init game files

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2026-01-24 16:29:11 -05:00
commit ea2028cf13
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class_name DamageDisplay
extends Control
## DamageDisplay - Shows player damage counters
# Display settings
const MAX_DAMAGE: int = 7
const MARKER_SIZE: float = 30.0
const MARKER_SPACING: float = 5.0
# UI elements
var markers: Array[ColorRect] = []
var damage_label: Label
# Current damage
var current_damage: int = 0
func _ready() -> void:
_create_display()
func _create_display() -> void:
# Container for markers
var marker_container = HBoxContainer.new()
add_child(marker_container)
marker_container.add_theme_constant_override("separation", int(MARKER_SPACING))
# Create damage markers
for i in range(MAX_DAMAGE):
var marker = ColorRect.new()
marker.custom_minimum_size = Vector2(MARKER_SIZE, MARKER_SIZE)
marker.color = Color(0.3, 0.3, 0.3) # Empty state
marker_container.add_child(marker)
markers.append(marker)
# Damage count label
damage_label = Label.new()
damage_label.text = "0 / 7"
damage_label.position = Vector2(0, MARKER_SIZE + 5)
damage_label.add_theme_font_size_override("font_size", 14)
add_child(damage_label)
## Update damage display
func set_damage(amount: int) -> void:
current_damage = clampi(amount, 0, MAX_DAMAGE)
# Update markers
for i in range(MAX_DAMAGE):
if i < current_damage:
markers[i].color = Color(0.8, 0.2, 0.2) # Damage taken
else:
markers[i].color = Color(0.3, 0.3, 0.3) # Empty
# Update label
damage_label.text = str(current_damage) + " / " + str(MAX_DAMAGE)
# Flash on damage change
if current_damage > 0:
_flash_latest()
func _flash_latest() -> void:
if current_damage <= 0 or current_damage > MAX_DAMAGE:
return
var marker = markers[current_damage - 1]
var tween = create_tween()
tween.tween_property(marker, "color", Color(1.0, 0.5, 0.5), 0.1)
tween.tween_property(marker, "color", Color(0.8, 0.2, 0.2), 0.2)

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scripts/ui/GameUI.gd Normal file
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class_name GameUI
extends CanvasLayer
## GameUI - Main UI overlay for game information and controls
signal end_phase_pressed
signal pass_priority_pressed
# UI Components
var turn_panel: PanelContainer
var phase_panel: PanelContainer
var cp_panel: PanelContainer
var message_panel: PanelContainer
var card_detail_panel: PanelContainer
var action_buttons: HBoxContainer
# Labels
var turn_label: Label
var phase_label: Label
var cp_label: Label
var message_label: Label
# Card detail labels
var detail_name_label: Label
var detail_type_label: Label
var detail_cost_label: Label
var detail_power_label: Label
var detail_element_label: Label
var detail_ability_label: Label
# Buttons
var end_phase_button: Button
var pass_button: Button
# Message queue
var message_queue: Array[String] = []
var message_timer: Timer
const MESSAGE_DISPLAY_TIME: float = 3.0
func _ready() -> void:
_create_ui()
_connect_signals()
func _create_ui() -> void:
# Root control that fills the screen
var root = Control.new()
add_child(root)
root.set_anchors_preset(Control.PRESET_FULL_RECT)
root.mouse_filter = Control.MOUSE_FILTER_IGNORE
# === TOP BAR ===
var top_bar = HBoxContainer.new()
root.add_child(top_bar)
top_bar.set_anchors_preset(Control.PRESET_TOP_WIDE)
top_bar.offset_left = 10
top_bar.offset_right = -10
top_bar.offset_top = 10
top_bar.offset_bottom = 70
top_bar.add_theme_constant_override("separation", 20)
# Turn panel (top left)
turn_panel = _create_panel()
top_bar.add_child(turn_panel)
var turn_vbox = VBoxContainer.new()
turn_panel.add_child(turn_vbox)
var turn_header = Label.new()
turn_header.text = "Turn"
turn_header.add_theme_font_size_override("font_size", 12)
turn_vbox.add_child(turn_header)
turn_label = Label.new()
turn_label.text = "Player 1 - Turn 1"
turn_label.add_theme_font_size_override("font_size", 16)
turn_vbox.add_child(turn_label)
# Phase panel (top center-left)
phase_panel = _create_panel()
top_bar.add_child(phase_panel)
var phase_vbox = VBoxContainer.new()
phase_panel.add_child(phase_vbox)
var phase_header = Label.new()
phase_header.text = "Phase"
phase_header.add_theme_font_size_override("font_size", 12)
phase_vbox.add_child(phase_header)
phase_label = Label.new()
phase_label.text = "Active Phase"
phase_label.add_theme_font_size_override("font_size", 16)
phase_vbox.add_child(phase_label)
# CP panel
cp_panel = _create_panel()
top_bar.add_child(cp_panel)
var cp_vbox = VBoxContainer.new()
cp_panel.add_child(cp_vbox)
var cp_header = Label.new()
cp_header.text = "CP Pool"
cp_header.add_theme_font_size_override("font_size", 12)
cp_vbox.add_child(cp_header)
cp_label = Label.new()
cp_label.text = "0 CP"
cp_label.add_theme_font_size_override("font_size", 16)
cp_vbox.add_child(cp_label)
# Spacer to push buttons to the right
var spacer = Control.new()
spacer.size_flags_horizontal = Control.SIZE_EXPAND_FILL
top_bar.add_child(spacer)
# Action buttons in top bar (right side)
action_buttons = HBoxContainer.new()
top_bar.add_child(action_buttons)
action_buttons.add_theme_constant_override("separation", 10)
pass_button = Button.new()
pass_button.text = "Pass"
pass_button.custom_minimum_size = Vector2(80, 40)
action_buttons.add_child(pass_button)
end_phase_button = Button.new()
end_phase_button.text = "End Phase"
end_phase_button.custom_minimum_size = Vector2(100, 40)
action_buttons.add_child(end_phase_button)
# === MESSAGE PANEL (center, above hand) ===
message_panel = _create_panel()
root.add_child(message_panel)
message_panel.set_anchors_preset(Control.PRESET_CENTER)
message_panel.position = Vector2(-100, 200)
message_panel.custom_minimum_size = Vector2(200, 40)
message_label = Label.new()
message_label.text = ""
message_label.add_theme_font_size_override("font_size", 16)
message_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
message_panel.add_child(message_label)
message_panel.visible = false
# === CARD DETAIL PANEL (right side) ===
card_detail_panel = _create_panel()
root.add_child(card_detail_panel)
card_detail_panel.set_anchors_preset(Control.PRESET_CENTER_RIGHT)
card_detail_panel.offset_left = -220
card_detail_panel.offset_right = -10
card_detail_panel.offset_top = -150
card_detail_panel.offset_bottom = 150
card_detail_panel.visible = false
var detail_vbox = VBoxContainer.new()
card_detail_panel.add_child(detail_vbox)
detail_vbox.add_theme_constant_override("separation", 5)
detail_name_label = Label.new()
detail_name_label.text = "Card Name"
detail_name_label.add_theme_font_size_override("font_size", 18)
detail_vbox.add_child(detail_name_label)
var separator = HSeparator.new()
detail_vbox.add_child(separator)
detail_type_label = Label.new()
detail_type_label.text = "Type: Forward"
detail_vbox.add_child(detail_type_label)
detail_element_label = Label.new()
detail_element_label.text = "Element: Fire"
detail_vbox.add_child(detail_element_label)
detail_cost_label = Label.new()
detail_cost_label.text = "Cost: 3"
detail_vbox.add_child(detail_cost_label)
detail_power_label = Label.new()
detail_power_label.text = "Power: 7000"
detail_vbox.add_child(detail_power_label)
var separator2 = HSeparator.new()
detail_vbox.add_child(separator2)
var ability_header = Label.new()
ability_header.text = "Abilities:"
ability_header.add_theme_font_size_override("font_size", 12)
detail_vbox.add_child(ability_header)
detail_ability_label = Label.new()
detail_ability_label.text = ""
detail_ability_label.autowrap_mode = TextServer.AUTOWRAP_WORD
detail_ability_label.custom_minimum_size.x = 180
detail_vbox.add_child(detail_ability_label)
# Message timer
message_timer = Timer.new()
add_child(message_timer)
message_timer.one_shot = true
message_timer.timeout.connect(_on_message_timer_timeout)
func _create_panel() -> PanelContainer:
var panel = PanelContainer.new()
# Create stylebox
var style = StyleBoxFlat.new()
style.bg_color = Color(0.1, 0.1, 0.15, 0.9)
style.border_color = Color(0.3, 0.3, 0.4)
style.set_border_width_all(2)
style.set_corner_radius_all(5)
style.set_content_margin_all(8)
panel.add_theme_stylebox_override("panel", style)
return panel
func _connect_signals() -> void:
end_phase_button.pressed.connect(_on_end_phase_pressed)
pass_button.pressed.connect(_on_pass_priority_pressed)
# Connect to GameManager signals
if GameManager:
GameManager.turn_changed.connect(_on_turn_changed)
GameManager.phase_changed.connect(_on_phase_changed)
GameManager.message.connect(show_message)
func _on_end_phase_pressed() -> void:
end_phase_pressed.emit()
if GameManager:
GameManager.pass_priority()
func _on_pass_priority_pressed() -> void:
pass_priority_pressed.emit()
if GameManager:
GameManager.pass_priority()
func _on_turn_changed(player_name: String, turn_number: int) -> void:
turn_label.text = player_name + " - Turn " + str(turn_number)
func _on_phase_changed(phase_name: String) -> void:
phase_label.text = phase_name
## Update CP display
func update_cp_display(cp_pool: CPPool) -> void:
if not cp_pool:
cp_label.text = "0 CP"
return
var total = cp_pool.get_total_cp()
var text = str(total) + " CP"
# Show element breakdown if any specific element CP
var elements_text = []
for element in Enums.Element.values():
var amount = cp_pool.get_cp(element)
if amount > 0:
var elem_name = Enums.element_to_string(element)
elements_text.append(elem_name + ":" + str(amount))
if elements_text.size() > 0:
text += "\n" + ", ".join(elements_text)
cp_label.text = text
## Show a message
func show_message(text: String) -> void:
message_queue.append(text)
if not message_timer.is_stopped():
return
_show_next_message()
func _show_next_message() -> void:
if message_queue.is_empty():
message_panel.visible = false
return
var text = message_queue.pop_front()
message_label.text = text
message_panel.visible = true
message_timer.start(MESSAGE_DISPLAY_TIME)
func _on_message_timer_timeout() -> void:
_show_next_message()
## Show card detail panel
func show_card_detail(card: CardInstance) -> void:
if not card or not card.card_data:
card_detail_panel.visible = false
return
var data = card.card_data
detail_name_label.text = data.name
detail_type_label.text = "Type: " + Enums.card_type_to_string(data.type)
detail_cost_label.text = "Cost: " + str(data.cost)
# Element
var element_strs = []
for elem in data.elements:
element_strs.append(Enums.element_to_string(elem))
detail_element_label.text = "Element: " + "/".join(element_strs)
# Power
if data.type == Enums.CardType.FORWARD or data.power > 0:
detail_power_label.text = "Power: " + str(card.get_power())
detail_power_label.visible = true
else:
detail_power_label.visible = false
# Abilities
var ability_text = ""
for ability in data.abilities:
if ability_text != "":
ability_text += "\n\n"
var type_str = ""
match ability.type:
Enums.AbilityType.FIELD: type_str = "[Field]"
Enums.AbilityType.AUTO: type_str = "[Auto]"
Enums.AbilityType.ACTION: type_str = "[Action]"
Enums.AbilityType.SPECIAL: type_str = "[Special]"
ability_text += type_str
if ability.name != "":
ability_text += " " + ability.name
ability_text += "\n" + ability.effect
detail_ability_label.text = ability_text if ability_text != "" else "No abilities"
card_detail_panel.visible = true
## Hide card detail panel
func hide_card_detail() -> void:
card_detail_panel.visible = false
## Update button states based on game phase
func update_button_states(can_end_phase: bool, can_pass: bool) -> void:
end_phase_button.disabled = not can_end_phase
pass_button.disabled = not can_pass

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class_name HandDisplay
extends Control
## HandDisplay - Shows the current player's hand in a fan layout
signal card_selected(card_instance: CardInstance)
signal card_hovered(card_instance: CardInstance)
signal card_unhovered
# Hand card visuals
var hand_cards: Array[Control] = []
var card_instances: Array[CardInstance] = []
# Layout settings
const CARD_WIDTH: float = 100.0
const CARD_HEIGHT: float = 140.0
const CARD_OVERLAP: float = 70.0
const FAN_ANGLE: float = 2.0 # Degrees per card from center
const HOVER_LIFT: float = 25.0
# Current hover state
var hovered_card_index: int = -1
func _ready() -> void:
mouse_filter = Control.MOUSE_FILTER_IGNORE
# Connect to resized signal to re-layout when size changes
resized.connect(_on_resized)
func _on_resized() -> void:
_layout_cards()
## Update hand display with cards
func update_hand(cards: Array) -> void:
# Clear existing
for card_ui in hand_cards:
card_ui.queue_free()
hand_cards.clear()
card_instances.clear()
# Store card instances
for card in cards:
if card is CardInstance:
card_instances.append(card)
# Create card UI elements
_create_card_visuals()
# Defer layout to ensure size is set
call_deferred("_layout_cards")
func _create_card_visuals() -> void:
for i in range(card_instances.size()):
var card = card_instances[i]
var card_ui = _create_card_ui(card, i)
add_child(card_ui)
hand_cards.append(card_ui)
func _create_card_ui(card: CardInstance, index: int) -> Control:
# Use Panel for better input handling
var container = Panel.new()
container.custom_minimum_size = Vector2(CARD_WIDTH, CARD_HEIGHT)
container.size = Vector2(CARD_WIDTH, CARD_HEIGHT)
container.mouse_filter = Control.MOUSE_FILTER_STOP
# Style the panel with element color
var style = StyleBoxFlat.new()
style.bg_color = _get_element_color(card.card_data.get_primary_element())
style.border_color = Color.BLACK
style.set_border_width_all(2)
container.add_theme_stylebox_override("panel", style)
# Card background (keep for highlighting)
var bg = ColorRect.new()
bg.size = Vector2(CARD_WIDTH, CARD_HEIGHT)
bg.color = _get_element_color(card.card_data.get_primary_element())
bg.mouse_filter = Control.MOUSE_FILTER_IGNORE # Let parent handle input
container.add_child(bg)
# Card name
var name_label = Label.new()
name_label.text = card.card_data.name
name_label.position = Vector2(5, 5)
name_label.size = Vector2(CARD_WIDTH - 10, 50)
name_label.add_theme_font_size_override("font_size", 11)
name_label.add_theme_color_override("font_color", Color.BLACK)
name_label.autowrap_mode = TextServer.AUTOWRAP_WORD
name_label.mouse_filter = Control.MOUSE_FILTER_IGNORE
container.add_child(name_label)
# Cost indicator (top right)
var cost_bg = ColorRect.new()
cost_bg.size = Vector2(28, 28)
cost_bg.position = Vector2(CARD_WIDTH - 32, 4)
cost_bg.color = Color(0.2, 0.2, 0.2)
cost_bg.mouse_filter = Control.MOUSE_FILTER_IGNORE
container.add_child(cost_bg)
var cost_label = Label.new()
cost_label.text = str(card.card_data.cost)
cost_label.position = Vector2(CARD_WIDTH - 32, 4)
cost_label.size = Vector2(28, 28)
cost_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
cost_label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER
cost_label.add_theme_font_size_override("font_size", 16)
cost_label.add_theme_color_override("font_color", Color.WHITE)
cost_label.mouse_filter = Control.MOUSE_FILTER_IGNORE
container.add_child(cost_label)
# Type indicator (bottom left)
var type_label = Label.new()
type_label.text = Enums.card_type_to_string(card.card_data.type)
type_label.position = Vector2(5, CARD_HEIGHT - 22)
type_label.add_theme_font_size_override("font_size", 10)
type_label.add_theme_color_override("font_color", Color.BLACK)
type_label.mouse_filter = Control.MOUSE_FILTER_IGNORE
container.add_child(type_label)
# Power for forwards (bottom right)
if card.card_data.type == Enums.CardType.FORWARD:
var power_bg = ColorRect.new()
power_bg.size = Vector2(45, 20)
power_bg.position = Vector2(CARD_WIDTH - 50, CARD_HEIGHT - 24)
power_bg.color = Color(0.3, 0.1, 0.1, 0.8)
power_bg.mouse_filter = Control.MOUSE_FILTER_IGNORE
container.add_child(power_bg)
var power_label = Label.new()
power_label.text = str(card.card_data.power)
power_label.position = Vector2(CARD_WIDTH - 50, CARD_HEIGHT - 24)
power_label.size = Vector2(45, 20)
power_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
power_label.add_theme_font_size_override("font_size", 12)
power_label.add_theme_color_override("font_color", Color.WHITE)
power_label.mouse_filter = Control.MOUSE_FILTER_IGNORE
container.add_child(power_label)
# Connect signals
container.gui_input.connect(_on_card_gui_input.bind(index))
container.mouse_entered.connect(_on_card_mouse_entered.bind(index))
container.mouse_exited.connect(_on_card_mouse_exited.bind(index))
return container
func _get_element_color(element: Enums.Element) -> Color:
var color = Enums.get_element_color(element)
# Lighten for card background
return color.lightened(0.4)
func _layout_cards() -> void:
var card_count = hand_cards.size()
if card_count == 0:
return
# Get actual display width - use size if available, otherwise viewport
var display_width = size.x
if display_width <= 0:
var viewport = get_viewport()
if viewport:
display_width = viewport.get_visible_rect().size.x - 100 # Leave margins
if display_width <= 0:
display_width = 1820 # Fallback
# Calculate total width needed
var total_width = CARD_WIDTH + (card_count - 1) * CARD_OVERLAP
var start_x = (display_width - total_width) / 2.0
# Position each card
for i in range(card_count):
var card_ui = hand_cards[i]
# X position with overlap
var x = start_x + i * CARD_OVERLAP
# Y position (near top of container, with hover lift)
var y = 10.0
if i == hovered_card_index:
y -= HOVER_LIFT
# Rotation based on position in fan
var center_offset = i - (card_count - 1) / 2.0
var angle = center_offset * FAN_ANGLE
card_ui.position = Vector2(x, y)
card_ui.rotation = deg_to_rad(angle)
card_ui.z_index = i
if i == hovered_card_index:
card_ui.z_index = 100
func _on_card_gui_input(event: InputEvent, index: int) -> void:
if event is InputEventMouseButton:
if event.button_index == MOUSE_BUTTON_LEFT and event.pressed:
print("HandDisplay: Card clicked, index=", index)
if index >= 0 and index < card_instances.size():
print("HandDisplay: Emitting card_selected for ", card_instances[index].card_data.name)
card_selected.emit(card_instances[index])
func _on_card_mouse_entered(index: int) -> void:
hovered_card_index = index
_layout_cards()
if index >= 0 and index < card_instances.size():
card_hovered.emit(card_instances[index])
func _on_card_mouse_exited(index: int) -> void:
if hovered_card_index == index:
hovered_card_index = -1
_layout_cards()
card_unhovered.emit()
## Highlight playable cards
func highlight_playable(predicate: Callable) -> void:
for i in range(hand_cards.size()):
var card_ui = hand_cards[i]
var card = card_instances[i]
var bg = card_ui.get_child(0) as ColorRect
if bg:
if predicate.call(card):
# Add glow effect - brighter
bg.color = _get_element_color(card.card_data.get_primary_element()).lightened(0.2)
else:
# Dim non-playable
bg.color = _get_element_color(card.card_data.get_primary_element()).darkened(0.4)
## Clear all highlights
func clear_highlights() -> void:
for i in range(hand_cards.size()):
var card_ui = hand_cards[i]
var card = card_instances[i]
var bg = card_ui.get_child(0) as ColorRect
if bg:
bg.color = _get_element_color(card.card_data.get_primary_element())
func _notification(what: int) -> void:
if what == NOTIFICATION_RESIZED:
_layout_cards()

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class_name MainMenu
extends CanvasLayer
## MainMenu - Main menu screen
signal start_game
signal quit_game
# UI Components
var title_label: Label
var start_button: Button
var options_button: Button
var quit_button: Button
var version_label: Label
func _ready() -> void:
_create_menu()
func _create_menu() -> void:
# Background
var bg = ColorRect.new()
add_child(bg)
bg.set_anchors_preset(Control.PRESET_FULL_RECT)
bg.color = Color(0.08, 0.08, 0.12)
# Center container
var center = CenterContainer.new()
add_child(center)
center.set_anchors_preset(Control.PRESET_FULL_RECT)
var vbox = VBoxContainer.new()
center.add_child(vbox)
vbox.add_theme_constant_override("separation", 20)
# Title
title_label = Label.new()
title_label.text = "FF-TCG Digital"
title_label.add_theme_font_size_override("font_size", 48)
title_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
vbox.add_child(title_label)
# Subtitle
var subtitle = Label.new()
subtitle.text = "Final Fantasy Trading Card Game"
subtitle.add_theme_font_size_override("font_size", 18)
subtitle.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
subtitle.add_theme_color_override("font_color", Color(0.6, 0.6, 0.7))
vbox.add_child(subtitle)
# Spacer
var spacer = Control.new()
spacer.custom_minimum_size = Vector2(0, 40)
vbox.add_child(spacer)
# Start button
start_button = _create_menu_button("Start Game")
vbox.add_child(start_button)
start_button.pressed.connect(_on_start_pressed)
# Options button (placeholder)
options_button = _create_menu_button("Options")
options_button.disabled = true
vbox.add_child(options_button)
# Quit button
quit_button = _create_menu_button("Quit")
vbox.add_child(quit_button)
quit_button.pressed.connect(_on_quit_pressed)
# Version label at bottom
version_label = Label.new()
version_label.text = "v0.1.0 - Development Build"
version_label.add_theme_font_size_override("font_size", 12)
version_label.add_theme_color_override("font_color", Color(0.4, 0.4, 0.5))
add_child(version_label)
version_label.set_anchors_preset(Control.PRESET_BOTTOM_RIGHT)
version_label.offset_left = -200
version_label.offset_top = -30
version_label.offset_right = -10
version_label.offset_bottom = -10
func _create_menu_button(text: String) -> Button:
var button = Button.new()
button.text = text
button.custom_minimum_size = Vector2(200, 50)
button.add_theme_font_size_override("font_size", 20)
return button
func _on_start_pressed() -> void:
start_game.emit()
func _on_quit_pressed() -> void:
quit_game.emit()
get_tree().quit()

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class_name PauseMenu
extends CanvasLayer
## PauseMenu - In-game pause/escape menu
signal resume_game
signal restart_game
signal return_to_menu
# UI Components
var panel: PanelContainer
var resume_button: Button
var restart_button: Button
var menu_button: Button
var menu_is_visible: bool = false
func _ready() -> void:
_create_menu()
hide_menu()
func _create_menu() -> void:
# Semi-transparent background
var bg = ColorRect.new()
add_child(bg)
bg.set_anchors_preset(Control.PRESET_FULL_RECT)
bg.color = Color(0, 0, 0, 0.7)
bg.mouse_filter = Control.MOUSE_FILTER_STOP
# Center container
var center = CenterContainer.new()
add_child(center)
center.set_anchors_preset(Control.PRESET_FULL_RECT)
# Panel
panel = PanelContainer.new()
center.add_child(panel)
var style = StyleBoxFlat.new()
style.bg_color = Color(0.15, 0.15, 0.2)
style.border_color = Color(0.3, 0.3, 0.4)
style.set_border_width_all(2)
style.set_corner_radius_all(10)
style.set_content_margin_all(30)
panel.add_theme_stylebox_override("panel", style)
var vbox = VBoxContainer.new()
panel.add_child(vbox)
vbox.add_theme_constant_override("separation", 15)
# Title
var title = Label.new()
title.text = "Game Paused"
title.add_theme_font_size_override("font_size", 28)
title.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
vbox.add_child(title)
# Spacer
var spacer = Control.new()
spacer.custom_minimum_size = Vector2(0, 10)
vbox.add_child(spacer)
# Resume button
resume_button = _create_menu_button("Resume")
vbox.add_child(resume_button)
resume_button.pressed.connect(_on_resume_pressed)
# Restart button
restart_button = _create_menu_button("Restart Game")
vbox.add_child(restart_button)
restart_button.pressed.connect(_on_restart_pressed)
# Return to menu button
menu_button = _create_menu_button("Main Menu")
vbox.add_child(menu_button)
menu_button.pressed.connect(_on_menu_pressed)
func _create_menu_button(text: String) -> Button:
var button = Button.new()
button.text = text
button.custom_minimum_size = Vector2(180, 45)
button.add_theme_font_size_override("font_size", 18)
return button
func show_menu() -> void:
visible = true
menu_is_visible = true
get_tree().paused = true
func hide_menu() -> void:
visible = false
menu_is_visible = false
get_tree().paused = false
func toggle_menu() -> void:
if menu_is_visible:
hide_menu()
else:
show_menu()
func _on_resume_pressed() -> void:
hide_menu()
resume_game.emit()
func _on_restart_pressed() -> void:
hide_menu()
restart_game.emit()
func _on_menu_pressed() -> void:
hide_menu()
return_to_menu.emit()