hero-mark-2/menus/scoreboards.gd

69 lines
1.8 KiB
GDScript

extends Node
enum Completion {ANY, FULL}
enum ScoreType {SCORE, TIME}
const COMPLETION_NAMES = ["Any%", "100%"]
const SCORE_TYPE_NAMES = ["Scores", "Times"]
var selected_difficulty: int = Game.Difficulty.SPICY
var selected_completion: int = Completion.ANY
var selected_type: int = ScoreType.SCORE
onready var level_title: Button = $"%LevelTitle"
onready var back_arrow: TextureRect = $"%BackArrow"
onready var next_arrow: TextureRect = $"%NextArrow"
onready var difficulty: Button = $"%Difficulty"
onready var completion: Button = $"%Completion"
onready var type: Button = $"%Type"
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
yield(get_tree(), "idle_frame")
level_title.grab_focus()
# reload scores from newgrounds
func reload_scores() -> void:
pass
# show arrows when level is focused
func _on_LevelTitle_focus_entered() -> void:
back_arrow.visible = true
next_arrow.visible = true
# hide arrows when level not focused
func _on_LevelTitle_focus_exited() -> void:
back_arrow.visible = false
next_arrow.visible = false
# detect left and right presses when level is focused
func _on_LevelTitle_gui_input(event: InputEvent) -> void:
if event.is_action_pressed("ui_left"):
print("PREV")
elif event.is_action_pressed("ui_right"):
print("NEXT")
# difficulty selector
func _on_Difficulty_pressed() -> void:
selected_difficulty = posmod(selected_difficulty + 1, 4)
difficulty.text = Game.DIFFICULTY_NAMES[selected_difficulty]
reload_scores()
# completion amount selector
func _on_Completion_pressed() -> void:
selected_completion = posmod(selected_completion + 1, 2)
completion.text = COMPLETION_NAMES[selected_completion]
reload_scores()
# score type selector
func _on_Type_pressed() -> void:
selected_type = posmod(selected_type + 1, 2)
type.text = SCORE_TYPE_NAMES[selected_type]
reload_scores()