extends CanvasLayer var lore_entry: PackedScene = null onready var options_screen = $OptionsScreen onready var lore_container = $LoreContainer # Called when the node enters the scene tree for the first time. func _ready(): get_tree().paused = true $Body/Resume.grab_focus() #Random lore if lore_entry != null: var lore = lore_entry.instance() lore_container.add_child(lore) #Pause music Audio.ac_music.set_stream_paused(true) Audio.ac_pause_music.play() func _physics_process(delta): #Resume with pause button if Input.is_action_just_pressed("pause"): unpause() Console.print(get_tree().paused) func _on_Resume_pressed(): unpause() func _on_Restart_pressed(): Audio.ac_music.set_stream_paused(false) Audio.ac_pause_music.stop() Game.call_deferred("restart_level") get_tree().paused = false queue_free() func _on_Settings_pressed(): $LoreContainer.visible = false options_screen.focus() func _on_ExitLevel_pressed(): Audio.ac_music.set_stream_paused(false) Audio.ac_pause_music.stop() get_tree().paused = false Game.change_map(load("res://menus/level_select_scholar.tscn")) yield(Fade, "fade_finished") queue_free() func _on_OptionsScreen_exit(): options_screen.visible = false $LoreContainer.visible = true $Body/Settings.grab_focus() func unpause(): get_tree().paused = false #Stop pause music Audio.ac_music.set_stream_paused(false) Audio.ac_pause_music.stop() queue_free()