Add build directory to .gitignore, create export presets for Web and Windows Desktop, adjust z-index and mouse filter in level_1.tscn, add update_game_state function in level.gd, change main_scene path in project.godot, set rendering method to "gl_compatibility", add LevelSelect and related nodes in main_menu.tscn, create scene_manager.tscn with MainMenu node, implement functionality for menu button selection in main_menu.gd.
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21 changed files with 499 additions and 10 deletions
33
scenes/scripts/scene_manager.gd
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33
scenes/scripts/scene_manager.gd
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extends Node2D
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class_name SceneManager
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const SCENES : Dictionary = {
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"MAINMENU" : "res://scenes/main_menu.tscn",
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"HIGHSCORES" : "res://scenes/highscores.tscn",
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"LEVEL1" : "res://levels/level_1.tscn",
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"LEVEL2" : "res://levels/level_2.tscn",
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"LEVEL3" : "res://levels/level_3.tscn",
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"LEVEL4" : "res://levels/level_4.tscn",
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"LEVEL5" : "res://levels/level_5.tscn",
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"LEVEL6" : "res://levels/level_6.tscn",
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}
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var loading_scene_res : Resource = null
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func _ready():
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Log.pr("SceneManager is ready.")
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SceneMgr.connect("change_scene", Callable(self, "_on_change_scene"))
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$TransitionScene.connect("transitioned", Callable(self, "_on_transition_scene_transitioned"))
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func _on_change_scene(scene_name):
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Log.pr("Going to load a scene.", scene_name)
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if SCENES.has(scene_name):
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loading_scene_res = load(SCENES[scene_name])
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Log.pr("Loading scene: ", loading_scene_res)
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$TransitionScene.transition()
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else:
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loading_scene_res = null
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func _on_transition_scene_transitioned():
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$CurrentScene.get_child(0).queue_free()
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$CurrentScene.add_child(loading_scene_res.instantiate())
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