[WIP] Somewhat nice song menu layout
This commit is contained in:
parent
e85675f780
commit
ad7a49fabf
92
Menu.gd
92
Menu.gd
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@ -2,6 +2,16 @@ extends Node2D
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var song_defs = {}
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var song_defs = {}
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var song_images = {}
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var song_images = {}
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var genres = {}
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enum ChartDifficulty {EASY, BASIC, ADV, EXPERT, MASTER}
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var selected_genre := 0
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var selected_song := 0
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var selected_difficulty = ChartDifficulty.ADV
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var TitleFont := preload("res://assets/MenuTitleFont.tres")
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var GenreFont := preload("res://assets/MenuGenreFont.tres")
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func scan_library():
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func scan_library():
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print("Scanning library")
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print("Scanning library")
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@ -10,18 +20,22 @@ func scan_library():
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var err = dir.open(rootdir)
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var err = dir.open(rootdir)
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if err == OK:
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if err == OK:
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dir.list_dir_begin(true, true)
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dir.list_dir_begin(true, true)
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var file_name = dir.get_next()
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var key = dir.get_next()
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while (file_name != ""):
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while (key != ""):
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if dir.current_is_dir():
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if dir.current_is_dir():
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if dir.file_exists(file_name + "/song.json"):
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if dir.file_exists(key + "/song.json"):
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song_defs[file_name] = FileLoader.load_folder("%s/%s" % [rootdir, file_name])
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song_defs[key] = FileLoader.load_folder("%s/%s" % [rootdir, key])
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print("Loaded song directory: %s" % file_name)
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print("Loaded song directory: %s" % key)
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song_images[file_name] = load("%s/%s/%s" % [rootdir, file_name, song_defs[file_name]["tile_filename"]])
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song_images[key] = load("%s/%s/%s" % [rootdir, key, song_defs[key]["tile_filename"]])
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if song_defs[key]["genre"] in genres:
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genres[song_defs[key]["genre"]].append(key)
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else:
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genres[song_defs[key]["genre"]] = [key]
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else:
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else:
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print("Found directory: " + file_name)
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print("Found non-song directory: " + key)
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else:
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else:
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print("Found file: " + file_name)
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print("Found file: " + key)
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file_name = dir.get_next()
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key = dir.get_next()
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dir.list_dir_end()
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dir.list_dir_end()
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else:
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else:
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print("An error occurred when trying to access the songs directory: ", err)
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print("An error occurred when trying to access the songs directory: ", err)
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@ -30,11 +44,59 @@ func _ready():
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scan_library()
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scan_library()
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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#func _process(delta):
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func _process(delta):
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# pass
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update()
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func draw_string_centered(font, position, string, color := Color.white):
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draw_string(font, Vector2(position.x - font.get_string_size(string).x/2.0, position.y + font.get_ascent()), string, color)
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func _draw():
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func _draw():
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var i = -512
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var songs = len(song_defs)
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for key in song_images:
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var size = 216
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draw_texture(song_images[key], Vector2(i, -256))
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var spacer_x = 12
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i += 512
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var spacer_y = 64
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var outline_px = 3
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var x = -(size + spacer_x)*2
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var y = -(size + spacer_y)
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var sel_scales := [1.0, 0.8, 0.64, 0.512]
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var sel_cumscales := [1.0, 1.8, 2.44, 2.952]
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var bg_scales := [0.64, 0.64, 0.64, 0.512]
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var bg_cumscales := [0.64, 1.28, 1.92, 2.432]
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var gy := -160
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for g in len(genres):
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var selected: bool = (g == selected_genre)
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var scales = sel_scales if selected else bg_scales
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var cumscales = sel_cumscales if selected else bg_cumscales
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var genre = genres.keys()[g]
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draw_string_centered(GenreFont, Vector2(0, gy), genre)
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var songslist = genres[genre]
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var s = len(songslist)
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var key = songslist[selected_song%s]
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var subsize = size * scales[0]
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y = gy + spacer_y
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draw_rect(Rect2(-subsize/2.0 - outline_px, y - outline_px, subsize + outline_px*2, subsize + outline_px*2), GameTheme.COLOR_DIFFICULTY[selected_difficulty])
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draw_texture_rect(song_images[key], Rect2(-subsize/2.0, y, subsize, subsize), false)
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if selected:
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draw_string_centered(TitleFont, Vector2(0, y+subsize), song_defs[key]["title"], Color(0.95, 0.95, 1.0))
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draw_string_centered(GenreFont, Vector2(subsize/2.0 - 24, gy+subsize+8), str(song_defs[key]["chart_difficulties"][selected_difficulty]), GameTheme.COLOR_DIFFICULTY[selected_difficulty])
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for i in [1, 2, 3]:
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key = songslist[(selected_song+i)%s]
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subsize = size * scales[i]
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var gx = size * (cumscales[i] - scales[0]*0.5 - scales[i]*0.5) + spacer_x * i
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draw_rect(Rect2(gx - subsize/2.0 - outline_px, y - outline_px, subsize + outline_px*2, subsize + outline_px*2), GameTheme.COLOR_DIFFICULTY[selected_difficulty])
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draw_texture_rect(song_images[key], Rect2(gx - subsize/2.0, y, subsize, subsize), false)
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draw_string_centered(GenreFont, Vector2(gx + subsize/2.0 - 24, gy+subsize+8), str(song_defs[key]["chart_difficulties"][selected_difficulty]), GameTheme.COLOR_DIFFICULTY[selected_difficulty])
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key = songslist[(selected_song-i)%s]
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draw_rect(Rect2(-gx - subsize/2.0 - outline_px, y - outline_px, subsize + outline_px*2, subsize + outline_px*2), GameTheme.COLOR_DIFFICULTY[selected_difficulty])
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draw_texture_rect(song_images[key], Rect2(-gx - subsize/2.0, y, subsize, subsize), false)
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draw_string_centered(GenreFont, Vector2(-gx + subsize/2.0 - 24, gy+subsize+8), str(song_defs[key]["chart_difficulties"][selected_difficulty]), GameTheme.COLOR_DIFFICULTY[selected_difficulty])
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gy += size + (spacer_y * 2)
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# for key in song_images:
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# draw_texture_rect(song_images[key], Rect2(x, y, size, size), false)
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# draw_string_centered(TitleFont, Vector2(x+size/2.0, y+size), song_defs[key]["title"], Color(0.95, 0.95, 1.0))
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# x += size + spacer_x
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# if x >= (size + spacer_x)*2:
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# x = -(size + spacer_x)*2
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# y += size + spacer_y
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@ -0,0 +1,9 @@
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[gd_resource type="DynamicFont" load_steps=2 format=2]
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[ext_resource path="res://assets/Sniglet-Regular.ttf" type="DynamicFontData" id=1]
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[resource]
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size = 48
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outline_size = 2
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outline_color = Color( 0, 0, 0, 1 )
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font_data = ExtResource( 1 )
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@ -0,0 +1,12 @@
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[gd_resource type="DynamicFont" load_steps=3 format=2]
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[ext_resource path="res://assets/NotoSans-Regular.ttf" type="DynamicFontData" id=1]
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[ext_resource path="res://assets/NotoSansJP-Regular.otf" type="DynamicFontData" id=2]
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[resource]
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size = 32
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outline_size = 2
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outline_color = Color( 0, 0, 0, 1 )
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use_filter = true
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font_data = ExtResource( 2 )
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fallback/0 = ExtResource( 1 )
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@ -46,6 +46,7 @@ gdscript/warnings/integer_division=false
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window/size/width=1920
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window/size/width=1920
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window/size/height=1080
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window/size/height=1080
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window/size/fullscreen=true
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window/handheld/orientation="sensor"
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window/handheld/orientation="sensor"
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window/stretch/mode="2d"
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window/stretch/mode="2d"
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window/stretch/aspect="keep_height"
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window/stretch/aspect="keep_height"
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