feat: Implement core game systems including settings management, player input, and initial gameplay mechanics with associated UI.
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@@ -105,16 +105,26 @@ func _connect_signals():
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# Close
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close_button.pressed.connect(func(): visible = false)
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# Connect remapping buttons (exclude non-keybinds like use_controller)
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# Connect remapping buttons
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for action_name in SettingsManager.settings.controls.keys():
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if action_name == "use_controller":
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continue
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var btn = get_node_or_null("%" + action_name.to_pascal_case() + "Btn")
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if btn:
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if btn.pressed.is_connected(_on_remap_button_pressed):
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btn.pressed.disconnect(_on_remap_button_pressed)
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btn.pressed.connect(_on_remap_button_pressed.bind(action_name))
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# Check Primary Button
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var primary_btn = get_node_or_null("%" + action_name.to_pascal_case() + "Btn")
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if primary_btn:
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if primary_btn.pressed.is_connected(_on_remap_button_pressed):
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primary_btn.pressed.disconnect(_on_remap_button_pressed)
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primary_btn.pressed.connect(_on_remap_button_pressed.bind(action_name))
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# Check Alt Button
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if not action_name.ends_with("_alt"):
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var alt_action = action_name + "_alt"
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var alt_btn = get_node_or_null("%" + action_name.to_pascal_case() + "AltBtn")
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if alt_btn:
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if alt_btn.pressed.is_connected(_on_remap_button_pressed):
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alt_btn.pressed.disconnect(_on_remap_button_pressed)
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alt_btn.pressed.connect(_on_remap_button_pressed.bind(alt_action))
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func _on_video_setting_changed(_unused = false):
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SettingsManager.settings.video.fullscreen = fullscreen_toggle.button_pressed
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