Diffstat (limited to 'effects/Game.gd')
| -rw-r--r-- | effects/Game.gd | 78 |
1 files changed, 0 insertions, 78 deletions
diff --git a/effects/Game.gd b/effects/Game.gd deleted file mode 100644 index 37b9b67..0000000 --- a/effects/Game.gd +++ /dev/null @@ -1,78 +0,0 @@ -extends Node2D - -signal transition_halfway -var just_called = false -var keyboard = true setget set_keyboard -var USE_TOUCH = OS.has_touchscreen_ui_hint() - - -func halfway(): - emit_signal("transition_halfway") - - -func exit(): - get_tree().quit() - - -func transition(to = null): - if just_called == false: - just_called = true - get_tree().paused = true - $transitionAnimation.stop(true) - $transitionAnimation.play("fadeinout") - if to: - get_tree().change_scene(to) - yield(self, "transition_halfway") - set_input_prompts() - get_tree().paused = false - just_called = false - - -func _ready(): - set_input_prompts() - set_process_input(not USE_TOUCH) - - -func turn_off(): - get_tree().call_group("keyboard", "hide") - get_tree().call_group("gamepad", "hide") - get_tree().call_group("not_mobile", "hide") - - -func _input(event: InputEvent) -> void: - if event is InputEventJoypadButton or event is InputEventJoypadMotion and keyboard == true: - self.keyboard = false - elif event is InputEventKey and keyboard == false: - self.keyboard = true - - -func set_keyboard(new_keyboard): - keyboard = new_keyboard - set_input_prompts() - - -func set_input_prompts(): - if USE_TOUCH: - get_tree().call_group("not_mobile", "hide") - get_tree().call_group("mobile", "show") - get_tree().call_group("keyboard", "hide") - get_tree().call_group("gamepad", "hide") - elif keyboard == true: - get_tree().call_group("not_mobile", "show") - get_tree().call_group("gamepad", "hide") - get_tree().call_group("mobile", "hide") - get_tree().call_group("keyboard", "show") - elif keyboard == false: - get_tree().call_group("not_mobile", "show") - get_tree().call_group("keyboard", "hide") - get_tree().call_group("mobile", "hide") - get_tree().call_group("gamepad", "show") - - -func instance_scene_on_main(scene, position): - var main = get_tree().current_scene - var instance = scene.instance() - main.call_deferred("add_child", instance) -# main.add_child(instance) - instance.global_position = position - return instance |