extends Panel var has_stage: set(value): value = has_stage if is_node_ready(): 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 quit_button.disabled = not has_stage signal start_game(savegame: SaveGame) signal open_settings(new_game: bool) @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: Button = $PanelContainer/SettingsButton @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) new_game_button.pressed.connect(_on_new_game_pressed) continue_button func _on_new_game_pressed(): save_game_handle.pick_slot(true) func _on_save_picked(save: SaveGame): start_game.emit(save)