Reworked weapons and projectiles
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extends Control
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@onready var main_menu : Control = $MainMenu
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@onready var options : Control = $Options
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@onready var credits : Control = $Credits
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@onready var seed_selection : Control = $SeedSelection
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func _ready() -> void:
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Input.set_mouse_mode(Input.MOUSE_MODE_HIDDEN)
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_show_menu(main_menu)
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func _show_menu(menu: Control) -> void:
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var menus : Array[Control] = [ main_menu, options, credits, seed_selection ]
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for m in menus:
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m.hide()
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menu.show()
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func _on_main_menu_continue_game() -> void:
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get_tree().change_scene_to_file("res://game/entities/world/game.tscn")
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func _on_main_menu_new_game() -> void:
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_show_menu(seed_selection)
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func _get_random_weapon_id() -> String:
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return AbstractShip.WEAPON_SCENES.keys().pick_random()
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func _on_main_menu_quit_game() -> void:
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get_tree().quit()
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func _on_main_menu_show_options() -> void:
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_show_menu(options)
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func _on_options_show_credits() -> void:
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_show_menu(credits)
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func _on_credits_back() -> void:
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_show_menu(options)
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func _show_main_menu() -> void:
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_show_menu(main_menu)
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