manual, non-processed fade implemented for continue button

This commit is contained in:
tonydero 2024-10-22 12:11:56 -06:00
parent 8ca9247a8e
commit a826f6a510
3 changed files with 39 additions and 7 deletions

View File

@ -278,6 +278,7 @@ text = "Test"
[node name="TouchScreenButton" type="TouchScreenButton" parent="MarginContainer/UIBottom/UIBottomCenter/MenuButtons/DebugMenu/ButtonTest"]
[node name="ButtonExit" type="Button" parent="MarginContainer/UIBottom/UIBottomCenter/MenuButtons/DebugMenu"]
process_mode = 3
layout_mode = 2
size_flags_horizontal = 4
size_flags_vertical = 8
@ -310,11 +311,24 @@ layout_mode = 2
[node name="SystemClock" type="Label" parent="MarginContainer/UIRight/VBoxContainer"]
unique_name_in_owner = true
layout_mode = 2
size_flags_horizontal = 8
text = "HH:MM:SS"
[node name="ClockTimer" type="Timer" parent="MarginContainer/UIRight/VBoxContainer/SystemClock"]
autostart = true
[node name="AreaCount" type="HBoxContainer" parent="MarginContainer/UIRight/VBoxContainer"]
layout_mode = 2
[node name="AreaCountLabel" type="Label" parent="MarginContainer/UIRight/VBoxContainer/AreaCount"]
layout_mode = 2
text = "Areas Completed:"
[node name="AreaCountVal" type="Label" parent="MarginContainer/UIRight/VBoxContainer/AreaCount"]
unique_name_in_owner = true
layout_mode = 2
text = "0"
[connection signal="pressed" from="MarginContainer/UITop/ContinueButton" to="." method="_on_continue_button_pressed"]
[connection signal="pressed" from="MarginContainer/UIBottom/UIBottomCenter/MenuButtons/DebugMenu/ButtonTest" to="." method="_on_button_test_pressed"]
[connection signal="pressed" from="MarginContainer/UIBottom/UIBottomCenter/MenuButtons/DebugMenu/ButtonExit" to="." method="_on_button_exit_pressed"]

View File

@ -47,6 +47,6 @@ class Ability:
DOTE
}
func debug_print(value : String) -> void:
func debug_print(value: String) -> void:
if OS.is_debug_build():
print(value)

View File

@ -1,4 +1,4 @@
# BUG: elements not adjusting properly when moving to second monitor
# BUG: elements not adjusting properly when resizing window
extends Control
@ -6,6 +6,7 @@ extends Control
# var enemyMoveSpeed := 5.0
# var questComplete := false
var canContinue := false
var totalAreas := 0
var worldArea: WorldArea
var currentAreaQuest: Quest
@ -22,10 +23,10 @@ func _ready() -> void:
_create_area()
func _process(_delta: float) -> void:
# func _process(_delta: float) -> void:
# deltaCount += 1
if canContinue:
_continue_button_show()
# if canContinue:
# _continue_button_show()
func _create_area() -> void:
@ -47,7 +48,19 @@ func _on_button_exit_pressed() -> void:
func _continue_button_show() -> void:
%UITop/ContinueButton.modulate.a += 0.05
# %UITop/ContinueButton.modulate.a += 0.05
%UITop/ContinueButton.show()
while %UITop/ContinueButton.modulate.a < 1:
await get_tree().create_timer(0.01).timeout
%UITop/ContinueButton.modulate.a += 0.02
func _continue_button_hide() -> void:
while %UITop/ContinueButton.modulate.a > 0:
await get_tree().create_timer(0.01).timeout
%UITop/ContinueButton.modulate.a -= 0.05
%UITop/ContinueButton.hide()
func _go_next_area() -> void:
@ -57,9 +70,13 @@ func _go_next_area() -> void:
%QuestsContainer.remove_child(prevAreaQuest)
# Globals.debug_print("gna quest removed")
prevAreaQuest.queue_free()
totalAreas += 1
%AreaCountVal.text = str(totalAreas)
# Globals.debug_print("gna quest queued to free")
_create_area()
# Globals.debug_print("gna new area created")
_continue_button_hide()
canContinue = false
func _on_quest_generated(quest) -> void:
@ -71,7 +88,8 @@ func _on_quest_completed() -> void:
if %UITop/AutoCheck.button_pressed:
_go_next_area()
else:
canContinue = true
_continue_button_show()
# canContinue = true
func _on_continue_button_pressed() -> void: