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Global.gd
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Global.gd
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extends Node
var current_scene = null
var paused = false
var game_over = false
func _ready():
var root = get_tree().get_root()
current_scene = root.get_child(root.get_child_count() - 1)
func goto_scene(path):
# This function will usually be called from a signal callback,
# or some other function in the current scene.
# Deleting the current scene at this point is
# a bad idea, because it may still be executing code.
# This will result in a crash or unexpected behavior.
# The solution is to defer the load to a later time, when
# we can be sure that no code from the current scene is running:
call_deferred("_deferred_goto_scene", path)
func _deferred_goto_scene(path):
# It is now safe to remove the current scene
current_scene.free()
# Load the new scene.
var s = ResourceLoader.load(path)
# Instance the new scene.
current_scene = s.instance()
# Add it to the active scene, as child of root.
get_tree().get_root().add_child(current_scene)
# Optionally, to make it compatible with the SceneTree.change_scene() API.
get_tree().set_current_scene(current_scene)
func get_paused():
return paused
func set_paused(p):
paused = p
func get_game_over():
return game_over
func set_game_over(g_o):
game_over = g_o