Files
settled-reach/client/ui/main_menu.gd
T
jpmschweitzerandClaude Opus 4.6 4eb54a6f7a fix(client): resolve all gdlint warnings — zero warnings policy
Fix 354 gdlint warnings across 65 files: 194 class-definitions-order
(reorder declarations), 138 max-line-length (split long lines),
22 code issues (unused args, no-else-return, naming). Update .gdlintrc
to exclude addons/ and raise max-public-methods for test files.
No logic changes — declaration order, whitespace, and naming only.

Ticket: #783

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-05 09:59:56 +02:00

164 lines
5.2 KiB
GDScript

extends Control
## #258: Main menu — New Game / Continue / Load Game / Quit.
## New Game: opens character creation screen, then starts game.
## Continue: loads most recent save directory.
## Load Game: shows sorted save list for manual selection (#257).
const GAME_SCENE := "res://scenes/main.tscn"
const CHARACTER_CREATION_SCENE := "res://scenes/character_creation.tscn"
const BG_COLOR := Color(0.05, 0.05, 0.08, 1.0)
const TITLE_COLOR := Color("#c8d0e0")
const SUBTITLE_COLOR := Color("#8890a0")
const BTN_NORMAL_COLOR := Color("#e8c547")
const BTN_DISABLED_COLOR := Color("#4a5060")
const FONT_SIZE_TITLE := 36
const FONT_SIZE_SUBTITLE := 14
const FONT_SIZE_BTN := 15
var _char_creation: Control = null
var _list_built: bool = false
@onready var _new_game_btn: Button = $VBox/NewGameBtn
@onready var _continue_btn: Button = $VBox/ContinueBtn
@onready var _load_game_btn: Button = $VBox/LoadGameBtn
@onready var _quit_btn: Button = $VBox/QuitBtn
@onready var _load_panel: Control = $LoadGamePanel
@onready var _saves_list: VBoxContainer = $LoadGamePanel/VBox/SavesScroll/SavesList
@onready var _load_back_btn: Button = $LoadGamePanel/VBox/BackBtn
func _ready() -> void:
_new_game_btn.pressed.connect(_on_new_game)
_continue_btn.pressed.connect(_on_continue)
_load_game_btn.pressed.connect(_on_load_game_browse)
_quit_btn.pressed.connect(_on_quit)
_load_back_btn.pressed.connect(_on_load_back)
_load_panel.visible = false
_refresh_continue_state()
func _refresh_continue_state() -> void:
var saves := SessionManager.list_game_dirs()
_continue_btn.disabled = saves.is_empty()
_load_game_btn.disabled = saves.is_empty()
func _on_new_game() -> void:
GameState.pending_load_path = ""
_show_character_creation()
func _show_character_creation() -> void:
if _char_creation != null and is_instance_valid(_char_creation):
_char_creation.queue_free()
var scene := load(CHARACTER_CREATION_SCENE) as PackedScene
if scene == null:
push_error("MainMenu: failed to load character_creation.tscn — skipping to game")
_start_game_with_defaults()
return
_char_creation = scene.instantiate()
add_child(_char_creation)
_char_creation.creation_confirmed.connect(_on_creation_confirmed)
_char_creation.creation_cancelled.connect(_on_creation_cancelled)
func _on_creation_confirmed(descriptor) -> void:
if _char_creation != null and is_instance_valid(_char_creation):
_char_creation.queue_free()
_char_creation = null
GameState.character_visual_descriptor = descriptor
_start_game_with_defaults()
func _on_creation_cancelled() -> void:
if _char_creation != null and is_instance_valid(_char_creation):
_char_creation.queue_free()
_char_creation = null
func _start_game_with_defaults() -> void:
var game_id := SessionManager.new_game()
if game_id.is_empty():
push_error("MainMenu: new_game() failed to create save directory — cannot start")
return
get_tree().change_scene_to_file(GAME_SCENE)
func _on_continue() -> void:
GameState.pending_load_path = ""
var saves := SessionManager.list_game_dirs()
if saves.is_empty():
return
SessionManager.resume_game(saves[0].game_id)
get_tree().change_scene_to_file(GAME_SCENE)
func _on_load_game_browse() -> void:
if not _list_built:
_build_saves_list()
_list_built = true
_load_panel.visible = true
func _on_load_back() -> void:
_load_panel.visible = false
_list_built = false
func _on_quit() -> void:
get_tree().quit()
## Build the saves list panel from existing save directories, sorted by date (newest first).
func _build_saves_list() -> void:
for child in _saves_list.get_children():
child.queue_free()
var saves := SessionManager.list_game_dirs()
if saves.is_empty():
var lbl := Label.new()
lbl.text = UIStrings.get_text("menu.load_game_empty")
lbl.add_theme_color_override("font_color", Color(BTN_DISABLED_COLOR))
lbl.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
_saves_list.add_child(lbl)
return
for save in saves:
var btn := Button.new()
btn.text = _format_save_entry(save)
btn.add_theme_font_size_override("font_size", FONT_SIZE_BTN)
var has_save_file: bool = not save.get("newest_save", "").is_empty()
if has_save_file:
btn.add_theme_color_override("font_color", BTN_NORMAL_COLOR)
btn.pressed.connect(_on_save_selected.bind(save))
else:
btn.add_theme_color_override("font_color", BTN_DISABLED_COLOR)
btn.disabled = true
_saves_list.add_child(btn)
func _on_save_selected(save: Dictionary) -> void:
var game_id: String = save.get("game_id", "")
var save_file: String = save.get("newest_save", "")
if save_file.is_empty():
push_error("MainMenu: save entry '%s' has no newest_save — load cancelled" % game_id)
return
SessionManager.resume_game(game_id)
GameState.pending_load_path = "user://saves/" + game_id + "/" + save_file
get_tree().change_scene_to_file(GAME_SCENE)
## Format a save entry for display. game_id format: YYYYMMDD-HHMMSS-hex6.
static func _format_save_entry(save: Dictionary) -> String:
var game_id: String = save.get("game_id", "")
var parts := game_id.split("-")
if parts.size() >= 2 and parts[0].length() == 8 and parts[1].length() == 6:
var d := parts[0]
var t := parts[1]
return "%s-%s-%s %s:%s:%s" % [
d.substr(0, 4), d.substr(4, 2), d.substr(6, 2),
t.substr(0, 2), t.substr(2, 2), t.substr(4, 2),
]
return game_id