.
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var developing: bool = is_developer_build()
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editor_button.visible = developing
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editor_label.visible = developing
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dev_button.visible = developing
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dev_label.visible = developing
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_layout_stack()
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# Wrapped so tests can state the rule they are checking rather than
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# duplicating the feature-tag string.
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func is_developer_build() -> bool:
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return OS.has_feature("editor")
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func _layout_stack() -> void:
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var rows: Array = []
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for row in [[play_button, play_label], [editor_button, editor_label],
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[dev_button, dev_label]]:
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if row[0].visible:
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rows.append(row)
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if rows.is_empty():
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return
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# The last row carries no trailing gap, so the block is one pitch per row
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# minus that gap.
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var block_height: float = float(rows.size()) * ROW_PITCH - ROW_GAP
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var top: float = STACK_CENTER_Y - block_height * 0.5
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for row in rows:
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var button: Control = row[0]
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var label: Label = row[1]
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button.offset_top = top
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button.offset_bottom = top + ROW_BUTTON_HEIGHT
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label.offset_top = top + ROW_LABEL_OFFSET
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label.offset_bottom = top + ROW_LABEL_OFFSET + ROW_LABEL_HEIGHT
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top += ROW_PITCH
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# Status sits under the whole stack, where a message about any entry can
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# be read without it shifting the entries themselves.
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var status_top: float = top - ROW_GAP + STATUS_GAP
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status_label.offset_top = status_top
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status_label.offset_bottom = status_top + STATUS_HEIGHT
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func _on_play_pressed() -> void:
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GameState.reset_new_game()
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_start("res://world/Main.tscn")
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# Loaded, built and added by hand rather than through change_scene_to_file().
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# That call does all three in one opaque step, so when the web build hung
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# there was no way to tell which part failed. Split out, each step can say so
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# - and a scene change that fails otherwise leaves the menu up, which looks
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# exactly like an unpressed button.
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func _start(scene_path: String) -> void:
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var packed: PackedScene = load(scene_path)
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if packed == null:
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status_label.text = "Could not load %s" % scene_path.get_file()
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return
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var scene: Node = packed.instantiate()
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if scene == null:
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status_label.text = "Could not build %s" % scene_path.get_file()
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return
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get_tree().root.add_child(scene)
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get_tree().current_scene = scene
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queue_free()
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func _on_dev_mode_pressed() -> void:
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# Guarded as well as hidden. Visibility is presentation; this is the rule.
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if not is_developer_build():
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status_label.text = "Dev mode only runs from Godot"
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return
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GameState.start_dev_game()
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_start("res://world/Main.tscn")
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func _on_editor_pressed() -> void:
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if not is_developer_build():
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status_label.text = "Map editor only runs from Godot"
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return
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if editor_button.enabled:
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_start("res://surface/PlanetSetupEditor.tscn")
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return
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status_label.text = "Map editor coming soon"
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