extends Control const gamepadtest = preload("res://gamepad.gd") var startbutton func _ready(): startbutton = $VBoxContainer/Start #Input.set_mouse_mode(Input.MOUSE_MODE_HIDDEN) $VBoxContainer/Load.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/wip.tscn") #Global.live = 1 #Global.gamelevel = randi() % 3 #if Global.gamelevel == 0: # get_tree().change_scene("res://backgounds/galaxy.tscn") #elif Global.gamelevel == 1: # get_tree().change_scene("res://backgounds/wormhole.tscn") #else: # get_tree().change_scene("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) if Input.is_action_just_pressed("ui_cancel"): _on_back_pressed() # 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_load_pressed() -> void: get_tree().change_scene("res://levels/ui/load.tscn") func _on_save_pressed() -> void: get_tree().change_scene("res://levels/ui/save.tscn") func _on_erase_pressed() -> void: get_tree().change_scene("res://levels/ui/erase.tscn") func _on_back_pressed() -> void: get_tree().change_scene("res://levels/ui/settings.tscn")