extends Node2D var presscontinue const gamepadtest = preload("res://gamepad.gd") var rmusic := AudioStreamPlayer.new() var wait # Called when the node enters the scene tree for the first time. func _ready(): presscontinue = $Label2 updatehud() #Input.set_mouse_mode(Input.MOUSE_MODE_HIDDEN) add_child(rmusic) var titlemusic = load(Global.musictracks[1]) rmusic.stream = titlemusic rmusic.mix_target = 1 rmusic.play(0) rmusic.bus = "Music" wait = Time.get_ticks_msec() #pass # Replace with function body. # Called every frame. 'delta' is the elapsed time since the previous frame. func _process(delta): pass func _input(event): gamepadtest.new(event) updatehud() # Mouse in viewport coordinates. if Input.is_action_just_pressed("ui_accept"): #print("Mouse Click/Unclick at: ", event.position) get_tree().change_scene("res://title.tscn") #_title() func _title(): # This is like autoloading the scene, only # it happens after already loading the main scene. if Global.debug: get_tree().change_scene_to_file("res://titl") else: get_tree().change_scene_to_file("res://levels/ui/credits.tscn") #get_tree().root.add_child(title) #get_tree().root.remove_child(boot) #boot.queue_free() func updatehud(): if Global.gamepad == 0: presscontinue.set_text(tr("TEXT_CONTINUE_KB")) elif Global.gamepad == 1: presscontinue.set_text(tr("TEXT_CONTINUE_US")) elif Global.gamepad == 2: presscontinue.set_text(tr("TEXT_CONTINUE_JA")) elif Global.gamepad == 3: presscontinue.set_text(tr("TEXT_CONTINUE_GEO"))