🔧 update settings

This commit is contained in:
anyreso 2024-04-26 13:43:15 -04:00
parent 38bfaf32ba
commit fa0e6f2928
6 changed files with 1176 additions and 269 deletions

View file

@ -53,7 +53,6 @@ enum PlayerState { PLAYER_ALIVE, PLAYER_DEAD }
@onready var spring_arm_height : float = $Smoothing/SpringArm3D.position.y
@onready var _original_weapon_transform : Transform3D = weapon.transform
@onready var tp_player : Vanguard = $Smoothing/ThirdPerson/PlayerMesh
@onready var _game_settings : Settings = get_node("/root/GlobalSettings")
signal died(player : Player, killer_id : int)
signal energy_changed(energy : float)
@ -77,12 +76,12 @@ func _ready() -> void:
input.jumped.connect(_jump)
input.throwed_flag.connect(_throw_flag)
input.MOUSE_SENSITIVITY = _game_settings.mouse_sensitivity
input.inverted_y_axis = _game_settings.inverted_y_axis
input.MOUSE_SENSITIVITY = Settings.get_value("controls", "mouse_sensitivity")
input.inverted_y_axis = Settings.get_value("controls", "inverted_y_axis")
if _is_pawn():
camera.current = true
camera.fov = _game_settings.fov
camera.fov = Settings.get_value("video", "fov")
# set the spring arm translation to be about head height level
$Smoothing/SpringArm3D.transform = Transform3D().translated(Vector3(0, collision_shape.shape.height / 2, 0) * 0.9)

View file

@ -40,9 +40,12 @@ func _ready() -> void:
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(_delta : float) -> void:
text = \"\"
text += \"fps: %s\\n\" % str(Engine.get_frames_per_second())
text += \"fps: %d (%.2f mspf)\\n\" % [Engine.get_frames_per_second(), 1000.0 / Engine.get_frames_per_second()]
text += \"position: %d, %d, %d\\n\" % [player.position.x, player.position.y, player.position.z]
text += \"speed: %d km/h\\n\" % (player.linear_velocity.length() * 3.6)
var viewport_render_size : Vector2i = get_viewport().size * get_viewport().scaling_3d_scale
text += \"3D viewport resolution: %d × %d (%d%%)\\n\" \\
% [viewport_render_size.x, viewport_render_size.y, round(get_viewport().scaling_3d_scale * 100)]
"
[sub_resource type="Shader" id="Shader_gaah5"]

File diff suppressed because it is too large Load diff

View file

@ -33,9 +33,12 @@ var mode : Node:
func _ready() -> void:
$BootMenu.start_demo.connect(_start_demo)
$BootMenu/Multiplayer.start_server.connect(_start_server)
$BootMenu/Multiplayer.join_server.connect(_join_server)
$BootMenu/MultiplayerPanelContainer.start_server.connect(_start_server)
$BootMenu/MultiplayerPanelContainer.join_server.connect(_join_server)
# do not set initial window mode for debug build
if not OS.is_debug_build():
DisplayServer.window_set_mode(Settings.get_value(\"video\", \"window_mode\"))
func _unhandled_input(event : InputEvent) -> void:
# escape key pressed
if event.is_action_pressed(\"exit\"):

View file

@ -17,7 +17,7 @@ config/icon="res://icon.svg"
[autoload]
GlobalSettings="*res://systems/settings.gd"
Settings="*res://systems/settings.gd"
[debug]

View file

@ -1,37 +1,51 @@
class_name Settings extends Node
extends Node
var _config_file : ConfigFile = ConfigFile.new()
var fov : int = 90
var mouse_sensitivity : float = 0.6
var inverted_y_axis : bool = false
var fullscreen : bool = false
const SETTINGS_FILE_PATH : String = "user://settings.cfg"
var _file : ConfigFile = ConfigFile.new()
const path : String = "user://settings.cfg"
func _ready() -> void:
var error : Error = _config_file.load(SETTINGS_FILE_PATH)
# make sure we load most recent core settings
self.reset()
# merge core settings with user-defined settings
var err : Error = _file.load(self.path)
if err == ERR_FILE_CANT_OPEN:
push_warning("settings not found, using defaults")
# apply state
self.apply()
fov = _config_file.get_value("gameplay", "fov", fov)
mouse_sensitivity = _config_file.get_value("gameplay", "mouse_sensitivity", mouse_sensitivity)
inverted_y_axis = _config_file.get_value("gameplay", "inverted_y_axis", inverted_y_axis)
fullscreen = _config_file.get_value("graphics", "fullscreen", fullscreen)
_update_screen()
if error != OK:
print("Settings not found, using defaults")
save_to_file()
func get_value(section: String, key: String, default: Variant = null) -> Variant:
return _file.get_value(section, key, default)
func save_to_file() -> void:
_config_file.set_value("gameplay", "fov", fov)
_config_file.set_value("gameplay", "mouse_sensitivity", mouse_sensitivity)
_config_file.set_value("gameplay", "inverted_y_axis", inverted_y_axis)
_config_file.set_value("graphics", "fullscreen", fullscreen)
_update_screen()
_config_file.save(SETTINGS_FILE_PATH)
func set_value(section: String, key: String, value: Variant) -> void:
return _file.set_value(section, key, value)
func _update_screen() -> void:
if fullscreen:
DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_FULLSCREEN)
else:
DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_WINDOWED)
func reset() -> void:
_file.clear()
# video settings
_file.set_value("ui", "scale", 2)
_file.set_value("video", "quality", 1.125)
_file.set_value("video", "filter", 0)
_file.set_value("video", "fsr_sharpness", 0)
_file.set_value("video", "window_mode", 2)
_file.set_value("video", "vsync", 0)
_file.set_value("video", "taa", 0)
_file.set_value("video", "msaa", 0)
_file.set_value("video", "fxaa", 0)
_file.set_value("video", "fov", 90)
# controls settings
_file.set_value("controls", "mouse_sensitivity", .6)
_file.set_value("controls", "inverted_y_axis", false)
# quality settings
_file.set_value("quality", "shadow_size", 3)
_file.set_value("quality", "shadow_filter", 2)
_file.set_value("quality", "mesh_lod", 2)
# environment settings
_file.set_value("environment", "sdfgi", 0)
_file.set_value("environment", "glow", 0)
_file.set_value("environment", "saoo", 0)
_file.set_value("environment", "ssr", 0)
_file.set_value("environment", "ssil", 0)
_file.set_value("environment", "volumetric_fog", 0)
func apply() -> void:
_file.save(self.path)