extends Control const gamepadtest = preload("res://gamepad.gd") var vsync var fullscreen var xw var gldrv func _ready(): vsync = $VBoxContainer/L20 fullscreen = $VBoxContainer/Lilytest xw = $VBoxContainer/Dialogtest gldrv = $VBoxContainer/Bullethell #Input.set_mouse_mode(Input.MOUSE_MODE_HIDDEN) $VBoxContainer/L20.grab_focus() if DisplayServer.window_get_vsync_mode() == 1: vsync.set_text(tr("SETTING_VSYNCT")) else: vsync.set_text(tr("SETTING_VSYNCF")) if DisplayServer.window_get_mode() == 3: fullscreen.set_text(tr("SETTING_FULLSCREEN")) else: fullscreen.set_text(tr("SETTING_WINDOWED")) # Called every frame. 'delta' is the elapsed time since the previous frame. func _process(delta): pass func _level(): # This is like autoloading the scene, only # it happens after already loading the main scene. get_tree().change_scene_to_file("res://backgounds/disclaimer.tscn") #Global.live = 1 #Global.gamelevel = randi() % 3 #if Global.gamelevel == 0: # get_tree().change_scene_to_file("res://backgounds/galaxy.tscn") #elif Global.gamelevel == 1: # get_tree().change_scene_to_file("res://backgounds/wormhole.tscn") #else: # get_tree().change_scene_to_file("res://backgounds/abstract.tscn") #get_tree().root.add_child(title) #get_tree().root.remove_child(boot) #boot.queue_free() func _input(event): gamepadtest.new(event) # Mouse in viewport coordinates. if Input.is_action_just_pressed("ui_cancel"): _on_back_pressed() #print("Mouse Click/Unclick at: ", event.position) # if highlighted == 1: # _on_debug_pressed() # if highlighted == 2: # _on_exit_pressed() # else: # _on_start_pressed() # elif Input.is_action_pressed("ui_up"): # focus_next func _on_back_pressed(): get_tree().change_scene_to_file("res://levels/ui/tmenu.tscn") func _on_l_20_pressed(): if DisplayServer.window_get_vsync_mode() == 1: DisplayServer.window_set_vsync_mode(0) vsync.set_text(tr("SETTING_VSYNCF")) else: DisplayServer.window_set_vsync_mode(1) vsync.set_text(tr("SETTING_VSYNCT")) func _on_lilytest_pressed() -> void: if DisplayServer.window_get_mode() == 3: DisplayServer.window_set_mode(0) fullscreen.set_text(tr("SETTING_WINDOWED")) else: DisplayServer.window_set_mode(3) fullscreen.set_text(tr("SETTING_FULLSCREEN")) func _on_dialogtest_pressed() -> void: get_tree().change_scene_to_file("res://levels/ui/debug.tscn") func _on_bullethell_pressed() -> void: get_tree().change_scene_to_file("res://levels/ui/savefile.tscn")