refining menus and gameplay slightly
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@@ -1,9 +1,11 @@
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extends Control
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var game_mode
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var stage = 0
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var word_select
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var main_buttons
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var fade
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var header
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var word_select_button = preload("res://scenes/objects/ui/word_select_button.tscn")
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func check_text_files(path):
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@@ -27,6 +29,7 @@ func check_text_files(path):
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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game_mode = null
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header = self.get_node("Header")
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fade = self.get_node("Fade")
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fade.visible = true
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main_buttons = self.get_node("MainButtons")
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@@ -44,13 +47,38 @@ func open_word_menu():
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pass
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func _on_comet_pressed() -> void:
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header.text = "Select Word Set"
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stage = 1
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game_mode = "comet"
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self.get_node("ButtonPress").play()
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main_buttons.visible = false
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word_select.visible = true
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func _on_cascade_pressed() -> void:
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header.text = "Select Word Set"
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stage = 1
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game_mode = "cascade"
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self.get_node("ButtonPress").play()
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main_buttons.visible = false
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word_select.visible = true
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func _on_quit_pressed() -> void:
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$BackgroundMusic.stop()
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$Bye.play()
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var tween := create_tween()
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tween.parallel().tween_property(fade, "modulate:a", 1, 0.5).set_trans(Tween.TRANS_SINE).set_ease(Tween.EASE_OUT)
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await get_tree().create_timer(1.5).timeout
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get_tree().quit()
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func _input(event):
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if event is InputEventKey and event.pressed:
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if event.keycode == KEY_ESCAPE:
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if stage == 1:
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header.text = "Select Mode"
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$Back.play()
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stage = 0
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game_mode = null
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main_buttons.visible = true
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word_select.visible = false
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