101 lines
2.2 KiB
GDScript3
101 lines
2.2 KiB
GDScript3
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extends Control
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const gamepadtest = preload("res://gamepad.gd")
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const savegame = preload("res://save.gd")
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func _ready():
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#Input.set_mouse_mode(Input.MOUSE_MODE_HIDDEN)
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$VBoxContainer/Ram.grab_focus()
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta):
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pass
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func _level():
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# This is like autoloading the scene, only
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# it happens after already loading the main scene.
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get_tree().change_scene_to_file("res://backgounds/disclaimer.tscn")
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#Global.live = 1
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#Global.gamelevel = randi() % 3
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#if Global.gamelevel == 0:
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# get_tree().change_scene_to_file("res://backgounds/galaxy.tscn")
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#elif Global.gamelevel == 1:
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# get_tree().change_scene_to_file("res://backgounds/wormhole.tscn")
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#else:
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# get_tree().change_scene_to_file("res://backgounds/abstract.tscn")
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#get_tree().root.add_child(title)
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#get_tree().root.remove_child(boot)
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#boot.queue_free()
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func _input(event):
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gamepadtest.new(event)
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# Mouse in viewport coordinates.
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if Input.is_action_just_pressed("ui_cancel"):
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_on_back_pressed()
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#print("Mouse Click/Unclick at: ", event.position)
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# if highlighted == 1:
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# _on_debug_pressed()
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# if highlighted == 2:
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# _on_exit_pressed()
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# else:
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# _on_start_pressed()
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# elif Input.is_action_pressed("ui_up"):
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# focus_next
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func _on_back_pressed():
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get_tree().change_scene_to_file("res://levels/ui/savefile.tscn")
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func _on_ram_pressed() -> void:
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Global.dificulty = 0
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Global.quest = [0, 0, 0, 0, 0, 0]
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Global.cplace = [1, 11, 19]
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Global.live = 0
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Global.cpchar = 0
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Global.party = [[0,0], [null,null], [null,null], [null,null]]
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Global.ccutscene = 0
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_on_back_pressed()
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func _on_slot_1_pressed() -> void:
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savegame.new(1, true)
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_on_back_pressed()
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func _on_slot_2_pressed() -> void:
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savegame.new(2, true)
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_on_back_pressed()
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func _on_slot_3_pressed() -> void:
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savegame.new(3, true)
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_on_back_pressed()
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func _on_slot_4_pressed() -> void:
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savegame.new(4, true)
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_on_back_pressed()
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func _on_slot_5_pressed() -> void:
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savegame.new(5, true)
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_on_back_pressed()
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func _on_slot_6_pressed() -> void:
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savegame.new(6, true)
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_on_back_pressed()
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func _on_slot_7_pressed() -> void:
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savegame.new(7, true)
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_on_back_pressed()
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func _on_slot_8_pressed() -> void:
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savegame.new(8, true)
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_on_back_pressed()
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