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5 Commits
6 changed files with 332 additions and 2 deletions
+14 -1
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@@ -18,6 +18,12 @@ func _ready() -> void:
func _process(delta: float) -> void:
if _player_out_of_bounds:
# If the player dies while out of bounds, stop the timer and remove the UI
if "is_dead" in _player_out_of_bounds and _player_out_of_bounds.is_dead:
_player_out_of_bounds = null
_remove_ui()
return
# Player is outside the combat area!
time_left -= delta
if time_left <= 0.0:
@@ -39,6 +45,12 @@ func _process(delta: float) -> void:
func _on_body_exited(body: Node3D) -> void:
if body.name == "Player":
# Don't trigger if the player is already dead or the scene is tearing down
if "is_dead" in body and body.is_dead:
return
if body.is_queued_for_deletion() or not is_inside_tree():
return
_player_out_of_bounds = body
time_safe = 0.0 # Reset recovery timer
_create_ui()
@@ -74,7 +86,8 @@ func _create_ui() -> void:
_ui_layer.add_child(_ui_label)
get_tree().current_scene.add_child(_ui_layer)
if get_tree().current_scene:
get_tree().current_scene.call_deferred("add_child", _ui_layer)
func _remove_ui() -> void:
if _ui_layer:
+1 -1
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@@ -11,7 +11,7 @@ config_version=5
[application]
config/name="Papaya-Shooter"
run/main_scene="res://scenes/dust2_level/dust2_level.tscn"
run/main_scene="res://ui/main_menu/main_menu.tscn"
config/features=PackedStringArray("4.6", "Forward Plus")
config/icon="res://icon.svg"
+274
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@@ -0,0 +1,274 @@
extends Control
var _ui_vbox: VBoxContainer
var _level_selector_panel: VBoxContainer
func _ready() -> void:
Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
# ==========================================
# BACKGROUND: 3D DIORAMA (Sliding Player)
# ==========================================
var right_panel = SubViewportContainer.new()
right_panel.set_anchors_preset(Control.PRESET_FULL_RECT)
right_panel.stretch = true
right_panel.mouse_filter = Control.MOUSE_FILTER_IGNORE
add_child(right_panel)
var viewport = SubViewport.new()
viewport.own_world_3d = true
right_panel.add_child(viewport)
_build_3d_diorama(viewport)
# ==========================================
# FOREGROUND: UI (Title and Buttons)
# ==========================================
_ui_vbox = VBoxContainer.new()
_ui_vbox.add_theme_constant_override("separation", 30)
_ui_vbox.set_anchor_and_offset(SIDE_LEFT, 0.0, 50)
_ui_vbox.set_anchor_and_offset(SIDE_TOP, 0.0, 50)
_ui_vbox.set_anchor_and_offset(SIDE_RIGHT, 0.0, 600)
_ui_vbox.set_anchor_and_offset(SIDE_BOTTOM, 1.0, -50)
add_child(_ui_vbox)
# Title
var title = Label.new()
title.text = "Papaya Shooter"
title.add_theme_font_size_override("font_size", 72)
title.add_theme_color_override("font_color", Color(1, 0.6, 0.2)) # Papaya orange
title.add_theme_color_override("font_outline_color", Color(0, 0, 0))
title.add_theme_constant_override("outline_size", 12)
_ui_vbox.add_child(title)
# Spacer
var spacer = Control.new()
spacer.custom_minimum_size = Vector2(0, 40)
_ui_vbox.add_child(spacer)
# Buttons
_add_button(_ui_vbox, "Singleplayer", _on_singleplayer_pressed)
_add_button(_ui_vbox, "Multiplayer", _on_multiplayer_pressed)
_add_button(_ui_vbox, "Loadouts", _on_loadouts_pressed)
_add_button(_ui_vbox, "Settings", _on_settings_pressed)
_add_button(_ui_vbox, "Exit Game", _on_exit_pressed)
# ==========================================
# LEVEL SELECTOR PANEL
# ==========================================
_level_selector_panel = VBoxContainer.new()
_level_selector_panel.add_theme_constant_override("separation", 20)
_level_selector_panel.set_anchor_and_offset(SIDE_LEFT, 0.0, 50)
_level_selector_panel.set_anchor_and_offset(SIDE_TOP, 0.0, 50)
_level_selector_panel.set_anchor_and_offset(SIDE_RIGHT, 0.0, 800)
_level_selector_panel.set_anchor_and_offset(SIDE_BOTTOM, 1.0, -50)
_level_selector_panel.hide()
add_child(_level_selector_panel)
var ls_title = Label.new()
ls_title.text = "Select Level"
ls_title.add_theme_font_size_override("font_size", 64)
ls_title.add_theme_color_override("font_color", Color(1, 1, 1))
ls_title.add_theme_color_override("font_outline_color", Color(0, 0, 0))
ls_title.add_theme_constant_override("outline_size", 8)
_level_selector_panel.add_child(ls_title)
# Cards Container
var cards_hbox = HBoxContainer.new()
cards_hbox.add_theme_constant_override("separation", 30)
cards_hbox.size_flags_vertical = Control.SIZE_EXPAND_FILL
_level_selector_panel.add_child(cards_hbox)
# Level 1: Dust 2
var d2_gradient = Gradient.new()
d2_gradient.add_point(0.0, Color(0.9, 0.8, 0.6)) # Sand
d2_gradient.add_point(1.0, Color(0.6, 0.5, 0.3)) # Dark sand
_build_level_card(cards_hbox, "Dust 2", "res://scenes/dust2_level/dust2_level.tscn", d2_gradient)
# Level 2: Test Level
var tl_gradient = Gradient.new()
tl_gradient.add_point(0.0, Color(0.2, 0.2, 0.25)) # Dark grey
tl_gradient.add_point(1.0, Color(0.3, 0.5, 0.6)) # Steel blue
_build_level_card(cards_hbox, "Test Level", "res://scenes/test_level/test_level.tscn", tl_gradient)
var ls_spacer = Control.new()
ls_spacer.custom_minimum_size = Vector2(0, 20)
_level_selector_panel.add_child(ls_spacer)
_add_button(_level_selector_panel, "Back", _on_back_pressed)
func _build_level_card(parent: Container, title: String, scene_path: String, gradient: Gradient) -> void:
var btn = TextureButton.new()
btn.custom_minimum_size = Vector2(300, 400)
var tex = GradientTexture2D.new()
tex.gradient = gradient
tex.width = 300
tex.height = 400
tex.fill_to = Vector2(1, 1)
btn.texture_normal = tex
var tex_hover = GradientTexture2D.new()
tex_hover.gradient = gradient
tex_hover.width = 300
tex_hover.height = 400
tex_hover.fill_to = Vector2(1, 1)
tex_hover.use_hdr = true # Slight bright effect on hover
btn.texture_hover = tex_hover
btn.modulate = Color(1, 1, 1)
# VBox to hold the label
var vbox = VBoxContainer.new()
vbox.set_anchors_preset(Control.PRESET_FULL_RECT)
vbox.alignment = BoxContainer.ALIGNMENT_END
btn.add_child(vbox)
# Dimming overlay at the bottom for text readability
var overlay = ColorRect.new()
overlay.color = Color(0, 0, 0, 0.6)
overlay.custom_minimum_size = Vector2(0, 60)
vbox.add_child(overlay)
var lbl = Label.new()
lbl.text = title
lbl.add_theme_font_size_override("font_size", 32)
lbl.add_theme_color_override("font_color", Color.WHITE)
lbl.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
lbl.set_anchors_preset(Control.PRESET_FULL_RECT)
overlay.add_child(lbl)
btn.pressed.connect(func(): get_tree().change_scene_to_file(scene_path))
parent.add_child(btn)
func _add_button(parent: Container, text: String, callback: Callable) -> void:
var btn = Button.new()
btn.text = text
btn.add_theme_font_size_override("font_size", 32)
btn.custom_minimum_size = Vector2(300, 60)
btn.size_flags_horizontal = Control.SIZE_SHRINK_BEGIN
btn.pressed.connect(callback)
parent.add_child(btn)
func _on_back_pressed() -> void:
_level_selector_panel.hide()
_ui_vbox.show()
func _on_singleplayer_pressed() -> void:
_ui_vbox.hide()
_level_selector_panel.show()
func _on_multiplayer_pressed() -> void:
print("Multiplayer not implemented yet.")
func _on_loadouts_pressed() -> void:
if has_node("/root/PauseMenu"):
var pm = get_node("/root/PauseMenu")
pm.visible = true
pm._show_loadouts()
func _on_settings_pressed() -> void:
if has_node("/root/PauseMenu"):
var pm = get_node("/root/PauseMenu")
pm.visible = true
pm._show_settings()
func _on_exit_pressed() -> void:
get_tree().quit()
# ==========================================
# 3D DIORAMA BUILDER
# ==========================================
func _build_3d_diorama(viewport: SubViewport) -> void:
var world = Node3D.new()
viewport.add_child(world)
# Lighting and Env
var env = WorldEnvironment.new()
var environment = Environment.new()
environment.background_mode = Environment.BG_COLOR
environment.background_color = Color(0.1, 0.15, 0.2) # Dark stylish background
environment.tonemap_mode = Environment.TONE_MAPPER_ACES
env.environment = environment
world.add_child(env)
var sun = DirectionalLight3D.new()
sun.rotation_degrees = Vector3(-45, 45, 0)
sun.light_color = Color(1.0, 0.9, 0.8)
sun.light_energy = 1.5
sun.shadow_enabled = true
world.add_child(sun)
var fill = DirectionalLight3D.new()
fill.rotation_degrees = Vector3(-30, -135, 0)
fill.light_color = Color(0.5, 0.6, 1.0)
fill.light_energy = 0.5
world.add_child(fill)
# Floor
var floor_mesh = MeshInstance3D.new()
floor_mesh.mesh = PlaneMesh.new()
floor_mesh.mesh.size = Vector2(20, 20)
var floor_mat = StandardMaterial3D.new()
floor_mat.albedo_color = Color(0.2, 0.2, 0.2)
floor_mesh.mesh.surface_set_material(0, floor_mat)
world.add_child(floor_mesh)
# Player Model (Sliding Pose)
var player_model = Node3D.new()
player_model.position = Vector3(0, 0.5, 0) # Lowered for slide
world.add_child(player_model)
var body_mat = StandardMaterial3D.new()
body_mat.albedo_color = Color(0.3, 0.6, 0.9)
# Torso (Capsule tilted back)
var torso = MeshInstance3D.new()
var t_mesh = CapsuleMesh.new()
t_mesh.radius = 0.4
t_mesh.height = 1.2
t_mesh.material = body_mat
torso.mesh = t_mesh
torso.rotation_degrees.x = -60 # Tilted back
torso.position = Vector3(0, 0.4, 0)
player_model.add_child(torso)
# Legs (Sticking forward)
var legs = MeshInstance3D.new()
var l_mesh = BoxMesh.new()
l_mesh.size = Vector3(0.6, 0.4, 1.2)
l_mesh.material = body_mat
legs.mesh = l_mesh
legs.position = Vector3(0, -0.2, 0.6)
player_model.add_child(legs)
# Arm holding shotgun
var arm = Node3D.new()
arm.position = Vector3(0.5, 0.6, 0.2)
player_model.add_child(arm)
var arm_mesh = MeshInstance3D.new()
var a_mesh = BoxMesh.new()
a_mesh.size = Vector3(0.2, 0.2, 0.8)
a_mesh.material = body_mat
arm_mesh.mesh = a_mesh
arm_mesh.position = Vector3(0, 0, 0.3)
arm.add_child(arm_mesh)
# Shotgun
var shotgun_script = load("res://weapons/double_barrel_shotgun.gd")
if shotgun_script:
var shotgun = shotgun_script.new()
arm_mesh.add_child(shotgun)
shotgun.position = Vector3(0, -0.1, 0.4)
shotgun.rotation_degrees = Vector3(0, 0, 0)
shotgun.set_process(false)
shotgun.set_physics_process(false)
if shotgun.has_method("set_process_input"):
shotgun.set_process_input(false)
# Camera
var camera = Camera3D.new()
world.add_child(camera)
camera.position = Vector3(3, 1.5, 4)
camera.look_at(Vector3(0, 0.5, 0))
+1
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@@ -0,0 +1 @@
uid://dflvxkquwjl42
+12
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@@ -0,0 +1,12 @@
[gd_scene load_steps=2 format=3 uid="uid://b0x123456789"]
[ext_resource type="Script" path="res://ui/main_menu/main_menu.gd" id="1_1a2b3"]
[node name="MainMenu" type="Control"]
layout_mode = 3
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
script = ExtResource("1_1a2b3")
+30
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@@ -6,6 +6,7 @@ var resume_btn: Button
var respawn_btn: Button
var loadouts_btn: Button
var settings_btn: Button
var return_btn: Button
var exit_btn: Button
# Loadout UI
@@ -48,6 +49,7 @@ var rebind_label: Label
var waiting_for_input_action: String = ""
var quit_dialog: ConfirmationDialog
var return_dialog: ConfirmationDialog
func _ready() -> void:
process_mode = Node.PROCESS_MODE_ALWAYS
@@ -70,6 +72,10 @@ func _input(event: InputEvent) -> void:
return
if event.is_action_pressed("ui_cancel"):
# Don't open the pause menu if we are already in the main menu
if get_tree().current_scene and get_tree().current_scene.name == "MainMenu":
return
if visible:
_resume()
else:
@@ -129,6 +135,11 @@ func _build_ui() -> void:
settings_btn.custom_minimum_size = Vector2(200, 50)
main_vbox.add_child(settings_btn)
return_btn = Button.new()
return_btn.text = "Main Menu"
return_btn.custom_minimum_size = Vector2(200, 50)
main_vbox.add_child(return_btn)
exit_btn = Button.new()
exit_btn.text = "Exit Game"
exit_btn.custom_minimum_size = Vector2(200, 50)
@@ -572,6 +583,12 @@ func _build_ui() -> void:
quit_dialog.dialog_text = "Are you sure you want to close the game?"
add_child(quit_dialog)
# ── Return Dialog ──
return_dialog = ConfirmationDialog.new()
return_dialog.title = "Main Menu"
return_dialog.dialog_text = "Are you sure you want to return to the main menu?"
add_child(return_dialog)
func _build_vol_control(parent: Node, label_name: String) -> Array:
var hbox = HBoxContainer.new()
parent.add_child(hbox)
@@ -619,13 +636,26 @@ func _connect_signals() -> void:
respawn_btn.pressed.connect(_respawn)
loadouts_btn.pressed.connect(_show_loadouts)
settings_btn.pressed.connect(_show_settings)
return_btn.pressed.connect(_show_return_dialog)
exit_btn.pressed.connect(_show_exit_dialog)
back_to_main_btn.pressed.connect(_show_main_menu)
settings_back_btn.pressed.connect(_show_main_menu)
save_loadout_btn.pressed.connect(_save_current_loadout)
quit_dialog.confirmed.connect(_quit_game)
return_dialog.confirmed.connect(_return_to_main_menu)
func _show_return_dialog() -> void:
return_dialog.popup_centered()
func _return_to_main_menu() -> void:
_resume() # Reset pause state and cursor mode
get_tree().change_scene_to_file("res://ui/main_menu/main_menu.tscn")
func _show_main_menu() -> void:
if get_tree().current_scene and get_tree().current_scene.name == "MainMenu":
visible = false
return
main_vbox.visible = true
loadout_editor.visible = false
settings_editor.visible = false