extends Node2D var level var player var music var bgsound := AudioStreamPlayer.new() var musictrack var isboss # Called when the node enters the scene tree for the first time. func _ready(): add_child(bgsound) if Global.debug: level = load(Global.places[Global.dplace[0]][Global.dplace[1]][Global.dplace[2]][0]).instantiate() player = load(Global.pchars[Global.dcpchar]).instantiate() musictrack = Global.musictracks[Global.places[Global.dplace[0]][Global.dplace[1]][Global.dplace[2]][3]] isboss = Global.places[Global.dplace[0]][Global.dplace[1]][Global.dplace[2]][4] else: level = load(Global.places[Global.cplace[0]][Global.cplace[1]][Global.cplace[2]][0]).instantiate() player = load(Global.pchars[Global.cpchar]).instantiate() musictrack = Global.musictracks[Global.places[Global.cplace[0]][Global.cplace[1]][Global.cplace[2]][3]] isboss = Global.places[Global.cplace[0]][Global.cplace[1]][Global.cplace[2]][4] if Global.cspawnarea[0] != null && Global.cspawnarea[0] != null: player.position.x = Global.cspawnarea[0] player.position.y = Global.cspawnarea[1] elif Global.debug: player.position.x = Global.places[Global.dplace[0]][Global.dplace[1]][Global.dplace[2]][1] player.position.y = Global.places[Global.dplace[0]][Global.dplace[1]][Global.dplace[2]][2] else: player.position.x = Global.places[Global.cplace[0]][Global.cplace[1]][Global.cplace[2]][1] player.position.y = Global.places[Global.cplace[0]][Global.cplace[1]][Global.cplace[2]][2] music = load(musictrack) get_tree().root.add_child.call_deferred(level) get_tree().root.add_child.call_deferred(player) bgsound.stream = music if !isboss: bgsound.play(0) # Called every frame. 'delta' is the elapsed time since the previous frame. func _process(delta): pass func _input(event): if Input.is_key_pressed(KEY_ESCAPE) || Input.is_joy_button_pressed(0,JOY_BUTTON_BACK): get_tree().root.remove_child(player) get_tree().root.remove_child(level) if Global.debug: get_tree().change_scene_to_file("res://levels/ui/scene.tscn") else: get_tree().change_scene_to_file("res://title.tscn")