Files
gaim/title_screen.gd
T
2026-08-31 13:03:24 +02:00

96 lines
3.1 KiB
GDScript

extends Control
@onready var player_panel_array = [$Control/Panel4, $Control/Panel2, $Control/Panel3]
@onready var players_turning = [$Panel/SubViewportContainer/SubViewport/Players/Player1/MeshInstance3D,
$Panel/SubViewportContainer/SubViewport/Players/Player2/MeshInstance3D,
$Panel/SubViewportContainer/SubViewport/Players/Player3/MeshInstance3D]
@onready var language_button: Button = $language
const FLAG_DE = preload("res://assets/Images/de.svg")
const FLAG_US = preload("res://assets/Images/us.svg")
func _ready() -> void:
$AnimationPlayer.play("turning")
_update_language_button()
func selected_via_click(chosen_player: int) -> void:
player_panel_array[Global.PlayerSelection].get_theme_stylebox('panel').border_color = Color('cccccc')
players_turning[Global.PlayerSelection].visible = false
Global.PlayerSelection = chosen_player
for i in players_turning[chosen_player].mesh.get_surface_count():
players_turning[chosen_player].set_surface_override_material(i, null)
player_panel_array[chosen_player].get_theme_stylebox('panel').border_color = Color('30e7f2')
players_turning[Global.PlayerSelection].visible = true
func _on_button_1_pressed() -> void:
selected_via_click(0)
func _on_button_2_pressed() -> void:
selected_via_click(1)
func _on_button_3_pressed() -> void:
selected_via_click(2)
func _change_language() -> void:
if Global.locale == "de":
Global.apply_locale("en")
else:
Global.apply_locale("de")
_update_language_button()
func _update_language_button() -> void:
# Show the flag of the language you can switch TO
language_button.text = ""
language_button.icon = FLAG_US if Global.locale == "de" else FLAG_DE
language_button.expand_icon = true
language_button.custom_minimum_size = Vector2(48, 32)
func _on_start_pressed() -> void:
var mesh = players_turning[Global.PlayerSelection].mesh.duplicate()
for i in range(mesh.get_surface_count()):
var override_mat = players_turning[Global.PlayerSelection].get_surface_override_material(i)
if override_mat:
mesh.surface_set_material(i, override_mat)
ResourceSaver.save(mesh, "user://player_anim.tres")
get_tree().change_scene_to_file("res://title_screen_animation.tscn")
func _on_line_edit_text_changed(new_text: String) -> void:
Global.player_name = new_text
func _on_impressum_pressed() -> void:
$Panel2.visible = true
$Panel2/Label.text = load_localized_document("impressum")
func _on_datenschutz_pressed() -> void:
$Panel2.visible = true
$Panel2/Label.text = load_localized_document("datenschutz")
func _on_button_pressed() -> void:
$Panel2.visible = false
func load_localized_document(base_name: String) -> String:
var locale := TranslationServer.get_locale().substr(0, 2)
var localized_path := "res://Resources/documents/%s_%s.txt" % [base_name, locale]
var fallback_path := "res://Resources/documents/%s.txt" % base_name
if FileAccess.file_exists(localized_path):
return load_text_file(localized_path)
return load_text_file(fallback_path)
func load_text_file(path: String) -> String:
var file = FileAccess.open(path, FileAccess.READ)
if file == null:
return ""
return file.get_as_text()