extends Node3D class_name Game signal game_loaded var init_config var weapon_config func _ready(): weapon_config = Runtimeloader.loadConfig("weapons.cfg") as ConfigFile init_config = Runtimeloader.loadConfig("init.cfg") as ConfigFile print("Loading PCK...") for map_list in init_config.get_section_keys("MAPS"): for map in init_config.get_value("MAPS", map_list): Runtimeloader.loadPCK(map) for weapons_list in init_config.get_section_keys("WEAPONS"): for weapon in init_config.get_value("WEAPONS", weapons_list): Runtimeloader.loadPCK(weapon) print("Loading Resources Done.") func load_map(): Runtimeloader.loadScene("maps/test_map.tscn", self) #Runtimeloader.get_all_entities(node) game_loaded.emit() func _input(event): if event is InputEventKey and event.is_pressed(): if event.keycode == KEY_F: if !DisplayServer.window_get_mode(): DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_FULLSCREEN) else: DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_WINDOWED) elif event.keycode == KEY_ESCAPE: get_tree().quit()