extends Panel 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") const GUI_SCENE = preload("res://player/gui.tscn") var vehicles = [BEETLE, BUGGY, BUGMOBILE] var tracks = [TEST_SCENE, INFINITE_LOOP_SCENE] # gdlint: ignore=max-line-length onready var vehicle_selector = $MarginContainer/VSplitContainer/CenterContainer/VBoxContainer/VehicleSelector # gdlint: ignore=max-line-length onready var track_selector = $MarginContainer/VSplitContainer/CenterContainer/VBoxContainer/TrackSelector func _ready() -> void: vehicle_selector.grab_focus() vehicle_selector.add_item("Beetlecar") vehicle_selector.add_item("Buggy") vehicle_selector.add_item("Bugmobile") track_selector.add_item("Test track") track_selector.add_item("Infinite Loop") 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()) func _start_track_with_vehicle(track: Node, vehicle: Node) -> void: var gui = GUI_SCENE.instance() 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) queue_free() func _on_BackButton_pressed() -> void: get_tree().change_scene("res://menu/main_menu.tscn")