Files
Kalulu/sources/minigames/base/minigame_ui.gd
T
2026-03-02 10:14:57 +01:00

201 lines
5.4 KiB
GDScript

class_name MinigameUI
extends CanvasLayer
signal back_button_pressed()
signal stimulus_button_pressed()
signal restart_button_pressed()
signal kalulu_button_pressed()
signal kalulu_speech_ended()
signal pause_ended()
const KALULU: GDScript = preload("res://sources/minigames/base/kalulu_ingame.gd")
const BACK_BUTTON_HOLD_DURATION_SECONDS: float = 1.0
@export var empty_progression_icon: Texture
@export var full_progression_icon: Texture
@export var stimulus_button_visible: bool = true:
set(visible):
stimulus_button_visible = visible
if stimulus_button:
_handle_stimulus_button()
var is_paused: bool = false
var back_button_hold_progress_seconds: float = 0.0
var is_back_button_hold_active: bool = false
@onready var back_button: BackButton = %BackButton
@onready var stimulus_button: TextureButton = %StimulusButton
@onready var pause_button: TextureButton = %PauseButton
@onready var kalulu_button: TextureButton = %KaluluButton
@onready var center_menu: MarginContainer = %CenterMenu
@onready var kalulu: KALULU = %Kalulu
@onready var progression_container: VBoxContainer = %ProgressionContainer
@onready var progression_gauge: NinePatchRect = %ProgressionGauge
@onready var model_progression_rect: TextureRect = %ProgressionIconsRect
func _ready() -> void:
model_progression_rect.texture = empty_progression_icon
_handle_stimulus_button()
_cancel_back_button_hold()
func _process(delta: float) -> void:
_process_back_button_hold(delta)
func _process_back_button_hold(delta: float) -> void:
if not is_back_button_hold_active:
return
if is_paused or back_button.disabled:
_cancel_back_button_hold()
return
if not Input.is_mouse_button_pressed(MOUSE_BUTTON_LEFT) or not back_button.get_global_rect().has_point(get_viewport().get_mouse_position()):
_cancel_back_button_hold()
return
back_button_hold_progress_seconds += delta
var progress_ratio: float = clampf(back_button_hold_progress_seconds / BACK_BUTTON_HOLD_DURATION_SECONDS, 0.0, 1.0)
back_button.set_hold_progress_ratio(progress_ratio)
if progress_ratio >= 1.0:
_cancel_back_button_hold()
_emit_back_button_pressed()
func _handle_stimulus_button() -> void:
stimulus_button.set_visible(stimulus_button_visible)
#region Locking
func lock() -> void:
back_button.set_disabled(true)
_cancel_back_button_hold()
stimulus_button.set_disabled(true)
pause_button.set_disabled(true)
kalulu_button.set_disabled(true)
func unlock() -> void:
back_button.set_disabled(false)
stimulus_button.set_disabled(false)
pause_button.set_disabled(false)
kalulu_button.set_disabled(false)
#endregion
#region Progression
func set_max_progression(new_max_progression: int) -> void:
if is_paused:
await pause_ended
var progression_rects: Array[Node] = progression_container.get_children()
# Never remove the first
for index: int in range(1, progression_rects.size()):
if index >= new_max_progression:
progression_rects[index].queue_free()
for index: int in range(progression_rects.size(), new_max_progression):
var new_progression_rect: TextureRect = model_progression_rect.duplicate()
new_progression_rect.show()
new_progression_rect.texture = empty_progression_icon
progression_container.add_child(new_progression_rect)
model_progression_rect.set_visible(new_max_progression >= 1)
func set_progression(new_progression: int) -> void:
if is_paused:
await pause_ended
var max_progression: int = progression_container.get_child_count()
if new_progression > max_progression:
set_max_progression(new_progression)
var progression_rects: Array[Node] = progression_container.get_children()
for index: int in range(max_progression):
var progression_rect: TextureRect = progression_rects[index]
if index < new_progression:
progression_rect.texture = full_progression_icon
else:
progression_rect.texture = empty_progression_icon
#endregion
#region Left Panel
func _emit_back_button_pressed() -> void:
back_button_pressed.emit()
func _on_back_button_button_down() -> void:
if back_button.disabled or is_back_button_hold_active:
return
is_back_button_hold_active = true
back_button_hold_progress_seconds = 0.0
back_button.begin_hold()
func _on_back_button_button_up() -> void:
_cancel_back_button_hold()
func _cancel_back_button_hold() -> void:
is_back_button_hold_active = false
back_button_hold_progress_seconds = 0.0
back_button.cancel_hold()
func _on_stimulus_button_pressed() -> void:
stimulus_button_pressed.emit()
func _on_pause_button_pressed() -> void:
is_paused = true
show_center_menu(true)
get_tree().paused = true
func _on_kalulu_button_pressed() -> void:
kalulu_button_pressed.emit()
#endregion
#region Pause Menu
func show_center_menu(show_menu: bool) -> void:
center_menu.set_visible(show_menu)
back_button.set_disabled(show_menu)
if show_menu:
_cancel_back_button_hold()
stimulus_button.set_disabled(show_menu)
kalulu_button.set_disabled(show_menu)
pause_button.set_visible(!show_menu)
func _on_restart_button_pressed() -> void:
restart_button_pressed.emit()
func _on_continue_button_pressed() -> void:
is_paused = false
show_center_menu(false)
get_tree().paused = false
pause_ended.emit()
#endregion
#region Kalulu
func play_kalulu_speech(speech: AudioStream) -> void:
if is_paused:
await pause_ended
kalulu_button.hide()
get_tree().paused = true
kalulu.play_kalulu_speech(speech)
func _on_kalulu_speech_ended() -> void:
kalulu_button.show()
get_tree().paused = false
pause_ended.emit()
kalulu_speech_ended.emit()
#endregion