Main initiates lobby now.
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@ -45,6 +45,7 @@ usage = 0
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render_target_update_mode = 3
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render_target_update_mode = 3
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[node name="Lobby" parent="ViewportContainer/Viewport" instance=ExtResource( 9 )]
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[node name="Lobby" parent="ViewportContainer/Viewport" instance=ExtResource( 9 )]
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visible = false
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[node name="SceneTransition" parent="ViewportContainer/Viewport" instance=ExtResource( 4 )]
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[node name="SceneTransition" parent="ViewportContainer/Viewport" instance=ExtResource( 4 )]
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@ -14,6 +14,8 @@ export var start_screen: PackedScene
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onready var viewport_container = $ViewportContainer
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onready var viewport_container = $ViewportContainer
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onready var viewport = $"%Viewport"
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onready var viewport = $"%Viewport"
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onready var lobby = $ViewportContainer/Viewport/Lobby
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var game_size :Vector2
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var game_size :Vector2
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onready var window_scale :float
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onready var window_scale :float
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@ -26,6 +28,12 @@ func _ready():
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window_scale = (OS.window_size / game_size).x
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window_scale = (OS.window_size / game_size).x
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assert(starting_level != null, "Main: starting level not specified.")
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assert(starting_level != null, "Main: starting level not specified.")
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assert(player_hud != null, "Main: player HUD not specified.")
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assert(player_hud != null, "Main: player HUD not specified.")
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assert(is_instance_valid(lobby), "Main: No lobby scene found.")
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##TODO: Once a start screen is there, go there instead of lobby UI.
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# Or shift this over to UIManager singleton
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if is_instance_valid(start_screen) == false:
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lobby.visible = true
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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#func _process(delta):
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#func _process(delta):
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