Files
skelly/scenes/main/SplashScreen.gd

28 lines
617 B
GDScript

extends Control
signal any_key_pressed
func _ready() -> void:
DebugManager.log_debug("SplashScreen ready", "SplashScreen")
update_text()
func _input(event: InputEvent) -> void:
if (
event.is_action_pressed("action_south")
or event is InputEventScreenTouch
or (
event is InputEventMouseButton
and event.button_index == MOUSE_BUTTON_LEFT
and event.pressed
)
):
DebugManager.log_debug("Action pressed: " + str(event), "SplashScreen")
any_key_pressed.emit()
get_viewport().set_input_as_handled()
func update_text() -> void:
$SplashContainer/ContinueLabel.text = tr("press_ok_continue")