extends Node2D var p1_selection = 0 var map1 = preload("res://maps/Map1.tscn") var crosshair_16 = preload("res://assets/sprites/cursor_16.tres") var crosshair_32 = preload("res://assets/sprites/cursor_32.tres") var crosshair_48 = preload("res://assets/sprites/cursor_48.tres") var crosshair_64 = preload("res://assets/sprites/cursor_64.tres") func _ready(): update_cursor(1) func update_cursor(size): match size: 0: Input.set_custom_mouse_cursor(crosshair_16, Input.CURSOR_ARROW, Vector2(8, 8)) 1: Input.set_custom_mouse_cursor(crosshair_32, Input.CURSOR_ARROW, Vector2(16, 16)) 2: Input.set_custom_mouse_cursor(crosshair_48, Input.CURSOR_ARROW, Vector2(24, 24)) 3: Input.set_custom_mouse_cursor(crosshair_64, Input.CURSOR_ARROW, Vector2(32, 32)) var game_starting_tween = null func _on_MainSplash_start_pressed(): if (not game_starting_tween) and splash: start_game() onready var splash = $"GUI/MainSplash" var map = null const splash_scroll_time = 0.67 func start_game(): game_starting_tween = Tween.new() add_child(game_starting_tween) game_starting_tween.interpolate_property(splash, "anchor_top", 0, 1, splash_scroll_time) game_starting_tween.interpolate_property(splash, "anchor_bottom", 1, 2, splash_scroll_time) game_starting_tween.interpolate_property($"GUI/Hotbar", "anchor_top", 2, 1, splash_scroll_time) game_starting_tween.interpolate_property($"GUI/Hotbar", "anchor_bottom", 2, 1, splash_scroll_time) game_starting_tween.start() var timer = get_tree().create_timer(splash_scroll_time) timer.connect("timeout", self, "remove_splash") map = map1.instance() add_child_below_node($bgm, map) func remove_splash(): remove_child(game_starting_tween) game_starting_tween.queue_free() game_starting_tween = null $GUI.remove_child(splash) splash.queue_free() splash = null func get_cursor_snapped_position(): var mouse_pos = get_viewport().get_mouse_position() if $"GUI/Hotbar".get_rect().has_point(mouse_pos): return Vector2(-1, -1) return Vector2(floor(mouse_pos.x/8)*8, floor(mouse_pos.y/8)*8) var gameover_splash = preload("res://GameoverSplash.tscn") func game_over(): splash = gameover_splash.instance() $GUI.add_child(splash) splash.connect("start_pressed", self, "_on_MainSplash_start_pressed") remove_child(map) map.queue_free() map = null