mirror of
https://github.com/JohnBreaux/Boat-Battle.git
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Merge branch 'main' of https://github.com/StatewideInk/Group12
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commit
448f3a0262
41
godot_ship/export_presets.cfg
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41
godot_ship/export_presets.cfg
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@ -0,0 +1,41 @@
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[preset.0]
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name="Windows Desktop x64"
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platform="Windows Desktop"
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runnable=true
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custom_features=""
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export_filter="all_resources"
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include_filter=""
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exclude_filter=""
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export_path="../../godot_ship.exe"
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script_export_mode=1
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script_encryption_key=""
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[preset.0.options]
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custom_template/debug=""
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custom_template/release=""
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binary_format/64_bits=true
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binary_format/embed_pck=false
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texture_format/bptc=false
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texture_format/s3tc=true
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texture_format/etc=false
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texture_format/etc2=false
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texture_format/no_bptc_fallbacks=true
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codesign/enable=false
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codesign/identity_type=0
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codesign/identity=""
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codesign/password=""
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codesign/timestamp=true
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codesign/timestamp_server_url=""
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codesign/digest_algorithm=1
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codesign/description=""
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codesign/custom_options=PoolStringArray( )
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application/icon=""
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application/file_version=""
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application/product_version=""
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application/company_name=""
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application/product_name=""
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application/file_description=""
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application/copyright=""
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application/trademarks=""
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@ -1,10 +1,7 @@
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extends Control
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var debug_output
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var debug_line = 0
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var debug_canvas
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var debug_transform
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var debug_active = false
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var menu_position = 0.0
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@ -19,22 +16,24 @@ var helptext = {
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"command_help": [" [command]", "Print information about command.\n" ],
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"command_history": ["", "Print the history log.\n" ],
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"command_perf": [" stat", "Print performance info (fps, nodes, proctime, ... )\n" ],
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"command_list": [" [path]", "List children of path, or of present working node.\n" ],
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"command_start": [" filename", "Load PackedScene filename.tscn as child.\n" ],
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"command_kill": [" name", "Kill child node with matching name.\n" ],
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"command_pwd": ["", "Print the Present Working Node.\n" ],
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"command_cd": [" path", "Change the Present Working Node to path.\n" ],
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"command_print": [" string", "Print string to the in-game debug console.\n" ],
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"command_clear": ["", "Clear the debug output.\n" ],
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"command_emit": [" signal [message]", "Emit a message on MessageBus.signal without validation.\n"],
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"command_call": [" func [args ...]", "Call func(...) with arguments args.\n" ],
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"command_restart": ["", "Kill the current scene tree and plant a new Root.\n" ],
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"command_exit": ["", "Quits the program.\n" ],
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"command_empty": ["", "No Operation.\n" ],
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}
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# List of debug commands accessed by alias
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@ -44,23 +43,25 @@ var commands = {
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["help", "h"]: "command_help",
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["hist", "history"]: "command_history",
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["perf", "performance"]: "command_perf",
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["list", "ls", "l"]: "command_list",
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["start", "open", "o"]: "command_start",
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["kill", "stop", "k"]: "command_kill",
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["pwd", "pwn"]: "command_pwd",
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["cd", "cn"]: "command_cd",
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["print", "p"]: "command_print",
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["clear","cls"]: "command_clear",
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["emit", "e"]: "command_emit",
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["call", "func"]: "command_call",
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["restart", "killall"]: "command_restart",
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["exit", "quit"]: "command_exit",
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}
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[""]: "command_empty"
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}
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onready var present_working_node = get_node("/root/Main")
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@ -84,8 +85,6 @@ signal history_event(text)
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# returns: void
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func _ready():
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debug_canvas = get_node("debug_canvas")
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debug_transform = debug_canvas.get_transform()
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debug_output = get_node("debug_canvas/VBoxContainer/TextEdit")
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command_help([""])
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debug_print_line("> ")
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@ -129,7 +128,8 @@ func _input(event):
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# params: line: Line of text entered by user
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# returns: void
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func _on_LineEdit_text_entered(line):
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history_append(line)
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if line != "":
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history_append(line)
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emit_signal("clear_in")
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debug_print_line(line + "\n")
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var command = line.split(' ', true, 1)
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@ -147,6 +147,7 @@ func _on_LineEdit_text_entered(line):
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func history_append(text):
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history.resize(history_pos + 2)
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history[history_pos] = text
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history[history_pos + 1] = ""
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history_pos += 1
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# history_move: Traverse the history and update the user input box
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@ -220,7 +221,7 @@ func command_start (command):
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if command.size() > 1:
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var pack = load("res://scenes/" + command[1] + ".tscn");
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present_working_node.add_child(pack.instance());
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debug_print_line("start '" + command[1] + "'\n")
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debug_print_line("started '" + command[1] + "'\n")
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else:
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debug_print_line(get_usage(command[0]))
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@ -333,8 +334,8 @@ func command_call(command):
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debug_print_line("We're sorry, but your call could not be completed as dialed.\n"
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+ "Please hang up and try your call again.\n")
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return
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if (call_ret):
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debug_print_line("'" + String(call_ret) + "'\n")
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if (call_ret != null):
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debug_print_line(String(call_ret) + "\n")
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else:
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debug_print_line("null\n")
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else:
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@ -347,7 +348,7 @@ func command_history(_command):
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if line:
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debug_print_line(String(lnum) + ": " + line + "\n")
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lnum += 1
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debug_print_line("history_pos = " + String(history_pos) + "\n")
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#debug_print_line("history_pos = " + String(history_pos) + "\n")
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# perf: Print the value of a Godot Engine performance counter
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func command_perf(command):
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@ -375,3 +376,7 @@ func perf(attribute):
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"resources":
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return Performance.get_monitor(Performance.OBJECT_RESOURCE_COUNT)
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return ""
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# empty: No command
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func command_empty(_command):
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pass
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@ -42,7 +42,7 @@ func _process(_delta):
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# Creates a new instance of each menu scene
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func _on_scene_start(scene):
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print ("_on_scene_start(",scene,")")
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#print ("_on_scene_start(",scene,")")
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match scene:
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"Singleplayer":
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add_child (gameplay.instance())
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@ -7,27 +7,27 @@ onready var theme_buttons = find_node("Buttons", true, true).get_children()
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# Called when the node enters the scene tree for the first time.
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func _ready():
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OptionsController.load_options()
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find_next_valid_focus().grab_focus()
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sound_slider.value = OptionsController.get_sfx_volume()
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music_slider.value = OptionsController.get_mus_volume()
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func _on_Button_pressed():
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queue_free()
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# MessageBus.emit_signal("change_scene", "Title")
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func _on_SFX_Slider_value_changed(value):
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OptionsController.set_sfx_vol(value)
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OptionsController.save_options()
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func _on_Volume_Slider_value_changed(value):
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OptionsController.set_mus_vol(value)
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OptionsController.save_options()
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func _on_Light_pressed():
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OptionsController.set_theme("light")
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OptionsController.save_options()
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func _on_Dark_pressed():
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OptionsController.set_theme("dark")
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OptionsController.save_options()
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@ -7,12 +7,14 @@ signal change_mus_volume (volume)
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signal change_sfx_volume (volume)
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# Option variables
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var f = File.new()
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var options_file = "user://options.save"
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var theme = "dark"
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var mus_vol = 100
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var sfx_vol = 100
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func _ready():
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pass
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load_options()
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# Setters
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func set_theme(theme_name):
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@ -27,6 +29,21 @@ func set_sfx_vol(volume):
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sfx_vol = volume
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emit_signal("change_sfx_volume", sfx_vol)
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#Option Save File
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func save_options():
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f.open(options_file, File.WRITE)
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f.store_var(theme)
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f.store_var(mus_vol)
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f.store_var(sfx_vol)
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f.close()
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func load_options():
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if f.file_exists(options_file):
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f.open(options_file, File.READ)
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theme = f.get_var()
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mus_vol = f.get_var()
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sfx_vol = f.get_var()
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f.close()
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# Getters
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func get_theme():
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return theme
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