Having problems with conditional navigation between scenes.

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:bust_in_silhouette: Asked By Mystile1369
:warning: Old Version Published before Godot 3 was released.

If this has been discussed before… I’m sorry… I couldn’t find it.

Simple scene… a secret button and a dialog box. in the dialog box there is a button to lead to the next scene.
my plan is to have the button leading to the next scene to go to one scene if you didn’t find the secret… and to another if you did…
here are the scripts:

Script for secret:

    extends TextureButton

 func _ready():

    pass

func _on_Secret_pressed():
	Global.Bonus == 1
	get_node("SamplePlayer").play("okay_1")

the sound plays when the button is pressed.

Code for the exit button:

extends Button

func _ready():

	pass

func _on_Button_pressed():
	if Global.Bonus == 1:
		get_tree().change_scene("res://Assets/bonus.tscn")
		
	if Global.Bonus == 0:
		get_tree().change_scene("res://Assets/reg.tscn")
		

and my global script:

extends Node

var Bonus = 0
var Day = 0
var Sierra = 0

func _ready():

	pass

Global is set to autoload and singleton…
regardless of what I do… the scene goes to “reg”

I’m not that proficient in this… but am trying to learn…
what am I forgetting here?

:bust_in_silhouette: Reply From: mollusca

Looks like you have a typo in _on_Secret_pressed():

Global.Bonus == 1

should be

Global.Bonus = 1

thank you SO much! that was the problem… nod nod

Mystile1369 | 2017-08-11 10:38