Basic platformer with rope

This commit is contained in:
ASOwnerYT
2026-07-25 16:10:50 +12:00
commit 4818002bbd
503 changed files with 16081 additions and 0 deletions
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extends MainMenu
## Main menu extension that adds options and animates the title and menu fading in.
## The scene adds a 'Continue' button if a game is in progress.
## The animation can be skipped by the player with any input.
## Optional scene to open when the player clicks a 'Level Select' button.
@export var level_select_packed_scene: PackedScene
## If true, have the player confirm before starting a new game if a game is in progress.
@export var confirm_new_game : bool = true
var animation_state_machine : AnimationNodeStateMachinePlayback
@onready var continue_game_button = %ContinueGameButton
@onready var level_select_button = %LevelSelectButton
@onready var new_game_confirmation = %NewGameConfirmation
func load_game_scene() -> void:
GameState.start_game()
super.load_game_scene()
func new_game() -> void:
if confirm_new_game and continue_game_button.visible:
new_game_confirmation.show()
else:
GameState.reset()
load_game_scene()
func intro_done() -> void:
animation_state_machine.travel("OpenMainMenu")
func _is_in_intro() -> bool:
return animation_state_machine.get_current_node() == "Intro"
func _event_skips_intro(event : InputEvent) -> bool:
return event.is_action_released("ui_accept") or \
event.is_action_released("ui_select") or \
event.is_action_released("ui_cancel") or \
_event_is_mouse_button_released(event)
func _open_sub_menu(menu : PackedScene) -> Node:
animation_state_machine.travel("OpenSubMenu")
return super._open_sub_menu(menu)
func _close_sub_menu() -> void:
super._close_sub_menu()
animation_state_machine.travel("OpenMainMenu")
func _input(event : InputEvent) -> void:
if _is_in_intro() and _event_skips_intro(event):
intro_done()
return
super._input(event)
func _show_level_select_if_set() -> void:
if level_select_packed_scene == null: return
if GameState.get_levels_reached() <= 1 : return
level_select_button.show()
func _show_continue_if_set() -> void:
if GameState.get_current_level_path().is_empty(): return
continue_game_button.show()
func _ready() -> void:
super._ready()
_show_level_select_if_set()
_show_continue_if_set()
animation_state_machine = $MenuAnimationTree.get("parameters/playback")
func _on_continue_game_button_pressed() -> void:
GameState.continue_game()
load_game_scene()
func _on_level_select_button_pressed() -> void:
var level_select_scene := _open_sub_menu(level_select_packed_scene)
if level_select_scene.has_signal("level_selected"):
level_select_scene.connect("level_selected", load_game_scene)
func _on_new_game_confirmation_confirmed() -> void:
GameState.reset()
load_game_scene()