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global.gd
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global.gd
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extends Node
var current_scene = null
var points = 0
var hiscore = 0
var shipsLeft = 3
var menuMusic
var mus
func _ready():
var root = get_tree().get_root()
current_scene = root.get_child( root.get_child_count() -1 )
mus = get_node("/root/ufscpl")
menuMusic = get_node("/root/MenuMusic")
menuMusic.play()
func goto_scene(path):
# This function will usually be called from a signal callback,
# or some other function from the running scene.
# Deleting the current scene at this point might be
# a bad idea, because it may be inside of a callback or function of it.
# The worst case will be a crash or unexpected behavior.
# The way around this is deferring the load to a later time, when
# it is ensured that no code from the current scene is running:
call_deferred("_deffered_goto_scene", path)
func checkIfYouAreHiScore():
if(points > hiscore):
hiscore = points
func subtractShip():
shipsLeft = shipsLeft - 1
func addShip():
shipsLeft = shipsLeft + 1
func checkIfYouDied():
return shipsLeft == 0
func _deffered_goto_scene(path):
# Immediately free the current scene,
# there is no risk here.
current_scene.free()
# Load new scene
var s = ResourceLoader.load(path)
# Instance the new scene
current_scene = s.instance()
# Add it to the active scene, as child of root
get_tree().get_root().add_child(current_scene)
# optional, to make it compatible with the SceneTree.change_scene() API
get_tree().set_current_scene( current_scene )
func playMenuMusic():