extends Node # globals, for the game var reading_speed = 1.0 var game_started = false setget _on_game_started_set var current_registry # music related onready var music_player = get_node("music_player") onready var sfx_player = get_node("sfx_player") # transition node onready var transition = get_node("trans_layer/transition") signal on_music_volume_changed(new_value) signal on_sfx_volume_changed(new_value) signal on_reading_speed_changed(new_value) signal on_settings_enter() signal on_settings_exit() const Themes = {} # voices for characters const brain_voice = null const arborator_voice = null const DEFAULT_CHARS_PER_SECOND = 32 const Characters = { BRAIN = { name = "~brain~", name_colour = Color(1, 1, 1, 1), voice = brain_voice, talking_speed = 1.0, }, ARBORATOR = { name = "arborator", name_colour = Color(1, 1, 1, 1), voice = arborator_voice, talking_speed = 1.0, } } const Scenes = { # MENUS MAIN_MENU = "res://menus/main_menu.tscn", # GAME INTRO = "res://scenes/intro.tscn", FIRST_SCENE = "res://scenes/first_scene.tscn" } func _register_functions(): current_registry["SWITCH_SCENE"] = funcref(self, "_switch_scene_fnc") func _switch_scene_fnc(args): if args.size() == 1: var scene_name = args[0] transition.start_transition() yield(transition, "on_transition_completed") SceneSwitcher.goto_scene(Scenes[scene_name]) func _on_game_started_set(v): if v and not game_started: print("STARTO") _on_game_start() game_started = v func _on_game_start(): # all game state here current_registry = {} print("YAH") # register all de stuff _register_functions() func _ready(): pass