frame-of-mind/src/logic-scenes/main menu/main_menu.gd

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GDScript3
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class_name MainMenu extends Panel
var has_stage: bool = false:
set(value):
has_stage = value
if is_node_ready():
if has_stage: new_game_button.grab_focus()
new_game_button.disabled = not has_stage
continue_button.disabled = not has_stage
load_game_button.disabled = not has_stage
settings_button.disabled = not has_stage
credits_button.disabled = not has_stage
quit_button.disabled = not has_stage
signal start_game(savegame: SaveGame)
signal open_settings(new_game: bool)
signal roll_credits
@onready var new_game_button: Button = $PanelContainer/NewGameButton
@onready var continue_button: Button = $PanelContainer/ContinueGameButton
@onready var load_game_button: Button = $PanelContainer/LoadGameButton
@onready var settings_button: MenuButton = $PanelContainer/SettingsButton
@onready var settings_popup: SettingsPopup = %SettingsPopup
@onready var credits_button: Button = $PanelContainer/CreditsButton
@onready var quit_button: Button = $PanelContainer/QuitButton
@onready var save_game_handle: SaveGameHandle = %SaveGameHandle
@export var save_game_exists: bool = false:
set(value):
save_game_exists = value
var await_new_game: bool = false
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
save_game_handle.picked.connect(_on_save_picked)
continue_button.visible = save_game_handle.get_most_recent_save().current_room != 0
continue_button.pressed.connect(func(): start_game.emit(save_game_handle.get_most_recent_save()))
new_game_button.pressed.connect(func(): save_game_handle.pick_slot(true))
load_game_button.pressed.connect(func(): save_game_handle.pick_slot(false))
settings_button.get_popup().index_pressed.connect(settings_popup.show_settings)
quit_button.pressed.connect(get_tree().quit)
State.take_stage(self)
func _on_save_picked(save: SaveGame):
start_game.emit(save)