Improve some debug menu layouts
This commit is contained in:
parent
df2cfd8cff
commit
473d62c590
2
main.gd
2
main.gd
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@ -11,6 +11,8 @@ func instantiate_menu_list(menu_list) -> void:
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for key in menu_list:
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packed_menus[key] = load(globals.MENUS[key][0])
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menus[key] = packed_menus[key].instance()
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if menus[key].has_signal('exit'):
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menus[key].connect('exit', self, 'pop_menu')
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var is_rom_loaded := false
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func _on_rom_loaded() -> void:
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@ -1,5 +1,6 @@
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extends Node2D
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#warning-ignore-all:return_value_discarded
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signal exit
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const MusicPlayer := preload('res://scripts/MusicPlayer.gd')
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var MusicLoader := preload('res://scripts/loaders/snes/music_ff5.gd').new()
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onready var bgm_titles := Common.load_glyph_table('res://data/5/bgm_titles.txt')
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@ -19,22 +20,28 @@ var bgm_tracksets := {}
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func _create_sfx_buttons():
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var disable_btn := !SoundLoader.has_loaded_audio_samples
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var btn_width := 48
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var btn_height := 22
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var btns_per_row := 8
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var inst_pos_offset: Vector2 = $inst_buttons.rect_position
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for i in SoundLoader.INST_NUM:
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var btn = Button.new()
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btn.text = 'Inst #%02X' % i
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btn.text = 'Inst #%02d' % i
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btn.align = Button.ALIGN_CENTER
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btn.set_position(Vector2((i%7)*50, (i/7)*24))
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btn.rect_min_size.x = 48
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btn.set_position(Vector2((i%btns_per_row)*btn_width, (i/btns_per_row)*btn_height) + inst_pos_offset)
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btn.rect_min_size.x = btn_width
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add_child(btn)
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btn.connect('pressed', SoundLoader, 'play_sample', [i])
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inst_buttons.append(btn)
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btn.disabled = disable_btn
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btns_per_row = int($sfx_buttons.rect_size.x/btn_width)
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var sfx_pos_offset: Vector2 = $sfx_buttons.rect_position
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for i in SoundLoader.SFX_NUM:
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var btn = Button.new()
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btn.text = 'SFX #%02X' % i
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btn.text = 'SFX #%02d' % i
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btn.align = Button.ALIGN_CENTER
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btn.set_position(Vector2((i%4)*50, 130 + (i/4)*24))
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btn.rect_min_size.x = 48
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btn.set_position(Vector2((i%btns_per_row)*btn_width, (i/btns_per_row)*btn_height) + sfx_pos_offset)
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btn.rect_min_size.x = btn_width
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add_child(btn)
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btn.connect('pressed', SoundLoader, 'play_sfx', [i])
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sfx_buttons.append(btn)
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@ -145,11 +152,14 @@ func _update_bgm_label(id = 0) -> void:
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$lbl_bgm_title.text = ''
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# Called when the node enters the scene tree for the first time.
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func _exit() -> void:
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self.emit_signal('exit')
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func _ready() -> void:
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self._create_sfx_buttons()
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self._create_bgm_playback()
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$btn_stop.connect('pressed', self, '_stop_all')
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$btn_exit.connect('pressed', self, '_exit')
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for i in len(RomLoader.snes_data.bgm_song_pointers):
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var pointer = RomLoader.snes_data.bgm_song_pointers[i]
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# print('BGM 0x%02X (%02d) at 0x%06X' % [i, i, pointer])
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@ -187,6 +197,7 @@ func queue_prerender_bgm(bgm_id: int) -> void:
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func render_all_bgm(bgms_to_render: int = 70) -> void:
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$btn_render.set_disabled(true)
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self.initialize_instrument_texture()
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for bgm_id in bgms_to_render:
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self.queue_prerender_bgm(bgm_id)
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@ -6,8 +6,8 @@
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[sub_resource type="ShaderMaterial" id=2]
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shader = ExtResource( 4 )
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shader_param/INT_TEX_WIDTH = 4096
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shader_param/TEX_SIZE = Vector2( 4096, 4096 )
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shader_param/INT_OUTPUT_WIDTH = 4096
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shader_param/OUTPUT_FRAMEBUFFER_SIZE = Vector2( 4096, 4096 )
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shader_param/instrument_samples_size = Vector2( 2048, 128 )
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shader_param/reference_note = 71.0
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shader_param/output_mixrate = 32000.0
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@ -32,54 +32,66 @@ margin_bottom = 40.0
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script = ExtResource( 3 )
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[node name="inst_buttons" type="ReferenceRect" parent="."]
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margin_right = 348.0
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margin_right = 384.0
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margin_bottom = 118.0
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[node name="sfx_buttons" type="ReferenceRect" parent="."]
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margin_top = 130.0
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margin_right = 198.0
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margin_bottom = 176.0
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margin_left = 192.0
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margin_top = 96.0
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margin_right = 384.0
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margin_bottom = 142.0
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[node name="sb_bgm" type="SpinBox" parent="."]
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margin_top = 188.0
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margin_top = 138.0
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margin_right = 38.0
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margin_bottom = 212.0
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margin_bottom = 162.0
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rect_min_size = Vector2( 38, 0 )
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max_value = 69.0
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align = 2
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[node name="btn_bgm_live" type="Button" parent="."]
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margin_left = 40.0
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margin_top = 188.0
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margin_right = 126.0
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margin_bottom = 212.0
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margin_top = 216.0
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margin_right = 86.0
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margin_bottom = 240.0
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text = "Play BGM live"
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[node name="btn_bgm_prerendered" type="Button" parent="."]
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margin_left = 132.0
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margin_top = 188.0
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margin_right = 272.0
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margin_bottom = 212.0
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margin_top = 164.0
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margin_right = 140.0
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margin_bottom = 188.0
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text = "Play BGM prerendered"
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[node name="btn_render" type="Button" parent="."]
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margin_left = 278.0
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margin_top = 188.0
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margin_right = 374.0
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margin_bottom = 212.0
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margin_top = 190.0
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margin_right = 96.0
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margin_bottom = 214.0
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text = "Render All BGM"
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[node name="btn_stop" type="Button" parent="."]
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margin_left = 320.0
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margin_top = 216.0
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margin_right = 374.0
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margin_bottom = 240.0
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text = "Stop All"
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margin_left = 278.0
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margin_top = 164.0
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margin_right = 384.0
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margin_bottom = 188.0
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text = "Stop All Playback"
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[node name="lbl_bgm_title" type="Label" parent="."]
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margin_left = 2.0
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margin_top = 220.0
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margin_right = 42.0
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margin_bottom = 234.0
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margin_left = 42.0
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margin_top = 143.0
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margin_right = 82.0
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margin_bottom = 157.0
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[node name="lbl_bgm" type="Label" parent="."]
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margin_left = 3.0
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margin_top = 123.0
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margin_right = 84.0
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margin_bottom = 137.0
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text = "BGM Playback"
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[node name="audio_player" type="AudioStreamPlayer" parent="."]
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[node name="btn_exit" type="Button" parent="."]
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margin_left = 245.0
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margin_top = 218.0
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margin_right = 384.0
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margin_bottom = 240.0
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text = "Return to Debug Menu"
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@ -1,5 +1,5 @@
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extends Control
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signal exit
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var PC := preload('res://PC.gd')
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var PC_scene := preload('res://PC.tscn')
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var PCs := []
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@ -32,7 +32,11 @@ func initialize() -> void:
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# PCs[-1].texture = SpriteLoader.weapon_textures['Fist']
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# add_child(PCs[-1])
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func _exit() -> void:
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emit_signal('exit')
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func _ready() -> void:
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$btn_exit.connect('pressed', self, '_exit')
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initialize()
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RomLoader.connect('rom_loaded', self, 'initialize') # Attempt to reload sprites if a new ROM is hot loaded
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@ -47,6 +47,13 @@ margin_bottom = 218.0
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shortcut = SubResource( 2 )
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text = "Nex[t]"
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[node name="btn_exit" type="Button" parent="."]
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margin_left = 245.0
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margin_top = 218.0
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margin_right = 384.0
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margin_bottom = 240.0
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text = "Return to Debug Menu"
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[connection signal="item_selected" from="btn_anim_choice" to="." method="_on_OptionButton_item_selected"]
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[connection signal="pressed" from="btn_prev" to="." method="_on_btn_prev_pressed"]
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[connection signal="pressed" from="btn_next" to="." method="_on_btn_next_pressed"]
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@ -1,4 +1,5 @@
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extends Node2D
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signal exit
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var tileset_tex := TextureRect.new()
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var worldmaps := []
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var block_images := []
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@ -17,9 +18,11 @@ func bin2str(bin: int) -> String:
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string += '.' #'0'
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return string
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func _exit() -> void:
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emit_signal('exit')
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func _ready() -> void:
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$btn_exit.connect('pressed', self, '_exit')
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var blockmap = PoolByteArray()
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for i in 0xC0:
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blockmap.append(i)
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@ -28,3 +28,11 @@ margin_right = 330.0
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margin_bottom = 22.0
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rect_min_size = Vector2( 30, 0 )
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max_value = 2.0
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[node name="btn_exit" type="Button" parent="."]
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margin_left = 304.0
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margin_top = 204.0
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margin_right = 384.0
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margin_bottom = 240.0
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text = "Return to
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Debug Menu"
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