First_Person_Slapper/Start.gd
MarcEricMartel fb375e43e9 Hell yeah
2022-10-12 20:43:46 -04:00

74 lines
2.0 KiB
GDScript

extends Control
var ingame = false
onready var NewGame = $"New Game"
onready var QuitGame = $"Quit Game"
onready var QuitDesktop = $"Quit to Desktop"
onready var MMusic = $"MenuMusic"
onready var CurrentLevel = $"../../Level"
onready var CurrLevelMenu = $"Level"
onready var Timer = $Timer
onready var Levels = {
"lvl1": "Level 1 - What did the five fingers say to the face? SLAP!",
"lvl2": "Level 2 - Something in the way...",
"lvl3": "Level 3 - But not too straight.",
"lvl4": "Level 4 - Memento Mori.",
"lvl5": "Level 5 - Hide and Slap.",
"lvl6": "Level 6 - Please remain calm.",
"lvl7": "Level 7 - Measure twice, slap once.",
"lvl8": "Level 8 - Iiiiiiiiiiiiii just want to fly!",
"lvl9": "Level 9 - Is it safe?",
"lvl10": "Level 10 - ",
"lvl11": "Level 11 - I believe in a thing called BONK!",
"Spatial" : "I am Error.",
"" : "I also am Error."
}
func _ready():
CurrLevelMenu.text = Levels[get_tree().get_current_scene().get_name()]
CurrentLevel.text = CurrLevelMenu.text
QuitGame.hide()
QuitDesktop.margin_top -= 44
QuitDesktop.margin_bottom -= 44
MMusic.play()
get_parent().show()
get_tree().paused = true
Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
func _on_Quit_to_Desktop_Button_pressed():
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
get_tree().paused = false
get_tree().change_scene("res://Scenes/End.tscn")
func _on_New_Game_pressed():
get_parent().hide()
if !ingame:
CurrentLevel.show()
Timer.start()
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
get_tree().paused = false
ingame = true
MMusic.stop()
if get_tree().get_current_scene().get_node("Music"):
get_tree().get_current_scene().get_node("Music").play()
func openMenu():
if (ingame):
NewGame.set_text("Continue Game")
QuitGame.show();
QuitDesktop.margin_top = 664
QuitDesktop.margin_bottom = 708
get_parent().show()
get_tree().paused = true
Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
func _on_Quit_Game_pressed():
get_tree().reload_current_scene()
func _on_Timer_timeout():
CurrentLevel.hide()