//! Add a level select.
//!
//! HUD buttons named `Level 1`, `Level 2` and so on load
//! `scenes/level_<n>.rscene` when clicked (level 1 is `scenes/main.rscene`).
//! The score counter carries over, since counters live in the scene. Make
//! the buttons `rusting.hud` objects with `"button": true`, and call
//! `level_select::level_select(scene);` first in `update`, returning when
//! it does: objects looked up before a scene load are gone.
use *;
/// Loads the level whose button was clicked; true when a level loaded.