godot-vn/menus/main_menu.gd

27 lines
711 B
GDScript

extends Control
onready var start_btn = get_node("split/buttons/start_btn")
onready var load_btn = get_node("split/buttons/load_btn")
onready var options_btn = get_node("split/buttons/options_btn")
onready var quit_btn = get_node("split/buttons/quit_btn")
func _ready():
# signals for buttens
start_btn.connect("pressed", self, "_on_start_pressed")
load_btn.connect("pressed", self, "_on_load_pressed")
options_btn.connect("pressed", self, "_on_options_pressed")
quit_btn.connect("pressed", self, "_on_quit_pressed")
func _on_start_pressed():
SceneSwitcher.goto_scene(Game.Scenes.INTRO)
func _on_load_pressed():
pass
func _on_options_pressed():
pass
func _on_quit_pressed():
get_tree().quit()