Okay so I can’t figure this out.
I have an animation player that brings up a “stage select” menu where options and icons expand on load. Works great. Logic is fine.
I also have an “exit” screen you can go and leave the game from. However, when loading this scene and then returning to the stage select from it, my animations don’t run and stop halfway through one window! Makes no sense because it does not do it from the other scenes at all. Reset on save is also checked in the editor and i have even tried updating that setting in the code at ready.
Is this a 3.5 bug perhaps? I am using the exact same scene change function for all of the scenes.
Thought the code for the scene it returned from was an issue but nope, nothing weird here.
The "Exit screen":
func _on_YesButton_pressed():
AudioManager._sfx_cue(AudioManager._tom)
get_tree().quit()
func _on_NoButton_pressed():
AudioManager._sfx_cue(AudioManager._hit2)
var _backToSelect = get_tree().change_scene("res://scenes/MainMenu.tscn")
And here's the Stage Select if needed, but it works fine all the other times so I don't think there's anything wrong here.
extends Control
func _ready():
$AnimationPlayer.play("selectfade")
func _on_AnimationPlayer_animation_finished(_anim_name):
if _anim_name == "selectfade":
$AnimationPlayer.stop()
if _anim_name == "game_and_info":
$AnimationPlayer.stop()
func _on_Empty_Mind_mouse_entered():
$GameTitle.set_text("Empty Mind")
$GameTitle/GameDescription.set_text("Clear your mind of worry.")
$AnimationPlayer.play("game_and_info")
func _on_Empty_Mind_pressed():
AudioManager._sfx_cue(AudioManager._plink)
var _emptyMind = get_tree().change_scene("res://scenes/EmptyMind.tscn")
func _on_Peace_Pool_mouse_entered():
$GameTitle.set_text("Peace Pool")
$GameTitle/GameDescription.set_text("Keep the waters tranquil.")
$AnimationPlayer.play("game_and_info")
func _on_Peace_Pool_pressed():
AudioManager._sfx_cue(AudioManager._plink)
var _peacePool = get_tree().change_scene("res://scenes/PleasantPool.tscn")
func _on_Blossom_Drop_mouse_entered():
$GameTitle.set_text("Blossom Drop")
$GameTitle/GameDescription.set_text("Catch the petal in the wind.")
$AnimationPlayer.play("game_and_info")
func _on_Blossom_Drop_pressed():
AudioManager._sfx_cue(AudioManager._plink)
var _blossomDrop = get_tree().change_scene("res://scenes/BlossomDrop.tscn")
func _on_Deep_Breath_mouse_entered():
$GameTitle.set_text("Deep Breath")
$GameTitle/GameDescription.set_text("Breathe in and slow time.")
$AnimationPlayer.play("game_and_info")
func _on_Deep_Breath_pressed():
AudioManager._sfx_cue(AudioManager._plink)
func _on_Sound_Body_mouse_entered():
$GameTitle.set_text("Sound Body")
$GameTitle/GameDescription.set_text("Find balance in yourself.")
$AnimationPlayer.play("game_and_info")
func _on_Sound_Body_pressed():
AudioManager._sfx_cue(AudioManager._plink)
var _soundBody = get_tree().change_scene("res://scenes/SoundBody.tscn")
func _on_Quiet_Repose_mouse_entered():
$GameTitle.set_text("Quiet Repose")
$GameTitle/GameDescription.set_text("Embrace pure silence. Requires Microphone.")
$AnimationPlayer.play("game_and_info")
func _on_Quiet_Repose_pressed():
AudioManager._sfx_cue(AudioManager._plink)
var _quietRepose = get_tree().change_scene("res://scenes/QuietRepose.tscn")
func _on_ExitButton_pressed():
AudioManager._sfx_cue(AudioManager._tom)
var _exitScreen = get_tree().change_scene("res://scenes/ExitGameScreen.tscn")