extends Control const gamepadtest = preload("res://gamepad.gd") func _ready(): #Input.set_mouse_mode(Input.MOUSE_MODE_HIDDEN) $VBoxContainer/Thisfirst.grab_focus() # Called every frame. 'delta' is the elapsed time since the previous frame. func _process(delta): pass func _input(event): gamepadtest.new(event) if Input.is_action_just_pressed("ui_cancel"): get_tree().change_scene("res://levels/ui/tmenu.tscn") # Mouse in viewport coordinates. # if Input.is_key_pressed(KEY_ENTER) || Input.is_joy_button_pressed(0,JOY_BUTTON_B): #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_exit_pressed(): get_tree().change_scene("res://levels/ui/tmenu.tscn") #pass # Replace with function body. func _on_noob_pressed(): _statrebase() Global.dificulty = 1 _reset() get_tree().change_scene("res://levels/ui/Cutscenes.tscn") #pass # Replace with function body. func _on_thisfirst_pressed(): _statrebase() Global.dificulty = 2 _reset() get_tree().change_scene("res://levels/ui/Cutscenes.tscn") #pass # Replace with function body. func _on_challenge_pressed(): _statrebase() Global.dificulty = 3 _reset() get_tree().change_scene("res://levels/ui/Cutscenes.tscn") func _on_maniac_pressed(): _statrebase() Global.dificulty = 4 _reset() get_tree().change_scene("res://levels/ui/Cutscenes.tscn") func _statrebase(): for i in 4: if Global.party[i][0] != null: for j in 7: Global.cstats[Global.party[i][0]][j] = Global.basestats[Global.party[i][0]][j] * Global.level[Global.dparty[i][0]] func _reset(): Global.quest = [0, 0, 0, 0, 0, 0] Global.cplace = [1, 11, 19] Global.live = 1 Global.cpchar = 0 Global.party = [[0,0], [null,null], [null,null], [null,null]] Global.ccutscene = 0