integrate scoreboards into main menu (closes #195)

This commit is contained in:
Haze Weathers 2023-10-14 10:26:10 -04:00
parent 481edb15b7
commit 95cb7ee138
4 changed files with 99 additions and 13 deletions

View file

@ -16,6 +16,7 @@ var selected_type: int = ScoreType.SCORE
var _scoreboard_id: int = -1
var _scoreboard_tag: String = "spicy-any%"
var _page: int = 0
onready var level_title: Button = $"%LevelTitle"
@ -26,10 +27,13 @@ onready var completion: Button = $"%Completion"
onready var type: Button = $"%Type"
onready var scores: VBoxContainer = $"%Scores"
onready var scoreboard_tabs: TabContainer = $"%ScoreboardTabs"
onready var prev_board: TextureRect = $"%PrevBoard"
onready var next_board: TextureRect = $"%NextBoard"
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
Fade.fade_in(0.4)
yield(get_tree(), "idle_frame")
level_title.text = LevelData.levels[selected_level].title
level_title.grab_focus()
@ -40,7 +44,13 @@ func _ready() -> void:
_scoreboard_id = LevelData.levels[selected_level].times_id
if Time.get_ticks_msec() > 5000:
reload_scores()
func _input(event: InputEvent) -> void:
if event.is_action_pressed("ui_cancel"):
Fade.fade_out(0.4)
yield(Fade, "fade_finished")
SceneManager.current_scene = preload("res://menus/main_menu.tscn").instance()
# reload scores from newgrounds
@ -53,7 +63,7 @@ func reload_scores() -> void:
var response = yield(Ngio.request_execute("ScoreBoard.getScores", {
id = _scoreboard_id,
limit = scores.get_child_count(),
skip = 0,
skip = _page * 8,
period = "A",
tag = _scoreboard_tag,
}), "completed")
@ -124,6 +134,7 @@ func _on_LevelTitle_gui_input(event: InputEvent) -> void:
_scoreboard_id = LevelData.levels[selected_level].scores_id
ScoreType.TIME:
_scoreboard_id = LevelData.levels[selected_level].times_id
_page = 0
reload_scores()
elif event.is_action_pressed("ui_right"):
selected_level = posmod(selected_level + 1, LevelData.levels.size())
@ -135,6 +146,7 @@ func _on_LevelTitle_gui_input(event: InputEvent) -> void:
_scoreboard_id = LevelData.levels[selected_level].scores_id
ScoreType.TIME:
_scoreboard_id = LevelData.levels[selected_level].times_id
_page = 0
reload_scores()
# difficulty selector
@ -143,6 +155,7 @@ func _on_Difficulty_pressed() -> void:
return
selected_difficulty = posmod(selected_difficulty + 1, 4)
difficulty.text = Game.DIFFICULTY_NAMES[selected_difficulty]
_page = 0
reload_scores()
# completion amount selector
@ -151,6 +164,7 @@ func _on_Completion_pressed() -> void:
return
selected_completion = posmod(selected_completion + 1, 2)
completion.text = COMPLETION_NAMES[selected_completion]
_page = 0
reload_scores()
# score type selector
@ -166,4 +180,26 @@ func _on_Type_pressed() -> void:
_scoreboard_id = LevelData.levels[selected_level].times_id
completion.visible = true
type.text = SCORE_TYPE_NAMES[selected_type]
_page = 0
reload_scores()
func _on_Scoreboard_focus_entered() -> void:
prev_board.visible = true
next_board.visible = true
func _on_Scoreboard_focus_exited() -> void:
prev_board.visible = false
next_board.visible = false
func _on_Scoreboard_gui_input(event: InputEvent) -> void:
if event.is_action_pressed("ui_left"):
_page -= 1
if _page <= 0:
_page = 0
reload_scores()
elif event.is_action_pressed("ui_right"):
_page += 1
reload_scores()