Branch master was renamed to main.

test-client-godot/login_scene/character_selection_menu.gd

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GDScript3
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extends Control
signal character_selected( slot )
signal return_button_pressed
var preview_slot = 0
var character_preview = null
var character_mesh = null
var character_face_camera = null
var character_box = null
var character_creation_box = null
var name_input = null
var turn_direction = null
var zoom_direction = null
func _ready():
# $viewport/character/face_camera.make_current()
self.character_preview = $viewport/character
self.character_preview.set_default_values()
# self.character_preview.get_node( "Camera_rotation_helper/face_camera" ).make_current()
self.character_preview.get_node( "face_camera" ).make_current()
self.character_mesh = $viewport/character.get_node("suzanne/mesh")
# self.character_face_camera = $viewport/character/Camera_rotation_helper/face_camera
self.character_box = $margin_container/character_box
self.character_creation_box = $margin_container/character_box/character_creation_box
self.name_input = self.character_box.get_node( "character_creation_box/margin_container/v_box_container/name_box/line_edit" )
self.character_preview.update()
update_character_slots()
func update_character_slots():
var config_file = ConfigFile.new()
var err = config_file.load( "user://player.cfg" )
if err:
print("Error code when loading player config file: ", err)
var useds_slot = []
var last_slot = 0
for section in config_file.get_sections():
useds_slot.append( int(section) )
if not self.character_box.has_node( "character_slots/slots_box/slot_box_"+section ):
last_slot = int(section)
var character_name = config_file.get_value( section, "name" )
if not character_name:
character_name = "NameNotFound"
var slot_box = HBoxContainer.new()
slot_box.name = "slot_box_"+section
slot_box.size_flags_horizontal = SIZE_FILL
slot_box.size_flags_vertical = SIZE_EXPAND
slot_box.set( "custom_constants/separation", 8)
self.character_box.get_node( "character_slots/slots_box/" ).add_child( slot_box )
slot_box.connect( "mouse_entered", self, "_on_name_mouse_entered_pressed", [int(section)] )
var label_name = Label.new()
label_name.text = character_name
label_name.size_flags_horizontal = SIZE_EXPAND
slot_box.add_child( label_name )
var choose_button = Button.new()
choose_button.text = "Choisir"
slot_box.add_child( choose_button )
choose_button.connect( "pressed", self, "_on_choose_pressed", [int(section)] )
choose_button.connect( "mouse_entered", self, "_on_name_mouse_entered_pressed", [int(section)] )
var delete_button = Button.new()
delete_button.text = "Supprimer"
slot_box.add_child( delete_button )
delete_button.connect( "pressed", self, "_on_delete_pressed", [int(section), slot_box] )
delete_button.connect( "mouse_entered", self, "_on_name_mouse_entered_pressed", [int(section)] )
if self.character_box.has_node( "character_slots/creation_button" ):
self.character_box.get_node( "character_slots/creation_button" ).free()
var index = 0
while index in useds_slot:
index += 1
var next_slot = index
var create_new_characer_button = Button.new()
create_new_characer_button.name = "creation_button"
create_new_characer_button.text = "Créer"
create_new_characer_button.hint_tooltip = "Create a new character"
self.character_box.get_node( "character_slots/slots_box/" ).add_child( create_new_characer_button )
create_new_characer_button.connect( "pressed", self, "_on_create_pressed", [next_slot] )
func _on_create_pressed( slot ):
self.character_preview.slot = slot
self.character_box.get_node( "character_slots" ).hide()
self.character_box.get_node( "character_creation_box" ).show()
self.character_preview.update()
func _on_choose_pressed( slot ):
emit_signal( "character_selected", slot )
func _on_delete_pressed( slot, node_to_delete ):
var config_file = ConfigFile.new()
var err = config_file.load( "user://player.cfg" )
if err:
print("Error code when loading player config file: ", err)
config_file.erase_section( str(slot) )
config_file.save( "user://player.cfg" )
var parent = node_to_delete.get_parent()
parent.remove_child( node_to_delete )
update_character_slots()
func _on_name_mouse_entered_pressed( slot ):
$viewport/character.show()
preview_slot = slot
update_preview()
func update_preview():
var slot = preview_slot
var config_file = ConfigFile.new()
var err = config_file.load( "user://player.cfg" )
if err:
print("Error code when loading player config file: ", err)
if config_file.has_section( str(slot) ):
self.character_preview.slot = slot
# name
var pseudo = config_file.get_value( str(slot), "name", "Player" )
self.character_preview.pseudo = pseudo
# gender
var gender = config_file.get_value( str(slot), "gender", 1 )
self.character_preview.gender = gender
# Color
var color = config_file.get_value( str(slot), "color", Color( 1, 0.25, 0.25, 1 ) )
self.character_preview.color = color
# Size
var size = config_file.get_value( str(slot), "size", 1.0 )
self.character_preview.size = size
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# Ears size
var ears_size = config_file.get_value( str(slot), "ears_size", 0.0 )
self.character_preview.ears_size = ears_size
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# Eyes color
var eyes_color = config_file.get_value( str(slot), "eyes_color", Color( 0.0, 1.0, 0.0, 1.0 ) )
self.character_preview.eyes_color = eyes_color
self.character_preview.update()
func _on_character_slots_return_button_pressed():
emit_signal( "return_button_pressed" )
func _on_character_creation_box_return_button_pressed():
self.character_box.get_node( "character_slots" ).show()
self.character_box.get_node( "character_creation_box" ).hide()
func _on_character_creation_box_creation_button_pressed():
if not self.name_input.text or self.name_input.text == "":
self.character_box.get_node( "character_creation_box" ).show_error( "You need to choose a character's name." )
return
self.character_preview.pseudo = self.name_input.text
var config_file = ConfigFile.new()
var err = config_file.load( "user://player.cfg" )
if err:
print("Error code when loading player config file: ", err)
config_file.set_value( str(self.character_preview.slot), "name", self.character_preview.pseudo)
config_file.set_value( str(self.character_preview.slot), "gender", self.character_preview.gender)
config_file.set_value( str(self.character_preview.slot), "color", self.character_preview.color)
config_file.set_value( str(self.character_preview.slot), "size", self.character_preview.size)
config_file.set_value( str(self.character_preview.slot), "ears_size", self.character_preview.ears_size)
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config_file.set_value( str(self.character_preview.slot), "eyes_color", self.character_preview.eyes_color)
config_file.save( "user://player.cfg" )
self.character_box.get_node( "character_slots" ).show()
self.character_box.get_node( "character_creation_box" ).hide()
update_character_slots()
func _on_character_creation_box_character_preview_need_update():
self.character_preview.pseudo = self.character_creation_box.get_node( "margin_container/v_box_container/name_box/line_edit" ).text
self.character_preview.gender = self.character_creation_box.get_node( "margin_container/v_box_container/sexe_box/h_box_container/sex_bar" ).value
if self.character_preview.gender == 1:
self.character_preview.color = Color( 1.0, 0.25, 0.25, 1.0 )
else:
self.character_preview.color = Color( 0.0, 0.0, 1.0, 1.0 )
self.character_preview.size = self.character_creation_box.get_node( "margin_container/v_box_container/size_box/h_box_container/size_bar" ).value
self.character_preview.ears_size = self.character_creation_box.get_node( "margin_container/v_box_container/ears_size_box/ears_size" ).value
self.character_preview.eyes_color = self.character_creation_box.get_node( "margin_container/v_box_container/eyes_color_box/eyes_color" ).color
self.character_preview.update()
func _on_character_creation_box_sex_bar_changed( value ):
if value == 0:
self.character_preview.gender = 0
self.character_preview.color = Color( 0.0, 0.0, 1.0, 1.0 )
else:
self.character_preview.gender = 1
self.character_preview.color = Color( 1.0, 0.25, 0.25, 1.0 )
self.character_preview.update()
func _on_character_creation_box_size_bar_changed( value ):
self.character_preview.size = value
self.character_preview.update()
func _on_character_creation_box_ears_size_bar_changed( value ):
self.character_preview.ears_size = value
self.character_preview.update()
func _on_character_creation_box_eyes_color_changed(value):
self.character_preview.eyes_color = value
self.character_preview.update()
func _process( delta ):
if turn_direction == "left":
self.character_mesh.rotation.y -= delta
elif turn_direction == "right":
self.character_mesh.rotation.y += delta
if zoom_direction == "front":
$viewport/character/face_camera.size += delta
elif zoom_direction == "back":
$viewport/character/face_camera.size -= delta
func _on_turn_left_button_down():
turn_direction = "left"
func _on_turn_left_button_up():
turn_direction = null
func _on_turn_right_button_down():
turn_direction = "right"
func _on_turn_right_button_up():
turn_direction = null
func _on_zoom_out_button_down():
zoom_direction = "front"
func _on_zoom_out_button_up():
zoom_direction = null
func _on_zoom_in_button_down():
zoom_direction = "back"
func _on_zoom_in_button_up():
zoom_direction = null
func _on_lights_button_up():
$viewport/character/face_lights.hide()
func _on_lights_button_down():
$viewport/character/face_lights.show()
func _on_lights_toggled(button_pressed):
if button_pressed:
$viewport/character/face_lights.show()
else:
$viewport/character/face_lights.hide()
func _on_character_preview_image_resized():
$viewport.size = $margin_container/character_box/v_box_container/character_preview_image.rect_size