extends Node2D # Called when the node enters the scene tree for the first time. var wormhole = load("res://levels/wormhole.tscn").instantiate() var wait func _ready(): get_tree().root.add_child.call_deferred(wormhole) 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() - wait) >= 1000 && (Input.is_key_pressed(KEY_R) || 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) || 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)): #print("Mouse Click/Unclick at: ", event.position) _title() if Global.live == 0: _title() #pass func _title(): # This is like autoloading the scene, only # it happens after already loading the main scene. get_tree().root.remove_child(wormhole) get_tree().change_scene_to_file("res://title.tscn") #get_tree().root.add_child(title) #get_tree().root.remove_child(boot) #boot.queue_free()