полная мета-структура игры: pause + settings + save/load
Some checks failed
Godot CI / Import + smoke test (push) Failing after 13s

PAUSE-МЕНЮ (autoload PauseMenu CanvasLayer):
- ESC во время геймплея открывает оверлей с тёмным фоном
  и центральной панелью в Шиндовс-стиле.
- 4 кнопки: Продолжить / Настройки / В главное меню /
  Сохранить и выйти.
- process_mode = ALWAYS чтобы работать при tree.paused = true.
- При закрытии меню в 3D-сценах автоматически возвращает
  Input.mouse_mode = CAPTURED.
- В главном меню pause не активируется (_can_pause false).
- set_input_as_handled блокирует FPV-контроллер от перехвата
  ESC одновременно.

НАСТРОЙКИ (под-панель в Pause-меню):
- Слайдер «Чувствительность мыши» 0.001-0.010 (по умолчанию 0.0025).
- Слайдер «Громкость» 0-100% — связан с AudioServer Bus 0 Master
  через linear_to_db (audio ассетов пока нет, но шкала рабочая).
- Кнопки Назад / Применить. Применить пишет в user://settings.json.
- settings.json грузится автоматически при старте GameState._ready.

SAVE/LOAD:
- GameState.save_game(scene_path) → user://save01.json в JSON
  с player_name, прогрессом актов 1-2, ачивками, текущей сценой.
- GameState.load_game() читает и восстанавливает state, заполняет
  last_scene_path для перехода.
- has_save() / delete_save() помощники.
- Кнопка «Продолжить» в главном меню активна только если есть
  save и грузит игрока в сохранённую сцену.
- Кнопка «Новая игра» удаляет старый save и сбрасывает state.

AUTO-SAVE:
- При закрытии окна через X (NOTIFICATION_WM_CLOSE_REQUEST) —
  save_game перед quit.
- Кнопка Q в FPV-контроллере — save+quit.
- Кнопка «Сохранить и выйти» в pause-меню — save+quit.
- Кнопка «В главное меню» — save перед переходом.

FPV-КОНТРОЛЛЕР:
- mouse_sensitivity больше не локальное @export, читается из
  GameState.mouse_sensitivity каждый mouse_motion event
  (применяется живьём после Apply).
- _input → _unhandled_input чтобы PauseMenu мог перехватить ESC
  через set_input_as_handled.
- Убран ESC-toggle захвата мыши (теперь это делает PauseMenu).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
Dmitrii Bykov 2026-05-24 18:28:58 +03:00
parent a6f6785188
commit f8040fb399
7 changed files with 442 additions and 12 deletions

View file

@ -21,6 +21,7 @@ GameState="*res://scripts/util/game_state.gd"
TextureGen="*res://scripts/util/texture_generator.gd" TextureGen="*res://scripts/util/texture_generator.gd"
SceneManager="*res://scripts/util/scene_manager.gd" SceneManager="*res://scripts/util/scene_manager.gd"
DialogManager="*res://scenes/components/dialog_ui.tscn" DialogManager="*res://scenes/components/dialog_ui.tscn"
PauseMenu="*res://scenes/components/pause_menu.tscn"
[display] [display]

View file

@ -0,0 +1,179 @@
[gd_scene load_steps=4 format=3]
[ext_resource type="Script" path="res://scripts/ui/pause_menu.gd" id="1_pause"]
[sub_resource type="StyleBoxFlat" id="style_panel"]
bg_color = Color(0.12, 0.13, 0.16, 0.98)
border_width_left = 2
border_width_top = 2
border_width_right = 2
border_width_bottom = 2
border_color = Color(0.42, 0.44, 0.5, 1)
corner_radius_top_left = 6
corner_radius_top_right = 6
corner_radius_bottom_left = 6
corner_radius_bottom_right = 6
content_margin_left = 20.0
content_margin_top = 16.0
content_margin_right = 20.0
content_margin_bottom = 18.0
[sub_resource type="StyleBoxFlat" id="style_btn"]
bg_color = Color(0.18, 0.19, 0.23, 1)
border_width_left = 1
border_width_top = 1
border_width_right = 1
border_width_bottom = 1
border_color = Color(0.4, 0.42, 0.48, 1)
corner_radius_top_left = 2
corner_radius_top_right = 2
corner_radius_bottom_left = 2
corner_radius_bottom_right = 2
content_margin_left = 12.0
content_margin_top = 4.0
content_margin_right = 12.0
content_margin_bottom = 4.0
[node name="PauseMenu" type="CanvasLayer"]
layer = 100
script = ExtResource("1_pause")
[node name="BG" type="ColorRect" parent="."]
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
color = Color(0, 0, 0, 0.65)
mouse_filter = 0
[node name="MainPanel" type="PanelContainer" parent="."]
anchor_left = 0.5
anchor_top = 0.5
anchor_right = 0.5
anchor_bottom = 0.5
offset_left = -110.0
offset_top = -100.0
offset_right = 110.0
offset_bottom = 100.0
theme_override_styles/panel = SubResource("style_panel")
[node name="V" type="VBoxContainer" parent="MainPanel"]
layout_mode = 2
theme_override_constants/separation = 6
[node name="Title" type="Label" parent="MainPanel/V"]
layout_mode = 2
text = "ПАУЗА"
horizontal_alignment = 1
modulate = Color(0.94, 0.71, 0.1, 1)
[node name="Spacer" type="Control" parent="MainPanel/V"]
custom_minimum_size = Vector2(0, 8)
layout_mode = 2
[node name="BtnResume" type="Button" parent="MainPanel/V"]
custom_minimum_size = Vector2(180, 28)
layout_mode = 2
theme_override_styles/normal = SubResource("style_btn")
text = "Продолжить"
[node name="BtnSettings" type="Button" parent="MainPanel/V"]
custom_minimum_size = Vector2(180, 28)
layout_mode = 2
theme_override_styles/normal = SubResource("style_btn")
text = "Настройки"
[node name="BtnMainMenu" type="Button" parent="MainPanel/V"]
custom_minimum_size = Vector2(180, 28)
layout_mode = 2
theme_override_styles/normal = SubResource("style_btn")
text = "В главное меню"
[node name="BtnQuit" type="Button" parent="MainPanel/V"]
custom_minimum_size = Vector2(180, 28)
layout_mode = 2
theme_override_styles/normal = SubResource("style_btn")
text = "Сохранить и выйти"
[node name="SettingsPanel" type="PanelContainer" parent="."]
anchor_left = 0.5
anchor_top = 0.5
anchor_right = 0.5
anchor_bottom = 0.5
offset_left = -180.0
offset_top = -110.0
offset_right = 180.0
offset_bottom = 110.0
theme_override_styles/panel = SubResource("style_panel")
[node name="V" type="VBoxContainer" parent="SettingsPanel"]
layout_mode = 2
theme_override_constants/separation = 8
[node name="Title" type="Label" parent="SettingsPanel/V"]
layout_mode = 2
text = "Настройки"
horizontal_alignment = 1
modulate = Color(0.94, 0.71, 0.1, 1)
[node name="SensRow" type="HBoxContainer" parent="SettingsPanel/V"]
layout_mode = 2
[node name="Label" type="Label" parent="SettingsPanel/V/SensRow"]
custom_minimum_size = Vector2(150, 0)
layout_mode = 2
text = "Чувствительность мыши"
[node name="Slider" type="HSlider" parent="SettingsPanel/V/SensRow"]
custom_minimum_size = Vector2(140, 18)
layout_mode = 2
min_value = 1.0
max_value = 10.0
step = 0.1
value = 2.5
[node name="Value" type="Label" parent="SettingsPanel/V/SensRow"]
custom_minimum_size = Vector2(50, 0)
layout_mode = 2
text = "0.0025"
[node name="VolRow" type="HBoxContainer" parent="SettingsPanel/V"]
layout_mode = 2
[node name="Label" type="Label" parent="SettingsPanel/V/VolRow"]
custom_minimum_size = Vector2(150, 0)
layout_mode = 2
text = "Громкость"
[node name="Slider" type="HSlider" parent="SettingsPanel/V/VolRow"]
custom_minimum_size = Vector2(140, 18)
layout_mode = 2
min_value = 0.0
max_value = 100.0
step = 1.0
value = 50.0
[node name="Value" type="Label" parent="SettingsPanel/V/VolRow"]
custom_minimum_size = Vector2(50, 0)
layout_mode = 2
text = "50%"
[node name="Spacer2" type="Control" parent="SettingsPanel/V"]
custom_minimum_size = Vector2(0, 10)
layout_mode = 2
[node name="Buttons" type="HBoxContainer" parent="SettingsPanel/V"]
layout_mode = 2
alignment = 1
theme_override_constants/separation = 8
[node name="Back" type="Button" parent="SettingsPanel/V/Buttons"]
custom_minimum_size = Vector2(100, 28)
layout_mode = 2
theme_override_styles/normal = SubResource("style_btn")
text = "Назад"
[node name="Apply" type="Button" parent="SettingsPanel/V/Buttons"]
custom_minimum_size = Vector2(100, 28)
layout_mode = 2
theme_override_styles/normal = SubResource("style_btn")
text = "Применить"

View file

@ -2,25 +2,41 @@ extends Control
@onready var btn_new: Button = $Center/V/BtnNew @onready var btn_new: Button = $Center/V/BtnNew
@onready var btn_continue: Button = $Center/V/BtnContinue @onready var btn_continue: Button = $Center/V/BtnContinue
@onready var btn_settings: Button = $Center/V/BtnSettings
@onready var btn_quit: Button = $Center/V/BtnQuit @onready var btn_quit: Button = $Center/V/BtnQuit
func _ready() -> void: func _ready() -> void:
Input.mouse_mode = Input.MOUSE_MODE_VISIBLE Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
GameState.reset()
DialogManager.set_crosshair_visible(false) DialogManager.set_crosshair_visible(false)
DialogManager.set_controls_hint("") DialogManager.set_controls_hint("")
DialogManager.set_date_time("", "") DialogManager.set_date_time("", "")
DialogManager.set_objective("") DialogManager.set_objective("")
btn_new.pressed.connect(_on_new_game) btn_new.pressed.connect(_on_new_game)
btn_continue.pressed.connect(_on_continue)
btn_quit.pressed.connect(_on_quit) btn_quit.pressed.connect(_on_quit)
btn_continue.disabled = not GameState.has_save()
if not btn_continue.disabled:
btn_continue.text = "Продолжить"
btn_new.grab_focus() btn_new.grab_focus()
func _on_new_game() -> void: func _on_new_game() -> void:
GameState.reset()
GameState.delete_save()
SceneManager.go_room() SceneManager.go_room()
func _on_continue() -> void:
if not GameState.load_game():
return
var target: String = GameState.last_scene_path
if target == "" or not ResourceLoader.exists(target):
target = SceneManager.SCENE_ACT1_ROOM
SceneManager.change_scene(target)
func _on_quit() -> void: func _on_quit() -> void:
get_tree().quit() get_tree().quit()

1
scripts/main_menu.gd.uid Normal file
View file

@ -0,0 +1 @@
uid://cisntlhe47gsc

View file

@ -30,10 +30,11 @@ func _release_mouse() -> void:
_captured = false _captured = false
func _input(event: InputEvent) -> void: func _unhandled_input(event: InputEvent) -> void:
if event is InputEventMouseMotion and _captured and not _locked: if event is InputEventMouseMotion and _captured and not _locked:
rotate_y(-event.relative.x * mouse_sensitivity) var sens: float = GameState.mouse_sensitivity
camera.rotate_x(-event.relative.y * mouse_sensitivity) rotate_y(-event.relative.x * sens)
camera.rotate_x(-event.relative.y * sens)
camera.rotation.x = clamp(camera.rotation.x, -PI * 0.45, PI * 0.45) camera.rotation.x = clamp(camera.rotation.x, -PI * 0.45, PI * 0.45)
elif event is InputEventMouseButton and event.pressed and event.button_index == MOUSE_BUTTON_LEFT: elif event is InputEventMouseButton and event.pressed and event.button_index == MOUSE_BUTTON_LEFT:
if not _captured: if not _captured:
@ -46,12 +47,8 @@ func _input(event: InputEvent) -> void:
if _focused_obj.has_method("interact"): if _focused_obj.has_method("interact"):
_focused_obj.interact(self) _focused_obj.interact(self)
elif event is InputEventKey and event.pressed: elif event is InputEventKey and event.pressed:
if event.keycode == KEY_ESCAPE: if event.keycode == KEY_Q:
if _captured: GameState.save_game(get_tree().current_scene.scene_file_path if get_tree().current_scene else "")
_release_mouse()
else:
_capture_mouse()
elif event.keycode == KEY_Q:
get_tree().quit() get_tree().quit()

115
scripts/ui/pause_menu.gd Normal file
View file

@ -0,0 +1,115 @@
extends CanvasLayer
@onready var bg: ColorRect = $BG
@onready var main_panel: PanelContainer = $MainPanel
@onready var settings_panel: PanelContainer = $SettingsPanel
@onready var btn_resume: Button = $MainPanel/V/BtnResume
@onready var btn_settings: Button = $MainPanel/V/BtnSettings
@onready var btn_main: Button = $MainPanel/V/BtnMainMenu
@onready var btn_quit: Button = $MainPanel/V/BtnQuit
@onready var sens_slider: HSlider = $SettingsPanel/V/SensRow/Slider
@onready var sens_value: Label = $SettingsPanel/V/SensRow/Value
@onready var vol_slider: HSlider = $SettingsPanel/V/VolRow/Slider
@onready var vol_value: Label = $SettingsPanel/V/VolRow/Value
@onready var btn_apply: Button = $SettingsPanel/V/Buttons/Apply
@onready var btn_back: Button = $SettingsPanel/V/Buttons/Back
func _ready() -> void:
process_mode = Node.PROCESS_MODE_ALWAYS
visible = false
main_panel.visible = true
settings_panel.visible = false
layer = 100
btn_resume.pressed.connect(_resume)
btn_settings.pressed.connect(_open_settings)
btn_main.pressed.connect(_to_main_menu)
btn_quit.pressed.connect(_quit)
btn_apply.pressed.connect(_apply_settings)
btn_back.pressed.connect(_close_settings)
sens_slider.value_changed.connect(func(_v: float) -> void: _update_value_labels())
vol_slider.value_changed.connect(func(_v: float) -> void: _update_value_labels())
func _input(event: InputEvent) -> void:
if event is InputEventKey and event.pressed and event.keycode == KEY_ESCAPE:
if visible:
if settings_panel.visible:
_close_settings()
else:
_resume()
get_viewport().set_input_as_handled()
elif _can_pause():
_open()
get_viewport().set_input_as_handled()
func _can_pause() -> bool:
var scene: Node = get_tree().current_scene
if scene == null:
return false
# Не паузим в главном меню
if scene.name == "MainMenu":
return false
return true
func _open() -> void:
visible = true
main_panel.visible = true
settings_panel.visible = false
get_tree().paused = true
Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
btn_resume.grab_focus()
func _resume() -> void:
visible = false
get_tree().paused = false
# Восстановить захват мыши только для 3D-сцен (с FPV игроком)
var scene: Node = get_tree().current_scene
if scene != null and scene.has_node("PlayerFPV"):
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
func _open_settings() -> void:
sens_slider.value = GameState.mouse_sensitivity * 1000.0
vol_slider.value = GameState.master_volume * 100.0
_update_value_labels()
main_panel.visible = false
settings_panel.visible = true
btn_back.grab_focus()
func _close_settings() -> void:
settings_panel.visible = false
main_panel.visible = true
btn_resume.grab_focus()
func _update_value_labels() -> void:
sens_value.text = "%.4f" % (sens_slider.value / 1000.0)
vol_value.text = "%d%%" % int(vol_slider.value)
func _apply_settings() -> void:
GameState.mouse_sensitivity = sens_slider.value / 1000.0
GameState.master_volume = vol_slider.value / 100.0
GameState._apply_audio_volume()
GameState.save_settings()
_close_settings()
func _to_main_menu() -> void:
GameState.save_game(get_tree().current_scene.scene_file_path if get_tree().current_scene else "")
visible = false
get_tree().paused = false
SceneManager.go_main()
func _quit() -> void:
GameState.save_game(get_tree().current_scene.scene_file_path if get_tree().current_scene else "")
get_tree().quit()

View file

@ -21,8 +21,31 @@ var act2_timezone: String = "UTC+3 (С., страна Р)"
var game_date: String = "21 АВГ 2020 · ПТ" var game_date: String = "21 АВГ 2020 · ПТ"
var game_time: String = "10:30" var game_time: String = "10:30"
# Ачивки — логируются в консоль, UI на будущее # Ачивки
var achievements: Array[String] = [] var achievements: Array = []
# Сохранения
var last_scene_path: String = ""
# Настройки
var mouse_sensitivity: float = 0.0025
var master_volume: float = 0.5
const SAVE_PATH: String = "user://save01.json"
const SETTINGS_PATH: String = "user://settings.json"
func _ready() -> void:
load_settings()
func _notification(what: int) -> void:
if what == NOTIFICATION_WM_CLOSE_REQUEST:
var scene_path: String = ""
if get_tree() != null and get_tree().current_scene != null:
scene_path = get_tree().current_scene.scene_file_path
save_game(scene_path)
get_tree().quit()
func unlock_achievement(ach: String) -> void: func unlock_achievement(ach: String) -> void:
@ -42,3 +65,101 @@ func reset() -> void:
act2_license_read = false act2_license_read = false
act2_password_set = false act2_password_set = false
achievements.clear() achievements.clear()
game_date = "21 АВГ 2020 · ПТ"
game_time = "10:30"
# === SETTINGS ===
func save_settings() -> void:
var data: Dictionary = {
"mouse_sensitivity": mouse_sensitivity,
"master_volume": master_volume,
}
var file: FileAccess = FileAccess.open(SETTINGS_PATH, FileAccess.WRITE)
if file:
file.store_string(JSON.stringify(data))
file.close()
func load_settings() -> void:
if not FileAccess.file_exists(SETTINGS_PATH):
return
var file: FileAccess = FileAccess.open(SETTINGS_PATH, FileAccess.READ)
if not file:
return
var raw: String = file.get_as_text()
file.close()
var data: Variant = JSON.parse_string(raw)
if data == null or not data is Dictionary:
return
mouse_sensitivity = data.get("mouse_sensitivity", 0.0025)
master_volume = data.get("master_volume", 0.5)
_apply_audio_volume()
func _apply_audio_volume() -> void:
# Bus 0 = Master
var db: float = linear_to_db(master_volume) if master_volume > 0.0 else -80.0
AudioServer.set_bus_volume_db(0, db)
# === SAVE / LOAD GAME ===
func save_game(current_scene_path: String = "") -> void:
var data: Dictionary = {
"player_name": player_name,
"act1_gift_opened": act1_gift_opened,
"act1_note_read": act1_note_read,
"act1_father_left": act1_father_left,
"act1_drive_taken": act1_drive_taken,
"wifi_password_found": wifi_password_found,
"act2_license_read": act2_license_read,
"act2_password_set": act2_password_set,
"act2_timezone": act2_timezone,
"game_date": game_date,
"game_time": game_time,
"achievements": achievements,
"scene_path": current_scene_path,
}
var file: FileAccess = FileAccess.open(SAVE_PATH, FileAccess.WRITE)
if file:
file.store_string(JSON.stringify(data, " "))
file.close()
print("[SAVE] %s" % SAVE_PATH)
func load_game() -> bool:
if not FileAccess.file_exists(SAVE_PATH):
return false
var file: FileAccess = FileAccess.open(SAVE_PATH, FileAccess.READ)
if not file:
return false
var raw: String = file.get_as_text()
file.close()
var data: Variant = JSON.parse_string(raw)
if data == null or not data is Dictionary:
return false
player_name = data.get("player_name", "")
act1_gift_opened = data.get("act1_gift_opened", false)
act1_note_read = data.get("act1_note_read", false)
act1_father_left = data.get("act1_father_left", false)
act1_drive_taken = data.get("act1_drive_taken", false)
wifi_password_found = data.get("wifi_password_found", false)
act2_license_read = data.get("act2_license_read", false)
act2_password_set = data.get("act2_password_set", false)
act2_timezone = data.get("act2_timezone", "UTC+3 (С., страна Р)")
game_date = data.get("game_date", "21 АВГ 2020 · ПТ")
game_time = data.get("game_time", "10:30")
achievements = data.get("achievements", [])
last_scene_path = data.get("scene_path", "")
return true
func has_save() -> bool:
return FileAccess.file_exists(SAVE_PATH)
func delete_save() -> void:
if FileAccess.file_exists(SAVE_PATH):
DirAccess.remove_absolute(ProjectSettings.globalize_path(SAVE_PATH))