extends Node2D # Hauptmenü — erscheint beim Start. # Hintergrund-Simulation läuft durch (game_world im Menu-Modus). signal mode_selected(is_multiplayer: bool) signal atlas_requested signal quit_requested var W: float = 960.0 var H: float = 600.0 const COL_BG := Color(0.0, 0.0, 0.04, 0.65) const COL_PRIMARY := Color(0.0, 1.0, 0.533, 1.0) const COL_ACCENT := Color(0.27, 1.0, 0.8, 1.0) const COL_DIM := Color(0.0, 0.27, 0.13, 0.55) const COL_WHITE := Color(1.0, 1.0, 1.0, 0.90) const COL_WARN := Color(1.0, 0.67, 0.0, 0.90) # 0 = Hauptmenü, 1 = Optionen, 2 = Steuerung, 3 = Leaderboard var _screen: int = 0 var _cursor: int = 0 var _blink: float = 0.0 var _opt_cursor: int = 0 var _ctrl_cursor: int = 0 var _ctrl_waiting: bool = false # wartet auf Taste-Drücken zum Binden # Leaderboard state var _lb_view: int = 0 # 0=lokal, 1=online var _lb_online_data: Array = [] var _lb_loading: bool = false var _lb_error: String = "" var _online_lb_node: Node = null # Abwärtskompatibilität var _show_options: bool: get: return _screen == 1 set(v): _screen = 1 if v else 0 func _ready() -> void: pass func _items() -> Array: return [Tr.t("menu_single"), Tr.t("menu_vs"), Tr.t("menu_leaderboard"), Tr.t("menu_options"), Tr.t("menu_atlas"), Tr.t("menu_quit")] func _opt_items() -> Array: return [Tr.t("opt_sfx"), Tr.t("opt_music"), Tr.t("opt_mute"), Tr.t("opt_fullscreen"), Tr.t("opt_nebula"), Tr.t("opt_stars"), Tr.t("opt_language"), Tr.t("opt_touch"), Tr.t("opt_controls"), Tr.t("opt_back")] func _ctrl_labels() -> Array: return [Tr.t("ctrl_thrust"), Tr.t("ctrl_left"), Tr.t("ctrl_right"), Tr.t("ctrl_shoot"), Tr.t("ctrl_wipe")] func _process(delta: float) -> void: if not visible: return _blink += delta queue_redraw() func _unhandled_input(event: InputEvent) -> void: if not visible: return match _screen: 0: _input_menu(event) 1: _input_options(event) 2: _input_controls(event) 3: _input_leaderboard(event) func _input_menu(event: InputEvent) -> void: var items := _items() if event.is_action_pressed("ui_up"): _cursor = (_cursor - 1 + items.size()) % items.size() get_viewport().set_input_as_handled() elif event.is_action_pressed("ui_down"): _cursor = (_cursor + 1) % items.size() get_viewport().set_input_as_handled() elif event.is_action_pressed("ui_accept"): # Consume the event FIRST so the same ENTER doesn't bubble up to # main.gd._unhandled_input and auto-confirm the next state's UI. get_viewport().set_input_as_handled() match _cursor: 0: mode_selected.emit(false) 1: mode_selected.emit(true) 2: _screen = 3; _lb_view = 0; _lb_online_data = []; _lb_error = ""; _lb_loading = false 3: _screen = 1; _opt_cursor = 0 4: atlas_requested.emit() 5: quit_requested.emit() func _input_options(event: InputEvent) -> void: var opts := _opt_items() if event.is_action_pressed("ui_up"): _opt_cursor = (_opt_cursor - 1 + opts.size()) % opts.size() elif event.is_action_pressed("ui_down"): _opt_cursor = (_opt_cursor + 1) % opts.size() elif event.is_action_pressed("ui_left"): _change_option(_opt_cursor, -1) elif event.is_action_pressed("ui_right"): _change_option(_opt_cursor, 1) elif event.is_action_pressed("ui_accept"): if _opt_cursor == opts.size() - 1: # Back _screen = 0 elif _opt_cursor == opts.size() - 2: # Controls _screen = 2; _ctrl_cursor = 0; _ctrl_waiting = false else: _change_option(_opt_cursor, 1) elif event.is_action_pressed("ui_cancel"): _screen = 0 func _input_controls(event: InputEvent) -> void: var labels := _ctrl_labels() var total := labels.size() + 2 # actions + Reset + Back var reset_idx := labels.size() var back_idx := labels.size() + 1 if _ctrl_waiting: if event is InputEventKey and event.pressed: var kc: int = event.physical_keycode # Ignore pure modifier keys if kc in [KEY_SHIFT, KEY_CTRL, KEY_ALT, KEY_META, KEY_CAPSLOCK]: return if kc == KEY_ESCAPE: _ctrl_waiting = false return _rebind_key(Settings.REBIND_ACTIONS[_ctrl_cursor], kc) _ctrl_waiting = false get_viewport().set_input_as_handled() elif event is InputEventJoypadButton and event.pressed: _rebind_joy(Settings.REBIND_ACTIONS[_ctrl_cursor], event.button_index) _ctrl_waiting = false get_viewport().set_input_as_handled() return # block all other input while waiting if event.is_action_pressed("ui_up"): _ctrl_cursor = (_ctrl_cursor - 1 + total) % total elif event.is_action_pressed("ui_down"): _ctrl_cursor = (_ctrl_cursor + 1) % total elif event.is_action_pressed("ui_accept"): if _ctrl_cursor == back_idx: _screen = 1 elif _ctrl_cursor == reset_idx: Settings.reset_key_bindings() else: _ctrl_waiting = true elif event.is_action_pressed("ui_cancel"): _screen = 1 func _input_leaderboard(event: InputEvent) -> void: if _lb_loading: return if event.is_action_pressed("ui_cancel"): _screen = 0 get_viewport().set_input_as_handled() return # 'O' key toggles online/local view if event is InputEventKey and (event as InputEventKey).pressed: var phk := (event as InputEventKey).physical_keycode if phk == KEY_O: if _lb_view == 0: _fetch_online() else: _lb_view = 0 _lb_error = "" get_viewport().set_input_as_handled() func _fetch_online() -> void: if _online_lb_node == null: _online_lb_node = load("res://scripts/online_leaderboard.gd").new() add_child(_online_lb_node) _online_lb_node.scores_fetched.connect(_on_online_scores_fetched) _lb_loading = true _lb_error = "" _online_lb_node.fetch_scores() func _on_online_scores_fetched(scores: Array, error: String) -> void: _lb_loading = false if error != "": _lb_error = Tr.t(error) _lb_view = 1 else: _lb_online_data = scores _lb_view = 1 func _rebind_key(action: String, physical_keycode: int) -> void: if not InputMap.has_action(action): return # Remove existing keyboard events for ev in InputMap.action_get_events(action): if ev is InputEventKey: InputMap.action_erase_event(action, ev) var new_ev := InputEventKey.new() new_ev.physical_keycode = physical_keycode InputMap.action_add_event(action, new_ev) Settings.key_bindings[action] = physical_keycode Settings.save_settings() func _rebind_joy(action: String, button_index: int) -> void: if not InputMap.has_action(action): return for ev in InputMap.action_get_events(action): if ev is InputEventJoypadButton: InputMap.action_erase_event(action, ev) var new_ev := InputEventJoypadButton.new() new_ev.button_index = button_index InputMap.action_add_event(action, new_ev) Settings.key_bindings[action + "_joy"] = button_index Settings.save_settings() func _change_option(idx: int, dir: int) -> void: match idx: 0: # SFX Settings.master_volume = clamp(Settings.master_volume + dir * 0.1, 0.0, 1.0) Settings.apply_volume() 1: # Music Settings.music_volume = clamp(Settings.music_volume + dir * 0.1, 0.0, 1.0) Settings.apply_music_volume() 2: # Mute Settings.sfx_muted = not Settings.sfx_muted Settings.apply_volume() 3: # Fullscreen Settings.fullscreen = not Settings.fullscreen if Settings.fullscreen: DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_FULLSCREEN) else: DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_WINDOWED) 4: # Nebula Settings.nebula_enabled = not Settings.nebula_enabled 5: # Stars Settings.star_density = (Settings.star_density + dir + 3) % 3 6: # Language Settings.language = "en" if Settings.language == "de" else "de" 7: # Touch mode Settings.touch_mode = (Settings.touch_mode + 1) % 3 # 8 = Controls → handled in _input_options (opens sub-screen) Settings.save_settings() # ── Drawing ─────────────────────────────────────────────────────────────────── func _draw() -> void: var vs: Vector2 = get_viewport_rect().size W = vs.x; H = vs.y draw_rect(get_viewport_rect(), COL_BG) match _screen: 0: _draw_main() 1: _draw_options() 2: _draw_controls() 3: _draw_leaderboard() func _draw_main() -> void: # Title var title_y := H * 0.22 _draw_text_c("S P A C E L", W * 0.5, title_y, 38, COL_PRIMARY) var sub_alpha := 0.4 + 0.2 * sin(_blink * 1.5) _draw_text_c(Tr.t("subtitle"), W * 0.5, title_y + 52.0, 9, Color(COL_DIM.r, COL_DIM.g, COL_DIM.b, sub_alpha)) # Separator line var lx1 := W * 0.5 - 120.0; var lx2 := W * 0.5 + 120.0 draw_line(Vector2(lx1, title_y + 70.0), Vector2(lx2, title_y + 70.0), Color(COL_PRIMARY.r, COL_PRIMARY.g, COL_PRIMARY.b, 0.25), 1.0) # Menu entries var items := _items() var menu_y := H * 0.50 for i in items.size(): var is_sel := i == _cursor var pulse := 0.6 + 0.4 * sin(_blink * 3.0) var col: Color if i == items.size() - 1: # Quit in warning colour col = Color(COL_WARN.r, COL_WARN.g, COL_WARN.b, pulse if is_sel else 0.45) elif is_sel: col = Color(COL_ACCENT.r, COL_ACCENT.g, COL_ACCENT.b, pulse) else: col = Color(COL_PRIMARY.r, COL_PRIMARY.g, COL_PRIMARY.b, 0.55) var sz := 16 if is_sel else 13 var prefix := "▶ " if is_sel else " " _draw_text_c(prefix + items[i], W * 0.5, menu_y + i * 42.0, sz, col) # Corner brackets _draw_brackets(12.0, 12.0, W - 12.0, H - 12.0, COL_DIM, 18.0) # Footer — adapts to active input device _draw_text_c(Tr.hint("footer_nav"), W * 0.5, H - 22.0, 8, COL_DIM) func _draw_options() -> void: var bw := 480.0; var bh := 380.0 var bx := (W - bw) * 0.5; var by := (H - bh) * 0.5 _draw_terminal_box(bx, by, bw, bh) _draw_text_c(Tr.t("opt_title"), W * 0.5, by + 16.0, 10, COL_DIM) var star_labels := [Tr.t("star_low"), Tr.t("star_mid"), Tr.t("star_high")] var touch_labels := [Tr.t("touch_auto"), Tr.t("touch_on"), Tr.t("touch_off")] var opts := _opt_items() var values: Array = [ _volume_bar(Settings.master_volume), _volume_bar(Settings.music_volume), Tr.t("yes") if Settings.sfx_muted else Tr.t("no"), Tr.t("yes") if Settings.fullscreen else Tr.t("no"), Tr.t("yes") if Settings.nebula_enabled else Tr.t("no"), star_labels[Settings.star_density], Settings.language.to_upper(), touch_labels[Settings.touch_mode], "→", # Controls sub-screen "" # Back (rendered specially) ] var item_y := by + 52.0 for i in opts.size(): var is_sel := i == _opt_cursor var pulse := 0.6 + 0.4 * sin(_blink * 3.0) var row_y := item_y + i * 36.0 if i == opts.size() - 1: # Back _draw_text_c("[ %s ]" % opts[i], W * 0.5, row_y, 12, Color(COL_ACCENT.r, COL_ACCENT.g, COL_ACCENT.b, pulse if is_sel else 0.4)) else: var label_col := Color(COL_ACCENT.r, COL_ACCENT.g, COL_ACCENT.b, pulse) if is_sel else Color(COL_PRIMARY.r, COL_PRIMARY.g, COL_PRIMARY.b, 0.70) var val_col := Color(COL_WHITE.r, COL_WHITE.g, COL_WHITE.b, 0.90 if is_sel else 0.50) var prefix := "▶ " if is_sel else " " _draw_text(prefix + opts[i], bx + 28.0, row_y, 11, label_col) if values[i] != "": var val_str: String if values[i] == "→": val_str = "→" # Sub-screen indicator — no ◄► arrows else: val_str = "◄ %s ►" % values[i] _draw_text(val_str, bx + bw - 28.0 - _text_w(val_str, 11), row_y, 11, val_col) _draw_text_c(Tr.hint("opt_footer"), W * 0.5, by + bh - 20.0, 8, COL_DIM) func _draw_controls() -> void: var bw := 400.0; var bh := 310.0 var bx := (W - bw) * 0.5; var by := (H - bh) * 0.5 _draw_terminal_box(bx, by, bw, bh) _draw_text_c(Tr.t("ctrl_title"), W * 0.5, by + 16.0, 10, COL_DIM) var labels := _ctrl_labels() var actions := Settings.REBIND_ACTIONS var reset_idx := labels.size() var back_idx := labels.size() + 1 var total := labels.size() + 2 var item_y := by + 52.0 for i in total: var is_sel := i == _ctrl_cursor var pulse := 0.6 + 0.4 * sin(_blink * 3.0) var row_y := item_y + i * 36.0 if i == back_idx: _draw_text_c("[ %s ]" % Tr.t("opt_back"), W * 0.5, row_y, 12, Color(COL_ACCENT.r, COL_ACCENT.g, COL_ACCENT.b, pulse if is_sel else 0.4)) elif i == reset_idx: _draw_text_c("[ %s ]" % Tr.t("ctrl_reset"), W * 0.5, row_y, 12, Color(COL_WARN.r, COL_WARN.g, COL_WARN.b, pulse if is_sel else 0.35)) else: var label_col := Color(COL_ACCENT.r, COL_ACCENT.g, COL_ACCENT.b, pulse) if is_sel else Color(COL_PRIMARY.r, COL_PRIMARY.g, COL_PRIMARY.b, 0.70) var val_col := Color(COL_WHITE.r, COL_WHITE.g, COL_WHITE.b, 0.90 if is_sel else 0.50) var prefix := "▶ " if is_sel else " " var key_str: String if _ctrl_waiting and is_sel: key_str = Tr.t("ctrl_waiting") val_col = Color(COL_WARN.r, COL_WARN.g, COL_WARN.b, 0.5 + 0.5 * sin(_blink * 6.0)) else: key_str = "[ %s ]" % _action_key_name(actions[i]) _draw_text(prefix + labels[i], bx + 28.0, row_y, 11, label_col) _draw_text(key_str, bx + bw - 28.0 - _text_w(key_str, 11), row_y, 11, val_col) _draw_text_c(Tr.hint("ctrl_footer"), W * 0.5, by + bh - 20.0, 8, COL_DIM) func _draw_leaderboard() -> void: var bw := 500.0; var bh := 420.0 var bx := (W - bw) * 0.5; var by := (H - bh) * 0.5 _draw_terminal_box(bx, by, bw, bh) # Header var view_label := Tr.t("lb_online") if _lb_view == 1 else Tr.t("lb_local") _draw_text_c(Tr.t("lb_title") + " " + view_label, W * 0.5, by + 16.0, 10, COL_DIM) _draw_hline(bx + 16.0, bx + bw - 16.0, by + 38.0) # Loading / error if _lb_loading: var pulse := 0.5 + 0.5 * sin(_blink * 4.0) _draw_text_c(Tr.t("lb_loading"), W * 0.5, by + 200.0, 13, Color(COL_ACCENT.r, COL_ACCENT.g, COL_ACCENT.b, pulse)) _draw_text_c(Tr.hint("lb_footer"), W * 0.5, by + bh - 20.0, 8, COL_DIM) return if _lb_error != "": _draw_text_c(_lb_error, W * 0.5, by + 200.0, 11, COL_WARN) _draw_text_c(Tr.hint("lb_footer"), W * 0.5, by + bh - 20.0, 8, COL_DIM) return # Column headers var col_x_rank := bx + 30.0 var col_x_name := bx + 70.0 var col_x_score := bx + 260.0 var col_x_wave := bx + 390.0 var header_y := by + 50.0 var dim := Color(COL_DIM.r, COL_DIM.g, COL_DIM.b, 0.8) _draw_text("#", col_x_rank, header_y, 9, dim) _draw_text("NAME", col_x_name, header_y, 9, dim) _draw_text("SCORE", col_x_score, header_y, 9, dim) _draw_text("WAVE", col_x_wave, header_y, 9, dim) _draw_hline(bx + 16.0, bx + bw - 16.0, by + 66.0) # Rows var scores: Array = Leaderboard.get_scores() if _lb_view == 0 else _lb_online_data if scores.is_empty(): _draw_text_c(Tr.t("lb_empty"), W * 0.5, by + 200.0, 11, Color(COL_DIM.r, COL_DIM.g, COL_DIM.b, 0.6)) else: for i: int in min(scores.size(), 10): var e: Dictionary = scores[i] var row_y := by + 76.0 + i * 30.0 var row_col := COL_ACCENT if i == 0 else \ Color(COL_PRIMARY.r, COL_PRIMARY.g, COL_PRIMARY.b, 0.85 - i * 0.05) _draw_text("%d." % (i + 1), col_x_rank, row_y, 10, row_col) _draw_text(str(e.get("name", "???")), col_x_name, row_y, 10, row_col) _draw_text(str(e.get("score", 0)), col_x_score, row_y, 10, row_col) var wave_str := Tr.t("lb_wave") + str(e.get("wave", 1)) _draw_text(wave_str, col_x_wave, row_y, 10, row_col) # Footer _draw_hline(bx + 16.0, bx + bw - 16.0, by + bh - 36.0) _draw_text_c(Tr.hint("lb_footer"), W * 0.5, by + bh - 20.0, 8, COL_DIM) # ── Helpers ─────────────────────────────────────────────────────────────────── func _draw_hline(x1: float, x2: float, y: float) -> void: draw_line(Vector2(x1, y), Vector2(x2, y), Color(COL_PRIMARY.r, COL_PRIMARY.g, COL_PRIMARY.b, 0.25), 1.0) # Returns a short human-readable name for the first keyboard or joypad event of an action. func _action_key_name(action: String) -> String: if not InputMap.has_action(action): return "?" for ev in InputMap.action_get_events(action): if ev is InputEventKey: var kev := ev as InputEventKey var kc: int = kev.physical_keycode if kev.physical_keycode != KEY_NONE else kev.keycode return OS.get_keycode_string(kc) elif ev is InputEventJoypadButton: var jev := ev as InputEventJoypadButton return _joy_btn_label(jev.button_index) return "?" func _joy_btn_label(idx: int) -> String: match idx: JOY_BUTTON_A: return "A" JOY_BUTTON_B: return "B" JOY_BUTTON_X: return "X" JOY_BUTTON_Y: return "Y" JOY_BUTTON_LEFT_SHOULDER: return "LB" JOY_BUTTON_RIGHT_SHOULDER: return "RB" JOY_BUTTON_LEFT_STICK: return "L3" JOY_BUTTON_RIGHT_STICK: return "R3" _: return "BTN%d" % idx func _volume_bar(vol: float) -> String: var filled := int(round(vol * 10.0)) var bar := "" for i in 10: bar += "█" if i < filled else "░" return bar # ── Helpers ─────────────────────────────────────────────────────────────────── func _draw_terminal_box(bx: float, by: float, bw: float, bh: float) -> void: draw_rect(Rect2(bx, by, bw, bh), Color(0.0, 0.04, 0.02, 0.95)) var bc := Color(COL_PRIMARY.r, COL_PRIMARY.g, COL_PRIMARY.b, 0.35) draw_line(Vector2(bx, by), Vector2(bx+bw, by), bc, 1.0) draw_line(Vector2(bx, by+bh), Vector2(bx+bw, by+bh), bc, 1.0) draw_line(Vector2(bx, by), Vector2(bx, by+bh), bc, 1.0) draw_line(Vector2(bx+bw, by), Vector2(bx+bw, by+bh), bc, 1.0) var cl := 12.0 for cx: float in [bx, bx+bw]: for cy: float in [by, by+bh]: var sx := 1.0 if cx == bx else -1.0 var sy := 1.0 if cy == by else -1.0 draw_line(Vector2(cx, cy), Vector2(cx + sx*cl, cy), COL_PRIMARY, 1.5) draw_line(Vector2(cx, cy), Vector2(cx, cy + sy*cl), COL_PRIMARY, 1.5) func _draw_brackets(x1: float, y1: float, x2: float, y2: float, col: Color, arm: float) -> void: var bw := 1.5 draw_line(Vector2(x1, y1), Vector2(x1+arm, y1), col, bw) draw_line(Vector2(x1, y1), Vector2(x1, y1+arm), col, bw) draw_line(Vector2(x2, y1), Vector2(x2-arm, y1), col, bw) draw_line(Vector2(x2, y1), Vector2(x2, y1+arm), col, bw) draw_line(Vector2(x1, y2), Vector2(x1+arm, y2), col, bw) draw_line(Vector2(x1, y2), Vector2(x1, y2-arm), col, bw) draw_line(Vector2(x2, y2), Vector2(x2-arm, y2), col, bw) draw_line(Vector2(x2, y2), Vector2(x2, y2-arm), col, bw) func _draw_text(text: String, x: float, y: float, sz: int, col: Color) -> void: draw_string(ThemeDB.fallback_font, Vector2(x, y + sz), text, HORIZONTAL_ALIGNMENT_LEFT, -1, sz, col) func _draw_text_c(text: String, x: float, y: float, sz: int, col: Color) -> void: var tw := _text_w(text, sz) draw_string(ThemeDB.fallback_font, Vector2(x - tw * 0.5, y + sz), text, HORIZONTAL_ALIGNMENT_LEFT, -1, sz, col) func _text_w(text: String, sz: int) -> float: return ThemeDB.fallback_font.get_string_size(text, HORIZONTAL_ALIGNMENT_LEFT, -1, sz).x