class_name LevelSelection extends Control @export var levels : Array[PackedScene] = [] @onready var grid : GridContainer = $%GridContainer func _ready() -> void: levels = levels.filter(func(item: PackedScene) -> bool: return item != null) for i in range(levels.size()): var level := levels[i] var next_level := levels[i+1] if i+1 < levels.size() else null var disable := SaveManager.completed_levels < i var button : Button = Button.new() button.text = "Level %d" % (i + 1) button.disabled = disable button.focus_mode = Control.FOCUS_NONE if disable else Control.FOCUS_ALL grid.add_child(button) button.pressed.connect(_on_level_selected.bind(i, level, next_level)) if i == 0: button.grab_focus() func _on_level_selected(index: int, level: PackedScene, next_level: PackedScene) -> void: get_tree().set_meta(AbstractLevel.CURRENT_LEVEL_INDEX, index) get_tree().set_meta(AbstractLevel.NEXT_LEVEL_META, next_level) get_tree().change_scene_to_packed(level) func _on_main_menu_button_pressed() -> void: get_tree().change_scene_to_file("res://game/menu/main_menu.tscn")