extends Control @export var TitleScreen: PackedScene @export var Office: PackedScene @export var Bedroom: PackedScene @export var TextScreens: PackedScene @export var DialogueScreens: PackedScene var dialogue_intro = load("res://Dialogues/intro.dialogue") # Called when the node enters the scene tree for the first time. func _ready() -> void: #Adding Scenes var title_screen = TitleScreen.instantiate() var office = Office.instantiate() var bedroom = Bedroom.instantiate() var text_screens = TextScreens.instantiate() var dialogue_screens = DialogueScreens.instantiate() add_child(title_screen) add_child(office) add_child(bedroom) add_child(text_screens) add_child(dialogue_screens) #Naming Scenes title_screen.name = "TitleScreen" office.name = "Office" bedroom.name = "Bedroom" text_screens.name = "TextScreens" dialogue_screens.name = "DialogueScreens" #Showing TitleScreen title_screen.show() #Connecting Signals title_screen.connect("new_game_pressed", _on_new_game_pressed) pass # Called every frame. 'delta' is the elapsed time since the previous frame. func _process(delta: float) -> void: pass # Starts a new game func _on_new_game_pressed(): var text_container = $TextScreens/MarginContainer/IntroBoxContainer/TextContainer transition("big", [$TitleScreen], [$TextScreens, text_container.get_child(0)]) await $TextScreens.next_slide for i in 4: transition("small", [text_container.get_child(i)], [text_container.get_child(i+1)]) await $TextScreens.next_slide transition("big", [$TextScreens, text_container.get_child(4)], [$DialogueScreens]) await $TextScreens.next_slide $DialogueScreens.dialogue(dialogue_intro, "start") # Takes care of fading transitions between scenes func transition(size, scenes_to_hide, scenes_to_show): TransitionScreen.transition(size) await TransitionScreen.fading_finished for scene in scenes_to_hide: scene.hide() for scene in scenes_to_show: scene.show()