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space-ltd/Components/manage_win_lose.gd

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1.5 KiB
GDScript3
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extends Control
var base_scn = preload("res://scenes/level_inner.tscn")
var victory_panel = preload("res://Components/level_completed.tscn")
var fail_panel = preload("res://Components/level_fail.tscn")
signal game_success
signal game_fail
var curr_level = 1
# Called when the node enters the scene tree for the first time.
func _ready():
var base = base_scn.instantiate()
base.name = str(curr_level)
base.connect("game_success",_spawn_panel.bind("success"))
base.connect("game_fail",_spawn_panel.bind("fail"))
add_child(base)
base.find_child("Reset").connect("pressed",_reset_level)
base.find_child("Map").connect("pressed",_to_map)
base.find_child("Mute").connect("pressed", mute_unmute.bind(base.find_child("Mute")))
func _spawn_panel(panel):
if(panel == "success"):
var p = victory_panel.instantiate()
p.position = Vector2(576, 324)
add_child(p)
p.find_child("Next").connect("pressed",_next_level)
p.find_child("Map").connect("pressed",_to_map)
if(panel == "fail"):
var p = fail_panel.instantiate()
p.position = Vector2(576, 324)
add_child(p)
p.find_child("Reset").connect("pressed",_reset_level)
p.find_child("Map").connect("pressed",_to_map)
func _next_level():
LevelManager._go_to_level(int(curr_level)+1)
func _reset_level():
LevelManager._go_to_level(int(curr_level))
func _to_map():
LevelManager._go_to_map()
func mute_unmute(child):
if Muter.get_mute():
child.icon = (load("res://Images/sound_on.png"))
else:
child.icon = (load("res://Images/sound_off.png"))
Muter.mute_unmute()