refining menus and gameplay slightly

This commit is contained in:
2026-02-10 22:11:47 -05:00
parent f49239b095
commit 8deef030a3
26 changed files with 402 additions and 66 deletions

View File

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