extends Node2D var level var player var music var bgsound := AudioStreamPlayer.new() var sfx1 := AudioStreamPlayer.new() var musictrack var isboss var press = false var bhud = load("res://levels/bottomhud.tscn").instance() var ishud = true # Called when the node enters the scene tree for the first time. func _ready(): Global.live = 1 add_child(bgsound) add_child(sfx1) level = load(Global.cutscenes[Global.ccutscene][0]).instance() musictrack = Global.musictracks[Global.cutscenes[Global.ccutscene][2]] music = load(musictrack) call_deferred("_level") call_deferred("_bhud") #get_tree().root.add_child.call_deferred(player) bgsound.stream = music bgsound.mix_target = 1 bgsound.play(0) # Called every frame. 'delta' is the elapsed time since the previous frame. #func _process(delta): #Global.xm = 0 #Global.ym = 0 #var velocity = Vector2.ZERO #if Global.live == 1 && !Input.is_key_pressed(KEY_V) && !Input.is_joy_button_pressed(0,JOY_BUTTON_RIGHT_SHOULDER): # if Input.get_joy_axis(0,JOY_AXIS_LEFT_X) > 0.2 || Input.get_joy_axis(0,JOY_AXIS_LEFT_Y) > 0.2 || Input.get_joy_axis(0,JOY_AXIS_LEFT_X) < -0.2 || Input.get_joy_axis(0,JOY_AXIS_LEFT_Y) < -0.2: # Global.xm = Input.get_joy_axis(0,JOY_AXIS_LEFT_X) # Global.ym = Input.get_joy_axis(0,JOY_AXIS_LEFT_Y) # else: # if Input.is_action_pressed("ui_left"): # Global.xm = -1 # if Input.is_action_pressed("ui_right"): # Global.xm = 1 # if Input.is_action_pressed("ui_up"): # Global.ym = -1 # if Input.is_action_pressed("ui_down"): # Global.ym = 1 #velocity = (Vector2.RIGHT.rotated(rotation) * -100 * Global.xm * delta)-Vector2.UP.rotated(rotation) * -100 * Global.ym * delta func _input(event): if (Input.is_action_just_pressed("ui_accept") || Input.is_action_just_pressed("mclick")) && !press: press = true if (Input.is_action_just_released("ui_accept") || Input.is_action_just_released("mclick")) && press: if Global.cutscenes[Global.ccutscene][3]: var ccutscene = Global.ccutscene Global.ccutscene = null get_tree().root.remove_child(bhud) get_tree().root.remove_child(level) bgsound.stop() if Global.debug: get_tree().change_scene("res://levels/ui/scene.tscn") else: get_tree().change_scene(Global.cutscenes[ccutscene][1]) else: Global.ccutscene += 1 get_tree().root.remove_child(level) level = load(Global.cutscenes[Global.ccutscene][0]).instance() if musictrack != Global.musictracks[Global.cutscenes[Global.ccutscene][2]]: bgsound.stop() musictrack = Global.musictracks[Global.cutscenes[Global.ccutscene][2]] music = load(musictrack) bgsound.stream = music bgsound.play(0) call_deferred("_level") press = false #if (Global.live == 1 && (Input.is_key_pressed(KEY_V) && Input.is_key_pressed(KEY_UP)) ||(Input.is_joy_button_pressed(0,JOY_BUTTON_RIGHT_SHOULDER) && Input.is_joy_button_pressed(0,JOY_BUTTON_DPAD_UP))): # if Global.debug: # if Global.dparty[0][0] != null: # Global.dcpchar = 0 # else: # if Global.party[0][0] != null: # Global.cpchar = 0 #elif (Global.live == 1 && (Input.is_key_pressed(KEY_V) && Input.is_key_pressed(KEY_RIGHT)) ||(Input.is_joy_button_pressed(0,JOY_BUTTON_RIGHT_SHOULDER) && Input.is_joy_button_pressed(0,JOY_BUTTON_DPAD_RIGHT))): # if Global.debug: # if Global.dparty[1][0] != null: # Global.dcpchar = 1 # else: # if Global.party[1][0] != null: # Global.cpchar = 1 #elif (Global.live == 1 && (Input.is_key_pressed(KEY_V) && Input.is_key_pressed(KEY_DOWN)) ||(Input.is_joy_button_pressed(0,JOY_BUTTON_RIGHT_SHOULDER) && Input.is_joy_button_pressed(0,JOY_BUTTON_DPAD_DOWN))): # if Global.debug: # if Global.dparty[2][0] != null: # Global.dcpchar = 2 # else: # if Global.party[2][0] != null: # Global.cpchar = 2 #elif (Global.live == 1 && (Input.is_key_pressed(KEY_V) && Input.is_key_pressed(KEY_LEFT)) ||(Input.is_joy_button_pressed(0,JOY_BUTTON_RIGHT_SHOULDER) && Input.is_joy_button_pressed(0,JOY_BUTTON_DPAD_LEFT))): # if Global.debug: # if Global.dparty[3][0] != null: # Global.dcpchar = 3 # else: # if Global.party[3][0] != null: # Global.cpchar = 3 #if Global.bossready: # Global.bossready = false # sfx1.stream = load(Global.sfxtracks[1]) # sfx1.play(0) # bgsound.play(0) func _level(): get_tree().root.add_child(level) func _bhud(): get_tree().root.add_child(bhud)