way too many changes to list, oops. big rewrite.
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@ -1,27 +1,36 @@
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class_name MainMenu extends Control
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@export var bg_level: Level
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@export var game_select_menu: Control
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@export var main_controls: Control
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@export var seed_entry: LineEdit
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@export var profile_controls: Control
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@export var mods_controls: ModMenu
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var gamemode: GameMode = GameMode.new()
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var confirmation_popup_scene: PackedScene = preload("res://Scenes/Menus/confirmation_popup.tscn")
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var text_input_popup_scene: PackedScene = preload("res://Scenes/Menus/text_input_popup.tscn")
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var multiplayer_lobby_scene_path: String = "res://Scenes/multiplayer_lobby.tscn"
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var options_menu_scene: PackedScene = preload("res://Scenes/Menus/options_menu.tscn")
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var temp_data: SaveData
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func _ready() -> void:
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$ProfileEditor/VBoxContainer/HBoxContainer/DisplayName.text = Data.player_profile.display_name
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load_stats(Data.save_data)
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bg_level.a_star_graph_3d.make_grid()
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bg_level.a_star_graph_3d.find_path()
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bg_level.a_star_graph_3d.build_random_maze(50)
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bg_level.a_star_graph_3d.place_random_towers(20)
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bg_level.a_star_graph_3d.disable_all_tower_frames()
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Game.level = bg_level
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var new_wave: Dictionary = WaveManager.generate_wave(400, bg_level.enemy_pool)
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WaveManager.generate_wave(400, bg_level.enemy_pool, bg_level.enemy_spawns)
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for spawn: EnemySpawner in bg_level.enemy_spawns:
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spawn.enemy_died_callback = enemy_died
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spawn.enemy_reached_goal_callback = damage_goal
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spawn.enemy_spawned.connect(increase_enemy_count)
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spawn.spawn_wave(new_wave)
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spawn.spawn_wave()
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#these exist purely to make the enemies that spawn on the main menu happy
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@ -34,10 +43,9 @@ func increase_enemy_count() -> void:
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func _on_display_name_edit_pressed() -> void:
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var popup: TextInputPopup = text_input_popup_scene.instantiate() as TextInputPopup
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popup.set_popup(Data.player_profile.display_name, "Display Name", "Confirm")
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popup.completed.connect(change_profile_display_name)
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add_child(popup)
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$ProfileManager.visible = true
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$ProfileManager/VBoxContainer/DisplayName/LineEdit.placeholder_text = Data.player_profile.display_name
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temp_data = SaveData.load_profile_from_disk()
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func change_profile_display_name(display_name: String) -> void:
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@ -57,20 +65,130 @@ func quit_game(confirmation: bool) -> void:
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get_tree().quit()
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func _on_play_button_pressed() -> void:
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Game.level = null
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Game.scene_switch_to_singleplayer_lobby()
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func _on_options_button_pressed() -> void:
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var menu: OptionsMenu = options_menu_scene.instantiate()
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add_child(menu)
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func _on_multiplayer_button_pressed() -> void:
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Game.level = null
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Game.scene_switch_to_multiplayer_lobby()
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func _on_button_mouse_entered() -> void:
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$AudioStreamPlayer.play()
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func start_game() -> void:
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Game.level = null
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Game.gamemode = gamemode
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if gamemode.multiplayer:
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Game.scene_switch_to_multiplayer_lobby()
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else:
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Game.scene_switch_to_singleplayer_lobby()
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func _on_play_button_pressed() -> void:
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gamemode.multiplayer = false
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open_game_menu()
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func _on_multiplayer_button_pressed() -> void:
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gamemode.multiplayer = true
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open_game_menu()
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func open_game_menu() -> void:
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main_controls.visible = false
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game_select_menu.visible = true
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func _on_back_button_pressed() -> void:
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main_controls.visible = true
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game_select_menu.visible = false
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func generate_seed() -> void:
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if seed_entry.text != "":
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if seed_entry.text.is_valid_int():
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gamemode.rng_seed = int(seed_entry.text)
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else:
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gamemode.rng_seed = hash(seed_entry.text)
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gamemode.seeded = true
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else:
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gamemode.rng_seed = randi()
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func _on_standard_button_pressed() -> void:
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generate_seed()
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gamemode.endless = false
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gamemode.daily = false
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start_game()
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func _on_daily_button_pressed() -> void:
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gamemode.seed = hash(Time.get_date_string_from_system(true))
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gamemode.endless = false
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gamemode.daily = true
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start_game()
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func _on_endless_button_pressed() -> void:
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generate_seed()
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gamemode.endless = true
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gamemode.daily = false
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start_game()
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func _on_changelog_button_pressed() -> void:
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main_controls.visible = true
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profile_controls.visible = true
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$Changelog.queue_free()
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func load_stats(stats: SaveData) -> void:
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$ProfileManager/VBoxContainer/Stats/Wins/Label2.text = str(stats.wins)
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$ProfileManager/VBoxContainer/Stats/Losses/Label2.text = str(stats.losses)
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$ProfileManager/VBoxContainer/Stats/Winrate/Label2.text = str(int(stats.wins / 20.0))
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$ProfileManager/VBoxContainer/Stats/EngineerCardsBought/Label2.text = str(stats.engineer_cards_bought)
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$ProfileManager/VBoxContainer/Stats/MageCardsBought/Label2.text = str(stats.mage_cards_bought)
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func _on_achievements_back_button_pressed() -> void:
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$AchievementsMenu.visible = false
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func _on_achievements_button_pressed() -> void:
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$AchievementsMenu.visible = true
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func _on_profile_manager_cancel_pressed() -> void:
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$ProfileManager.visible = false
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func _on_profile_manager_confirm_pressed() -> void:
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$ProfileManager.visible = false
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if $ProfileManager/VBoxContainer/DisplayName/LineEdit.text != "":
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change_profile_display_name($ProfileManager/VBoxContainer/DisplayName/LineEdit.text)
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$ProfileManager/VBoxContainer/DisplayName/LineEdit.text = ""
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Data.save_data = temp_data
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Data.save_data.save_to_disc()
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func _on_unlock_all_pressed() -> void:
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temp_data.unlock_all_content()
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func _on_lock_all_pressed() -> void:
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temp_data.lock_all_content()
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func _on_mods_button_pressed() -> void:
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profile_controls.visible = false
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main_controls.visible = false
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mods_controls.visible = true
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func _on_cancel_mods_pressed() -> void:
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profile_controls.visible = true
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main_controls.visible = true
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mods_controls.visible = false
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func _on_confirm_mods_pressed() -> void:
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mods_controls.load_mod_list()
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