Files
MovementTests/menus/scenes/menus/level_select_menu/level_select_menu.gd
2026-02-06 11:02:38 +01:00

39 lines
1.6 KiB
GDScript

extends Control
class_name LevelSelectMenu
## Loads a simple ItemList node within a margin container. SceneLister updates
## the available scenes in the directory provided. Activating a level will update
## the GameState's current_level, and emit a signal. The main menu node will trigger
## a load action from that signal.
@onready var level_buttons_container: ItemList = %LevelButtonsContainer
@onready var scene_lister: SceneLister = $SceneLister
signal level_selected
func _ready() -> void:
add_levels_to_container()
## A fresh level list is propgated into the ItemList, and the file names are cleaned
func add_levels_to_container() -> void:
level_buttons_container.clear()
var max_level_reached := GameState.get_max_level_reached()
var level_iter := 0
for file_path in scene_lister.files:
# if level_iter > max_level_reached : break
level_iter += 1
var file_name := file_path.get_file() # e.g., "level_1.tscn"
file_name = file_name.trim_suffix(".tscn") # Remove the ".tscn" extension
file_name = file_name.replace("_", " ") # Replace underscores with spaces
file_name = file_name.capitalize() # Convert to proper case
if file_path.contains("/gyms/"): file_name = "[GYM] " + file_name
if file_path.contains("/museums/"): file_name = "[MUS] " + file_name
if file_path.contains("/zoos/"): file_name = "[ZOO] " + file_name
var button_name := str(file_name)
level_buttons_container.add_item(button_name)
func _on_level_buttons_container_item_activated(index: int) -> void:
var level_to_load = scene_lister.files.get(index)
level_selected.emit()
SceneLoader.load_scene(level_to_load)