Diffstat (limited to 'effects/Game.gd')
-rw-r--r--effects/Game.gd78
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