Refactor Godot architecture into AppShell, modular menus and game domains

This commit is contained in:
enne2
2026-09-06 17:07:05 +02:00
parent a73fb4b55f
commit f4a9da6bc3
209 changed files with 2726 additions and 2072 deletions
@@ -0,0 +1,70 @@
class_name P2AJuggleMenuScreen
extends Control
## P2a: configurazione visuale del percorso JuggleBoard.
## Il numero palline è deliberatamente locale al menu e non modifica il gioco.
signal back_requested
signal mode_requested
signal feedback_requested(frequency: float)
const BG := preload("res://menus/assets/p2a/2a_sfondo.png")
const CLOUDS := preload("res://menus/assets/common/1_nuvole.png")
const TENT := preload("res://menus/assets/p2a/2a_tendone.png")
const TITLE := preload("res://menus/assets/p2a/2a_titolo.png")
const LEFT_ARROW := preload("res://menus/assets/common/freccina_sx.png")
const RIGHT_ARROW := preload("res://menus/assets/common/freccina_dx.png")
const BACK_BUTTON := preload("res://menus/assets/common/pulsante_indietro.png")
const SETTINGS_BUTTON := preload("res://menus/assets/common/pulsante_rotellina.png")
const PLAY_BUTTON := preload("res://menus/assets/common/pulsante_gioca.png")
var balls_count := 5
var count_label: Label
var left_button: TextureButton
var right_button: TextureButton
func _ready() -> void:
set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)
_build()
func _build() -> void:
MenuUI.add_full_texture(self, BG)
MenuUI.add_full_texture(self, CLOUDS, MenuUI.ambient_material(1.0, 0.16))
MenuUI.add_image(self, TENT, Vector2(0.28, 0.59), Vector2(0.56, 0.78), MenuUI.ambient_material(0.60, 0.20))
MenuUI.add_image(self, TITLE, Vector2(0.68, 0.22), Vector2(0.34, 0.28))
var back := MenuUI.add_image_button(self, BACK_BUTTON, Vector2(0.075, 0.13), Vector2(0.09, 0.14))
back.pressed.connect(func(): back_requested.emit())
MenuUI.add_image(self, SETTINGS_BUTTON, Vector2(0.91, 0.13), Vector2(0.09, 0.14))
_build_selector()
var play := MenuUI.add_image_button(self, PLAY_BUTTON, Vector2(0.79, 0.83), Vector2(0.30, 0.115))
play.pressed.connect(func():
feedback_requested.emit(784.0)
mode_requested.emit()
)
func _build_selector() -> void:
MenuUI.add_label(self, "N° palline", Vector2(0.68, 0.57), Vector2(0.23, 0.06), 22)
left_button = MenuUI.add_image_button(self, LEFT_ARROW, Vector2(0.68, 0.67), Vector2(0.055, 0.075))
left_button.pressed.connect(func(): _change_balls(-1))
right_button = MenuUI.add_image_button(self, RIGHT_ARROW, Vector2(0.87, 0.67), Vector2(0.055, 0.075))
right_button.pressed.connect(func(): _change_balls(1))
count_label = MenuUI.add_label(self, str(balls_count), Vector2(0.775, 0.67), Vector2(0.10, 0.09), 32)
_update_arrow_state()
func _change_balls(delta: int) -> void:
balls_count = clampi(balls_count + delta, 1, 5)
count_label.text = str(balls_count)
feedback_requested.emit(440.0 + 45.0 * balls_count)
_update_arrow_state()
func _update_arrow_state() -> void:
left_button.disabled = balls_count <= 1
right_button.disabled = balls_count >= 5
left_button.modulate.a = 0.35 if left_button.disabled else 1.0
right_button.modulate.a = 0.35 if right_button.disabled else 1.0