class_name MainMenu extends Control @export var bg_level: Level var confirmation_popup_scene: PackedScene = preload("res://Scenes/Menus/confirmation_popup.tscn") var text_input_popup_scene: PackedScene = preload("res://Scenes/Menus/text_input_popup.tscn") var multiplayer_lobby_scene_path: String = "res://Scenes/multiplayer_lobby.tscn" var options_menu_scene: PackedScene = preload("res://Scenes/Menus/options_menu.tscn") func _ready() -> void: $ProfileEditor/VBoxContainer/HBoxContainer/DisplayName.text = Data.player_profile.display_name bg_level.a_star_graph_3d.make_grid() bg_level.a_star_graph_3d.find_path() bg_level.a_star_graph_3d.build_random_maze(50) bg_level.a_star_graph_3d.place_random_towers(20) bg_level.a_star_graph_3d.disable_all_tower_frames() Game.level = bg_level var new_wave: Dictionary = WaveManager.generate_wave(400, bg_level.enemy_pool) for spawn: EnemySpawner in bg_level.enemy_spawns: spawn.enemy_died_callback = enemy_died spawn.enemy_reached_goal_callback = damage_goal spawn.enemy_spawned.connect(increase_enemy_count) spawn.spawn_wave(new_wave) #these exist purely to make the enemies that spawn on the main menu happy func enemy_died(_some_arg: Enemy) -> void: pass func damage_goal(_some_arg1: int, _some_arg2: int) -> void: pass func increase_enemy_count() -> void: pass func _on_display_name_edit_pressed() -> void: var popup: TextInputPopup = text_input_popup_scene.instantiate() as TextInputPopup popup.set_popup(Data.player_profile.display_name, "Display Name", "Confirm") popup.completed.connect(change_profile_display_name) add_child(popup) func change_profile_display_name(display_name: String) -> void: $ProfileEditor/VBoxContainer/HBoxContainer/DisplayName.text = display_name Data.player_profile.set_display_name(display_name) func _on_quit_button_pressed() -> void: var popup: ConfirmationPopup = confirmation_popup_scene.instantiate() as ConfirmationPopup popup.set_popup("Are you sure you want to quit?", "Yes", "No") popup.completed.connect(quit_game) add_child(popup) func quit_game(confirmation: bool) -> void: if confirmation: get_tree().quit() func _on_play_button_pressed() -> void: Game.level = null Game.scene_switch_to_singleplayer_lobby() func _on_options_button_pressed() -> void: var menu: OptionsMenu = options_menu_scene.instantiate() add_child(menu) func _on_multiplayer_button_pressed() -> void: Game.level = null Game.scene_switch_to_multiplayer_lobby() func _on_button_mouse_entered() -> void: $AudioStreamPlayer.play()