extends Control signal game_started() signal track_changed() signal skin_changed(skin) enum Actions { PLAY, CHANGE_TRACK, QUIT } var _focus = null setget _set_focus func _set_focus(value): _focus = value print("New focus: ", value) # Called when the node enters the scene tree for the first time. func _ready(): pass # Replace with function body. # Called every frame. 'delta' is the elapsed time since the previous frame. #func _process(delta): # pass func _input(event): if event is InputEventMouseButton: if _focus != null: if event.button_index == BUTTON_LEFT and event.pressed: match _focus: Actions.PLAY: emit_signal("game_started") Actions.CHANGE_TRACK: emit_signal("track_changed") Actions.QUIT: get_tree().quit() _focus = null func _on_Jouer_mouse_exited(): get_node("Main/Jouer").set("custom_colors/font_color", Color.white) _focus = null func _on_Jouer_mouse_entered(): get_node("Main/Jouer").set("custom_colors/font_color", Color.orange) _set_focus(Actions.PLAY) func _on_Options_mouse_exited(): get_node("Main/Options").set("custom_colors/font_color", Color.white) _focus = null func _on_Options_mouse_entered(): get_node("Main/Options").set("custom_colors/font_color", Color.orange) _set_focus(Actions.CHANGE_TRACK) func _on_Quitter_mouse_entered(): get_node("Main/Quitter").set("custom_colors/font_color", Color.orange) _set_focus(Actions.QUIT) func _on_Quitter_mouse_exited(): get_node("Main/Quitter").set("custom_colors/font_color", Color.white) _focus = null