extends Node var last_scene @onready var playlist_generator: Node = $PlaylistGenerator @onready var continue_button: Button = $MarginContainer/VBoxContainer/Continue @onready var option_button: OptionButton = $MarginContainer/VBoxContainer/HBoxContainer/OptionButton @onready var add_leaderboard: Button = $"MarginContainer/VBoxContainer/HBoxContainer/Add Leaderboard" @onready var add_leaderboard_menu: Control = $"Add Leaderboard Menu" func _enter_tree() -> void: SaveLoad.load_persistent_data() SaveLoad.load_user_data() # Called when the node enters the scene tree for the first time. func _ready() -> void: playlist_generator.load_playlist() option_button.clear() for i in GameGlobals.all_user_leaderboards[GameGlobals.user_id]: option_button.add_item(i) option_button.selected = GameGlobals.last_leaderboard_id continue_text_check() func _on_continue_pressed() -> void: var level var load_to_gamemode playlist_generator.load_playlist() if GameGlobals.current_level == null: level = "res://scenes/HUBWORLD.tscn" load_to_gamemode = "res://GameModes/hubworld.tres" else: level = GameGlobals.current_level load_to_gamemode = GameGlobals.current_gamemode SaveLoad.save_persistent_data() SaveLoad.load_user_data() SaveLoad.save_user_data() get_tree().change_scene_to_file(level) print("LEVEL : ",GameGlobals.current_level) func _on_exit_pressed() -> void: get_tree().quit() func continue_text_check(): if SaveLoad.check_user_data_exists(): continue_button.text = "Continue" else: continue_button.text = "New Game" func _on_add_leaderboard_pressed() -> void: add_leaderboard_menu.visible = true