quality update and sound
This commit is contained in:
@@ -1,5 +1,7 @@
|
||||
extends Node
|
||||
|
||||
signal level_switched
|
||||
|
||||
@onready var transition: CanvasLayer = $Transition
|
||||
|
||||
@export var levels: Array[PackedScene]
|
||||
@@ -12,17 +14,19 @@ func _ready() -> void:
|
||||
progress_save.load(PROGRESS_SAVE_PATH)
|
||||
|
||||
func next_level() -> void:
|
||||
level_pointer += 1
|
||||
if level_pointer < levels.size():
|
||||
transition.show()
|
||||
get_tree().paused = true
|
||||
await get_tree().create_timer(1).timeout
|
||||
get_tree().change_scene_to_packed(levels[level_pointer])
|
||||
await get_tree().create_timer(2).timeout
|
||||
level_switched.emit()
|
||||
get_tree().paused = false
|
||||
transition.hide()
|
||||
else:
|
||||
get_tree().change_scene_to_file("res://scenes/gui/menus/game_finished.tscn")
|
||||
level_switched.emit()
|
||||
level_pointer += 1
|
||||
|
||||
func start_last_level() -> void:
|
||||
pass
|
||||
|
15
scripts/autoloads/music_manager.gd
Normal file
15
scripts/autoloads/music_manager.gd
Normal file
@@ -0,0 +1,15 @@
|
||||
extends Node
|
||||
|
||||
@onready var soundeffect: SoundEffect = $SoundEffect
|
||||
|
||||
func _ready() -> void:
|
||||
_on_level_switched()
|
||||
LevelManager.level_switched.connect(_on_level_switched)
|
||||
|
||||
func _on_level_switched() -> void:
|
||||
print(get_tree().current_scene.name)
|
||||
match get_tree().current_scene.name:
|
||||
"MainMenu":
|
||||
soundeffect.play_key("main")
|
||||
"LVL1":
|
||||
soundeffect.play_key("lvl1")
|
@@ -42,7 +42,7 @@ func uncapture_mouse() -> void:
|
||||
Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
|
||||
|
||||
func _input(event: InputEvent) -> void:
|
||||
if event.is_action_pressed("pause"):
|
||||
if event.is_action_pressed("pause") && !get_tree().current_scene is MainMenu:
|
||||
show_pause_menu()
|
||||
|
||||
func toggle_fullscreen() -> void:
|
||||
|
Reference in New Issue
Block a user