extends Node export (PackedScene) var settings = load("res://scenes/UI/settings/Settings.tscn") export (PackedScene) var scenes = load("res://scenes/UI/choose_scenes/ChooseScene.tscn") onready var current_scene = "title" onready var stream_button= preload("res://assets/sounds/click-button.ogg") func _ready(): _translation() $MarginContainer/HBoxContainer/UI_summary/PanelWood/VBoxContainer/CenterContainer/TextureRect.grab_focus() _apply_scene("Title") _configure_sound() func _configure_sound(): stream_button.set_loop(false) $MarginContainer/HBoxContainer/UI_summary/ClickButton.stream = stream_button ## PRIVATE func _translation(): $MarginContainer/HBoxContainer/UI_summary/PanelWood/VBoxContainer/ButtonPuzzle/Label.text = tr("MAIN_BUTTON_PUZZLES") $MarginContainer/HBoxContainer/UI_summary/PanelWood/VBoxContainer/ButtonSetting/Label.text = tr("MAIN_BUTTON_SETTINGS") $MarginContainer/HBoxContainer/UI_summary/PanelWood/VBoxContainer/ButtonQuit/Label.text = tr("MAIN_BUTTON_QUIT") func _apply_scene(actual_scene): var node = "MarginContainer/HBoxContainer/MarginContainer/" for scene in ["Title", "Settings", "ChooseScene"]: get_node(node + scene).visible = true if actual_scene == scene: get_node(node + scene).visible = true else: get_node(node + scene).visible = false # Load scene for select game func _on_ButtonPuzzle_pressed(): _sound_button() _apply_scene("ChooseScene") # Load scene settings func _on_ButtonSetting_pressed(): _sound_button() _apply_scene("Settings") # Click to icon game func _on_TextureRect_pressed(): _sound_button() _apply_scene("Title") # Quit the game func _on_ButtonQuit_pressed(): _sound_button() get_tree().quit(0) func _sound_button(): $MarginContainer/HBoxContainer/UI_summary/ClickButton.play()