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()