blob: bacb7091fc6432f0fccaa4cffd991495cdf98dbd (
plain) (
tree)
|
|
extends Node2D
const NUM_LEVELS = 3
# level control
var current_level_id = 0
var levels = []
var post_game = false
var scenes = [
# preload("res://Nodes/levels/level1/level1.tscn"),
# preload("res://Nodes/levels/level2/level2.tscn")
preload("res://Nodes/Level_test.tscn")
]
# Called when the node enters the scene tree for the first time.
func _ready():
# $JinglePlayer.stream.loop_mode = AudioStream.LOOP_DISABLED
load_scene_by_index(0)
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
if Input.is_action_just_pressed("ui_cancel"):
close_scoreboard()
get_tree().paused = true
$PausePopup.show()
Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
func _on_QuitButton_pressed():
get_tree().quit()
func _on_ResumeButton_pressed():
print('aaaa')
$PausePopup.hide()
get_tree().paused = false
Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
func _on_MainMenuButton_pressed():
get_tree().paused = false
get_tree().change_scene_to_file("res://Nodes/main_menu.tscn")
func end_level():
open_scoreboard()
# evaluate_player(current_strokes, PAR[current_level_id])
$BGMPLayer.stream_paused = true
$JinglePlayer.play()
post_game = true
func open_scoreboard():
# strokes_per_level[current_level_id] = current_strokes
# $Scoreboard.update_values(strokes_per_level, PAR)
# $Scoreboard.show()
pass
func close_scoreboard():
# $Scoreboard.hide()
pass
func is_post_game():
return post_game
func next_level():
post_game = false
current_level_id += 1
if current_level_id >= NUM_LEVELS:
get_tree().change_scene("res://scenes/levels/MainMenu.tscn")
return
load_scene_by_index(current_level_id)
close_scoreboard()
$Evaluation.hide()
$BGMPLayer.stream_paused = false
$JinglePlayer.stop()
func evaluate_player(strokes, par):
$Evaluation/EvaluationLabel.text = "%d Seconds" % 42
$Evaluation.show()
func _on_JinglePlayer_finished():
$BGMPLayer.stream_paused = false
func load_scene_by_index(index):
# clear level
for n in $LoadedLevel.get_children():
$LoadedLevel.remove_child(n)
n.queue_free()
# add new level
var instance = scenes[index].instantiate()
$LoadedLevel.add_child(instance)
|