Add saves, settings, and multiplayer-safe menus

This commit is contained in:
Alexander Sellite 2026-07-25 18:20:49 -04:00
parent e2067e3bf4
commit 0d050b08cc
32 changed files with 2468 additions and 49 deletions

View file

@ -2,6 +2,7 @@ class_name CollectionLog
extends Node
signal fish_discovered(fish_id: StringName)
signal collection_changed
var _discovered: Dictionary[StringName, bool] = {}
@ -15,3 +16,23 @@ func mark_discovered(fish_id: StringName) -> void:
return
_discovered[fish_id] = true
fish_discovered.emit(fish_id)
collection_changed.emit()
func get_discovered_ids() -> Array[StringName]:
var discovered_ids: Array[StringName] = []
for fish_id: StringName in _discovered:
discovered_ids.append(fish_id)
discovered_ids.sort()
return discovered_ids
func replace_discovered_ids(fish_ids: Array[StringName]) -> bool:
var replacement: Dictionary[StringName, bool] = {}
for fish_id: StringName in fish_ids:
if fish_id.is_empty():
return false
replacement[fish_id] = true
_discovered = replacement
collection_changed.emit()
return true

View file

@ -14,6 +14,18 @@ func get_balance() -> int:
return current_balance
func restore_balance(balance: int) -> bool:
if balance < 0:
return false
var previous_balance: int = current_balance
current_balance = balance
balance_changed.emit(
current_balance,
current_balance - previous_balance
)
return true
func can_afford(amount: int) -> bool:
return amount >= 0 and current_balance >= amount

View file

@ -3,6 +3,11 @@ extends Resource
const FishDataType = preload("res://fish/fish_data.gd")
const MAX_SAFE_WEIGHT_LB: float = 1000000.0
const MAX_SAFE_DISPLAY_SCALE: float = 10000.0
const MAX_SAFE_SALE_VALUE: int = 1000000000
const MAX_SAFE_SEQUENCE: int = 2147483647
@export var fish: FishDataType
@export var fish_id: StringName
@export var catch_id: StringName
@ -16,9 +21,16 @@ const FishDataType = preload("res://fish/fish_data.gd")
func ensure_identity() -> void:
if not catch_id.is_empty():
return
var random_bytes: PackedByteArray = Crypto.new().generate_random_bytes(16)
var identity_suffix: String = random_bytes.hex_encode()
if identity_suffix.is_empty():
identity_suffix = "%d:%d:%d" % [
int(Time.get_unix_time_from_system()),
Time.get_ticks_usec(),
get_instance_id(),
]
catch_id = StringName(
"%s:%d:%d"
% [fish_id, Time.get_ticks_usec(), get_instance_id()]
"%s:%s" % [fish_id, identity_suffix]
)
@ -28,8 +40,134 @@ func is_valid() -> bool:
and not fish_id.is_empty()
and not catch_id.is_empty()
and fish.id == fish_id
and weight_lb >= fish.get_minimum_weight()
and weight_lb <= fish.get_maximum_weight()
and catch_sequence >= 0
and catch_sequence < MAX_SAFE_SEQUENCE
and is_finite(weight_lb)
and weight_lb > 0.0
and weight_lb <= MAX_SAFE_WEIGHT_LB
and is_finite(display_scale)
and display_scale > 0.0
and display_scale <= MAX_SAFE_DISPLAY_SCALE
and sale_value >= 0
and sale_value <= MAX_SAFE_SALE_VALUE
)
func to_save_dict() -> Dictionary:
return {
"catch_id": String(catch_id),
"catch_sequence": catch_sequence,
"fish_id": String(fish_id),
"weight_lb": weight_lb,
"display_scale": display_scale,
"sale_value": sale_value,
"is_favorited": is_favorited,
}
static func from_save_dict(
data: Dictionary,
resolved_fish: FishDataType,
) -> FishCatch:
if resolved_fish == null:
return null
for required_key: String in [
"catch_id",
"catch_sequence",
"fish_id",
"weight_lb",
"display_scale",
"sale_value",
"is_favorited",
]:
if not data.has(required_key):
return null
if (
typeof(data["catch_id"]) not in [TYPE_STRING, TYPE_STRING_NAME]
or typeof(data["fish_id"]) not in [TYPE_STRING, TYPE_STRING_NAME]
):
return null
var loaded_catch_id: StringName = StringName(str(data["catch_id"]))
var loaded_fish_id: StringName = StringName(str(data["fish_id"]))
var loaded_sequence: int = _read_safe_integer(
data["catch_sequence"],
-1,
MAX_SAFE_SEQUENCE
)
var loaded_sale_value: int = _read_safe_integer(
data["sale_value"],
-1,
MAX_SAFE_SALE_VALUE
)
var loaded_weight: float = _read_safe_float(
data["weight_lb"],
0.0,
MAX_SAFE_WEIGHT_LB
)
var loaded_scale: float = _read_safe_float(
data["display_scale"],
0.0,
MAX_SAFE_DISPLAY_SCALE
)
var loaded_favorite: Variant = data["is_favorited"]
if (
loaded_catch_id.is_empty()
or loaded_fish_id != resolved_fish.id
or loaded_sequence <= 0
or loaded_sequence >= MAX_SAFE_SEQUENCE
or loaded_sale_value < 0
or loaded_weight <= 0.0
or loaded_scale <= 0.0
or typeof(loaded_favorite) != TYPE_BOOL
):
return null
var fish_catch := FishCatch.new()
fish_catch.fish = resolved_fish
fish_catch.fish_id = loaded_fish_id
fish_catch.catch_id = loaded_catch_id
fish_catch.catch_sequence = loaded_sequence
fish_catch.weight_lb = loaded_weight
fish_catch.display_scale = loaded_scale
fish_catch.sale_value = loaded_sale_value
fish_catch.is_favorited = bool(loaded_favorite)
return fish_catch if fish_catch.is_valid() else null
static func _read_safe_integer(
value: Variant,
invalid_value: int,
maximum_value: int,
) -> int:
if typeof(value) == TYPE_INT:
var integer_value: int = int(value)
if integer_value >= 0 and integer_value <= maximum_value:
return integer_value
elif typeof(value) == TYPE_FLOAT:
var float_value: float = float(value)
if (
is_finite(float_value)
and float_value >= 0.0
and float_value <= float(maximum_value)
and is_equal_approx(float_value, round(float_value))
):
return int(round(float_value))
return invalid_value
static func _read_safe_float(
value: Variant,
invalid_value: float,
maximum_value: float,
) -> float:
if typeof(value) not in [TYPE_INT, TYPE_FLOAT]:
return invalid_value
var float_value: float = float(value)
if (
not is_finite(float_value)
or float_value <= 0.0
or float_value > maximum_value
):
return invalid_value
return float_value

View file

@ -4,3 +4,12 @@ extends Resource
const FishDataType = preload("res://fish/fish_data.gd")
@export var candidates: Array[FishDataType] = []
func get_fish_by_id(fish_id: StringName) -> FishDataType:
if fish_id.is_empty():
return null
for fish: FishDataType in candidates:
if fish != null and fish.id == fish_id:
return fish
return null

View file

@ -68,6 +68,15 @@ var _auto_click_accumulator: float = 0.0
var _rng: RandomNumberGenerator = RandomNumberGenerator.new()
func configure_accessibility(
enabled: bool,
interval: float,
) -> void:
auto_click_enabled = enabled
auto_click_interval = clampf(interval, 0.10, 0.50)
_auto_click_accumulator = 0.0
func _process(delta: float) -> void:
match state:
CatchState.REELING:

View file

@ -79,6 +79,8 @@ enum FishingState {
var state: FishingState = FishingState.READY
var _external_input_blocked: bool = false
var _gameplay_input_enabled: bool = false
var _local_menu_input_owners: Dictionary[StringName, bool] = {}
var _local_player: PlayerType
var _local_inventory: FishInventoryType
var _local_collection_log: CollectionLogType
@ -126,10 +128,76 @@ func setup(
func can_open_player_menu() -> bool:
return not _external_input_blocked and state in [
return (
_gameplay_input_enabled
and not _external_input_blocked
and _local_menu_input_owners.is_empty()
and state in [
FishingState.READY,
FishingState.WAITING_FOR_BITE,
]
)
func can_open_system_menu() -> bool:
return (
_gameplay_input_enabled
and not _external_input_blocked
and _local_menu_input_owners.is_empty()
and state in [
FishingState.READY,
FishingState.WAITING_FOR_BITE,
]
)
func handle_escape_action() -> bool:
if not _gameplay_input_enabled or _external_input_blocked:
return false
if state == FishingState.SHOWING_CATCH:
_put_away_catch()
return true
if (
_active_player != null
and state in [
FishingState.AIMING_CAST,
FishingState.CASTING,
FishingState.FIGHTING,
]
):
_cancel_attempt()
return true
return false
func set_local_menu_input_suppressed(
owner: StringName,
suppressed: bool,
) -> void:
if owner.is_empty():
return
if suppressed:
_local_menu_input_owners[owner] = true
else:
_local_menu_input_owners.erase(owner)
if suppressed and state == FishingState.WAITING_FOR_BITE:
_withdrawal_input_held = false
_presentation.set_line_mode(
FishingPresentationType.LineMode.SLACK
)
func set_gameplay_input_enabled(enabled: bool) -> void:
_gameplay_input_enabled = enabled
if not enabled:
_local_menu_input_owners.clear()
func configure_accessibility_auto_click(
enabled: bool,
interval: float,
) -> void:
_catch_controller.configure_accessibility(enabled, interval)
func begin_water_recovery() -> void:
@ -217,29 +285,12 @@ func _process(delta: float) -> void:
func _unhandled_input(event: InputEvent) -> void:
if _external_input_blocked:
return
if (
event.is_action_pressed("ui_cancel")
and state == FishingState.SHOWING_CATCH
not _gameplay_input_enabled
or _external_input_blocked
or not _local_menu_input_owners.is_empty()
):
_put_away_catch()
get_viewport().set_input_as_handled()
return
if (
event.is_action_pressed("ui_cancel")
and _active_player != null
and state in [
FishingState.AIMING_CAST,
FishingState.CASTING,
FishingState.WAITING_FOR_BITE,
FishingState.FIGHTING,
]
):
_cancel_attempt()
get_viewport().set_input_as_handled()
return
if _local_player == null or not _local_player.is_local_control_enabled():
return
if not event.is_action("fish_primary"):

View file

@ -37,6 +37,44 @@ func get_all_catches() -> Array[FishCatchType]:
return _catches.duplicate()
func get_next_catch_sequence() -> int:
return _next_catch_sequence
func replace_all_catches(
catches: Array[FishCatchType],
requested_next_sequence: int,
) -> bool:
var validated: Array[FishCatchType] = []
var seen_ids: Dictionary[StringName, bool] = {}
var seen_sequences: Dictionary[int, bool] = {}
var maximum_sequence: int = 0
for fish_catch: FishCatchType in catches:
if (
fish_catch == null
or not fish_catch.is_valid()
or fish_catch.catch_sequence <= 0
or seen_ids.has(fish_catch.catch_id)
or seen_sequences.has(fish_catch.catch_sequence)
):
return false
seen_ids[fish_catch.catch_id] = true
seen_sequences[fish_catch.catch_sequence] = true
maximum_sequence = maxi(
maximum_sequence,
fish_catch.catch_sequence
)
validated.append(fish_catch)
_catches = validated
_next_catch_sequence = maxi(
maxi(requested_next_sequence, 1),
maximum_sequence + 1
)
catches_changed.emit()
return true
func get_catch_by_id(catch_id: StringName) -> FishCatchType:
if catch_id.is_empty():
return null

View file

@ -9,6 +9,15 @@ const TestWorldType = preload("res://world/test_world.gd")
const WaterRecoveryControllerType = preload(
"res://world/water_recovery_controller.gd"
)
const PlayerSaveManagerType = preload(
"res://save/player_save_manager.gd"
)
const PlayerSettingsManagerType = preload(
"res://settings/player_settings_manager.gd"
)
const PlayerSettingsType = preload("res://settings/player_settings.gd")
const TitleScreenType = preload("res://ui/title_screen.gd")
const PauseMenuType = preload("res://ui/pause_menu.gd")
@export var fish_catalog: FishPoolType
@export var pelican_buyer_profile: FishBuyerProfileType
@ -18,6 +27,10 @@ const WaterRecoveryControllerType = preload(
@onready var _fishing_spot: FishingSpotType = %FishingSpot
@onready var _game_ui: GameUIType = %GameUI
@onready var _water_recovery: WaterRecoveryControllerType = %WaterRecovery
@onready var _save_manager: PlayerSaveManagerType = %PlayerSaveManager
@onready var _settings_manager: PlayerSettingsManagerType = %PlayerSettingsManager
var _gameplay_started: bool = false
func _ready() -> void:
@ -25,6 +38,13 @@ func _ready() -> void:
_player.inventory,
_player.wallet
)
_save_manager.setup(
_player.inventory,
_player.collection_log,
_player.wallet,
fish_catalog
)
_save_manager.set_autosave_enabled(false)
_fishing_spot.setup(
_player,
_player.inventory,
@ -48,3 +68,122 @@ func _ready() -> void:
_test_world.get_player_water_trigger(),
_test_world.get_safe_respawn_points()
)
if not _settings_manager.settings_changed.is_connected(
_apply_runtime_settings
):
_settings_manager.settings_changed.connect(_apply_runtime_settings)
_settings_manager.load_settings()
_apply_runtime_settings(_settings_manager.current_settings)
_set_gameplay_active(false)
var title_screen: TitleScreenType = _game_ui.get_title_screen()
title_screen.gameplay_requested.connect(_on_gameplay_requested)
title_screen.quit_requested.connect(_on_quit_requested)
title_screen.setup(_save_manager, _settings_manager)
var pause_menu: PauseMenuType = _game_ui.get_pause_menu()
pause_menu.setup(
_player,
_save_manager,
_settings_manager,
_fishing_spot
)
pause_menu.return_to_title_requested.connect(
_on_return_to_title_requested
)
pause_menu.reset_progress_requested.connect(
_on_reset_progress_requested
)
pause_menu.quit_requested.connect(_on_quit_requested)
_water_recovery.recovery_starting.connect(
_on_water_recovery_starting
)
func _input(event: InputEvent) -> void:
if (
not event.is_action_pressed("ui_cancel")
or (event is InputEventKey and event.echo)
):
return
var title_screen: TitleScreenType = _game_ui.get_title_screen()
if title_screen.visible or not _gameplay_started:
return
var pause_menu: PauseMenuType = _game_ui.get_pause_menu()
if pause_menu.handle_escape():
get_viewport().set_input_as_handled()
return
if _game_ui.consume_player_menu_escape():
get_viewport().set_input_as_handled()
return
if _fishing_spot.handle_escape_action():
get_viewport().set_input_as_handled()
return
if (
not _water_recovery.is_recovery_active()
and _fishing_spot.can_open_system_menu()
):
_game_ui.close_player_menu_for_game_menu()
pause_menu.open_menu()
get_viewport().set_input_as_handled()
func _apply_runtime_settings(settings: PlayerSettingsType) -> void:
if settings == null:
return
_player.apply_camera_settings(
settings.mouse_camera_sensitivity,
settings.controller_camera_sensitivity,
settings.invert_camera_y
)
_fishing_spot.configure_accessibility_auto_click(
settings.auto_click_enabled,
settings.auto_click_interval
)
func _set_gameplay_active(active: bool) -> void:
_gameplay_started = active
_player.set_movement_enabled(active)
_player.set_camera_input_enabled(active)
_fishing_spot.set_gameplay_input_enabled(active)
_water_recovery.set_recovery_enabled(active)
_game_ui.set_gameplay_ui_enabled(active)
_save_manager.set_autosave_enabled(active)
func _on_gameplay_requested() -> void:
if _gameplay_started:
return
_game_ui.get_title_screen().hide()
_set_gameplay_active(true)
func _on_return_to_title_requested() -> void:
var pause_menu: PauseMenuType = _game_ui.get_pause_menu()
pause_menu.close_for_title_transition()
_set_gameplay_active(false)
_game_ui.get_title_screen().reopen()
func _on_reset_progress_requested() -> void:
var pause_menu: PauseMenuType = _game_ui.get_pause_menu()
if not _save_manager.delete_progression_save():
pause_menu.report_reset_failure()
return
if not _save_manager.initialize_new_game():
pause_menu.report_reset_failure()
return
pause_menu.close_for_title_transition()
_set_gameplay_active(false)
_game_ui.get_title_screen().reopen()
func _on_water_recovery_starting() -> void:
_game_ui.close_player_menu_for_water_recovery()
_game_ui.get_pause_menu().close_for_water_recovery()
func _on_quit_requested() -> void:
_settings_manager.save_if_dirty()
if _gameplay_started:
_save_manager.save_if_dirty()
get_tree().quit()

View file

@ -1,4 +1,4 @@
[gd_scene load_steps=9 format=3]
[gd_scene load_steps=11 format=3]
[ext_resource type="PackedScene" path="res://world/test_world.tscn" id="1_world"]
[ext_resource type="PackedScene" path="res://player/player.tscn" id="2_player"]
@ -8,6 +8,8 @@
[ext_resource type="Resource" path="res://fish/pools/test_water_pool.tres" id="6_pool"]
[ext_resource type="Resource" path="res://economy/buyers/pelicans.tres" id="7_pelicans"]
[ext_resource type="Script" path="res://world/water_recovery_controller.gd" id="8_recovery"]
[ext_resource type="Script" path="res://save/player_save_manager.gd" id="9_save"]
[ext_resource type="Script" path="res://settings/player_settings_manager.gd" id="10_settings"]
[node name="Main" type="Node3D"]
script = ExtResource("3_main")
@ -30,5 +32,13 @@ position = Vector3(0, 1.02, -18)
unique_name_in_owner = true
script = ExtResource("8_recovery")
[node name="PlayerSaveManager" type="Node" parent="."]
unique_name_in_owner = true
script = ExtResource("9_save")
[node name="PlayerSettingsManager" type="Node" parent="."]
unique_name_in_owner = true
script = ExtResource("10_settings")
[node name="GameUI" parent="." instance=ExtResource("5_ui")]
unique_name_in_owner = true

View file

@ -50,6 +50,7 @@ class ShowcaseCameraSnapshot:
@export var mouse_sensitivity: float = 0.005
@export var controller_camera_speed: float = 2.5
@export_range(0.0, 1.0, 0.01) var controller_camera_deadzone: float = 0.2
@export var invert_camera_y: bool = false
@export_range(-89.0, 0.0, 0.5) var minimum_pitch_degrees: float = -65.0
@export_range(0.0, 89.0, 0.5) var maximum_pitch_degrees: float = 45.0
@export var minimum_zoom: float = 2.0
@ -217,8 +218,9 @@ func _get_current_speed() -> float:
func _rotate_camera(delta_rotation: Vector2) -> void:
_camera_yaw.rotation.y -= delta_rotation.x
var vertical_direction: float = -1.0 if invert_camera_y else 1.0
_camera_pitch.rotation.x = clampf(
_camera_pitch.rotation.x - delta_rotation.y,
_camera_pitch.rotation.x - delta_rotation.y * vertical_direction,
deg_to_rad(minimum_pitch_degrees),
deg_to_rad(maximum_pitch_degrees)
)
@ -257,6 +259,20 @@ func set_camera_input_enabled(enabled: bool) -> void:
_camera_dragging = false
func apply_camera_settings(
new_mouse_sensitivity: float,
new_controller_sensitivity: float,
invert_vertical: bool,
) -> void:
mouse_sensitivity = clampf(new_mouse_sensitivity, 0.001, 0.012)
controller_camera_speed = clampf(
new_controller_sensitivity,
0.5,
5.0
)
invert_camera_y = invert_vertical
func is_camera_input_enabled() -> bool:
return _camera_input_enabled

View file

@ -0,0 +1,26 @@
class_name PlayerSaveInspection
extends RefCounted
enum Status {
MISSING,
VALID_SUPPORTED,
MALFORMED,
UNSUPPORTED_VERSION,
IO_ERROR,
}
var status: Status = Status.MISSING
var detected_version: int = -1
var catch_count: int = 0
var wallet_balance: int = 0
var discovered_species_count: int = 0
var has_primary_file: bool = false
var message: String = ""
func can_continue() -> bool:
return status == Status.VALID_SUPPORTED
func can_delete() -> bool:
return has_primary_file

View file

@ -0,0 +1 @@
uid://ds46yeg8hex65

539
save/player_save_manager.gd Normal file
View file

@ -0,0 +1,539 @@
class_name PlayerSaveManager
extends Node
const FishCatchType = preload("res://fish/fish_catch.gd")
const FishInventoryType = preload("res://inventory/fish_inventory.gd")
const CollectionLogType = preload("res://collection/collection_log.gd")
const PlayerWalletType = preload("res://economy/player_wallet.gd")
const FishPoolType = preload("res://fish/fish_pool.gd")
const SaveInspectionType = preload("res://save/player_save_inspection.gd")
const SAVE_VERSION: int = 1
const SAVE_PATH: String = "user://player_save.json"
const TEMP_PATH: String = "user://player_save.json.tmp"
const BACKUP_PATH: String = "user://player_save.json.backup"
const MAX_SAFE_BALANCE: int = 1000000000000
class LoadSnapshot:
extends RefCounted
var catches: Array[FishCatchType] = []
var discovered_ids: Array[StringName] = []
var wallet_balance: int = 0
var next_catch_sequence: int = 1
@export_range(0.05, 5.0, 0.05) var autosave_delay: float = 0.5
var _inventory: FishInventoryType
var _collection_log: CollectionLogType
var _wallet: PlayerWalletType
var _catalog: FishPoolType
var _autosave_timer: Timer
var _is_configured: bool = false
var _is_restoring: bool = false
var _is_dirty: bool = false
var _automatic_saving_blocked: bool = false
var _autosave_enabled: bool = false
func _ready() -> void:
_autosave_timer = Timer.new()
_autosave_timer.one_shot = true
_autosave_timer.timeout.connect(_on_autosave_timeout)
add_child(_autosave_timer)
func setup(
inventory: FishInventoryType,
collection_log: CollectionLogType,
wallet: PlayerWalletType,
catalog: FishPoolType,
) -> void:
_inventory = inventory
_collection_log = collection_log
_wallet = wallet
_catalog = catalog
_is_configured = (
_inventory != null
and _collection_log != null
and _wallet != null
and _catalog != null
)
if not _is_configured:
push_error("PlayerSaveManager setup is missing required references.")
return
if not _inventory.catches_changed.is_connected(_mark_dirty):
_inventory.catches_changed.connect(_mark_dirty)
if not _collection_log.fish_discovered.is_connected(
_on_fish_discovered
):
_collection_log.fish_discovered.connect(_on_fish_discovered)
if not _wallet.balance_changed.is_connected(_on_balance_changed):
_wallet.balance_changed.connect(_on_balance_changed)
func load_player_data() -> bool:
if not _is_configured:
return false
_automatic_saving_blocked = false
_recover_interrupted_write()
if not FileAccess.file_exists(SAVE_PATH):
_is_dirty = false
return true
var save_file := FileAccess.open(SAVE_PATH, FileAccess.READ)
if save_file == null:
_handle_corrupt_save("Unable to open player save.")
return false
var json_text: String = save_file.get_as_text()
save_file.close()
var json := JSON.new()
var parse_error: Error = json.parse(json_text)
if parse_error != OK or typeof(json.data) != TYPE_DICTIONARY:
_handle_corrupt_save("Player save contains malformed JSON.")
return false
var save_data: Dictionary = json.data
var version: int = _read_integer(save_data.get("save_version"), -1)
if version > SAVE_VERSION:
_automatic_saving_blocked = true
push_warning(
(
"Player save version %d is newer than supported "
+ "version %d; the file was left untouched."
)
% [version, SAVE_VERSION]
)
_restore_defaults()
return false
if version != SAVE_VERSION:
save_data = _migrate_save(save_data, version)
if save_data.is_empty():
_handle_corrupt_save(
"Player save version %d is unsupported." % version
)
return false
var snapshot: LoadSnapshot = _build_load_snapshot(save_data)
if snapshot == null:
_handle_corrupt_save("Player save failed structural validation.")
return false
_is_restoring = true
var inventory_restored: bool = _inventory.replace_all_catches(
snapshot.catches,
snapshot.next_catch_sequence
)
var collection_restored: bool = (
_collection_log.replace_discovered_ids(snapshot.discovered_ids)
)
var wallet_restored: bool = _wallet.restore_balance(
snapshot.wallet_balance
)
_is_restoring = false
if (
not inventory_restored
or not collection_restored
or not wallet_restored
):
push_error("Validated player save could not be restored.")
return false
_is_dirty = false
print(
"Loaded player save version %d with %d catches."
% [SAVE_VERSION, snapshot.catches.size()]
)
return true
func inspect_save() -> SaveInspectionType:
var result := SaveInspectionType.new()
_recover_interrupted_write()
result.has_primary_file = FileAccess.file_exists(SAVE_PATH)
if not result.has_primary_file:
result.status = SaveInspectionType.Status.MISSING
result.message = "No save found."
return result
var save_file := FileAccess.open(SAVE_PATH, FileAccess.READ)
if save_file == null:
result.status = SaveInspectionType.Status.IO_ERROR
result.message = "The save could not be read."
return result
var json := JSON.new()
var parse_error: Error = json.parse(save_file.get_as_text())
save_file.close()
if parse_error != OK or typeof(json.data) != TYPE_DICTIONARY:
result.status = SaveInspectionType.Status.MALFORMED
result.message = "The save is corrupt and was preserved."
return result
var save_data: Dictionary = json.data
result.detected_version = _read_integer(save_data.get("save_version"), -1)
if result.detected_version > SAVE_VERSION:
result.status = SaveInspectionType.Status.UNSUPPORTED_VERSION
result.message = "This save belongs to a newer game version."
return result
if result.detected_version != SAVE_VERSION:
result.status = SaveInspectionType.Status.MALFORMED
result.message = "The save version is unsupported."
return result
var snapshot: LoadSnapshot = _build_load_snapshot(save_data)
if snapshot == null:
result.status = SaveInspectionType.Status.MALFORMED
result.message = "The save is structurally invalid and was preserved."
return result
result.status = SaveInspectionType.Status.VALID_SUPPORTED
result.catch_count = snapshot.catches.size()
result.wallet_balance = snapshot.wallet_balance
result.discovered_species_count = snapshot.discovered_ids.size()
result.message = "Save ready."
return result
func initialize_new_game() -> bool:
if not _is_configured:
return false
_automatic_saving_blocked = false
_restore_defaults()
return true
func delete_progression_save() -> bool:
if FileAccess.file_exists(SAVE_PATH) and not _remove_if_present(SAVE_PATH):
return false
for path: String in [TEMP_PATH, BACKUP_PATH]:
if FileAccess.file_exists(path) and not _remove_if_present(path):
push_warning("Unable to remove stale player-save auxiliary file.")
if _autosave_timer != null:
_autosave_timer.stop()
_is_dirty = false
_automatic_saving_blocked = false
return true
func set_autosave_enabled(enabled: bool) -> void:
_autosave_enabled = enabled
if not enabled and _autosave_timer != null:
_autosave_timer.stop()
func save_if_dirty() -> bool:
return not _is_dirty or save_now()
func is_dirty() -> bool:
return _is_dirty
func cancel_pending_autosave() -> void:
if _autosave_timer != null:
_autosave_timer.stop()
_is_dirty = false
func save_now() -> bool:
if (
not _is_configured
or _automatic_saving_blocked
or not _autosave_enabled
):
return false
var save_data: Dictionary = _build_save_dictionary()
if save_data.is_empty():
return false
var json_text: String = JSON.stringify(save_data, "\t")
if json_text.is_empty():
return false
var temp_file := FileAccess.open(TEMP_PATH, FileAccess.WRITE)
if temp_file == null:
push_warning("Unable to open temporary player save for writing.")
return false
temp_file.store_string(json_text)
temp_file.flush()
var write_error: Error = temp_file.get_error()
temp_file.close()
if write_error != OK:
_remove_if_present(TEMP_PATH)
push_warning("Unable to finish writing temporary player save.")
return false
var had_primary: bool = FileAccess.file_exists(SAVE_PATH)
_remove_if_present(BACKUP_PATH)
if had_primary and not _rename_file(SAVE_PATH, BACKUP_PATH):
_remove_if_present(TEMP_PATH)
push_warning("Unable to preserve the previous player save.")
return false
if not _rename_file(TEMP_PATH, SAVE_PATH):
if had_primary:
_rename_file(BACKUP_PATH, SAVE_PATH)
push_warning("Unable to promote the temporary player save.")
return false
_remove_if_present(BACKUP_PATH)
_is_dirty = false
return true
func delete_save_for_debug() -> bool:
return delete_progression_save()
func _exit_tree() -> void:
if _is_dirty and _autosave_enabled and not _automatic_saving_blocked:
save_now()
func _build_save_dictionary() -> Dictionary:
var serialized_catches: Array[Dictionary] = []
for fish_catch: FishCatchType in _inventory.get_all_catches():
if fish_catch == null or not fish_catch.is_valid():
push_warning(
"Player save aborted because inventory contains an "
+ "invalid runtime catch."
)
return {}
serialized_catches.append(fish_catch.to_save_dict())
var discovered_strings: Array[String] = []
for fish_id: StringName in _collection_log.get_discovered_ids():
if fish_id.is_empty():
return {}
discovered_strings.append(String(fish_id))
if (
_wallet.get_balance() < 0
or _wallet.get_balance() > MAX_SAFE_BALANCE
or _inventory.get_next_catch_sequence() < 1
or (
_inventory.get_next_catch_sequence()
> FishCatchType.MAX_SAFE_SEQUENCE
)
):
return {}
return {
"save_version": SAVE_VERSION,
"wallet": {
"balance": _wallet.get_balance(),
},
"collection": {
"discovered_fish_ids": discovered_strings,
},
"inventory": {
"next_catch_sequence": _inventory.get_next_catch_sequence(),
"catches": serialized_catches,
},
}
func _build_load_snapshot(save_data: Dictionary) -> LoadSnapshot:
if (
typeof(save_data.get("wallet")) != TYPE_DICTIONARY
or typeof(save_data.get("collection")) != TYPE_DICTIONARY
or typeof(save_data.get("inventory")) != TYPE_DICTIONARY
):
return null
var wallet_data: Dictionary = save_data["wallet"]
var collection_data: Dictionary = save_data["collection"]
var inventory_data: Dictionary = save_data["inventory"]
if (
not wallet_data.has("balance")
or typeof(collection_data.get("discovered_fish_ids")) != TYPE_ARRAY
or typeof(inventory_data.get("catches")) != TYPE_ARRAY
or not inventory_data.has("next_catch_sequence")
):
return null
var balance: int = _read_integer(
wallet_data["balance"],
-1,
MAX_SAFE_BALANCE
)
var requested_next_sequence: int = _read_integer(
inventory_data["next_catch_sequence"],
-1,
FishCatchType.MAX_SAFE_SEQUENCE
)
if balance < 0 or requested_next_sequence < 1:
return null
var snapshot := LoadSnapshot.new()
snapshot.wallet_balance = balance
var discovered_values: Array = collection_data["discovered_fish_ids"]
var seen_discoveries: Dictionary[StringName, bool] = {}
for value: Variant in discovered_values:
if typeof(value) != TYPE_STRING and typeof(value) != TYPE_STRING_NAME:
continue
var fish_id: StringName = StringName(str(value))
if fish_id.is_empty() or seen_discoveries.has(fish_id):
continue
seen_discoveries[fish_id] = true
snapshot.discovered_ids.append(fish_id)
var seen_ids: Dictionary[StringName, bool] = {}
var seen_sequences: Dictionary[int, bool] = {}
var maximum_sequence: int = 0
var catch_values: Array = inventory_data["catches"]
for catch_index: int in range(catch_values.size()):
var catch_value: Variant = catch_values[catch_index]
if typeof(catch_value) != TYPE_DICTIONARY:
push_warning(
"Skipped invalid saved catch at index %d." % catch_index
)
continue
var catch_data: Dictionary = catch_value
var fish_id: StringName = StringName(str(catch_data.get("fish_id", "")))
var fish_data = _catalog.get_fish_by_id(fish_id)
if fish_data == null:
push_warning(
"Skipped saved catch with missing fish ID '%s'."
% String(fish_id)
)
continue
var fish_catch: FishCatchType = FishCatchType.from_save_dict(
catch_data,
fish_data
)
if fish_catch == null:
push_warning(
"Skipped structurally invalid saved catch at index %d."
% catch_index
)
continue
if seen_ids.has(fish_catch.catch_id):
push_warning(
"Skipped duplicate saved catch ID '%s'."
% String(fish_catch.catch_id)
)
continue
if seen_sequences.has(fish_catch.catch_sequence):
push_warning(
"Skipped duplicate saved catch sequence %d."
% fish_catch.catch_sequence
)
continue
seen_ids[fish_catch.catch_id] = true
seen_sequences[fish_catch.catch_sequence] = true
maximum_sequence = maxi(
maximum_sequence,
fish_catch.catch_sequence
)
snapshot.catches.append(fish_catch)
snapshot.next_catch_sequence = maxi(
requested_next_sequence,
maximum_sequence + 1
)
return snapshot
func _migrate_save(
data: Dictionary,
from_version: int,
) -> Dictionary:
if from_version == SAVE_VERSION:
return data
return {}
func _mark_dirty() -> void:
if (
_is_restoring
or _automatic_saving_blocked
or not _autosave_enabled
):
return
_is_dirty = true
if _autosave_timer != null and _autosave_timer.is_stopped():
_autosave_timer.start(maxf(autosave_delay, 0.05))
func _on_fish_discovered(_fish_id: StringName) -> void:
_mark_dirty()
func _on_balance_changed(_new_balance: int, _delta: int) -> void:
_mark_dirty()
func _on_autosave_timeout() -> void:
if _is_dirty:
save_now()
func _recover_interrupted_write() -> void:
if FileAccess.file_exists(SAVE_PATH):
_remove_if_present(TEMP_PATH)
_remove_if_present(BACKUP_PATH)
return
if FileAccess.file_exists(BACKUP_PATH):
_rename_file(BACKUP_PATH, SAVE_PATH)
_remove_if_present(TEMP_PATH)
func _handle_corrupt_save(message: String) -> void:
push_warning(message)
_restore_defaults()
if not FileAccess.file_exists(SAVE_PATH):
return
var timestamp: int = int(Time.get_unix_time_from_system())
var corrupt_path: String = (
"%s.corrupt-%d" % [SAVE_PATH, timestamp]
)
if FileAccess.file_exists(corrupt_path):
corrupt_path += "-%d" % Time.get_ticks_usec()
if not _rename_file(SAVE_PATH, corrupt_path):
_automatic_saving_blocked = true
push_warning(
"Corrupt player save was left in place; automatic saving is "
+ "disabled for this run."
)
func _restore_defaults() -> void:
if not _is_configured:
return
_is_restoring = true
var empty_catches: Array[FishCatchType] = []
var empty_discoveries: Array[StringName] = []
_inventory.replace_all_catches(empty_catches, 1)
_collection_log.replace_discovered_ids(empty_discoveries)
_wallet.restore_balance(0)
_is_restoring = false
_is_dirty = false
func _read_integer(
value: Variant,
invalid_value: int,
maximum_value: int = 2147483647,
) -> int:
if typeof(value) == TYPE_INT:
var integer_value: int = int(value)
if integer_value >= 0 and integer_value <= maximum_value:
return integer_value
elif typeof(value) == TYPE_FLOAT:
var float_value: float = float(value)
if (
is_finite(float_value)
and float_value >= 0.0
and float_value <= float(maximum_value)
and is_equal_approx(float_value, round(float_value))
):
return int(round(float_value))
return invalid_value
func _rename_file(from_path: String, to_path: String) -> bool:
return DirAccess.rename_absolute(
ProjectSettings.globalize_path(from_path),
ProjectSettings.globalize_path(to_path)
) == OK
func _remove_if_present(path: String) -> bool:
if not FileAccess.file_exists(path):
return true
return DirAccess.remove_absolute(
ProjectSettings.globalize_path(path)
) == OK

View file

@ -0,0 +1 @@
uid://dfr5m2x77d8ed

View file

@ -0,0 +1,39 @@
class_name PlayerSettings
extends Resource
const MIN_AUTO_CLICK_INTERVAL: float = 0.10
const MAX_AUTO_CLICK_INTERVAL: float = 0.50
const MIN_MOUSE_SENSITIVITY: float = 0.001
const MAX_MOUSE_SENSITIVITY: float = 0.012
const MIN_CONTROLLER_SENSITIVITY: float = 0.5
const MAX_CONTROLLER_SENSITIVITY: float = 5.0
@export var auto_click_enabled: bool = false
@export_range(0.10, 0.50, 0.01) var auto_click_interval: float = 0.20
@export_range(0.001, 0.012, 0.0005) var mouse_camera_sensitivity: float = 0.005
@export_range(0.5, 5.0, 0.1) var controller_camera_sensitivity: float = 2.5
@export var invert_camera_y: bool = false
func is_valid() -> bool:
return (
is_finite(auto_click_interval)
and auto_click_interval >= MIN_AUTO_CLICK_INTERVAL
and auto_click_interval <= MAX_AUTO_CLICK_INTERVAL
and is_finite(mouse_camera_sensitivity)
and mouse_camera_sensitivity >= MIN_MOUSE_SENSITIVITY
and mouse_camera_sensitivity <= MAX_MOUSE_SENSITIVITY
and is_finite(controller_camera_sensitivity)
and controller_camera_sensitivity >= MIN_CONTROLLER_SENSITIVITY
and controller_camera_sensitivity <= MAX_CONTROLLER_SENSITIVITY
)
func copy() -> PlayerSettings:
var result := PlayerSettings.new()
result.auto_click_enabled = auto_click_enabled
result.auto_click_interval = auto_click_interval
result.mouse_camera_sensitivity = mouse_camera_sensitivity
result.controller_camera_sensitivity = controller_camera_sensitivity
result.invert_camera_y = invert_camera_y
return result

View file

@ -0,0 +1 @@
uid://ck1b2emy2fhrk

View file

@ -0,0 +1,175 @@
class_name PlayerSettingsManager
extends Node
const SETTINGS_VERSION: int = 1
const SETTINGS_PATH: String = "user://player_settings.json"
const TEMP_PATH: String = "user://player_settings.json.tmp"
const BACKUP_PATH: String = "user://player_settings.json.backup"
signal settings_changed(settings: PlayerSettings)
var current_settings: PlayerSettings = PlayerSettings.new()
var _is_dirty: bool = false
func load_settings() -> bool:
_recover_interrupted_write()
if not FileAccess.file_exists(SETTINGS_PATH):
current_settings = PlayerSettings.new()
emit_signal("settings_changed", current_settings)
return true
var file := FileAccess.open(SETTINGS_PATH, FileAccess.READ)
if file == null:
push_warning("Unable to open player settings; using defaults.")
current_settings = PlayerSettings.new()
emit_signal("settings_changed", current_settings)
return false
var json := JSON.new()
var error: Error = json.parse(file.get_as_text())
file.close()
if error != OK or typeof(json.data) != TYPE_DICTIONARY:
return _use_defaults_after_corruption("Player settings JSON is malformed.")
var data: Dictionary = json.data
if _read_integer(data.get("settings_version"), -1) != SETTINGS_VERSION:
return _use_defaults_after_corruption("Player settings version is unsupported.")
if (
typeof(data.get("accessibility")) != TYPE_DICTIONARY
or typeof(data.get("camera")) != TYPE_DICTIONARY
):
return _use_defaults_after_corruption("Player settings structure is invalid.")
var accessibility: Dictionary = data["accessibility"]
var camera: Dictionary = data["camera"]
if (
typeof(accessibility.get("auto_click_enabled")) != TYPE_BOOL
or typeof(camera.get("invert_vertical")) != TYPE_BOOL
):
return _use_defaults_after_corruption("Player settings values are invalid.")
var loaded := PlayerSettings.new()
loaded.auto_click_enabled = accessibility["auto_click_enabled"]
loaded.auto_click_interval = _read_float(
accessibility.get("auto_click_interval"),
-1.0
)
loaded.mouse_camera_sensitivity = _read_float(
camera.get("mouse_sensitivity"),
-1.0
)
loaded.controller_camera_sensitivity = _read_float(
camera.get("controller_sensitivity"),
-1.0
)
loaded.invert_camera_y = camera["invert_vertical"]
if not loaded.is_valid():
return _use_defaults_after_corruption("Player settings values are invalid.")
current_settings = loaded
_is_dirty = false
emit_signal("settings_changed", current_settings)
return true
func apply_settings(settings: PlayerSettings) -> bool:
if settings == null or not settings.is_valid():
return false
var previous: PlayerSettings = current_settings
current_settings = settings.copy()
_is_dirty = true
if not save_now():
current_settings = previous
return false
emit_signal("settings_changed", current_settings)
return true
func save_now() -> bool:
if current_settings == null or not current_settings.is_valid():
return false
var data: Dictionary = {
"settings_version": SETTINGS_VERSION,
"accessibility": {
"auto_click_enabled": current_settings.auto_click_enabled,
"auto_click_interval": current_settings.auto_click_interval,
},
"camera": {
"mouse_sensitivity": current_settings.mouse_camera_sensitivity,
"controller_sensitivity": current_settings.controller_camera_sensitivity,
"invert_vertical": current_settings.invert_camera_y,
},
}
var file := FileAccess.open(TEMP_PATH, FileAccess.WRITE)
if file == null:
return false
file.store_string(JSON.stringify(data, "\t"))
file.flush()
var write_error: Error = file.get_error()
file.close()
if write_error != OK:
_remove_if_present(TEMP_PATH)
return false
var had_primary: bool = FileAccess.file_exists(SETTINGS_PATH)
_remove_if_present(BACKUP_PATH)
if had_primary and not _rename_file(SETTINGS_PATH, BACKUP_PATH):
_remove_if_present(TEMP_PATH)
return false
if not _rename_file(TEMP_PATH, SETTINGS_PATH):
if had_primary:
_rename_file(BACKUP_PATH, SETTINGS_PATH)
return false
_remove_if_present(BACKUP_PATH)
_is_dirty = false
return true
func save_if_dirty() -> bool:
return not _is_dirty or save_now()
func _exit_tree() -> void:
save_if_dirty()
func _use_defaults_after_corruption(message: String) -> bool:
push_warning(message)
current_settings = PlayerSettings.new()
_is_dirty = false
emit_signal("settings_changed", current_settings)
return false
func _recover_interrupted_write() -> void:
if FileAccess.file_exists(SETTINGS_PATH):
_remove_if_present(TEMP_PATH)
_remove_if_present(BACKUP_PATH)
return
if FileAccess.file_exists(BACKUP_PATH):
_rename_file(BACKUP_PATH, SETTINGS_PATH)
_remove_if_present(TEMP_PATH)
func _read_integer(value: Variant, fallback: int) -> int:
if typeof(value) == TYPE_INT:
return int(value)
if typeof(value) == TYPE_FLOAT and is_equal_approx(value, round(value)):
return int(round(value))
return fallback
func _read_float(value: Variant, fallback: float) -> float:
if typeof(value) not in [TYPE_FLOAT, TYPE_INT]:
return fallback
var result: float = float(value)
return result if is_finite(result) else fallback
func _rename_file(from_path: String, to_path: String) -> bool:
return DirAccess.rename_absolute(
ProjectSettings.globalize_path(from_path),
ProjectSettings.globalize_path(to_path)
) == OK
func _remove_if_present(path: String) -> bool:
if not FileAccess.file_exists(path):
return true
return DirAccess.remove_absolute(
ProjectSettings.globalize_path(path)
) == OK

View file

@ -0,0 +1 @@
uid://dwv3nvfke5xtu

View file

@ -10,6 +10,8 @@ const FishingSpotType = preload("res://fishing/fishing_spot.gd")
const PlayerMenuType = preload("res://ui/player_menu.gd")
const PlayerType = preload("res://player/player.gd")
const PlayerWalletType = preload("res://economy/player_wallet.gd")
const TitleScreenType = preload("res://ui/title_screen.gd")
const PauseMenuType = preload("res://ui/pause_menu.gd")
@onready var _status_label: Label = %StatusLabel
@onready var _catch_track: Control = %CatchTrack
@ -22,9 +24,12 @@ const PlayerWalletType = preload("res://economy/player_wallet.gd")
@onready var _fishing_panel: PanelContainer = %FishingPanel
@onready var _player_menu: PlayerMenuType = %PlayerMenu
@onready var _screen_fade: ScreenFade = %ScreenFade
@onready var _title_screen: TitleScreenType = %TitleScreen
@onready var _pause_menu: PauseMenuType = %PauseMenu
var _showcase_active: bool = false
var _player_menu_open: bool = false
var _gameplay_ui_enabled: bool = false
func setup(
@ -59,10 +64,43 @@ func close_player_menu() -> void:
_player_menu.close_menu()
func close_player_menu_for_water_recovery() -> void:
_player_menu.close_for_water_recovery()
func close_player_menu_for_game_menu() -> void:
_player_menu.close_for_game_menu()
func close_player_menu_for_session_end() -> void:
_player_menu.close_for_session_end()
func consume_player_menu_escape() -> bool:
return _player_menu.consume_escape()
func get_pause_menu() -> PauseMenuType:
return _pause_menu
func set_gameplay_ui_enabled(enabled: bool) -> void:
_gameplay_ui_enabled = enabled
if not enabled:
close_player_menu_for_session_end()
_fishing_panel.visible = false
else:
_refresh_fishing_panel_visibility()
func get_screen_fade() -> ScreenFade:
return _screen_fade
func get_title_screen() -> TitleScreenType:
return _title_screen
func _on_fishing_status_changed(status: String) -> void:
if _showcase_active:
return
@ -84,7 +122,11 @@ func _refresh_fishing_panel_visibility() -> void:
or _barrier_summary.visible
or _barrier_health.visible
)
_fishing_panel.visible = has_content and not _player_menu_open
_fishing_panel.visible = (
_gameplay_ui_enabled
and has_content
and not _player_menu_open
)
func _on_catch_display_changed(

View file

@ -1,9 +1,11 @@
[gd_scene load_steps=9 format=3]
[gd_scene load_steps=11 format=3]
[ext_resource type="Script" path="res://ui/game_ui.gd" id="1_ui"]
[ext_resource type="PackedScene" path="res://ui/player_menu.tscn" id="2_menu"]
[ext_resource type="Theme" path="res://ui/game_theme.tres" id="3_theme"]
[ext_resource type="Script" path="res://ui/screen_fade.gd" id="4_fade"]
[ext_resource type="PackedScene" path="res://ui/title_screen.tscn" id="5_title"]
[ext_resource type="PackedScene" path="res://ui/pause_menu.tscn" id="6_pause"]
[sub_resource type="StyleBoxFlat" id="StyleBox_chase_background"]
bg_color = Color(0.055, 0.105, 0.125, 1)
@ -138,3 +140,9 @@ grow_vertical = 2
mouse_filter = 0
color = Color(0, 0, 0, 1)
script = ExtResource("4_fade")
[node name="TitleScreen" parent="." instance=ExtResource("5_title")]
unique_name_in_owner = true
[node name="PauseMenu" parent="." instance=ExtResource("6_pause")]
unique_name_in_owner = true

305
ui/pause_menu.gd Normal file
View file

@ -0,0 +1,305 @@
class_name PauseMenu
extends Control
const INPUT_OWNER: StringName = &"game_menu"
const PlayerType = preload("res://player/player.gd")
const SaveManagerType = preload("res://save/player_save_manager.gd")
const SettingsManagerType = preload(
"res://settings/player_settings_manager.gd"
)
const SettingsPanelType = preload("res://ui/settings_panel.gd")
const FishingSpotType = preload("res://fishing/fishing_spot.gd")
signal return_to_title_requested
signal reset_progress_requested
signal quit_requested
enum ConfirmationAction {
NONE,
RETURN_TO_TITLE,
RESET_PROGRESS,
QUIT_ANYWAY,
}
enum CloseReason {
USER_RETURN,
BITE_STARTED,
WATER_RECOVERY,
RETURN_TO_TITLE,
RESET_PROGRESS,
QUIT,
TEARDOWN,
}
@onready var _root_panel: PanelContainer = %RootPanel
@onready var _settings_panel: SettingsPanelType = %SettingsPanel
@onready var _confirmation_panel: PanelContainer = %ConfirmationPanel
@onready var _confirmation_title: Label = %ConfirmationTitle
@onready var _confirmation_text: Label = %ConfirmationText
@onready var _confirm_button: Button = %ConfirmButton
@onready var _cancel_button: Button = %CancelConfirmButton
@onready var _feedback: Label = %FeedbackLabel
@onready var _save_button: Button = %SaveButton
var _player: PlayerType
var _save_manager: SaveManagerType
var _settings_manager: SettingsManagerType
var _fishing_spot: FishingSpotType
var _prior_movement_enabled: bool = true
var _prior_camera_enabled: bool = true
var _control_snapshot_stored: bool = false
var _confirmation_action: ConfirmationAction = ConfirmationAction.NONE
var _action_in_progress: bool = false
func _ready() -> void:
%ResumeButton.pressed.connect(resume)
_save_button.pressed.connect(_save_now)
%SettingsButton.pressed.connect(_open_settings)
%ReturnToTitleButton.pressed.connect(_confirm_return_to_title)
%ResetProgressButton.pressed.connect(_confirm_reset_progress)
%QuitButton.pressed.connect(_request_quit)
_confirm_button.pressed.connect(_accept_confirmation)
_cancel_button.pressed.connect(_close_confirmation)
_settings_panel.applied.connect(_on_settings_applied)
_settings_panel.closed.connect(_on_settings_closed)
func setup(
player: PlayerType,
save_manager: SaveManagerType,
settings_manager: SettingsManagerType,
fishing_spot: FishingSpotType,
) -> void:
_player = player
_save_manager = save_manager
_settings_manager = settings_manager
_fishing_spot = fishing_spot
if not _fishing_spot.bite_activated.is_connected(_on_bite_activated):
_fishing_spot.bite_activated.connect(_on_bite_activated)
func open_menu() -> void:
if visible or _player == null:
return
_prior_movement_enabled = _player.is_movement_enabled()
_prior_camera_enabled = _player.is_camera_input_enabled()
_control_snapshot_stored = true
_player.set_movement_enabled(false)
_player.set_camera_input_enabled(false)
_fishing_spot.set_local_menu_input_suppressed(INPUT_OWNER, true)
_feedback.text = ""
_root_panel.show()
_settings_panel.hide()
_confirmation_panel.hide()
_confirmation_action = ConfirmationAction.NONE
show()
%ResumeButton.grab_focus()
func resume() -> void:
if not visible or _action_in_progress:
return
close_menu(CloseReason.USER_RETURN)
func close_for_title_transition() -> void:
close_menu(CloseReason.RETURN_TO_TITLE, false)
func close_for_water_recovery() -> void:
close_menu(CloseReason.WATER_RECOVERY)
func close_menu(
_reason: CloseReason,
restore_controls: bool = true,
) -> void:
if not visible:
return
if _settings_panel.visible:
_settings_panel.close_panel()
hide()
_root_panel.show()
_settings_panel.hide()
_confirmation_panel.hide()
_confirmation_action = ConfirmationAction.NONE
_action_in_progress = false
if _fishing_spot != null and is_instance_valid(_fishing_spot):
_fishing_spot.set_local_menu_input_suppressed(INPUT_OWNER, false)
get_viewport().gui_release_focus()
if restore_controls:
_restore_controls()
else:
_control_snapshot_stored = false
func handle_escape() -> bool:
if not visible:
return false
if _confirmation_panel.visible:
_close_confirmation()
elif _settings_panel.visible:
_settings_panel.close_panel()
else:
resume()
return true
func _save_now() -> void:
if _action_in_progress:
return
_action_in_progress = true
_save_button.disabled = true
if _save_manager.save_now():
_feedback.text = "Game saved."
else:
_feedback.text = "Save failed. Previous save was preserved."
_action_in_progress = false
call_deferred("_reenable_save_button")
func _reenable_save_button() -> void:
_save_button.disabled = false
func _open_settings() -> void:
if _action_in_progress or _confirmation_panel.visible:
return
_root_panel.hide()
_settings_panel.open_panel(_settings_manager)
func _on_settings_applied() -> void:
_root_panel.show()
_feedback.text = "Settings saved."
%SettingsButton.grab_focus()
func _on_settings_closed() -> void:
_root_panel.show()
%SettingsButton.grab_focus()
func _confirm_return_to_title() -> void:
_open_confirmation(
ConfirmationAction.RETURN_TO_TITLE,
"Return to Title",
"Unsaved progress will be saved first.",
"Save and Return",
false
)
func _confirm_reset_progress() -> void:
_open_confirmation(
ConfirmationAction.RESET_PROGRESS,
"Reset all progression?",
(
"This permanently deletes your fish, discoveries, "
+ "favorites, and wallet balance.\n\n"
+ "Your settings will be preserved."
),
"DELETE ALL PROGRESS",
true
)
func _request_quit() -> void:
if _action_in_progress:
return
_action_in_progress = true
var settings_saved: bool = _settings_manager.save_if_dirty()
var progression_saved: bool = _save_manager.save_if_dirty()
_action_in_progress = false
if settings_saved and progression_saved:
quit_requested.emit()
return
_open_confirmation(
ConfirmationAction.QUIT_ANYWAY,
"Save failed",
"Some progress or settings could not be saved. Quit anyway?",
"Quit Anyway",
true
)
func _open_confirmation(
action: ConfirmationAction,
title: String,
message: String,
confirm_text: String,
dangerous: bool,
) -> void:
if _action_in_progress:
return
_confirmation_action = action
_confirmation_title.text = title
_confirmation_text.text = message
_confirm_button.text = confirm_text
_confirm_button.theme_type_variation = (
&"DangerButton" if dangerous else StringName()
)
_root_panel.hide()
_confirmation_panel.show()
if dangerous:
_cancel_button.grab_focus()
else:
_confirm_button.grab_focus()
func _close_confirmation() -> void:
_confirmation_action = ConfirmationAction.NONE
_confirmation_panel.hide()
_root_panel.show()
%ResumeButton.grab_focus()
func _accept_confirmation() -> void:
if _action_in_progress:
return
var action: ConfirmationAction = _confirmation_action
_confirmation_action = ConfirmationAction.NONE
_confirmation_panel.hide()
_action_in_progress = true
match action:
ConfirmationAction.RETURN_TO_TITLE:
if _save_manager.save_now():
return_to_title_requested.emit()
else:
_feedback.text = "Save failed. Previous save was preserved."
_root_panel.show()
ConfirmationAction.RESET_PROGRESS:
reset_progress_requested.emit()
ConfirmationAction.QUIT_ANYWAY:
quit_requested.emit()
_:
_root_panel.show()
_action_in_progress = false
func report_reset_failure() -> void:
_action_in_progress = false
_root_panel.show()
_confirmation_panel.hide()
_feedback.text = "Reset failed. Your progression was preserved."
%ResumeButton.grab_focus()
func _restore_controls() -> void:
if not _control_snapshot_stored:
return
if _player != null and is_instance_valid(_player):
_player.set_movement_enabled(_prior_movement_enabled)
_player.set_camera_input_enabled(_prior_camera_enabled)
_control_snapshot_stored = false
func _on_bite_activated() -> void:
if visible:
close_menu(CloseReason.BITE_STARTED)
func _exit_tree() -> void:
if visible:
close_menu(CloseReason.TEARDOWN)

1
ui/pause_menu.gd.uid Normal file
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@ -0,0 +1 @@
uid://djp0uuwevg2ht

173
ui/pause_menu.tscn Normal file
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@ -0,0 +1,173 @@
[gd_scene load_steps=4 format=3]
[ext_resource type="Script" path="res://ui/pause_menu.gd" id="1_script"]
[ext_resource type="PackedScene" path="res://ui/settings_panel.tscn" id="2_settings"]
[ext_resource type="Theme" path="res://ui/game_theme.tres" id="3_theme"]
[node name="PauseMenu" type="Control"]
unique_name_in_owner = true
visible = false
z_index = 190
layout_mode = 3
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
mouse_filter = 0
theme = ExtResource("3_theme")
script = ExtResource("1_script")
[node name="DimBackground" type="ColorRect" parent="."]
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
mouse_filter = 0
color = Color(0.02, 0.05, 0.07, 0.78)
[node name="RootCenter" type="CenterContainer" parent="."]
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
[node name="RootPanel" type="PanelContainer" parent="RootCenter"]
unique_name_in_owner = true
custom_minimum_size = Vector2(420, 0)
layout_mode = 2
[node name="Margin" type="MarginContainer" parent="RootCenter/RootPanel"]
layout_mode = 2
theme_override_constants/margin_left = 32
theme_override_constants/margin_top = 26
theme_override_constants/margin_right = 32
theme_override_constants/margin_bottom = 26
[node name="Content" type="VBoxContainer" parent="RootCenter/RootPanel/Margin"]
layout_mode = 2
theme_override_constants/separation = 11
[node name="Title" type="Label" parent="RootCenter/RootPanel/Margin/Content"]
layout_mode = 2
theme_override_font_sizes/font_size = 30
text = "Game Menu"
horizontal_alignment = 1
[node name="ResumeButton" type="Button" parent="RootCenter/RootPanel/Margin/Content"]
unique_name_in_owner = true
custom_minimum_size = Vector2(0, 43)
layout_mode = 2
text = "Return to Game"
[node name="SaveButton" type="Button" parent="RootCenter/RootPanel/Margin/Content"]
unique_name_in_owner = true
custom_minimum_size = Vector2(0, 43)
layout_mode = 2
text = "Save Now"
[node name="SettingsButton" type="Button" parent="RootCenter/RootPanel/Margin/Content"]
unique_name_in_owner = true
custom_minimum_size = Vector2(0, 43)
layout_mode = 2
text = "Settings"
[node name="ReturnToTitleButton" type="Button" parent="RootCenter/RootPanel/Margin/Content"]
unique_name_in_owner = true
custom_minimum_size = Vector2(0, 43)
layout_mode = 2
text = "Return to Title"
[node name="ResetProgressButton" type="Button" parent="RootCenter/RootPanel/Margin/Content"]
unique_name_in_owner = true
custom_minimum_size = Vector2(0, 43)
layout_mode = 2
theme_type_variation = &"DangerButton"
text = "Reset Progress"
[node name="QuitButton" type="Button" parent="RootCenter/RootPanel/Margin/Content"]
unique_name_in_owner = true
custom_minimum_size = Vector2(0, 43)
layout_mode = 2
text = "Quit"
[node name="FeedbackLabel" type="Label" parent="RootCenter/RootPanel/Margin/Content"]
unique_name_in_owner = true
custom_minimum_size = Vector2(0, 34)
layout_mode = 2
horizontal_alignment = 1
vertical_alignment = 1
autowrap_mode = 2
[node name="SettingsCenter" type="CenterContainer" parent="."]
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
[node name="SettingsPanel" parent="SettingsCenter" instance=ExtResource("2_settings")]
unique_name_in_owner = true
layout_mode = 2
[node name="ConfirmationCenter" type="CenterContainer" parent="."]
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
[node name="ConfirmationPanel" type="PanelContainer" parent="ConfirmationCenter"]
unique_name_in_owner = true
visible = false
custom_minimum_size = Vector2(520, 0)
layout_mode = 2
[node name="Margin" type="MarginContainer" parent="ConfirmationCenter/ConfirmationPanel"]
layout_mode = 2
theme_override_constants/margin_left = 28
theme_override_constants/margin_top = 24
theme_override_constants/margin_right = 28
theme_override_constants/margin_bottom = 24
[node name="Content" type="VBoxContainer" parent="ConfirmationCenter/ConfirmationPanel/Margin"]
layout_mode = 2
theme_override_constants/separation = 15
[node name="ConfirmationTitle" type="Label" parent="ConfirmationCenter/ConfirmationPanel/Margin/Content"]
unique_name_in_owner = true
layout_mode = 2
theme_override_colors/font_color = Color(0.937, 0.357, 0.384, 1)
theme_override_font_sizes/font_size = 24
text = "Confirm"
horizontal_alignment = 1
[node name="ConfirmationText" type="Label" parent="ConfirmationCenter/ConfirmationPanel/Margin/Content"]
unique_name_in_owner = true
layout_mode = 2
text = "Are you sure?"
horizontal_alignment = 1
autowrap_mode = 2
[node name="Buttons" type="HBoxContainer" parent="ConfirmationCenter/ConfirmationPanel/Margin/Content"]
layout_mode = 2
theme_override_constants/separation = 12
alignment = 1
[node name="ConfirmButton" type="Button" parent="ConfirmationCenter/ConfirmationPanel/Margin/Content/Buttons"]
unique_name_in_owner = true
custom_minimum_size = Vector2(190, 43)
layout_mode = 2
text = "Confirm"
[node name="CancelConfirmButton" type="Button" parent="ConfirmationCenter/ConfirmationPanel/Margin/Content/Buttons"]
unique_name_in_owner = true
custom_minimum_size = Vector2(130, 43)
layout_mode = 2
text = "Cancel"

View file

@ -1,6 +1,7 @@
class_name PlayerMenu
extends Control
const INPUT_OWNER: StringName = &"player_menu"
const CollectionLogType = preload("res://collection/collection_log.gd")
const FishCatchType = preload("res://fish/fish_catch.gd")
const FishDataType = preload("res://fish/fish_data.gd")
@ -26,6 +27,15 @@ enum SortMode {
RARITY,
}
enum CloseReason {
USER,
BITE_STARTED,
WATER_RECOVERY,
GAME_MENU,
SESSION_END,
TEARDOWN,
}
@onready var _inventory_tab: Button = %InventoryTab
@onready var _logbook_tab: Button = %LogbookTab
@onready var _close_button: Button = %CloseButton
@ -128,17 +138,7 @@ func _input(event: InputEvent) -> void:
if event is InputEventKey and event.echo:
return
if visible:
if (
event.is_action_pressed("ui_cancel")
and _sale_confirmation.visible
):
_close_sale_confirmation()
get_viewport().set_input_as_handled()
return
if (
event.is_action_pressed("open_backpack")
or event.is_action_pressed("ui_cancel")
):
if event.is_action_pressed("open_backpack"):
close_menu()
get_viewport().set_input_as_handled()
return
@ -151,6 +151,16 @@ func _input(event: InputEvent) -> void:
get_viewport().set_input_as_handled()
func consume_escape() -> bool:
if not visible:
return false
if _sale_confirmation.visible:
_close_sale_confirmation()
else:
close_menu()
return true
func open_menu() -> void:
if (
visible
@ -165,6 +175,7 @@ func open_menu() -> void:
_control_snapshot_stored = true
_player.set_movement_enabled(false)
_player.set_camera_input_enabled(false)
_fishing_spot.set_local_menu_input_suppressed(INPUT_OWNER, true)
visible = true
_refresh_all()
_show_section(_current_section)
@ -172,22 +183,41 @@ func open_menu() -> void:
menu_visibility_changed.emit(true)
func close_menu() -> void:
func close_menu(
_reason: CloseReason = CloseReason.USER,
restore_controls: bool = true,
) -> void:
if not visible:
return
_close_sale_confirmation()
var closing_generation: int = _menu_generation
visible = false
get_viewport().gui_release_focus()
if _fishing_spot != null and is_instance_valid(_fishing_spot):
_fishing_spot.set_local_menu_input_suppressed(INPUT_OWNER, false)
if restore_controls:
_restore_player_controls(closing_generation)
else:
_control_snapshot_stored = false
_menu_generation += 1
menu_visibility_changed.emit(false)
func close_for_water_recovery() -> void:
close_menu(CloseReason.WATER_RECOVERY)
func close_for_game_menu() -> void:
close_menu(CloseReason.GAME_MENU)
func close_for_session_end() -> void:
close_menu(CloseReason.SESSION_END, false)
func _exit_tree() -> void:
if visible:
visible = false
_restore_player_controls(_menu_generation)
close_menu(CloseReason.TEARDOWN, false)
_selected_catch_id = StringName()
_menu_generation += 1
@ -206,7 +236,7 @@ func _restore_player_controls(generation: int) -> void:
func _on_bite_activated() -> void:
if visible:
close_menu()
close_menu(CloseReason.BITE_STARTED)
func _show_section(section: Section) -> void:

View file

@ -4,7 +4,6 @@
[ext_resource type="Theme" path="res://ui/game_theme.tres" id="2_theme"]
[node name="PlayerMenu" type="Control"]
process_mode = 3
visible = false
layout_mode = 3
anchors_preset = 15

80
ui/settings_panel.gd Normal file
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@ -0,0 +1,80 @@
class_name SettingsPanel
extends PanelContainer
const SettingsManagerType = preload(
"res://settings/player_settings_manager.gd"
)
signal applied
signal closed
@onready var _auto_click_toggle: CheckButton = %AutoClickToggle
@onready var _auto_click_interval: HSlider = %AutoClickInterval
@onready var _auto_click_interval_value: Label = %AutoClickIntervalValue
@onready var _mouse_sensitivity: HSlider = %MouseSensitivity
@onready var _mouse_sensitivity_value: Label = %MouseSensitivityValue
@onready var _controller_sensitivity: HSlider = %ControllerSensitivity
@onready var _controller_sensitivity_value: Label = %ControllerSensitivityValue
@onready var _invert_y_toggle: CheckButton = %InvertYToggle
@onready var _feedback: Label = %SettingsFeedback
var _settings_manager: SettingsManagerType
func _ready() -> void:
%ApplySettingsButton.pressed.connect(_apply_settings)
%CancelSettingsButton.pressed.connect(close_panel)
_auto_click_interval.value_changed.connect(_refresh_value_labels)
_mouse_sensitivity.value_changed.connect(_refresh_value_labels)
_controller_sensitivity.value_changed.connect(_refresh_value_labels)
func open_panel(settings_manager: SettingsManagerType) -> void:
_settings_manager = settings_manager
_load_controls()
_feedback.text = ""
show()
_auto_click_toggle.grab_focus()
func close_panel() -> void:
if not visible:
return
hide()
_load_controls()
closed.emit()
func _apply_settings() -> void:
if _settings_manager == null:
_feedback.text = "Settings are unavailable."
return
var edited := PlayerSettings.new()
edited.auto_click_enabled = _auto_click_toggle.button_pressed
edited.auto_click_interval = float(_auto_click_interval.value)
edited.mouse_camera_sensitivity = float(_mouse_sensitivity.value)
edited.controller_camera_sensitivity = float(_controller_sensitivity.value)
edited.invert_camera_y = _invert_y_toggle.button_pressed
if _settings_manager.apply_settings(edited):
hide()
applied.emit()
else:
_feedback.text = "Failed to save settings."
func _load_controls() -> void:
if _settings_manager == null or not is_node_ready():
return
var settings: PlayerSettings = _settings_manager.current_settings
_auto_click_toggle.button_pressed = settings.auto_click_enabled
_auto_click_interval.value = settings.auto_click_interval
_mouse_sensitivity.value = settings.mouse_camera_sensitivity
_controller_sensitivity.value = settings.controller_camera_sensitivity
_invert_y_toggle.button_pressed = settings.invert_camera_y
_refresh_value_labels(0.0)
func _refresh_value_labels(_unused: float) -> void:
_auto_click_interval_value.text = "%.2f s" % _auto_click_interval.value
_mouse_sensitivity_value.text = "%.4f" % _mouse_sensitivity.value
_controller_sensitivity_value.text = "%.1f" % _controller_sensitivity.value

1
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136
ui/settings_panel.tscn Normal file
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[gd_scene load_steps=3 format=3]
[ext_resource type="Script" path="res://ui/settings_panel.gd" id="1_script"]
[ext_resource type="Theme" path="res://ui/game_theme.tres" id="2_theme"]
[node name="SettingsPanel" type="PanelContainer"]
visible = false
custom_minimum_size = Vector2(600, 490)
theme = ExtResource("2_theme")
script = ExtResource("1_script")
[node name="Margin" type="MarginContainer" parent="."]
layout_mode = 2
theme_override_constants/margin_left = 28
theme_override_constants/margin_top = 24
theme_override_constants/margin_right = 28
theme_override_constants/margin_bottom = 24
[node name="Content" type="VBoxContainer" parent="Margin"]
layout_mode = 2
theme_override_constants/separation = 12
[node name="Heading" type="Label" parent="Margin/Content"]
layout_mode = 2
theme_override_font_sizes/font_size = 26
text = "Settings"
horizontal_alignment = 1
[node name="AutoClickToggle" type="CheckButton" parent="Margin/Content"]
unique_name_in_owner = true
layout_mode = 2
text = "Accessibility auto-click"
[node name="AutoClickHelp" type="Label" parent="Margin/Content"]
layout_mode = 2
text = "Lower intervals click barriers faster while held."
[node name="AutoClickRow" type="HBoxContainer" parent="Margin/Content"]
layout_mode = 2
theme_override_constants/separation = 12
[node name="Label" type="Label" parent="Margin/Content/AutoClickRow"]
custom_minimum_size = Vector2(190, 0)
layout_mode = 2
text = "Auto-click interval"
[node name="AutoClickInterval" type="HSlider" parent="Margin/Content/AutoClickRow"]
unique_name_in_owner = true
layout_mode = 2
size_flags_horizontal = 3
min_value = 0.1
max_value = 0.5
step = 0.01
value = 0.2
[node name="AutoClickIntervalValue" type="Label" parent="Margin/Content/AutoClickRow"]
unique_name_in_owner = true
custom_minimum_size = Vector2(62, 0)
layout_mode = 2
text = "0.20 s"
[node name="MouseRow" type="HBoxContainer" parent="Margin/Content"]
layout_mode = 2
theme_override_constants/separation = 12
[node name="Label" type="Label" parent="Margin/Content/MouseRow"]
custom_minimum_size = Vector2(190, 0)
layout_mode = 2
text = "Mouse camera sensitivity"
[node name="MouseSensitivity" type="HSlider" parent="Margin/Content/MouseRow"]
unique_name_in_owner = true
layout_mode = 2
size_flags_horizontal = 3
min_value = 0.001
max_value = 0.012
step = 0.0005
value = 0.005
[node name="MouseSensitivityValue" type="Label" parent="Margin/Content/MouseRow"]
unique_name_in_owner = true
custom_minimum_size = Vector2(62, 0)
layout_mode = 2
text = "0.0050"
[node name="ControllerRow" type="HBoxContainer" parent="Margin/Content"]
layout_mode = 2
theme_override_constants/separation = 12
[node name="Label" type="Label" parent="Margin/Content/ControllerRow"]
custom_minimum_size = Vector2(190, 0)
layout_mode = 2
text = "Controller camera sensitivity"
[node name="ControllerSensitivity" type="HSlider" parent="Margin/Content/ControllerRow"]
unique_name_in_owner = true
layout_mode = 2
size_flags_horizontal = 3
min_value = 0.5
max_value = 5.0
step = 0.1
value = 2.5
[node name="ControllerSensitivityValue" type="Label" parent="Margin/Content/ControllerRow"]
unique_name_in_owner = true
custom_minimum_size = Vector2(62, 0)
layout_mode = 2
text = "2.5"
[node name="InvertYToggle" type="CheckButton" parent="Margin/Content"]
unique_name_in_owner = true
layout_mode = 2
text = "Invert vertical camera"
[node name="SettingsFeedback" type="Label" parent="Margin/Content"]
unique_name_in_owner = true
custom_minimum_size = Vector2(0, 28)
layout_mode = 2
horizontal_alignment = 1
[node name="Buttons" type="HBoxContainer" parent="Margin/Content"]
layout_mode = 2
theme_override_constants/separation = 12
alignment = 2
[node name="ApplySettingsButton" type="Button" parent="Margin/Content/Buttons"]
unique_name_in_owner = true
custom_minimum_size = Vector2(120, 42)
layout_mode = 2
text = "Apply"
[node name="CancelSettingsButton" type="Button" parent="Margin/Content/Buttons"]
unique_name_in_owner = true
custom_minimum_size = Vector2(120, 42)
layout_mode = 2
text = "Back"

232
ui/title_screen.gd Normal file
View file

@ -0,0 +1,232 @@
class_name TitleScreen
extends Control
const SaveInspectionType = preload("res://save/player_save_inspection.gd")
const SaveManagerType = preload("res://save/player_save_manager.gd")
const SettingsManagerType = preload(
"res://settings/player_settings_manager.gd"
)
const SettingsPanelType = preload("res://ui/settings_panel.gd")
signal gameplay_requested
signal quit_requested
enum ConfirmationAction {
NONE,
NEW_GAME,
DELETE_SAVE,
}
@onready var _continue_button: Button = %ContinueButton
@onready var _new_game_button: Button = %NewGameButton
@onready var _settings_button: Button = %SettingsButton
@onready var _delete_button: Button = %DeleteSaveButton
@onready var _feedback_label: Label = %FeedbackLabel
@onready var _confirmation_panel: PanelContainer = %ConfirmationPanel
@onready var _confirmation_text: Label = %ConfirmationText
@onready var _confirm_button: Button = %ConfirmButton
@onready var _settings_panel: SettingsPanelType = %SettingsPanel
var _save_manager: SaveManagerType
var _settings_manager: SettingsManagerType
var _inspection: SaveInspectionType
var _confirmation_action: ConfirmationAction = ConfirmationAction.NONE
var _action_in_progress: bool = false
func _ready() -> void:
_continue_button.pressed.connect(_on_continue_pressed)
_new_game_button.pressed.connect(_on_new_game_pressed)
_settings_button.pressed.connect(_open_settings)
_delete_button.pressed.connect(_on_delete_pressed)
%QuitButton.pressed.connect(_on_quit_pressed)
_confirm_button.pressed.connect(_on_confirmation_accepted)
%CancelConfirmButton.pressed.connect(_close_confirmation)
_settings_panel.applied.connect(_on_settings_applied)
_settings_panel.closed.connect(_on_settings_closed)
func setup(
save_manager: SaveManagerType,
settings_manager: SettingsManagerType,
) -> void:
_save_manager = save_manager
_settings_manager = settings_manager
_refresh_save_inspection()
show()
call_deferred("_focus_initial_button")
func reopen() -> void:
_close_confirmation()
_settings_panel.hide()
_refresh_save_inspection()
show()
call_deferred("_focus_initial_button")
func _input(event: InputEvent) -> void:
if not visible or not event.is_action_pressed("ui_cancel"):
return
if _confirmation_panel.visible:
_close_confirmation()
elif _settings_panel.visible:
_close_settings()
else:
return
get_viewport().set_input_as_handled()
func _on_continue_pressed() -> void:
if (
_action_in_progress
or _confirmation_panel.visible
or _settings_panel.visible
or _inspection == null
or not _inspection.can_continue()
):
return
_action_in_progress = true
if _save_manager.load_player_data():
_feedback_label.text = "Save loaded."
gameplay_requested.emit()
else:
_refresh_save_inspection()
_feedback_label.text = "Failed to load save. The original was preserved."
_action_in_progress = false
func _on_new_game_pressed() -> void:
if (
_action_in_progress
or _confirmation_panel.visible
or _settings_panel.visible
or _inspection == null
):
return
if _inspection.status == SaveInspectionType.Status.MISSING:
if _save_manager.initialize_new_game():
gameplay_requested.emit()
return
if _inspection.status == SaveInspectionType.Status.UNSUPPORTED_VERSION:
_feedback_label.text = (
"This save is from a newer game version. "
+ "Use Delete Save before starting over."
)
return
if _inspection.status == SaveInspectionType.Status.IO_ERROR:
_feedback_label.text = "The existing save cannot be accessed safely."
return
_open_confirmation(
ConfirmationAction.NEW_GAME,
"Start a new game? Existing progression will be deleted.",
"Start New Game"
)
func _on_delete_pressed() -> void:
if (
_action_in_progress
or _confirmation_panel.visible
or _settings_panel.visible
or _inspection == null
or not _inspection.can_delete()
):
return
_open_confirmation(
ConfirmationAction.DELETE_SAVE,
"Delete your saved progression? This cannot be undone.",
"Delete"
)
func _on_confirmation_accepted() -> void:
if _action_in_progress:
return
var action: ConfirmationAction = _confirmation_action
_close_confirmation()
_action_in_progress = true
if not _save_manager.delete_progression_save():
_feedback_label.text = "Failed to delete saved progression."
_action_in_progress = false
_refresh_save_inspection()
return
_save_manager.initialize_new_game()
_refresh_save_inspection()
if action == ConfirmationAction.NEW_GAME:
gameplay_requested.emit()
else:
_feedback_label.text = "Saved progression deleted."
_action_in_progress = false
func _open_confirmation(
action: ConfirmationAction,
message: String,
confirm_text: String,
) -> void:
_confirmation_action = action
_confirmation_text.text = message
_confirm_button.text = confirm_text
_confirmation_panel.visible = true
_confirm_button.grab_focus()
func _close_confirmation() -> void:
_confirmation_action = ConfirmationAction.NONE
_confirmation_panel.visible = false
_focus_initial_button()
func _open_settings() -> void:
if _confirmation_panel.visible or _action_in_progress:
return
_feedback_label.text = ""
_settings_panel.open_panel(_settings_manager)
func _close_settings() -> void:
_settings_panel.close_panel()
func _on_settings_applied() -> void:
_feedback_label.text = "Settings saved."
_settings_button.grab_focus()
func _on_settings_closed() -> void:
_settings_button.grab_focus()
func _refresh_save_inspection() -> void:
_inspection = _save_manager.inspect_save()
_continue_button.disabled = not _inspection.can_continue()
_delete_button.disabled = not _inspection.can_delete()
_feedback_label.text = _inspection.message
if _inspection.status == SaveInspectionType.Status.VALID_SUPPORTED:
_feedback_label.text = (
"%d fish • $%d%d discovered"
% [
_inspection.catch_count,
_inspection.wallet_balance,
_inspection.discovered_species_count,
]
)
func _focus_initial_button() -> void:
if not is_node_ready() or not visible:
return
if not _continue_button.disabled:
_continue_button.grab_focus()
else:
_new_game_button.grab_focus()
func _on_quit_pressed() -> void:
if (
not _action_in_progress
and not _confirmation_panel.visible
and not _settings_panel.visible
):
quit_requested.emit()

1
ui/title_screen.gd.uid Normal file
View file

@ -0,0 +1 @@
uid://6xhmtogx3c66

172
ui/title_screen.tscn Normal file
View file

@ -0,0 +1,172 @@
[gd_scene load_steps=4 format=3]
[ext_resource type="Script" path="res://ui/title_screen.gd" id="1_script"]
[ext_resource type="Theme" path="res://ui/game_theme.tres" id="2_theme"]
[ext_resource type="PackedScene" path="res://ui/settings_panel.tscn" id="3_settings"]
[node name="TitleScreen" type="Control"]
unique_name_in_owner = true
z_index = 200
layout_mode = 3
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
mouse_filter = 0
theme = ExtResource("2_theme")
script = ExtResource("1_script")
[node name="Background" type="ColorRect" parent="."]
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
color = Color(0.047, 0.102, 0.145, 1)
[node name="Center" type="CenterContainer" parent="."]
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
[node name="MainPanel" type="PanelContainer" parent="Center"]
custom_minimum_size = Vector2(440, 0)
layout_mode = 2
[node name="Margin" type="MarginContainer" parent="Center/MainPanel"]
layout_mode = 2
theme_override_constants/margin_left = 36
theme_override_constants/margin_top = 30
theme_override_constants/margin_right = 36
theme_override_constants/margin_bottom = 30
[node name="Content" type="VBoxContainer" parent="Center/MainPanel/Margin"]
layout_mode = 2
theme_override_constants/separation = 12
[node name="Title" type="Label" parent="Center/MainPanel/Margin/Content"]
layout_mode = 2
theme_override_font_sizes/font_size = 36
text = "NETFISHING"
horizontal_alignment = 1
[node name="Subtitle" type="Label" parent="Center/MainPanel/Margin/Content"]
layout_mode = 2
text = "A cozy social fishing game"
horizontal_alignment = 1
[node name="Spacer" type="Control" parent="Center/MainPanel/Margin/Content"]
custom_minimum_size = Vector2(0, 12)
layout_mode = 2
[node name="ContinueButton" type="Button" parent="Center/MainPanel/Margin/Content"]
unique_name_in_owner = true
custom_minimum_size = Vector2(0, 44)
layout_mode = 2
text = "Continue"
[node name="NewGameButton" type="Button" parent="Center/MainPanel/Margin/Content"]
unique_name_in_owner = true
custom_minimum_size = Vector2(0, 44)
layout_mode = 2
text = "New Game"
[node name="SettingsButton" type="Button" parent="Center/MainPanel/Margin/Content"]
unique_name_in_owner = true
custom_minimum_size = Vector2(0, 44)
layout_mode = 2
text = "Settings"
[node name="DeleteSaveButton" type="Button" parent="Center/MainPanel/Margin/Content"]
unique_name_in_owner = true
custom_minimum_size = Vector2(0, 44)
layout_mode = 2
text = "Delete Save"
[node name="QuitButton" type="Button" parent="Center/MainPanel/Margin/Content"]
unique_name_in_owner = true
custom_minimum_size = Vector2(0, 44)
layout_mode = 2
text = "Quit"
[node name="FeedbackLabel" type="Label" parent="Center/MainPanel/Margin/Content"]
unique_name_in_owner = true
custom_minimum_size = Vector2(0, 42)
layout_mode = 2
text = ""
horizontal_alignment = 1
vertical_alignment = 1
autowrap_mode = 2
[node name="ConfirmationPanel" type="PanelContainer" parent="."]
unique_name_in_owner = true
visible = false
z_index = 210
layout_mode = 1
anchors_preset = 8
anchor_left = 0.5
anchor_top = 0.5
anchor_right = 0.5
anchor_bottom = 0.5
offset_left = -230.0
offset_top = -95.0
offset_right = 230.0
offset_bottom = 95.0
grow_horizontal = 2
grow_vertical = 2
[node name="Margin" type="MarginContainer" parent="ConfirmationPanel"]
layout_mode = 2
theme_override_constants/margin_left = 24
theme_override_constants/margin_top = 20
theme_override_constants/margin_right = 24
theme_override_constants/margin_bottom = 20
[node name="Content" type="VBoxContainer" parent="ConfirmationPanel/Margin"]
layout_mode = 2
theme_override_constants/separation = 14
[node name="ConfirmationText" type="Label" parent="ConfirmationPanel/Margin/Content"]
unique_name_in_owner = true
layout_mode = 2
text = "Confirm?"
horizontal_alignment = 1
autowrap_mode = 2
[node name="Buttons" type="HBoxContainer" parent="ConfirmationPanel/Margin/Content"]
layout_mode = 2
theme_override_constants/separation = 12
alignment = 1
[node name="ConfirmButton" type="Button" parent="ConfirmationPanel/Margin/Content/Buttons"]
unique_name_in_owner = true
custom_minimum_size = Vector2(150, 42)
layout_mode = 2
text = "Confirm"
[node name="CancelConfirmButton" type="Button" parent="ConfirmationPanel/Margin/Content/Buttons"]
unique_name_in_owner = true
custom_minimum_size = Vector2(120, 42)
layout_mode = 2
text = "Cancel"
[node name="SettingsPanel" parent="." instance=ExtResource("3_settings")]
unique_name_in_owner = true
z_index = 210
layout_mode = 1
anchors_preset = 8
anchor_left = 0.5
anchor_top = 0.5
anchor_right = 0.5
anchor_bottom = 0.5
offset_left = -300.0
offset_top = -245.0
offset_right = 300.0
offset_bottom = 245.0
grow_horizontal = 2
grow_vertical = 2

View file

@ -1,6 +1,8 @@
class_name WaterRecoveryController
extends Node
signal recovery_starting
enum RecoveryState {
IDLE,
BOBBING,
@ -28,6 +30,7 @@ var _bob_elapsed: float = 0.0
var _prior_movement_enabled: bool = true
var _prior_camera_input_enabled: bool = true
var _generation: int = 0
var _recovery_enabled: bool = false
func setup(
@ -68,6 +71,14 @@ func _process(delta: float) -> void:
_screen_fade.fade_to_black(_generation)
func set_recovery_enabled(enabled: bool) -> void:
_recovery_enabled = enabled
func is_recovery_active() -> bool:
return state != RecoveryState.IDLE
func _exit_tree() -> void:
_generation += 1
if _screen_fade != null and is_instance_valid(_screen_fade):
@ -84,14 +95,16 @@ func _on_recovery_requested(
surface_height: float,
) -> void:
if (
not _recovery_enabled
or
state != RecoveryState.IDLE
or triggered_player != _player
or not is_instance_valid(triggered_player)
):
return
recovery_starting.emit()
_generation += 1
_entry_position = _player.global_position
_game_ui.close_player_menu()
_fishing_spot.begin_water_recovery()
_prior_movement_enabled = _player.is_movement_enabled()
_prior_camera_input_enabled = _player.is_camera_input_enabled()