Reworked for tabs. Added Player
This commit is contained in:
@@ -65,3 +65,46 @@ Unregister-ScheduledTask -TaskName godot_remote_debug -Confirm:$false -ErrorActi
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ssh_remote_deploy/cleanup_script="Stop-ScheduledTask -TaskName godot_remote_debug -ErrorAction:SilentlyContinue
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Unregister-ScheduledTask -TaskName godot_remote_debug -Confirm:$false -ErrorAction:SilentlyContinue
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Remove-Item -Recurse -Force '{temp_dir}'"
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[preset.1]
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name="Linux"
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platform="Linux"
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runnable=true
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advanced_options=false
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dedicated_server=false
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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="export/Linux/Scrap Frontier"
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patches=PackedStringArray()
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encryption_include_filters=""
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encryption_exclude_filters=""
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seed=0
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encrypt_pck=false
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encrypt_directory=false
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script_export_mode=2
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[preset.1.options]
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custom_template/debug=""
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custom_template/release=""
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debug/export_console_wrapper=1
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binary_format/embed_pck=true
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texture_format/s3tc_bptc=true
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texture_format/etc2_astc=false
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shader_baker/enabled=false
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binary_format/architecture="x86_64"
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ssh_remote_deploy/enabled=false
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ssh_remote_deploy/host="user@host_ip"
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ssh_remote_deploy/port="22"
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ssh_remote_deploy/extra_args_ssh=""
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ssh_remote_deploy/extra_args_scp=""
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ssh_remote_deploy/run_script="#!/usr/bin/env bash
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export DISPLAY=:0
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unzip -o -q \"{temp_dir}/{archive_name}\" -d \"{temp_dir}\"
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\"{temp_dir}/{exe_name}\" {cmd_args}"
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ssh_remote_deploy/cleanup_script="#!/usr/bin/env bash
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kill $(pgrep -x -f \"{temp_dir}/{exe_name} {cmd_args}\")
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rm -rf \"{temp_dir}\""
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@@ -0,0 +1,10 @@
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extends Node2D
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func _process(delta: float) -> void:
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var speed := 100
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var input_direction := Input.get_vector("move_left", "move_right", "move_up", "move_down")
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var velocity := input_direction * speed
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position += velocity * delta
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var screen_size := get_viewport_rect().size
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position = position.clamp(Vector2.ZERO, screen_size)
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@@ -0,0 +1 @@
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uid://c2uf62j1im13p
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@@ -0,0 +1,9 @@
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[gd_scene load_steps=3 format=3 uid="uid://xpj7f3l1l51l"]
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[ext_resource type="Script" uid="uid://c2uf62j1im13p" path="res://game/entities/player.gd" id="1_xkeht"]
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[ext_resource type="PackedScene" uid="uid://dn44qgg4coedd" path="res://game/entities/ship.tscn" id="2_3a8sv"]
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[node name="Player" type="Node2D"]
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script = ExtResource("1_xkeht")
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[node name="Ship" parent="." instance=ExtResource("2_3a8sv")]
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@@ -0,0 +1,9 @@
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extends Node2D
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@export var size : Vector2
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func _ready() -> void:
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var texture := PlaceholderTexture2D.new()
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texture.size = size
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$Sprite2D.texture = texture
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@@ -0,0 +1 @@
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uid://cesibaqtrgotl
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@@ -0,0 +1,12 @@
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[gd_scene load_steps=2 format=3 uid="uid://dn44qgg4coedd"]
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[sub_resource type="GDScript" id="GDScript_3a8sv"]
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script/source = "class_name Ship
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extends Node2D
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"
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[node name="Ship" type="Node2D"]
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script = SubResource("GDScript_3a8sv")
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[node name="Sprite2D" type="Sprite2D" parent="."]
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+20
-20
@@ -7,32 +7,32 @@ var _current_passage: Node
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func _ready() -> void:
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_current_passage = load("res://game/passage.tscn").instantiate()
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add_child(_current_passage)
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func _input(event: InputEvent) -> void:
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if event.is_action_pressed("pause"):
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_pause_game()
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_current_passage = load("res://game/passage.tscn").instantiate()
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add_child(_current_passage)
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func _input(event: InputEvent) -> void:
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if event.is_action_pressed("pause"):
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_pause_game()
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func _create_pause_menu() -> void:
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_pause_menu = load("res://menu/pause_menu.tscn").instantiate()
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add_child(_pause_menu)
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_pause_menu.continue_game.connect(_unpause_game)
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_pause_menu.show_main_menu.connect(_show_main_menu)
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_pause_menu = load("res://menu/pause_menu.tscn").instantiate()
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add_child(_pause_menu)
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_pause_menu.continue_game.connect(_unpause_game)
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_pause_menu.show_main_menu.connect(_show_main_menu)
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func _pause_game() -> void:
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get_tree().paused = true
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_create_pause_menu.call_deferred()
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get_tree().paused = true
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_create_pause_menu.call_deferred()
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func _unpause_game() -> void:
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get_tree().paused = false
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_pause_menu.queue_free()
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get_tree().paused = false
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_pause_menu.queue_free()
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func _show_main_menu() -> void:
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get_tree().paused = false
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show_main_menu.emit()
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get_tree().paused = false
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show_main_menu.emit()
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@@ -1 +1,8 @@
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extends Node
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func _ready() -> void:
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var player : Node2D = load("res://game/entities/player.tscn").instantiate()
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player.position = Vector2(100, 100)
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add_child(player)
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@@ -4,34 +4,34 @@ var _current_scene: Node
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func _ready() -> void:
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_show_main_menu()
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_show_main_menu()
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func _show_main_menu() -> void:
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if _current_scene != null:
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_current_scene.queue_free()
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var scene : Node = load("res://title_screen.tscn").instantiate()
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add_child(scene)
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scene.continue_game.connect(_continue_game)
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scene.new_game.connect(_new_game)
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scene.quit_game.connect(_quit)
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_current_scene = scene
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if _current_scene != null:
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_current_scene.queue_free()
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var scene : Node = load("res://title_screen.tscn").instantiate()
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add_child(scene)
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scene.continue_game.connect(_continue_game)
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scene.new_game.connect(_new_game)
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scene.quit_game.connect(_quit)
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_current_scene = scene
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func _continue_game() -> void:
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print("continue_game")
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print("continue_game")
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func _new_game() -> void:
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if _current_scene != null:
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_current_scene.queue_free()
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var scene : Node = load("res://game/game.tscn").instantiate()
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add_child(scene)
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scene.show_main_menu.connect(_show_main_menu)
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_current_scene = scene
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if _current_scene != null:
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_current_scene.queue_free()
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var scene : Node = load("res://game/game.tscn").instantiate()
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add_child(scene)
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scene.show_main_menu.connect(_show_main_menu)
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_current_scene = scene
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func _quit() -> void:
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get_tree().quit()
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get_tree().quit()
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@@ -12,93 +12,94 @@ var _config: ConfigFile
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var _fullscreen := false
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var fullscreen : bool:
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get:
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return _fullscreen
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set(value):
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_fullscreen = value
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_apply_video_settings()
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_save_settings()
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get:
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return _fullscreen
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set(value):
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_fullscreen = value
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_apply_video_settings()
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_save_settings()
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var _window_factor := 0
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var window_factor : int:
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get:
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return _window_factor
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set(value):
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_window_factor = value
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_apply_video_settings()
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_save_settings()
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get:
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return _window_factor
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set(value):
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_window_factor = value
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_apply_video_settings()
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_save_settings()
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func _ready() -> void:
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_load_settings()
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_apply_all_settings()
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_load_settings()
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_apply_all_settings()
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func _load_settings() -> void:
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_config = ConfigFile.new()
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if _config.load(CONFIG_FILE) == OK:
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_fullscreen = _config.get_value(CATEGORY_VIDEO, SETTING_FULLSCREEN, false)
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_window_factor = _config.get_value(CATEGORY_VIDEO, SETTING_WINDOW_FACTOR, 0)
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_config = ConfigFile.new()
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if _config.load(CONFIG_FILE) == OK:
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_fullscreen = _config.get_value(CATEGORY_VIDEO, SETTING_FULLSCREEN, false)
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_window_factor = _config.get_value(CATEGORY_VIDEO, SETTING_WINDOW_FACTOR, 0)
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_save_settings()
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_save_settings()
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func _save_settings() -> void:
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if _config == null:
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_config = ConfigFile.new()
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_config.set_value(CATEGORY_VIDEO, SETTING_FULLSCREEN, _fullscreen)
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_config.set_value(CATEGORY_VIDEO, SETTING_WINDOW_FACTOR, _window_factor)
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_config.save(CONFIG_FILE)
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if _config == null:
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_config = ConfigFile.new()
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_config.set_value(CATEGORY_VIDEO, SETTING_FULLSCREEN, _fullscreen)
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_config.set_value(CATEGORY_VIDEO, SETTING_WINDOW_FACTOR, _window_factor)
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_config.save(CONFIG_FILE)
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func _apply_all_settings() -> void:
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_apply_video_settings()
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_apply_video_settings()
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func _apply_video_settings() -> void:
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if _fullscreen:
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DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_FULLSCREEN)
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else:
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DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_WINDOWED)
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_apply_window_scale()
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if _fullscreen:
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DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_FULLSCREEN)
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else:
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DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_WINDOWED)
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_apply_window_scale()
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func _apply_window_scale() -> void:
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if _fullscreen: return
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var factors := [1, 2, 3, 4, 5, 6]
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var factor_index := _window_factor
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if factor_index >= factors.size():
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factor_index = 0
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var scale : int = factors[factor_index]
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var new_size := BASE_SIZE * scale
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var current_position := DisplayServer.window_get_position()
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var current_size := DisplayServer.window_get_size()
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var current_center := current_position + current_size / 2
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var new_position := current_center - new_size / 2
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DisplayServer.window_set_size(new_size)
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DisplayServer.window_set_position(new_position)
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_ensure_window_on_screen()
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if _fullscreen: return
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var factors := [1, 2, 3, 4, 5, 6]
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var factor_index := _window_factor
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if factor_index >= factors.size():
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factor_index = 0
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var scale : int = factors[factor_index]
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var new_size := BASE_SIZE * scale
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var current_position := DisplayServer.window_get_position()
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var current_size := DisplayServer.window_get_size()
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var current_center := current_position + current_size / 2
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var new_position := current_center - new_size / 2
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DisplayServer.window_set_size(new_size)
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DisplayServer.window_set_position(new_position)
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_ensure_window_on_screen()
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func _ensure_window_on_screen() -> void:
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if _fullscreen: return
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var window_position := DisplayServer.window_get_position()
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var window_size := DisplayServer.window_get_size()
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var screen_size := DisplayServer.screen_get_size()
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var new_x : int = clamp(window_position.x, 0, screen_size.x - window_size.x)
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var new_y : int = clamp(window_position.y, 0, screen_size.y - window_size.y)
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if new_x != window_position.x or new_y != window_position.y:
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DisplayServer.window_set_position(Vector2i(new_x, new_y))
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if _fullscreen: return
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var window_position := DisplayServer.window_get_position()
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var window_size := DisplayServer.window_get_size()
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var screen_size := DisplayServer.screen_get_size()
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||||
|
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var new_x : int = clamp(window_position.x, 0, screen_size.x - window_size.x)
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var new_y : int = clamp(window_position.y, 0, screen_size.y - window_size.y)
|
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|
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if new_x != window_position.x or new_y != window_position.y:
|
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DisplayServer.window_set_position(Vector2i(new_x, new_y))
|
||||
|
||||
+3
-3
@@ -4,8 +4,8 @@ signal show_main_menu
|
||||
|
||||
|
||||
func _ready() -> void:
|
||||
$%MainMenuButton.grab_focus()
|
||||
|
||||
$%MainMenuButton.grab_focus()
|
||||
|
||||
|
||||
func _on_main_menu_button_pressed() -> void:
|
||||
show_main_menu.emit()
|
||||
show_main_menu.emit()
|
||||
|
||||
+18
-18
@@ -6,39 +6,39 @@ signal quit_game
|
||||
signal show_options
|
||||
|
||||
func _ready() -> void:
|
||||
_init_focus()
|
||||
_setup_neighbors()
|
||||
_init_focus()
|
||||
_setup_neighbors()
|
||||
|
||||
|
||||
func _init_focus() -> void:
|
||||
if $%ContinueButton.disabled:
|
||||
$%StartButton.grab_focus()
|
||||
else:
|
||||
$%ContinueButton.grab_focus()
|
||||
if $%ContinueButton.disabled:
|
||||
$%StartButton.grab_focus()
|
||||
else:
|
||||
$%ContinueButton.grab_focus()
|
||||
|
||||
|
||||
func _setup_neighbors() -> void:
|
||||
if $%ContinueButton.disabled:
|
||||
$%ContinueButton.focus_neighbor_top = ""
|
||||
$%StartButton.focus_neighbor_top = $%QuitButton.get_path()
|
||||
$%QuitButton.focus_neighbor_bottom = $%StartButton.get_path()
|
||||
else:
|
||||
$%ContinueButton.focus_neighbor_top = $%QuitButton.get_path()
|
||||
$%StartButton.focus_neighbor_top = ""
|
||||
$%QuitButton.focus_neighbor_bottom = $%ContinueButton.get_path()
|
||||
if $%ContinueButton.disabled:
|
||||
$%ContinueButton.focus_neighbor_top = ""
|
||||
$%StartButton.focus_neighbor_top = $%QuitButton.get_path()
|
||||
$%QuitButton.focus_neighbor_bottom = $%StartButton.get_path()
|
||||
else:
|
||||
$%ContinueButton.focus_neighbor_top = $%QuitButton.get_path()
|
||||
$%StartButton.focus_neighbor_top = ""
|
||||
$%QuitButton.focus_neighbor_bottom = $%ContinueButton.get_path()
|
||||
|
||||
|
||||
func _on_continue_button_pressed() -> void:
|
||||
continue_game.emit()
|
||||
continue_game.emit()
|
||||
|
||||
|
||||
func _on_start_button_pressed() -> void:
|
||||
new_game.emit()
|
||||
new_game.emit()
|
||||
|
||||
|
||||
func _on_options_button_pressed() -> void:
|
||||
show_options.emit()
|
||||
show_options.emit()
|
||||
|
||||
|
||||
func _on_quit_button_pressed() -> void:
|
||||
quit_game.emit()
|
||||
quit_game.emit()
|
||||
|
||||
+17
-17
@@ -5,43 +5,43 @@ signal show_main_menu
|
||||
|
||||
|
||||
func _ready() -> void:
|
||||
_load_current_settings()
|
||||
_init_focus()
|
||||
_setup_neighbors()
|
||||
|
||||
_load_current_settings()
|
||||
_init_focus()
|
||||
_setup_neighbors()
|
||||
|
||||
|
||||
func _init_focus() -> void:
|
||||
$%FullscreenCheckButton.grab_focus()
|
||||
$%FullscreenCheckButton.grab_focus()
|
||||
|
||||
|
||||
func _setup_neighbors() -> void:
|
||||
$%CreditsButton.focus_neighbor_left = $%BackButton.get_path()
|
||||
$%BackButton.focus_neighbor_right = $%CreditsButton.get_path()
|
||||
$%CreditsButton.focus_neighbor_left = $%BackButton.get_path()
|
||||
$%BackButton.focus_neighbor_right = $%CreditsButton.get_path()
|
||||
|
||||
|
||||
func _load_current_settings() -> void:
|
||||
$%FullscreenCheckButton.button_pressed = SettingsManager.fullscreen
|
||||
$%WindowFactorOptionButton.selected = SettingsManager.window_factor
|
||||
_update_window_factor_disabled()
|
||||
$%FullscreenCheckButton.button_pressed = SettingsManager.fullscreen
|
||||
$%WindowFactorOptionButton.selected = SettingsManager.window_factor
|
||||
_update_window_factor_disabled()
|
||||
|
||||
|
||||
func _update_window_factor_disabled() -> void:
|
||||
$%WindowFactorOptionButton.disabled = SettingsManager.fullscreen
|
||||
$%WindowFactorOptionButton.disabled = SettingsManager.fullscreen
|
||||
|
||||
|
||||
func _on_fullscreen_check_button_toggled(toggled: bool) -> void:
|
||||
SettingsManager.fullscreen = toggled
|
||||
_update_window_factor_disabled()
|
||||
SettingsManager.fullscreen = toggled
|
||||
_update_window_factor_disabled()
|
||||
|
||||
|
||||
func _on_window_factor_option_button_item_selected(index: int) -> void:
|
||||
if not SettingsManager.fullscreen:
|
||||
SettingsManager.window_factor = index
|
||||
if not SettingsManager.fullscreen:
|
||||
SettingsManager.window_factor = index
|
||||
|
||||
|
||||
func _on_credits_button_pressed() -> void:
|
||||
show_credits.emit()
|
||||
show_credits.emit()
|
||||
|
||||
|
||||
func _on_back_button_pressed() -> void:
|
||||
show_main_menu.emit()
|
||||
show_main_menu.emit()
|
||||
|
||||
+7
-7
@@ -5,22 +5,22 @@ signal show_main_menu
|
||||
|
||||
|
||||
func _ready() -> void:
|
||||
_init_focus()
|
||||
_setup_neighbors()
|
||||
_init_focus()
|
||||
_setup_neighbors()
|
||||
|
||||
|
||||
func _init_focus() -> void:
|
||||
$%ContinueButton.grab_focus()
|
||||
$%ContinueButton.grab_focus()
|
||||
|
||||
|
||||
func _setup_neighbors() -> void:
|
||||
$%ContinueButton.focus_neighbor_top = $%MainMenuButton.get_path()
|
||||
$%MainMenuButton.focus_neighbor_bottom = $%ContinueButton.get_path()
|
||||
$%ContinueButton.focus_neighbor_top = $%MainMenuButton.get_path()
|
||||
$%MainMenuButton.focus_neighbor_bottom = $%ContinueButton.get_path()
|
||||
|
||||
|
||||
func _on_continue_button_pressed() -> void:
|
||||
continue_game.emit()
|
||||
continue_game.emit()
|
||||
|
||||
|
||||
func _on_main_menu_button_pressed() -> void:
|
||||
show_main_menu.emit()
|
||||
show_main_menu.emit()
|
||||
|
||||
+34
-35
@@ -8,51 +8,50 @@ var _current_scene: Node
|
||||
|
||||
|
||||
func _ready() -> void:
|
||||
_show_main_menu()
|
||||
_show_main_menu()
|
||||
|
||||
|
||||
func _show_main_menu() -> void:
|
||||
if _current_scene != null:
|
||||
_current_scene.queue_free()
|
||||
|
||||
var scene : Node = load("res://menu/main_menu.tscn").instantiate()
|
||||
add_child(scene)
|
||||
scene.continue_game.connect(_continue_game)
|
||||
scene.new_game.connect(_new_game)
|
||||
scene.show_options.connect(_show_options)
|
||||
scene.quit_game.connect(_quit_game)
|
||||
_current_scene = scene
|
||||
|
||||
if _current_scene != null:
|
||||
_current_scene.queue_free()
|
||||
|
||||
var scene : Node = load("res://menu/main_menu.tscn").instantiate()
|
||||
add_child(scene)
|
||||
scene.continue_game.connect(_continue_game)
|
||||
scene.new_game.connect(_new_game)
|
||||
scene.show_options.connect(_show_options)
|
||||
scene.quit_game.connect(_quit_game)
|
||||
_current_scene = scene
|
||||
|
||||
|
||||
func _continue_game() -> void:
|
||||
continue_game.emit()
|
||||
|
||||
continue_game.emit()
|
||||
|
||||
|
||||
func _new_game() -> void:
|
||||
new_game.emit()
|
||||
|
||||
|
||||
new_game.emit()
|
||||
|
||||
|
||||
func _quit_game() -> void:
|
||||
quit_game.emit()
|
||||
|
||||
quit_game.emit()
|
||||
|
||||
|
||||
func _show_options() -> void:
|
||||
if _current_scene != null:
|
||||
_current_scene.queue_free()
|
||||
|
||||
var scene : Node = load("res://menu/options.tscn").instantiate()
|
||||
add_child(scene)
|
||||
scene.show_main_menu.connect(_show_main_menu)
|
||||
scene.show_credits.connect(_show_credits)
|
||||
_current_scene = scene
|
||||
if _current_scene != null:
|
||||
_current_scene.queue_free()
|
||||
|
||||
var scene : Node = load("res://menu/options.tscn").instantiate()
|
||||
add_child(scene)
|
||||
scene.show_main_menu.connect(_show_main_menu)
|
||||
scene.show_credits.connect(_show_credits)
|
||||
_current_scene = scene
|
||||
|
||||
|
||||
func _show_credits() -> void:
|
||||
if _current_scene != null:
|
||||
_current_scene.queue_free()
|
||||
|
||||
var scene : Node = load("res://menu/credits.tscn").instantiate()
|
||||
add_child(scene)
|
||||
scene.show_main_menu.connect(_show_main_menu)
|
||||
_current_scene = scene
|
||||
|
||||
if _current_scene != null:
|
||||
_current_scene.queue_free()
|
||||
|
||||
var scene : Node = load("res://menu/credits.tscn").instantiate()
|
||||
add_child(scene)
|
||||
scene.show_main_menu.connect(_show_main_menu)
|
||||
_current_scene = scene
|
||||
|
||||
Reference in New Issue
Block a user