extends Node func damage_style_changed(new_value := 0) -> void: Settings.file.difficulty.damage_style = new_value func checkpoint_changed(new_value := 0) -> void: Settings.file.difficulty.checkpoint_style = new_value func inf_lives_changed(new_value := 0) -> void: Settings.file.difficulty.inf_lives = new_value func flag_lives_changed(new_value := 0) -> void: Settings.file.difficulty.flagpole_lives = new_value func time_limit_changed(new_value := 0) -> void: Settings.file.difficulty.time_limit = new_value func game_over_changed(new_value := 0) -> void: Settings.file.difficulty.game_over_behaviour = new_value func backscroll_changed(new_value := 0) -> void: Settings.file.difficulty.back_scroll = new_value func level_design_changed(new_value := 0) -> void: Settings.file.difficulty.level_design = new_value func extra_checkpoints_changed(new_value := 0) -> void: Settings.file.difficulty.extra_checkpoints = new_value func lakitu_style_changed(new_value := 0) -> void: Settings.file.difficulty.lakitu_style = new_value func set_value(value_name := "", value := 0) -> void: { "damage_style": damage_style_changed, "checkpoint_style": checkpoint_changed, "inf_lives": inf_lives_changed, "flagpole_lives": flag_lives_changed, "game_over": game_over_changed, "level_design": level_design_changed, "extra_checkpoints": extra_checkpoints_changed, "back_scroll": backscroll_changed }[value_name].call(value)