extends Control const gamepadtest = preload("res://gamepad.gd") const savegame = preload("res://save.gd") func _ready(): #Input.set_mouse_mode(Input.MOUSE_MODE_HIDDEN) $VBoxContainer/Slot1.grab_focus() # 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("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("res://levels/ui/savefile.tscn") func _on_slot_1_pressed() -> void: savegame.new(1, false) _on_back_pressed() func _on_slot_2_pressed() -> void: savegame.new(2, false) _on_back_pressed() func _on_slot_3_pressed() -> void: savegame.new(3, false) _on_back_pressed() func _on_slot_4_pressed() -> void: savegame.new(4, false) _on_back_pressed() func _on_slot_5_pressed() -> void: savegame.new(5, false) _on_back_pressed() func _on_slot_6_pressed() -> void: savegame.new(6, false) _on_back_pressed() func _on_slot_7_pressed() -> void: savegame.new(7, false) _on_back_pressed() func _on_slot_8_pressed() -> void: savegame.new(8, false) _on_back_pressed()