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Added dark/light mode functionality
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@ -6,6 +6,10 @@ onready var Game = preload("res://scenes/Game/Game.tscn" )
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onready var Options = preload("res://scenes/Options.tscn" )
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onready var Debug_Menu = preload("res://scenes/Debug Menu.tscn" )
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# Themes
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var lightmode = preload("res://assets/backgrounds/Background_Light.png");
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var darkmode = preload("res://assets/backgrounds/Background_Dark.png");
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#flags
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var power_saving = true
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var debug_enabled = true
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@ -21,6 +25,7 @@ func _ready():
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_errno += MessageBus.connect("list_scenes" , self, "_on_scene_list" )
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_errno += MessageBus.connect("quit" , self, "_on_quit_request" )
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_errno += MessageBus.connect("return_to_title", self, "_on_title_request" )
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_errno += OptionsController.connect("change_theme", self, "_on_change_theme" )
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# go fullscreen
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OS.low_processor_usage_mode = power_saving
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OS.low_processor_usage_mode_sleep_usec = 6800
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@ -93,3 +98,9 @@ func _on_quit_request():
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# Kills the current tree and replaces it with a new one
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func _on_title_request():
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return get_tree().change_scene("res://scenes/Main.tscn")
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func _on_change_theme(theme):
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if theme == "light":
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get_node("Background").set_texture(lightmode)
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elif theme == "dark":
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get_node("Background").set_texture(darkmode)
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