- HUD arena status (top center): live wave number and run gold, driven by GameState signals, torn down cleanly on HUD.reset() - Free floor weapons removed: the initial sword/shield spawn is gone and manually placed level.tscn weapons are deleted server-side at init. Gear now only enters play via the armory or enemy drops. - Retire to Camp: new escape-menu button (shown only while alive in an active run) banks 100% of run gold and keeps all gear - the counterweight to death's 10% settlement. Exit Game and window close also bank winnings before quitting. - CLAUDE.md rewritten for the gladiator arena era: core loop, autoloads, economy API, RPC patterns, verification workflow.
89 lines
2.6 KiB
GDScript
89 lines
2.6 KiB
GDScript
extends Control
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class_name EscapeMenu
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## Escape menu that opens when Escape is pressed
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## Allows player to exit the game or resume playing
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# Visibility
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var is_visible: bool = false
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# Player reference (to control mouse mode)
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var player: Character = null
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var _retire_button: Button = null
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func _ready():
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# Start hidden
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hide()
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is_visible = false
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# Insert "Retire to Camp" between Resume and Exit - leave alive, bank everything
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var vbox = get_node_or_null("Panel/MarginContainer/VBoxContainer")
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var exit_button = get_node_or_null("Panel/MarginContainer/VBoxContainer/ExitButton")
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if vbox and exit_button:
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_retire_button = Button.new()
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_retire_button.name = "RetireButton"
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_retire_button.custom_minimum_size = Vector2(0, 50)
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_retire_button.add_theme_color_override("font_color", Color.WHITE)
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_retire_button.add_theme_color_override("font_hover_color", Color(1, 0.8, 0))
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_retire_button.add_theme_font_size_override("font_size", 20)
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_retire_button.pressed.connect(_on_retire_pressed)
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vbox.add_child(_retire_button)
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vbox.move_child(_retire_button, exit_button.get_index())
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func _input(event):
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# Toggle on Escape press
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if event.is_action_pressed("quit"):
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toggle_menu()
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get_viewport().set_input_as_handled()
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## Set the player reference
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func set_player(p: Character):
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player = p
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## Toggle menu visibility
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func toggle_menu():
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is_visible = !is_visible
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if is_visible:
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show()
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_update_retire_button()
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# Release mouse when opening menu
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Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
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else:
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hide()
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# Recapture mouse when closing menu
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if player and player.is_multiplayer_authority():
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Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
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## Retiring is only possible while alive with an active run
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func _update_retire_button():
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if not _retire_button:
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return
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var can_retire = GameState.run_active and player and not player.is_dead
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_retire_button.visible = can_retire
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if can_retire:
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_retire_button.text = "Retire to Camp (+%dg)" % GameState.run_gold
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## Called when Resume button is clicked
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func _on_resume_pressed():
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toggle_menu()
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## Walk out alive: bank all run gold, keep gear, return to the menu
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func _on_retire_pressed():
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GameState.retire_run()
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multiplayer.multiplayer_peer = null
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Network.players.clear()
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if has_node("/root/HUD"):
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get_node("/root/HUD").reset()
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Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
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get_tree().reload_current_scene()
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## Called when Exit button is clicked
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func _on_exit_pressed():
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# Leaving alive still banks your winnings (GameState also catches window close)
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if GameState.run_active and player and not player.is_dead:
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GameState.retire_run()
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get_tree().quit()
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