setting up menu
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56
scenes/menus/select_mode/select_mode.gd
Normal file
56
scenes/menus/select_mode/select_mode.gd
Normal file
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extends Control
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var game_mode
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var word_select
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var main_buttons
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var fade
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var word_select_button = preload("res://scenes/objects/ui/word_select_button.tscn")
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func check_text_files(path):
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var dir = DirAccess.open(path)
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if dir:
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dir.list_dir_begin()
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var file_name = dir.get_next()
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while file_name != "":
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if not dir.current_is_dir():
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var set_name = file_name.trim_suffix(".txt").capitalize()
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var new_select_button = word_select_button.instantiate()
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new_select_button.text = set_name
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#print(set_name)
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word_select.add_child(new_select_button)
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file_name = dir.get_next()
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else:
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print("An error occurred when trying to access the path.")
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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game_mode = null
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fade = self.get_node("Fade")
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fade.visible = true
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main_buttons = self.get_node("MainButtons")
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word_select = self.get_node("WordSelectScroll").get_node("WordSelect")
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check_text_files("res://gameplay/word_sets")
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var tween := create_tween()
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tween.parallel().tween_property(fade, "modulate:a", 0, 0.5).set_trans(Tween.TRANS_SINE).set_ease(Tween.EASE_OUT)
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta: float) -> void:
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pass
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func open_word_menu():
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pass
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func _on_comet_pressed() -> void:
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game_mode = "comet"
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self.get_node("ButtonPress").play()
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main_buttons.visible = false
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word_select.visible = true
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func _on_cascade_pressed() -> void:
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game_mode = "cascade"
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self.get_node("ButtonPress").play()
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main_buttons.visible = false
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word_select.visible = true
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