simon a32a223881 Add split-screen Space Shooter with pod steering and boost.
Two-player mode with client assignment, 3D vector calibration for cylindrical
pods, lives, tap/double-tap boost with low-intensity LED cooldown feedback,
and Kenney sprite assets.

Co-authored-by: Cursor <cursoragent@cursor.com>
2026-06-06 18:56:55 +02:00

32 lines
1.2 KiB
GDScript

extends Control
const DEMO_SCENE := "res://scenes/demo.tscn"
const CONFIG_SCENE := "res://scenes/config.tscn"
const PONG_SCENE := "res://scenes/pong.tscn"
const COLOR_GAME_SCENE := "res://scenes/color_game.tscn"
const SPACE_SHOOTER_SCENE := "res://scenes/space_shooter.tscn"
@onready var demo_button: Button = $CenterBox/DemoButton
@onready var config_button: Button = $CenterBox/ConfigButton
@onready var pong_button: Button = $CenterBox/PongButton
@onready var color_game_button: Button = $CenterBox/ColorGameButton
@onready var space_shooter_button: Button = $CenterBox/SpaceShooterButton
@onready var exit_button: Button = $CenterBox/ExitButton
func _ready() -> void:
demo_button.pressed.connect(func(): _open_scene(DEMO_SCENE))
config_button.pressed.connect(func(): _open_scene(CONFIG_SCENE))
pong_button.pressed.connect(func(): _open_scene(PONG_SCENE))
color_game_button.pressed.connect(func(): _open_scene(COLOR_GAME_SCENE))
space_shooter_button.pressed.connect(func(): _open_scene(SPACE_SHOOTER_SCENE))
exit_button.pressed.connect(_exit_game)
func _open_scene(path: String) -> void:
get_tree().change_scene_to_file(path)
func _exit_game() -> void:
get_tree().quit()