extends Control signal on_new_game_started signal on_game_continued @onready var continue_game_button: Button = %ContinueGameButton @onready var new_game_button: Button = %NewGameButton @onready var license_container: VBoxContainer = %LicenseContainer const LICENSE_FOLDER: String = "res://resources/asset_info/" @onready var license_entry: PackedScene = preload("res://ui/license_list/license_entry.tscn") # On ready, check which buttons to show func _ready() -> void: SoundManager.play_background_music("Unexplored Fields") list_licenses() if SaveManager.save_exists(): continue_game_button.visible = true new_game_button.visible = false else: continue_game_button.visible = false new_game_button.visible = true func _on_new_game_button_pressed() -> void: # Hide the main menu self.visible = false # emit the new game signal on_new_game_started.emit() func _on_continue_game_button_pressed() -> void: # Hide the main menu self.visible = false # emit the continue game signal on_game_continued.emit() func _on_options_button_pressed() -> void: print("TODO") func _on_licenses_button_pressed() -> void: %LicensesScreen.visible = true func _on_exit_button_pressed() -> void: get_tree().quit() func list_licenses() -> void: var dir: DirAccess = DirAccess.open(LICENSE_FOLDER) for file: String in dir.get_files(): add_license(file) func add_license(license_path: String) -> void: var asset_info: AssetInfo = load(LICENSE_FOLDER + license_path) var new_license_entry: Node = license_entry.instantiate() license_container.add_child(new_license_entry) new_license_entry.populate(asset_info) func _on_licenses_close_button_pressed() -> void: %LicensesScreen.visible = false pass # Replace with function body.