Files
SurvivalOfTheSnippest/level/ui/scripts/escape_menu.gd
T
Scottlg fb10f7b042 Co-op pass: host-disconnect handling, spectate, late-join wave sync
- Clients now handle the host closing the arena: bank winnings if
  still alive (retire), reset the HUD, and return to the camp menu
  instead of being stranded in a dead world
- Death in co-op offers Spectate when a teammate is still fighting:
  closes the results overlay and watches the run; the escape menu
  gains a "Back to Camp" option for dead spectators to leave later
- Late joiners receive the current wave number on connect so their
  HUD doesn't sit on "Prepare..." until the next wave starts
2026-07-01 23:57:38 +01:00

94 lines
2.8 KiB
GDScript

extends Control
class_name EscapeMenu
## Escape menu that opens when Escape is pressed
## Allows player to exit the game or resume playing
# Visibility
var is_visible: bool = false
# Player reference (to control mouse mode)
var player: Character = null
var _retire_button: Button = null
func _ready():
# Start hidden
hide()
is_visible = false
# Insert "Retire to Camp" between Resume and Exit - leave alive, bank everything
var vbox = get_node_or_null("Panel/MarginContainer/VBoxContainer")
var exit_button = get_node_or_null("Panel/MarginContainer/VBoxContainer/ExitButton")
if vbox and exit_button:
_retire_button = Button.new()
_retire_button.name = "RetireButton"
_retire_button.custom_minimum_size = Vector2(0, 50)
_retire_button.add_theme_color_override("font_color", Color.WHITE)
_retire_button.add_theme_color_override("font_hover_color", Color(1, 0.8, 0))
_retire_button.add_theme_font_size_override("font_size", 20)
_retire_button.pressed.connect(_on_retire_pressed)
vbox.add_child(_retire_button)
vbox.move_child(_retire_button, exit_button.get_index())
func _input(event):
# Toggle on Escape press
if event.is_action_pressed("quit"):
toggle_menu()
get_viewport().set_input_as_handled()
## Set the player reference
func set_player(p: Character):
player = p
## Toggle menu visibility
func toggle_menu():
is_visible = !is_visible
if is_visible:
show()
_update_retire_button()
# Release mouse when opening menu
Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
else:
hide()
# Recapture mouse when closing menu
if player and player.is_multiplayer_authority():
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
## Alive with an active run: retire (bank winnings).
## Dead but spectating a live session: plain trip home (settlement already done).
func _update_retire_button():
if not _retire_button:
return
if GameState.run_active and player and not player.is_dead:
_retire_button.visible = true
_retire_button.text = "Retire to Camp (+%dg)" % GameState.run_gold
elif multiplayer.multiplayer_peer != null and player and player.is_dead:
_retire_button.visible = true
_retire_button.text = "Back to Camp"
else:
_retire_button.visible = false
## Called when Resume button is clicked
func _on_resume_pressed():
toggle_menu()
## Walk out alive: bank all run gold, keep gear, return to the menu
func _on_retire_pressed():
GameState.retire_run()
multiplayer.multiplayer_peer = null
Network.players.clear()
if has_node("/root/HUD"):
get_node("/root/HUD").reset()
Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
get_tree().reload_current_scene()
## Called when Exit button is clicked
func _on_exit_pressed():
# Leaving alive still banks your winnings (GameState also catches window close)
if GameState.run_active and player and not player.is_dead:
GameState.retire_run()
get_tree().quit()