extends Node signal player_hit signal start_game_one_player signal start_game_two_player signal go_to_menu(String) signal point_gain(int) signal go_to_score_saver(int) var is_multiplayer := false var actual_score := 0 var score :Score func _ready() -> void: connect("start_game_one_player",start_one_player) connect("start_game_two_player",start_two_player) connect("go_to_score_saver", start_score_saver) connect("go_to_menu", start_menu) if FileAccess.file_exists("user://Score.res"): score = ResourceLoader.load("user://Score.res") else: score = Score.new() func start_one_player()->void: get_tree().change_scene_to_file("res://scene/main_game.tscn") func start_two_player()->void: is_multiplayer = true get_tree().change_scene_to_file("res://scene/main_game_2_player.tscn") func start_menu(user_name : String)->void: printt(user_name, actual_score) if is_multiplayer: var temp = score.score_multiplayer.get(user_name, -1.0) if temp < actual_score: score.score_multiplayer[user_name] = actual_score else: var temp = score.score_singleplayer.get(user_name, -1.0) if temp < actual_score: score.score_singleplayer[user_name] = actual_score user_name = "" actual_score = 0 is_multiplayer = false print(score.score_singleplayer) score.save() get_tree().call_deferred("change_scene_to_file", "res://scene/load_screen.tscn") func start_score_saver(score: int)->void: actual_score = score get_tree().call_deferred("change_scene_to_file", "res://scene/score_saver.tscn")