![]() |
Attention | Topic was automatically imported from the old Question2Answer platform. |
![]() |
Asked By | Mort |
Hi! I’m trying to make an exit button in godot, as the title says. I tried to put get_tree().quit() in a script but not worked. Any solutions please? I’ll post the button’s script and the tittlescreen script.
Button.gd:
extends Button
func _ready():
pass
func _on_Button_pressed():
get_tree().quit()
TittleScreen.gd:
extends Control
var scene_path_to_load
func _ready():
$Menu/CenterRow/Buttons/NewGameButton.grab_focus()
for button in $Menu/CenterRow/Buttons.get_children():
button.connect("pressed", self, "_on_Button_pressed", [button.scene_to_load])
func _on_Button_pressed(scene_to_load):
$FadeIn.show()
$FadeIn.fade_in()
scene_path_to_load = scene_to_load
func _on_FadeIn_fade_finished():
$FadeIn.hide()
get_tree().change_scene(scene_path_to_load)
func _on_OptionsButton_pressed():
pass # Replace with function body.
Did you connect the signal? Alternatively, you can override _press
without connecting it:
func _pressed():
get_tree().quit()
Dlean Jeans | 2019-07-16 02:40
I’ve connected the signal, but didn’t work. However, I found the answer. I just changed the script to
extends Button
func _physics_process(delta: float) -> void:
if is_pressed():
get_tree().quit()
and now it works!
Mort | 2019-07-16 16:48