bugged-racing/menu/start_menu.gd

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GDScript
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extends Panel
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const BUGGY = preload("res://vehicles/buggy.tscn")
const BEETLE = preload("res://vehicles/beetlecar.tscn")
const BUGMOBILE = preload("res://vehicles/bugmobile.tscn")
const TEST_SCENE = preload("res://scenes/test_level.tscn")
const INFINITE_LOOP_SCENE = preload("res://scenes/infinite_loop_track_level.tscn")
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const ROUNDING_ERROR = preload("res://scenes/rounding_error_track_level.tscn")
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const GUI_SCENE = preload("res://player/gui.tscn")
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var vehicles = [BEETLE, BUGGY, BUGMOBILE]
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var tracks = [TEST_SCENE, INFINITE_LOOP_SCENE, ROUNDING_ERROR]
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# gdlint: ignore=max-line-length
onready var vehicle_selector = $MarginContainer/VSplitContainer/CenterContainer/VBoxContainer/VehicleSelector
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# gdlint: ignore=max-line-length
onready var track_selector = $MarginContainer/VSplitContainer/CenterContainer/VBoxContainer/TrackSelector
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func _ready() -> void:
vehicle_selector.grab_focus()
vehicle_selector.add_item("Beetlecar")
vehicle_selector.add_item("Buggy")
vehicle_selector.add_item("Bugmobile")
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track_selector.add_item("Test track")
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track_selector.add_item("Infinite Loop")
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track_selector.add_item("Rounding Error")
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func _on_StartButton_pressed() -> void:
if vehicle_selector.get_selected_id() < 0:
return
if track_selector.get_selected_id() < 0:
return
var vehicle = vehicles[vehicle_selector.get_selected_id()]
var track = tracks[track_selector.get_selected_id()]
_start_track_with_vehicle(track.instance(), vehicle.instance())
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func _start_track_with_vehicle(track: Node, vehicle: Node) -> void:
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var gui = GUI_SCENE.instance()
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vehicle.connect("speed_updated", gui, "update_speed")
vehicle.connect("rpm_updated", gui, "update_rpm")
vehicle.connect("gear_updated", gui, "update_gear")
track.call_deferred("spawn_player", vehicle, gui)
get_tree().root.call_deferred("add_child", track)
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queue_free()
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func _on_BackButton_pressed() -> void:
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get_tree().change_scene("res://menu/main_menu.tscn")