Files
Embodiment/Main.gd

83 lines
2.4 KiB
GDScript

extends Node
export var splash_screen_path: String
export var main_menu_path: String
export var level_select_menu_path: String
export var hub_world_path: String
func _ready() -> void:
randomize()
var splash_screen: Node = play_splash_screen()
yield(splash_screen, 'complete')
splash_screen = null
var main_menu: Node = play_main_menu()
yield(main_menu, 'complete')
free_connected_node(main_menu, 'main_menu_option')
main_menu = null
return
func play_splash_screen() -> Node:
var splash_screen: Node = load(splash_screen_path).instance()
if splash_screen.connect('complete', self, 'free_connected_node',
[splash_screen, 'free_connected_node']) != OK:
print('ERROR: Splash Screen "complete" signal already connected.')
add_child(splash_screen)
return splash_screen
func play_main_menu() -> Node:
var main_menu: Node = load(main_menu_path).instance()
if main_menu.connect('complete', self, 'main_menu_option') != OK:
print('ERROR: Main Menu "complete" signal already connected.')
add_child(main_menu)
return main_menu
func main_menu_option(option: String) -> void:
if option == 'new game':
if get_tree().change_scene(hub_world_path) != OK:
print('ERROR: Main failed to change scene to Hub World.')
queue_free()
#var level_select_menu: Node = play_level_select_menu()
#yield(level_select_menu, 'complete')
#free_connected_node(level_select_menu, 'level_select_menu_option')
#level_select_menu = null
return
func play_level_select_menu() -> Node:
var level_select_menu: Node = load(level_select_menu_path).instance()
if level_select_menu.connect('complete', self, 'level_select_menu_option') != OK:
print('ERROR: Level Select Menu "complete" signal already connected.')
add_child(level_select_menu)
return level_select_menu
func level_select_menu_option(option: String) -> void:
var level: String = 'res://Levels/'
if option == 'H':
level += 'Hub World.tscn'
else:
level += 'Level ' + option + '.tscn'
new_game(level)
return
func free_connected_node(node: Node, connected_function: String) -> void:
node.disconnect('complete', self, connected_function)
node.queue_free()
return
func new_game(level: String) -> void:
if get_tree().change_scene(level) != OK:
print('ERROR: Main failed to change scene to Level.')
queue_free()
return