r3-next/title.gd

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GDScript3
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extends Control
# Called when the node enters the scene tree for the first time.
var bgsound := AudioStreamPlayer.new()
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var wait
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#var galaxy = preload("res://backgounds/galaxy.tscn").instantiate()
#var wormhole = preload("res://backgounds/wormhole.tscn").instantiate()
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func _ready():
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Global.gamelevel = null
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add_child(bgsound)
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var titlemusic = load("res://music/x-force.wav")
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bgsound.stream = titlemusic
bgsound.play(0)
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wait = Time.get_ticks_msec()
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#pass # Replace with function body.
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
pass
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func _input(event):
# Mouse in viewport coordinates.
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if (Time.get_ticks_msec() - wait) >= 1000 && (event is InputEventMouseButton || Input.is_joy_button_pressed(0,JOY_BUTTON_X) || Input.is_joy_button_pressed(0,JOY_BUTTON_Y) || Input.is_joy_button_pressed(0,JOY_BUTTON_A) || Input.is_joy_button_pressed(0,JOY_BUTTON_B)):
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#print("Mouse Click/Unclick at: ", event.position)
_level()
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elif (Time.get_ticks_msec() - wait) >= 1000 && (Input.is_key_pressed(KEY_ESCAPE) || Input.is_joy_button_pressed(0,JOY_BUTTON_BACK) || Input.is_joy_button_pressed(0,JOY_BUTTON_START) || Input.is_joy_button_pressed(0,JOY_BUTTON_RIGHT_SHOULDER) || Input.is_joy_button_pressed(0,JOY_BUTTON_LEFT_SHOULDER)):
get_tree().quit()
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func _level():
# This is like autoloading the scene, only
# it happens after already loading the main scene.
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Global.live = 1
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Global.gamelevel = randi() % 3
if Global.gamelevel == 0:
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get_tree().change_scene_to_file("res://backgounds/galaxy.tscn")
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elif Global.gamelevel == 1:
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get_tree().change_scene_to_file("res://backgounds/wormhole.tscn")
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else:
get_tree().change_scene_to_file("res://backgounds/abstract.tscn")
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#get_tree().root.add_child(title)
#get_tree().root.remove_child(boot)
#boot.queue_free()