extends Node2D var presscontinue var result var rmusic := AudioStreamPlayer.new() var wait # Called when the node enters the scene tree for the first time. func _ready(): Global.result[1] = Time.get_ticks_msec() - Global.wait result = $Label presscontinue = $Label2 var previoustime var minute = float(Global.result[1] / 60000) var second = (Global.result[1] / 1000) - (minute*60) var msecond = Global.result[1] - (second*1000) - (minute*60000) result.set_text("Defeated enemies: "+str(Global.result[0])+"\nClear time: "+str(minute)+":"+str(second)+":"+str(msecond)+"\nCharged skill uses: 0\nDamage received: "+str(Global.result[3])+"\nEarned experience: 0") Global.result = [0, 0, 0, 0, 0] updatehud() Input.set_mouse_mode(Input.MOUSE_MODE_HIDDEN) add_child(rmusic) var titlemusic = load(Global.musictracks[7]) rmusic.stream = titlemusic rmusic.mix_target = 1 rmusic.play(0) 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): updatehud() # Mouse in viewport coordinates. if Input.is_action_just_pressed("ui_accept") || Input.is_action_just_pressed("mclick"): #print("Mouse Click/Unclick at: ", event.position) _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("res://levels/ui/scene.tscn") else: if Global.cplace == [1, 1, 17]: Global.cplace = [0, 0, 0] get_tree().change_scene("res://backgounds/wip.tscn") else: Global.cplace = [0, 0, 0] get_tree().change_scene("res://levels/ui/gameplay.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"))