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path: root/client/Archipelago/pauseMenu.gd
blob: cd1813c96f27a3ba133a658d50cd9c4f33c784f5 (plain) (blame)
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extends "res://scripts/ui/pauseMenu.gd"

var compass_button


func _ready():
	var ap_panel = Panel.new()
	ap_panel.name = "Archipelago"
	get_node("menu/settings/settingsInner/TabContainer").add_child(ap_panel)

	var ap = global.get_node("Archipelago")

	compass_button = CheckBox.new()
	compass_button.text = "show compass"
	compass_button.button_pressed = ap.show_compass
	compass_button.position = Vector2(65, 100)
	compass_button.theme = preload("res://assets/themes/baseUI.tres")
	compass_button.add_theme_font_size_override("font_size", 60)
	compass_button.pressed.connect(_toggle_compass)
	ap_panel.add_child(compass_button)

	super._ready()


func _pause_game():
	global.get_node("Textclient").dismiss()
	super._pause_game()


func _main_menu():
	global.loaded = false
	global.get_node("Archipelago").disconnect_from_ap()
	global.get_node("Messages").clear()
	global.get_node("Compass").visible = false
	super._main_menu()


func _toggle_compass():
	var ap = global.get_node("Archipelago")
	ap.show_compass = compass_button.button_pressed
	ap.saveSettings()

	var compass = global.get_node("Compass")
	compass.visible = compass_button.button_pressed
{ optional string map = 1; optional string name = 2; } message DoorIdentifier { optional string map = 1; optional string name = 2; } message PortIdentifier { optional string map = 1; optional string room = 2; optional string name = 3; } message PaintingIdentifier { optional string map = 1; optional string room = 2; optional string name = 3; } message PanelIdentifier { optional string map = 1; optional string room = 2; optional string name = 3; optional string answer = 4; } message KeyholderIdentifier { optional string map = 1; optional string room = 2; optional string name = 3; optional string key = 4; } message HumanConnection { message Endpoint { oneof endpoint { RoomIdentifier room = 1; PortIdentifier port = 2; PaintingIdentifier painting = 3; PanelIdentifier panel = 4; } } oneof From { Endpoint from = 1; string from_room = 5; } oneof To { Endpoint to = 2; string to_room = 6; } optional bool oneway = 3; optional DoorIdentifier door = 4; // If true, this connection will only be logically allowed if the Daedalus // Roof Access option is enabled. optional bool roof_access = 7; // This means that the connection intentionally skips the target object's // required door. optional bool bypass_target_door = 8; // This means that the connection should additionally require all purple // letters when the Strict Purple Ending option is on. optional bool purple_ending = 9; // This means that the connection should additionally require all cyan letters // when the Strict Cyan Ending option is on. optional bool cyan_ending = 10; // This means that the connection only exists when doors are not shuffled. optional bool vanilla_only = 11; } message HumanConnections { repeated HumanConnection connections = 1; } message HumanDoor { optional string name = 1; repeated string receivers = 2; repeated PaintingIdentifier move_paintings = 8; // The set of panels that must be solved to open this door. repeated PanelIdentifier panels = 3; // If set, the number of panels from the above set that need to be solved. // Warning: this is a messy kind of OR logic! Consider if there's another way. optional uint64 complete_at = 9; optional string control_center_color = 6; repeated KeyholderIdentifier keyholders = 10; repeated RoomIdentifier rooms = 11; repeated DoorIdentifier doors = 12; repeated string endings = 13; optional bool double_letters = 15; // Sender nodes to be added to the list of requirements for triggering the // location. Only for senders that have no logic requirements. repeated string senders = 16; optional DoorType type = 4; optional string location_room = 5; optional string location_name = 14; } message HumanDoors { repeated HumanDoor doors = 1; } message HumanPanel { optional string name = 1; optional string path = 5; optional string clue = 2; optional string answer = 3; repeated PuzzleSymbol symbols = 4; repeated Proxy proxies = 6; optional DoorIdentifier required_door = 7; optional RoomIdentifier required_room = 8; optional string display_name = 9; } message HumanPainting { optional string name = 1; optional string path = 2; optional string display_name = 4; optional string orientation = 3; optional bool move = 6; optional bool enter_only = 7; optional AxisDirection gravity = 8 [default = Y_MINUS]; optional bool exit_only = 9; optional DoorIdentifier required_door = 5; } message HumanPort { optional string name = 1; optional string display_name = 8; optional string path = 2; optional bool no_shuffle = 7; // These specify how the player should be placed when a randomized entrance // sends them to this port. "rotation" is in degrees and is counter-clockwise // from the positive X axis. optional Vec3d destination = 3; optional double rotation = 6; optional AxisDirection gravity = 5 [default = Y_MINUS]; optional DoorIdentifier required_door = 4; } message HumanKeyholder { optional string name = 1; optional string path = 2; // If this is set, the keyholder will become a location when keyholder shuffle // is enabled. This value specifies the key that is required to clear the // location. It should be the same as the key needed for Green Ending. The // only cases when this shouldn't be set is the two disappearing keyholders in // The Congruent. optional string key = 3; } message HumanLetter { optional string key = 1; optional bool level2 = 2; optional string path = 3; } message HumanMastery { optional string name = 1; optional string path = 2; } message HumanEnding { optional string name = 1; optional string path = 2; } message HumanRoom { optional string name = 1; optional string display_name = 2; // This is used in panelsanity location names and location names for STANDARD // doors generated from panels in the same area. optional string panel_display_name = 10; repeated HumanPanel panels = 3; repeated HumanPainting paintings = 4; repeated HumanLetter letters = 5; repeated HumanPort ports = 6; repeated HumanKeyholder keyholders = 7; repeated HumanMastery masteries = 8; repeated HumanEnding endings = 9; } message HumanMap { optional string display_name = 1; repeated string excluded_nodes = 2; } message HumanProgressive { optional string name = 1; repeated DoorIdentifier doors = 2; } message HumanProgressives { repeated HumanProgressive progressives = 1; } message HumanDoorGroup { optional string name = 1; optional DoorGroupType type = 2; repeated DoorIdentifier doors = 3; } message HumanDoorGroups { repeated HumanDoorGroup door_groups = 1; } message HumanGlobalMetadata { repeated string special_names = 1; optional VersionNumber version = 2; } message IdMappings { message RoomIds { map<string, uint64> panels = 1; map<string, uint64> masteries = 2; map<string, uint64> keyholders = 3; } message MapIds { map<string, uint64> doors = 1; map<string, RoomIds> rooms = 2; } map<string, MapIds> maps = 1; map<string, uint64> special = 2; map<string, uint64> letters = 3; map<string, uint64> endings = 4; map<string, uint64> progressives = 5; map<string, uint64> door_groups = 6; }