extends Level class_name MainMenu @onready var level_select : MenuButton = get_node("%MenuButton") @onready var high_scores : Button = get_node("%HighScores") @onready var exit_button : Button = get_node("%ExitGame") func _ready() -> void: level_select.get_popup().id_pressed.connect(_on_item_menu_pressed) high_scores.connect("pressed", Callable(self, "on_high_scores_pressed")) exit_button.connect("pressed", Callable(self, "on_exit_pressed")) update_game_state() func _on_item_menu_pressed(id : int) -> void: ## Load the appropriate level based on the selection that has been made Log.pr(id) match id: 1: # Load level 1 SceneMgr.load_scene("LEVEL1") 2: # Load level 2 SceneMgr.load_scene("LEVEL2") 3: # Load level 3 SceneMgr.load_scene("LEVEL3") 4: # Load level 4 SceneMgr.load_scene("LEVEL4") 5: # Load level 5 SceneMgr.load_scene("LEVEL5") 6: # Load level 6 SceneMgr.load_scene("LEVEL6") func on_high_scores_pressed() -> void: ## Load the high scores screen Log.pr("High scores button pressed") SceneMgr.load_scene("HIGHSCORES") pass func on_exit_pressed() -> void: # Quit the game get_tree().quit()