extends Node2D # Called when the node enters the scene tree for the first time. var abstract = load("res://levels/abstract.tscn").instance() func _ready(): call_deferred("_level") Global.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): if Time.get_ticks_msec() - Global.wait > Global.timelimit: Global.live = 2 if Global.live == 0 || Input.is_action_just_pressed("ui_cancel"): _title() elif Global.live == 2: _crash() elif Global.live == 3: _complete() #pass func _title(): # This is like autoloading the scene, only # it happens after already loading the main scene. get_tree().root.remove_child(abstract) if Global.debug: get_tree().change_scene("res://levels/scene.tscn") else: get_tree().change_scene("res://title.tscn") #get_tree().root.add_child(title) #get_tree().root.remove_child(boot) #boot.queue_free() func _crash(): # This is like autoloading the scene, only # it happens after already loading the main scene. Global.time = Time.get_ticks_msec() - Global.wait yield(get_tree().create_timer(1.0), "timeout") #queue_free() get_tree().root.remove_child(abstract) get_tree().change_scene("res://backgounds/supernova.tscn") #get_tree().root.add_child(title) #get_tree().root.remove_child(boot) #boot.queue_free() func _complete(): # This is like autoloading the scene, only # it happens after already loading the main scene. Global.time = Time.get_ticks_msec() - Global.wait get_tree().root.remove_child(abstract) get_tree().change_scene("res://levels/credits.tscn") #get_tree().root.add_child(title) #get_tree().root.remove_child(boot) #boot.queue_free() func _level(): get_tree().root.add_child(abstract)