extends CenterContainer @onready var save_list_node = $LoadGame/SaveList var save_list : Array # Called when the node enters the scene tree for the first time. func _ready(): _set_pane(1) # Get our list of save games if PersistentWorld.instance: save_list = PersistentWorld.instance.list_saves() save_list_node.clear() for entry in save_list: save_list_node.add_item(entry) $MainMenu/LoadGameBtn.disabled = save_list.size() == 0 func _set_pane(p_no): $MainMenu.visible = p_no == 1 $NewGame.visible = p_no == 2 $LoadGame.visible = p_no == 3 $Options.visible = p_no == 4 # Main menu func _on_new_game_btn_pressed(): GameState.new_game(GameState.GameDifficulty.GAME_EASY) func _on_load_game_btn_pressed(): _set_pane(3) func _on_options_btn_pressed(): _set_pane(4) func _on_exit_btn_pressed(): get_tree().quit() # New game func _on_easy_btn_pressed(): GameState.new_game(GameState.GameDifficulty.GAME_EASY) func _on_normal_btn_pressed(): GameState.new_game(GameState.GameDifficulty.GAME_NORMAL) func _on_hard_btn_pressed(): GameState.new_game(GameState.GameDifficulty.GAME_HARD) func _on_back_btn_pressed(): _set_pane(1) # Load game func _on_start_button_pressed(): var selected_items = save_list_node.get_selected_items() if selected_items.size() == 1: # Should be only one! var selected_item = selected_items[0] print("Selected item: ", selected_item) var save_name = save_list[selected_item] print("Loading save: ", save_name) GameState.load_game(save_name) func _on_comfort_vignette_btn_button_up() -> void: GameState.comfort_vignette = true func _on_comfort_vignette_btn_button_down() -> void: GameState.comfort_vignette = false